babylon.module.d.ts 5.5 MB

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  1. declare module "babylonjs/types" {
  2. /** Alias type for value that can be null */
  3. export type Nullable<T> = T | null;
  4. /**
  5. * Alias type for number that are floats
  6. * @ignorenaming
  7. */
  8. export type float = number;
  9. /**
  10. * Alias type for number that are doubles.
  11. * @ignorenaming
  12. */
  13. export type double = number;
  14. /**
  15. * Alias type for number that are integer
  16. * @ignorenaming
  17. */
  18. export type int = number;
  19. /** Alias type for number array or Float32Array */
  20. export type FloatArray = number[] | Float32Array;
  21. /** Alias type for number array or Float32Array or Int32Array or Uint32Array or Uint16Array */
  22. export type IndicesArray = number[] | Int32Array | Uint32Array | Uint16Array;
  23. /**
  24. * Alias for types that can be used by a Buffer or VertexBuffer.
  25. */
  26. export type DataArray = number[] | ArrayBuffer | ArrayBufferView;
  27. /**
  28. * Alias type for primitive types
  29. * @ignorenaming
  30. */
  31. type Primitive = undefined | null | boolean | string | number | Function;
  32. /**
  33. * Type modifier to make all the properties of an object Readonly
  34. */
  35. export type Immutable<T> = T extends Primitive ? T : T extends Array<infer U> ? ReadonlyArray<U> : DeepImmutable<T>;
  36. /**
  37. * Type modifier to make all the properties of an object Readonly recursively
  38. */
  39. export type DeepImmutable<T> = T extends Primitive ? T : T extends Array<infer U> ? DeepImmutableArray<U> : DeepImmutableObject<T>;
  40. /** @hidden */
  41. interface DeepImmutableArray<T> extends ReadonlyArray<DeepImmutable<T>> {
  42. }
  43. /** @hidden */
  44. /** @hidden */
  45. type DeepImmutableObject<T> = {
  46. readonly [K in keyof T]: DeepImmutable<T[K]>;
  47. };
  48. }
  49. declare module "babylonjs/Misc/observable" {
  50. import { Nullable } from "babylonjs/types";
  51. /**
  52. * A class serves as a medium between the observable and its observers
  53. */
  54. export class EventState {
  55. /**
  56. * Create a new EventState
  57. * @param mask defines the mask associated with this state
  58. * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true
  59. * @param target defines the original target of the state
  60. * @param currentTarget defines the current target of the state
  61. */
  62. constructor(mask: number, skipNextObservers?: boolean, target?: any, currentTarget?: any);
  63. /**
  64. * Initialize the current event state
  65. * @param mask defines the mask associated with this state
  66. * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true
  67. * @param target defines the original target of the state
  68. * @param currentTarget defines the current target of the state
  69. * @returns the current event state
  70. */
  71. initalize(mask: number, skipNextObservers?: boolean, target?: any, currentTarget?: any): EventState;
  72. /**
  73. * An Observer can set this property to true to prevent subsequent observers of being notified
  74. */
  75. skipNextObservers: boolean;
  76. /**
  77. * Get the mask value that were used to trigger the event corresponding to this EventState object
  78. */
  79. mask: number;
  80. /**
  81. * The object that originally notified the event
  82. */
  83. target?: any;
  84. /**
  85. * The current object in the bubbling phase
  86. */
  87. currentTarget?: any;
  88. /**
  89. * This will be populated with the return value of the last function that was executed.
  90. * If it is the first function in the callback chain it will be the event data.
  91. */
  92. lastReturnValue?: any;
  93. }
  94. /**
  95. * Represent an Observer registered to a given Observable object.
  96. */
  97. export class Observer<T> {
  98. /**
  99. * Defines the callback to call when the observer is notified
  100. */
  101. callback: (eventData: T, eventState: EventState) => void;
  102. /**
  103. * Defines the mask of the observer (used to filter notifications)
  104. */
  105. mask: number;
  106. /**
  107. * Defines the current scope used to restore the JS context
  108. */
  109. scope: any;
  110. /** @hidden */
  111. _willBeUnregistered: boolean;
  112. /**
  113. * Gets or sets a property defining that the observer as to be unregistered after the next notification
  114. */
  115. unregisterOnNextCall: boolean;
  116. /**
  117. * Creates a new observer
  118. * @param callback defines the callback to call when the observer is notified
  119. * @param mask defines the mask of the observer (used to filter notifications)
  120. * @param scope defines the current scope used to restore the JS context
  121. */
  122. constructor(
  123. /**
  124. * Defines the callback to call when the observer is notified
  125. */
  126. callback: (eventData: T, eventState: EventState) => void,
  127. /**
  128. * Defines the mask of the observer (used to filter notifications)
  129. */
  130. mask: number,
  131. /**
  132. * Defines the current scope used to restore the JS context
  133. */
  134. scope?: any);
  135. }
  136. /**
  137. * Represent a list of observers registered to multiple Observables object.
  138. */
  139. export class MultiObserver<T> {
  140. private _observers;
  141. private _observables;
  142. /**
  143. * Release associated resources
  144. */
  145. dispose(): void;
  146. /**
  147. * Raise a callback when one of the observable will notify
  148. * @param observables defines a list of observables to watch
  149. * @param callback defines the callback to call on notification
  150. * @param mask defines the mask used to filter notifications
  151. * @param scope defines the current scope used to restore the JS context
  152. * @returns the new MultiObserver
  153. */
  154. static Watch<T>(observables: Observable<T>[], callback: (eventData: T, eventState: EventState) => void, mask?: number, scope?: any): MultiObserver<T>;
  155. }
  156. /**
  157. * The Observable class is a simple implementation of the Observable pattern.
  158. *
  159. * There's one slight particularity though: a given Observable can notify its observer using a particular mask value, only the Observers registered with this mask value will be notified.
  160. * This enable a more fine grained execution without having to rely on multiple different Observable objects.
  161. * For instance you may have a given Observable that have four different types of notifications: Move (mask = 0x01), Stop (mask = 0x02), Turn Right (mask = 0X04), Turn Left (mask = 0X08).
  162. * A given observer can register itself with only Move and Stop (mask = 0x03), then it will only be notified when one of these two occurs and will never be for Turn Left/Right.
  163. */
  164. export class Observable<T> {
  165. private _observers;
  166. private _eventState;
  167. private _onObserverAdded;
  168. /**
  169. * Gets the list of observers
  170. */
  171. readonly observers: Array<Observer<T>>;
  172. /**
  173. * Creates a new observable
  174. * @param onObserverAdded defines a callback to call when a new observer is added
  175. */
  176. constructor(onObserverAdded?: (observer: Observer<T>) => void);
  177. /**
  178. * Create a new Observer with the specified callback
  179. * @param callback the callback that will be executed for that Observer
  180. * @param mask the mask used to filter observers
  181. * @param insertFirst if true the callback will be inserted at the first position, hence executed before the others ones. If false (default behavior) the callback will be inserted at the last position, executed after all the others already present.
  182. * @param scope optional scope for the callback to be called from
  183. * @param unregisterOnFirstCall defines if the observer as to be unregistered after the next notification
  184. * @returns the new observer created for the callback
  185. */
  186. add(callback: (eventData: T, eventState: EventState) => void, mask?: number, insertFirst?: boolean, scope?: any, unregisterOnFirstCall?: boolean): Nullable<Observer<T>>;
  187. /**
  188. * Create a new Observer with the specified callback and unregisters after the next notification
  189. * @param callback the callback that will be executed for that Observer
  190. * @returns the new observer created for the callback
  191. */
  192. addOnce(callback: (eventData: T, eventState: EventState) => void): Nullable<Observer<T>>;
  193. /**
  194. * Remove an Observer from the Observable object
  195. * @param observer the instance of the Observer to remove
  196. * @returns false if it doesn't belong to this Observable
  197. */
  198. remove(observer: Nullable<Observer<T>>): boolean;
  199. /**
  200. * Remove a callback from the Observable object
  201. * @param callback the callback to remove
  202. * @param scope optional scope. If used only the callbacks with this scope will be removed
  203. * @returns false if it doesn't belong to this Observable
  204. */
  205. removeCallback(callback: (eventData: T, eventState: EventState) => void, scope?: any): boolean;
  206. private _deferUnregister;
  207. private _remove;
  208. /**
  209. * Moves the observable to the top of the observer list making it get called first when notified
  210. * @param observer the observer to move
  211. */
  212. makeObserverTopPriority(observer: Observer<T>): void;
  213. /**
  214. * Moves the observable to the bottom of the observer list making it get called last when notified
  215. * @param observer the observer to move
  216. */
  217. makeObserverBottomPriority(observer: Observer<T>): void;
  218. /**
  219. * Notify all Observers by calling their respective callback with the given data
  220. * Will return true if all observers were executed, false if an observer set skipNextObservers to true, then prevent the subsequent ones to execute
  221. * @param eventData defines the data to send to all observers
  222. * @param mask defines the mask of the current notification (observers with incompatible mask (ie mask & observer.mask === 0) will not be notified)
  223. * @param target defines the original target of the state
  224. * @param currentTarget defines the current target of the state
  225. * @returns false if the complete observer chain was not processed (because one observer set the skipNextObservers to true)
  226. */
  227. notifyObservers(eventData: T, mask?: number, target?: any, currentTarget?: any): boolean;
  228. /**
  229. * Calling this will execute each callback, expecting it to be a promise or return a value.
  230. * If at any point in the chain one function fails, the promise will fail and the execution will not continue.
  231. * This is useful when a chain of events (sometimes async events) is needed to initialize a certain object
  232. * and it is crucial that all callbacks will be executed.
  233. * The order of the callbacks is kept, callbacks are not executed parallel.
  234. *
  235. * @param eventData The data to be sent to each callback
  236. * @param mask is used to filter observers defaults to -1
  237. * @param target defines the callback target (see EventState)
  238. * @param currentTarget defines he current object in the bubbling phase
  239. * @returns {Promise<T>} will return a Promise than resolves when all callbacks executed successfully.
  240. */
  241. notifyObserversWithPromise(eventData: T, mask?: number, target?: any, currentTarget?: any): Promise<T>;
  242. /**
  243. * Notify a specific observer
  244. * @param observer defines the observer to notify
  245. * @param eventData defines the data to be sent to each callback
  246. * @param mask is used to filter observers defaults to -1
  247. */
  248. notifyObserver(observer: Observer<T>, eventData: T, mask?: number): void;
  249. /**
  250. * Gets a boolean indicating if the observable has at least one observer
  251. * @returns true is the Observable has at least one Observer registered
  252. */
  253. hasObservers(): boolean;
  254. /**
  255. * Clear the list of observers
  256. */
  257. clear(): void;
  258. /**
  259. * Clone the current observable
  260. * @returns a new observable
  261. */
  262. clone(): Observable<T>;
  263. /**
  264. * Does this observable handles observer registered with a given mask
  265. * @param mask defines the mask to be tested
  266. * @return whether or not one observer registered with the given mask is handeled
  267. **/
  268. hasSpecificMask(mask?: number): boolean;
  269. }
  270. }
  271. declare module "babylonjs/Misc/domManagement" {
  272. /**
  273. * Sets of helpers dealing with the DOM and some of the recurrent functions needed in
  274. * Babylon.js
  275. */
  276. export class DomManagement {
  277. /**
  278. * Checks if the window object exists
  279. * @returns true if the window object exists
  280. */
  281. static IsWindowObjectExist(): boolean;
  282. /**
  283. * Checks if the navigator object exists
  284. * @returns true if the navigator object exists
  285. */
  286. static IsNavigatorAvailable(): boolean;
  287. /**
  288. * Extracts text content from a DOM element hierarchy
  289. * @param element defines the root element
  290. * @returns a string
  291. */
  292. static GetDOMTextContent(element: HTMLElement): string;
  293. }
  294. }
  295. declare module "babylonjs/Misc/logger" {
  296. /**
  297. * Logger used througouht the application to allow configuration of
  298. * the log level required for the messages.
  299. */
  300. export class Logger {
  301. /**
  302. * No log
  303. */
  304. static readonly NoneLogLevel: number;
  305. /**
  306. * Only message logs
  307. */
  308. static readonly MessageLogLevel: number;
  309. /**
  310. * Only warning logs
  311. */
  312. static readonly WarningLogLevel: number;
  313. /**
  314. * Only error logs
  315. */
  316. static readonly ErrorLogLevel: number;
  317. /**
  318. * All logs
  319. */
  320. static readonly AllLogLevel: number;
  321. private static _LogCache;
  322. /**
  323. * Gets a value indicating the number of loading errors
  324. * @ignorenaming
  325. */
  326. static errorsCount: number;
  327. /**
  328. * Callback called when a new log is added
  329. */
  330. static OnNewCacheEntry: (entry: string) => void;
  331. private static _AddLogEntry;
  332. private static _FormatMessage;
  333. private static _LogDisabled;
  334. private static _LogEnabled;
  335. private static _WarnDisabled;
  336. private static _WarnEnabled;
  337. private static _ErrorDisabled;
  338. private static _ErrorEnabled;
  339. /**
  340. * Log a message to the console
  341. */
  342. static Log: (message: string) => void;
  343. /**
  344. * Write a warning message to the console
  345. */
  346. static Warn: (message: string) => void;
  347. /**
  348. * Write an error message to the console
  349. */
  350. static Error: (message: string) => void;
  351. /**
  352. * Gets current log cache (list of logs)
  353. */
  354. static readonly LogCache: string;
  355. /**
  356. * Clears the log cache
  357. */
  358. static ClearLogCache(): void;
  359. /**
  360. * Sets the current log level (MessageLogLevel / WarningLogLevel / ErrorLogLevel)
  361. */
  362. static LogLevels: number;
  363. }
  364. }
  365. declare module "babylonjs/Misc/typeStore" {
  366. /** @hidden */
  367. export class _TypeStore {
  368. /** @hidden */
  369. static RegisteredTypes: {
  370. [key: string]: Object;
  371. };
  372. /** @hidden */
  373. static GetClass(fqdn: string): any;
  374. }
  375. }
  376. declare module "babylonjs/Misc/deepCopier" {
  377. /**
  378. * Class containing a set of static utilities functions for deep copy.
  379. */
  380. export class DeepCopier {
  381. /**
  382. * Tries to copy an object by duplicating every property
  383. * @param source defines the source object
  384. * @param destination defines the target object
  385. * @param doNotCopyList defines a list of properties to avoid
  386. * @param mustCopyList defines a list of properties to copy (even if they start with _)
  387. */
  388. static DeepCopy(source: any, destination: any, doNotCopyList?: string[], mustCopyList?: string[]): void;
  389. }
  390. }
  391. declare module "babylonjs/Misc/precisionDate" {
  392. /**
  393. * Class containing a set of static utilities functions for precision date
  394. */
  395. export class PrecisionDate {
  396. /**
  397. * Gets either window.performance.now() if supported or Date.now() else
  398. */
  399. static readonly Now: number;
  400. }
  401. }
  402. declare module "babylonjs/Misc/devTools" {
  403. /** @hidden */
  404. export class _DevTools {
  405. static WarnImport(name: string): string;
  406. }
  407. }
  408. declare module "babylonjs/Misc/webRequest" {
  409. /**
  410. * Extended version of XMLHttpRequest with support for customizations (headers, ...)
  411. */
  412. export class WebRequest {
  413. private _xhr;
  414. /**
  415. * Custom HTTP Request Headers to be sent with XMLHttpRequests
  416. * i.e. when loading files, where the server/service expects an Authorization header
  417. */
  418. static CustomRequestHeaders: {
  419. [key: string]: string;
  420. };
  421. /**
  422. * Add callback functions in this array to update all the requests before they get sent to the network
  423. */
  424. static CustomRequestModifiers: ((request: XMLHttpRequest, url: string) => void)[];
  425. private _injectCustomRequestHeaders;
  426. /**
  427. * Gets or sets a function to be called when loading progress changes
  428. */
  429. onprogress: ((this: XMLHttpRequest, ev: ProgressEvent) => any) | null;
  430. /**
  431. * Returns client's state
  432. */
  433. readonly readyState: number;
  434. /**
  435. * Returns client's status
  436. */
  437. readonly status: number;
  438. /**
  439. * Returns client's status as a text
  440. */
  441. readonly statusText: string;
  442. /**
  443. * Returns client's response
  444. */
  445. readonly response: any;
  446. /**
  447. * Returns client's response url
  448. */
  449. readonly responseURL: string;
  450. /**
  451. * Returns client's response as text
  452. */
  453. readonly responseText: string;
  454. /**
  455. * Gets or sets the expected response type
  456. */
  457. responseType: XMLHttpRequestResponseType;
  458. /** @hidden */
  459. addEventListener<K extends keyof XMLHttpRequestEventMap>(type: K, listener: (this: XMLHttpRequest, ev: XMLHttpRequestEventMap[K]) => any, options?: boolean | AddEventListenerOptions): void;
  460. /** @hidden */
  461. removeEventListener<K extends keyof XMLHttpRequestEventMap>(type: K, listener: (this: XMLHttpRequest, ev: XMLHttpRequestEventMap[K]) => any, options?: boolean | EventListenerOptions): void;
  462. /**
  463. * Cancels any network activity
  464. */
  465. abort(): void;
  466. /**
  467. * Initiates the request. The optional argument provides the request body. The argument is ignored if request method is GET or HEAD
  468. * @param body defines an optional request body
  469. */
  470. send(body?: Document | BodyInit | null): void;
  471. /**
  472. * Sets the request method, request URL
  473. * @param method defines the method to use (GET, POST, etc..)
  474. * @param url defines the url to connect with
  475. */
  476. open(method: string, url: string): void;
  477. }
  478. }
  479. declare module "babylonjs/Misc/fileRequest" {
  480. import { Observable } from "babylonjs/Misc/observable";
  481. /**
  482. * File request interface
  483. */
  484. export interface IFileRequest {
  485. /**
  486. * Raised when the request is complete (success or error).
  487. */
  488. onCompleteObservable: Observable<IFileRequest>;
  489. /**
  490. * Aborts the request for a file.
  491. */
  492. abort: () => void;
  493. }
  494. }
  495. declare module "babylonjs/Misc/performanceMonitor" {
  496. /**
  497. * Performance monitor tracks rolling average frame-time and frame-time variance over a user defined sliding-window
  498. */
  499. export class PerformanceMonitor {
  500. private _enabled;
  501. private _rollingFrameTime;
  502. private _lastFrameTimeMs;
  503. /**
  504. * constructor
  505. * @param frameSampleSize The number of samples required to saturate the sliding window
  506. */
  507. constructor(frameSampleSize?: number);
  508. /**
  509. * Samples current frame
  510. * @param timeMs A timestamp in milliseconds of the current frame to compare with other frames
  511. */
  512. sampleFrame(timeMs?: number): void;
  513. /**
  514. * Returns the average frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  515. */
  516. readonly averageFrameTime: number;
  517. /**
  518. * Returns the variance frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  519. */
  520. readonly averageFrameTimeVariance: number;
  521. /**
  522. * Returns the frame time of the most recent frame
  523. */
  524. readonly instantaneousFrameTime: number;
  525. /**
  526. * Returns the average framerate in frames per second over the sliding window (or the subset of frames sampled so far)
  527. */
  528. readonly averageFPS: number;
  529. /**
  530. * Returns the average framerate in frames per second using the most recent frame time
  531. */
  532. readonly instantaneousFPS: number;
  533. /**
  534. * Returns true if enough samples have been taken to completely fill the sliding window
  535. */
  536. readonly isSaturated: boolean;
  537. /**
  538. * Enables contributions to the sliding window sample set
  539. */
  540. enable(): void;
  541. /**
  542. * Disables contributions to the sliding window sample set
  543. * Samples will not be interpolated over the disabled period
  544. */
  545. disable(): void;
  546. /**
  547. * Returns true if sampling is enabled
  548. */
  549. readonly isEnabled: boolean;
  550. /**
  551. * Resets performance monitor
  552. */
  553. reset(): void;
  554. }
  555. /**
  556. * RollingAverage
  557. *
  558. * Utility to efficiently compute the rolling average and variance over a sliding window of samples
  559. */
  560. export class RollingAverage {
  561. /**
  562. * Current average
  563. */
  564. average: number;
  565. /**
  566. * Current variance
  567. */
  568. variance: number;
  569. protected _samples: Array<number>;
  570. protected _sampleCount: number;
  571. protected _pos: number;
  572. protected _m2: number;
  573. /**
  574. * constructor
  575. * @param length The number of samples required to saturate the sliding window
  576. */
  577. constructor(length: number);
  578. /**
  579. * Adds a sample to the sample set
  580. * @param v The sample value
  581. */
  582. add(v: number): void;
  583. /**
  584. * Returns previously added values or null if outside of history or outside the sliding window domain
  585. * @param i Index in history. For example, pass 0 for the most recent value and 1 for the value before that
  586. * @return Value previously recorded with add() or null if outside of range
  587. */
  588. history(i: number): number;
  589. /**
  590. * Returns true if enough samples have been taken to completely fill the sliding window
  591. * @return true if sample-set saturated
  592. */
  593. isSaturated(): boolean;
  594. /**
  595. * Resets the rolling average (equivalent to 0 samples taken so far)
  596. */
  597. reset(): void;
  598. /**
  599. * Wraps a value around the sample range boundaries
  600. * @param i Position in sample range, for example if the sample length is 5, and i is -3, then 2 will be returned.
  601. * @return Wrapped position in sample range
  602. */
  603. protected _wrapPosition(i: number): number;
  604. }
  605. }
  606. declare module "babylonjs/Misc/stringDictionary" {
  607. import { Nullable } from "babylonjs/types";
  608. /**
  609. * This class implement a typical dictionary using a string as key and the generic type T as value.
  610. * The underlying implementation relies on an associative array to ensure the best performances.
  611. * The value can be anything including 'null' but except 'undefined'
  612. */
  613. export class StringDictionary<T> {
  614. /**
  615. * This will clear this dictionary and copy the content from the 'source' one.
  616. * If the T value is a custom object, it won't be copied/cloned, the same object will be used
  617. * @param source the dictionary to take the content from and copy to this dictionary
  618. */
  619. copyFrom(source: StringDictionary<T>): void;
  620. /**
  621. * Get a value based from its key
  622. * @param key the given key to get the matching value from
  623. * @return the value if found, otherwise undefined is returned
  624. */
  625. get(key: string): T | undefined;
  626. /**
  627. * Get a value from its key or add it if it doesn't exist.
  628. * This method will ensure you that a given key/data will be present in the dictionary.
  629. * @param key the given key to get the matching value from
  630. * @param factory the factory that will create the value if the key is not present in the dictionary.
  631. * The factory will only be invoked if there's no data for the given key.
  632. * @return the value corresponding to the key.
  633. */
  634. getOrAddWithFactory(key: string, factory: (key: string) => T): T;
  635. /**
  636. * Get a value from its key if present in the dictionary otherwise add it
  637. * @param key the key to get the value from
  638. * @param val if there's no such key/value pair in the dictionary add it with this value
  639. * @return the value corresponding to the key
  640. */
  641. getOrAdd(key: string, val: T): T;
  642. /**
  643. * Check if there's a given key in the dictionary
  644. * @param key the key to check for
  645. * @return true if the key is present, false otherwise
  646. */
  647. contains(key: string): boolean;
  648. /**
  649. * Add a new key and its corresponding value
  650. * @param key the key to add
  651. * @param value the value corresponding to the key
  652. * @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
  653. */
  654. add(key: string, value: T): boolean;
  655. /**
  656. * Update a specific value associated to a key
  657. * @param key defines the key to use
  658. * @param value defines the value to store
  659. * @returns true if the value was updated (or false if the key was not found)
  660. */
  661. set(key: string, value: T): boolean;
  662. /**
  663. * Get the element of the given key and remove it from the dictionary
  664. * @param key defines the key to search
  665. * @returns the value associated with the key or null if not found
  666. */
  667. getAndRemove(key: string): Nullable<T>;
  668. /**
  669. * Remove a key/value from the dictionary.
  670. * @param key the key to remove
  671. * @return true if the item was successfully deleted, false if no item with such key exist in the dictionary
  672. */
  673. remove(key: string): boolean;
  674. /**
  675. * Clear the whole content of the dictionary
  676. */
  677. clear(): void;
  678. /**
  679. * Gets the current count
  680. */
  681. readonly count: number;
  682. /**
  683. * Execute a callback on each key/val of the dictionary.
  684. * Note that you can remove any element in this dictionary in the callback implementation
  685. * @param callback the callback to execute on a given key/value pair
  686. */
  687. forEach(callback: (key: string, val: T) => void): void;
  688. /**
  689. * Execute a callback on every occurrence of the dictionary until it returns a valid TRes object.
  690. * If the callback returns null or undefined the method will iterate to the next key/value pair
  691. * Note that you can remove any element in this dictionary in the callback implementation
  692. * @param callback the callback to execute, if it return a valid T instanced object the enumeration will stop and the object will be returned
  693. * @returns the first item
  694. */
  695. first<TRes>(callback: (key: string, val: T) => TRes): TRes | null;
  696. private _count;
  697. private _data;
  698. }
  699. }
  700. declare module "babylonjs/Meshes/dataBuffer" {
  701. /**
  702. * Class used to store gfx data (like WebGLBuffer)
  703. */
  704. export class DataBuffer {
  705. /**
  706. * Gets or sets the number of objects referencing this buffer
  707. */
  708. references: number;
  709. /** Gets or sets the size of the underlying buffer */
  710. capacity: number;
  711. /**
  712. * Gets or sets a boolean indicating if the buffer contains 32bits indices
  713. */
  714. is32Bits: boolean;
  715. /**
  716. * Gets the underlying buffer
  717. */
  718. readonly underlyingResource: any;
  719. }
  720. }
  721. declare module "babylonjs/Meshes/buffer" {
  722. import { Nullable, DataArray } from "babylonjs/types";
  723. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  724. /**
  725. * Class used to store data that will be store in GPU memory
  726. */
  727. export class Buffer {
  728. private _engine;
  729. private _buffer;
  730. /** @hidden */
  731. _data: Nullable<DataArray>;
  732. private _updatable;
  733. private _instanced;
  734. /**
  735. * Gets the byte stride.
  736. */
  737. readonly byteStride: number;
  738. /**
  739. * Constructor
  740. * @param engine the engine
  741. * @param data the data to use for this buffer
  742. * @param updatable whether the data is updatable
  743. * @param stride the stride (optional)
  744. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  745. * @param instanced whether the buffer is instanced (optional)
  746. * @param useBytes set to true if the stride in in bytes (optional)
  747. */
  748. constructor(engine: any, data: DataArray, updatable: boolean, stride?: number, postponeInternalCreation?: boolean, instanced?: boolean, useBytes?: boolean);
  749. /**
  750. * Create a new VertexBuffer based on the current buffer
  751. * @param kind defines the vertex buffer kind (position, normal, etc.)
  752. * @param offset defines offset in the buffer (0 by default)
  753. * @param size defines the size in floats of attributes (position is 3 for instance)
  754. * @param stride defines the stride size in floats in the buffer (the offset to apply to reach next value when data is interleaved)
  755. * @param instanced defines if the vertex buffer contains indexed data
  756. * @param useBytes defines if the offset and stride are in bytes
  757. * @returns the new vertex buffer
  758. */
  759. createVertexBuffer(kind: string, offset: number, size: number, stride?: number, instanced?: boolean, useBytes?: boolean): VertexBuffer;
  760. /**
  761. * Gets a boolean indicating if the Buffer is updatable?
  762. * @returns true if the buffer is updatable
  763. */
  764. isUpdatable(): boolean;
  765. /**
  766. * Gets current buffer's data
  767. * @returns a DataArray or null
  768. */
  769. getData(): Nullable<DataArray>;
  770. /**
  771. * Gets underlying native buffer
  772. * @returns underlying native buffer
  773. */
  774. getBuffer(): Nullable<DataBuffer>;
  775. /**
  776. * Gets the stride in float32 units (i.e. byte stride / 4).
  777. * May not be an integer if the byte stride is not divisible by 4.
  778. * DEPRECATED. Use byteStride instead.
  779. * @returns the stride in float32 units
  780. */
  781. getStrideSize(): number;
  782. /**
  783. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  784. * @param data defines the data to store
  785. */
  786. create(data?: Nullable<DataArray>): void;
  787. /** @hidden */
  788. _rebuild(): void;
  789. /**
  790. * Update current buffer data
  791. * @param data defines the data to store
  792. */
  793. update(data: DataArray): void;
  794. /**
  795. * Updates the data directly.
  796. * @param data the new data
  797. * @param offset the new offset
  798. * @param vertexCount the vertex count (optional)
  799. * @param useBytes set to true if the offset is in bytes
  800. */
  801. updateDirectly(data: DataArray, offset: number, vertexCount?: number, useBytes?: boolean): void;
  802. /**
  803. * Release all resources
  804. */
  805. dispose(): void;
  806. }
  807. /**
  808. * Specialized buffer used to store vertex data
  809. */
  810. export class VertexBuffer {
  811. /** @hidden */
  812. _buffer: Buffer;
  813. private _kind;
  814. private _size;
  815. private _ownsBuffer;
  816. private _instanced;
  817. private _instanceDivisor;
  818. /**
  819. * The byte type.
  820. */
  821. static readonly BYTE: number;
  822. /**
  823. * The unsigned byte type.
  824. */
  825. static readonly UNSIGNED_BYTE: number;
  826. /**
  827. * The short type.
  828. */
  829. static readonly SHORT: number;
  830. /**
  831. * The unsigned short type.
  832. */
  833. static readonly UNSIGNED_SHORT: number;
  834. /**
  835. * The integer type.
  836. */
  837. static readonly INT: number;
  838. /**
  839. * The unsigned integer type.
  840. */
  841. static readonly UNSIGNED_INT: number;
  842. /**
  843. * The float type.
  844. */
  845. static readonly FLOAT: number;
  846. /**
  847. * Gets or sets the instance divisor when in instanced mode
  848. */
  849. instanceDivisor: number;
  850. /**
  851. * Gets the byte stride.
  852. */
  853. readonly byteStride: number;
  854. /**
  855. * Gets the byte offset.
  856. */
  857. readonly byteOffset: number;
  858. /**
  859. * Gets whether integer data values should be normalized into a certain range when being casted to a float.
  860. */
  861. readonly normalized: boolean;
  862. /**
  863. * Gets the data type of each component in the array.
  864. */
  865. readonly type: number;
  866. /**
  867. * Constructor
  868. * @param engine the engine
  869. * @param data the data to use for this vertex buffer
  870. * @param kind the vertex buffer kind
  871. * @param updatable whether the data is updatable
  872. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  873. * @param stride the stride (optional)
  874. * @param instanced whether the buffer is instanced (optional)
  875. * @param offset the offset of the data (optional)
  876. * @param size the number of components (optional)
  877. * @param type the type of the component (optional)
  878. * @param normalized whether the data contains normalized data (optional)
  879. * @param useBytes set to true if stride and offset are in bytes (optional)
  880. */
  881. 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);
  882. /** @hidden */
  883. _rebuild(): void;
  884. /**
  885. * Returns the kind of the VertexBuffer (string)
  886. * @returns a string
  887. */
  888. getKind(): string;
  889. /**
  890. * Gets a boolean indicating if the VertexBuffer is updatable?
  891. * @returns true if the buffer is updatable
  892. */
  893. isUpdatable(): boolean;
  894. /**
  895. * Gets current buffer's data
  896. * @returns a DataArray or null
  897. */
  898. getData(): Nullable<DataArray>;
  899. /**
  900. * Gets underlying native buffer
  901. * @returns underlying native buffer
  902. */
  903. getBuffer(): Nullable<DataBuffer>;
  904. /**
  905. * Gets the stride in float32 units (i.e. byte stride / 4).
  906. * May not be an integer if the byte stride is not divisible by 4.
  907. * DEPRECATED. Use byteStride instead.
  908. * @returns the stride in float32 units
  909. */
  910. getStrideSize(): number;
  911. /**
  912. * Returns the offset as a multiple of the type byte length.
  913. * DEPRECATED. Use byteOffset instead.
  914. * @returns the offset in bytes
  915. */
  916. getOffset(): number;
  917. /**
  918. * Returns the number of components per vertex attribute (integer)
  919. * @returns the size in float
  920. */
  921. getSize(): number;
  922. /**
  923. * Gets a boolean indicating is the internal buffer of the VertexBuffer is instanced
  924. * @returns true if this buffer is instanced
  925. */
  926. getIsInstanced(): boolean;
  927. /**
  928. * Returns the instancing divisor, zero for non-instanced (integer).
  929. * @returns a number
  930. */
  931. getInstanceDivisor(): number;
  932. /**
  933. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  934. * @param data defines the data to store
  935. */
  936. create(data?: DataArray): void;
  937. /**
  938. * Updates the underlying buffer according to the passed numeric array or Float32Array.
  939. * This function will create a new buffer if the current one is not updatable
  940. * @param data defines the data to store
  941. */
  942. update(data: DataArray): void;
  943. /**
  944. * Updates directly the underlying WebGLBuffer according to the passed numeric array or Float32Array.
  945. * Returns the directly updated WebGLBuffer.
  946. * @param data the new data
  947. * @param offset the new offset
  948. * @param useBytes set to true if the offset is in bytes
  949. */
  950. updateDirectly(data: DataArray, offset: number, useBytes?: boolean): void;
  951. /**
  952. * Disposes the VertexBuffer and the underlying WebGLBuffer.
  953. */
  954. dispose(): void;
  955. /**
  956. * Enumerates each value of this vertex buffer as numbers.
  957. * @param count the number of values to enumerate
  958. * @param callback the callback function called for each value
  959. */
  960. forEach(count: number, callback: (value: number, index: number) => void): void;
  961. /**
  962. * Positions
  963. */
  964. static readonly PositionKind: string;
  965. /**
  966. * Normals
  967. */
  968. static readonly NormalKind: string;
  969. /**
  970. * Tangents
  971. */
  972. static readonly TangentKind: string;
  973. /**
  974. * Texture coordinates
  975. */
  976. static readonly UVKind: string;
  977. /**
  978. * Texture coordinates 2
  979. */
  980. static readonly UV2Kind: string;
  981. /**
  982. * Texture coordinates 3
  983. */
  984. static readonly UV3Kind: string;
  985. /**
  986. * Texture coordinates 4
  987. */
  988. static readonly UV4Kind: string;
  989. /**
  990. * Texture coordinates 5
  991. */
  992. static readonly UV5Kind: string;
  993. /**
  994. * Texture coordinates 6
  995. */
  996. static readonly UV6Kind: string;
  997. /**
  998. * Colors
  999. */
  1000. static readonly ColorKind: string;
  1001. /**
  1002. * Matrix indices (for bones)
  1003. */
  1004. static readonly MatricesIndicesKind: string;
  1005. /**
  1006. * Matrix weights (for bones)
  1007. */
  1008. static readonly MatricesWeightsKind: string;
  1009. /**
  1010. * Additional matrix indices (for bones)
  1011. */
  1012. static readonly MatricesIndicesExtraKind: string;
  1013. /**
  1014. * Additional matrix weights (for bones)
  1015. */
  1016. static readonly MatricesWeightsExtraKind: string;
  1017. /**
  1018. * Deduces the stride given a kind.
  1019. * @param kind The kind string to deduce
  1020. * @returns The deduced stride
  1021. */
  1022. static DeduceStride(kind: string): number;
  1023. /**
  1024. * Gets the byte length of the given type.
  1025. * @param type the type
  1026. * @returns the number of bytes
  1027. */
  1028. static GetTypeByteLength(type: number): number;
  1029. /**
  1030. * Enumerates each value of the given parameters as numbers.
  1031. * @param data the data to enumerate
  1032. * @param byteOffset the byte offset of the data
  1033. * @param byteStride the byte stride of the data
  1034. * @param componentCount the number of components per element
  1035. * @param componentType the type of the component
  1036. * @param count the number of values to enumerate
  1037. * @param normalized whether the data is normalized
  1038. * @param callback the callback function called for each value
  1039. */
  1040. static ForEach(data: DataArray, byteOffset: number, byteStride: number, componentCount: number, componentType: number, count: number, normalized: boolean, callback: (value: number, index: number) => void): void;
  1041. private static _GetFloatValue;
  1042. }
  1043. }
  1044. declare module "babylonjs/Maths/math.scalar" {
  1045. /**
  1046. * Scalar computation library
  1047. */
  1048. export class Scalar {
  1049. /**
  1050. * Two pi constants convenient for computation.
  1051. */
  1052. static TwoPi: number;
  1053. /**
  1054. * Boolean : true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
  1055. * @param a number
  1056. * @param b number
  1057. * @param epsilon (default = 1.401298E-45)
  1058. * @returns true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
  1059. */
  1060. static WithinEpsilon(a: number, b: number, epsilon?: number): boolean;
  1061. /**
  1062. * Returns a string : the upper case translation of the number i to hexadecimal.
  1063. * @param i number
  1064. * @returns the upper case translation of the number i to hexadecimal.
  1065. */
  1066. static ToHex(i: number): string;
  1067. /**
  1068. * Returns -1 if value is negative and +1 is value is positive.
  1069. * @param value the value
  1070. * @returns the value itself if it's equal to zero.
  1071. */
  1072. static Sign(value: number): number;
  1073. /**
  1074. * Returns the value itself if it's between min and max.
  1075. * Returns min if the value is lower than min.
  1076. * Returns max if the value is greater than max.
  1077. * @param value the value to clmap
  1078. * @param min the min value to clamp to (default: 0)
  1079. * @param max the max value to clamp to (default: 1)
  1080. * @returns the clamped value
  1081. */
  1082. static Clamp(value: number, min?: number, max?: number): number;
  1083. /**
  1084. * the log2 of value.
  1085. * @param value the value to compute log2 of
  1086. * @returns the log2 of value.
  1087. */
  1088. static Log2(value: number): number;
  1089. /**
  1090. * Loops the value, so that it is never larger than length and never smaller than 0.
  1091. *
  1092. * This is similar to the modulo operator but it works with floating point numbers.
  1093. * For example, using 3.0 for t and 2.5 for length, the result would be 0.5.
  1094. * With t = 5 and length = 2.5, the result would be 0.0.
  1095. * Note, however, that the behaviour is not defined for negative numbers as it is for the modulo operator
  1096. * @param value the value
  1097. * @param length the length
  1098. * @returns the looped value
  1099. */
  1100. static Repeat(value: number, length: number): number;
  1101. /**
  1102. * Normalize the value between 0.0 and 1.0 using min and max values
  1103. * @param value value to normalize
  1104. * @param min max to normalize between
  1105. * @param max min to normalize between
  1106. * @returns the normalized value
  1107. */
  1108. static Normalize(value: number, min: number, max: number): number;
  1109. /**
  1110. * Denormalize the value from 0.0 and 1.0 using min and max values
  1111. * @param normalized value to denormalize
  1112. * @param min max to denormalize between
  1113. * @param max min to denormalize between
  1114. * @returns the denormalized value
  1115. */
  1116. static Denormalize(normalized: number, min: number, max: number): number;
  1117. /**
  1118. * Calculates the shortest difference between two given angles given in degrees.
  1119. * @param current current angle in degrees
  1120. * @param target target angle in degrees
  1121. * @returns the delta
  1122. */
  1123. static DeltaAngle(current: number, target: number): number;
  1124. /**
  1125. * PingPongs the value t, so that it is never larger than length and never smaller than 0.
  1126. * @param tx value
  1127. * @param length length
  1128. * @returns The returned value will move back and forth between 0 and length
  1129. */
  1130. static PingPong(tx: number, length: number): number;
  1131. /**
  1132. * Interpolates between min and max with smoothing at the limits.
  1133. *
  1134. * This function interpolates between min and max in a similar way to Lerp. However, the interpolation will gradually speed up
  1135. * from the start and slow down toward the end. This is useful for creating natural-looking animation, fading and other transitions.
  1136. * @param from from
  1137. * @param to to
  1138. * @param tx value
  1139. * @returns the smooth stepped value
  1140. */
  1141. static SmoothStep(from: number, to: number, tx: number): number;
  1142. /**
  1143. * Moves a value current towards target.
  1144. *
  1145. * This is essentially the same as Mathf.Lerp but instead the function will ensure that the speed never exceeds maxDelta.
  1146. * Negative values of maxDelta pushes the value away from target.
  1147. * @param current current value
  1148. * @param target target value
  1149. * @param maxDelta max distance to move
  1150. * @returns resulting value
  1151. */
  1152. static MoveTowards(current: number, target: number, maxDelta: number): number;
  1153. /**
  1154. * Same as MoveTowards but makes sure the values interpolate correctly when they wrap around 360 degrees.
  1155. *
  1156. * Variables current and target are assumed to be in degrees. For optimization reasons, negative values of maxDelta
  1157. * are not supported and may cause oscillation. To push current away from a target angle, add 180 to that angle instead.
  1158. * @param current current value
  1159. * @param target target value
  1160. * @param maxDelta max distance to move
  1161. * @returns resulting angle
  1162. */
  1163. static MoveTowardsAngle(current: number, target: number, maxDelta: number): number;
  1164. /**
  1165. * Creates a new scalar with values linearly interpolated of "amount" between the start scalar and the end scalar.
  1166. * @param start start value
  1167. * @param end target value
  1168. * @param amount amount to lerp between
  1169. * @returns the lerped value
  1170. */
  1171. static Lerp(start: number, end: number, amount: number): number;
  1172. /**
  1173. * Same as Lerp but makes sure the values interpolate correctly when they wrap around 360 degrees.
  1174. * The parameter t is clamped to the range [0, 1]. Variables a and b are assumed to be in degrees.
  1175. * @param start start value
  1176. * @param end target value
  1177. * @param amount amount to lerp between
  1178. * @returns the lerped value
  1179. */
  1180. static LerpAngle(start: number, end: number, amount: number): number;
  1181. /**
  1182. * Calculates the linear parameter t that produces the interpolant value within the range [a, b].
  1183. * @param a start value
  1184. * @param b target value
  1185. * @param value value between a and b
  1186. * @returns the inverseLerp value
  1187. */
  1188. static InverseLerp(a: number, b: number, value: number): number;
  1189. /**
  1190. * Returns a new scalar located for "amount" (float) on the Hermite spline defined by the scalars "value1", "value3", "tangent1", "tangent2".
  1191. * @see http://mathworld.wolfram.com/HermitePolynomial.html
  1192. * @param value1 spline value
  1193. * @param tangent1 spline value
  1194. * @param value2 spline value
  1195. * @param tangent2 spline value
  1196. * @param amount input value
  1197. * @returns hermite result
  1198. */
  1199. static Hermite(value1: number, tangent1: number, value2: number, tangent2: number, amount: number): number;
  1200. /**
  1201. * Returns a random float number between and min and max values
  1202. * @param min min value of random
  1203. * @param max max value of random
  1204. * @returns random value
  1205. */
  1206. static RandomRange(min: number, max: number): number;
  1207. /**
  1208. * This function returns percentage of a number in a given range.
  1209. *
  1210. * RangeToPercent(40,20,60) will return 0.5 (50%)
  1211. * RangeToPercent(34,0,100) will return 0.34 (34%)
  1212. * @param number to convert to percentage
  1213. * @param min min range
  1214. * @param max max range
  1215. * @returns the percentage
  1216. */
  1217. static RangeToPercent(number: number, min: number, max: number): number;
  1218. /**
  1219. * This function returns number that corresponds to the percentage in a given range.
  1220. *
  1221. * PercentToRange(0.34,0,100) will return 34.
  1222. * @param percent to convert to number
  1223. * @param min min range
  1224. * @param max max range
  1225. * @returns the number
  1226. */
  1227. static PercentToRange(percent: number, min: number, max: number): number;
  1228. /**
  1229. * Returns the angle converted to equivalent value between -Math.PI and Math.PI radians.
  1230. * @param angle The angle to normalize in radian.
  1231. * @return The converted angle.
  1232. */
  1233. static NormalizeRadians(angle: number): number;
  1234. }
  1235. }
  1236. declare module "babylonjs/Maths/math.constants" {
  1237. /**
  1238. * Constant used to convert a value to gamma space
  1239. * @ignorenaming
  1240. */
  1241. export const ToGammaSpace: number;
  1242. /**
  1243. * Constant used to convert a value to linear space
  1244. * @ignorenaming
  1245. */
  1246. export const ToLinearSpace = 2.2;
  1247. /**
  1248. * Constant used to define the minimal number value in Babylon.js
  1249. * @ignorenaming
  1250. */
  1251. let Epsilon: number;
  1252. export { Epsilon };
  1253. }
  1254. declare module "babylonjs/Maths/math.viewport" {
  1255. /**
  1256. * Class used to represent a viewport on screen
  1257. */
  1258. export class Viewport {
  1259. /** viewport left coordinate */
  1260. x: number;
  1261. /** viewport top coordinate */
  1262. y: number;
  1263. /**viewport width */
  1264. width: number;
  1265. /** viewport height */
  1266. height: number;
  1267. /**
  1268. * Creates a Viewport object located at (x, y) and sized (width, height)
  1269. * @param x defines viewport left coordinate
  1270. * @param y defines viewport top coordinate
  1271. * @param width defines the viewport width
  1272. * @param height defines the viewport height
  1273. */
  1274. constructor(
  1275. /** viewport left coordinate */
  1276. x: number,
  1277. /** viewport top coordinate */
  1278. y: number,
  1279. /**viewport width */
  1280. width: number,
  1281. /** viewport height */
  1282. height: number);
  1283. /**
  1284. * Creates a new viewport using absolute sizing (from 0-> width, 0-> height instead of 0->1)
  1285. * @param renderWidth defines the rendering width
  1286. * @param renderHeight defines the rendering height
  1287. * @returns a new Viewport
  1288. */
  1289. toGlobal(renderWidth: number, renderHeight: number): Viewport;
  1290. /**
  1291. * Stores absolute viewport value into a target viewport (from 0-> width, 0-> height instead of 0->1)
  1292. * @param renderWidth defines the rendering width
  1293. * @param renderHeight defines the rendering height
  1294. * @param ref defines the target viewport
  1295. * @returns the current viewport
  1296. */
  1297. toGlobalToRef(renderWidth: number, renderHeight: number, ref: Viewport): Viewport;
  1298. /**
  1299. * Returns a new Viewport copied from the current one
  1300. * @returns a new Viewport
  1301. */
  1302. clone(): Viewport;
  1303. }
  1304. }
  1305. declare module "babylonjs/Misc/arrayTools" {
  1306. /**
  1307. * Class containing a set of static utilities functions for arrays.
  1308. */
  1309. export class ArrayTools {
  1310. /**
  1311. * Returns an array of the given size filled with element built from the given constructor and the paramters
  1312. * @param size the number of element to construct and put in the array
  1313. * @param itemBuilder a callback responsible for creating new instance of item. Called once per array entry.
  1314. * @returns a new array filled with new objects
  1315. */
  1316. static BuildArray<T>(size: number, itemBuilder: () => T): Array<T>;
  1317. }
  1318. }
  1319. declare module "babylonjs/Maths/math.like" {
  1320. import { float, int, DeepImmutable } from "babylonjs/types";
  1321. /**
  1322. * @hidden
  1323. */
  1324. export interface IColor4Like {
  1325. r: float;
  1326. g: float;
  1327. b: float;
  1328. a: float;
  1329. }
  1330. /**
  1331. * @hidden
  1332. */
  1333. export interface IColor3Like {
  1334. r: float;
  1335. g: float;
  1336. b: float;
  1337. }
  1338. /**
  1339. * @hidden
  1340. */
  1341. export interface IVector4Like {
  1342. x: float;
  1343. y: float;
  1344. z: float;
  1345. w: float;
  1346. }
  1347. /**
  1348. * @hidden
  1349. */
  1350. export interface IVector3Like {
  1351. x: float;
  1352. y: float;
  1353. z: float;
  1354. }
  1355. /**
  1356. * @hidden
  1357. */
  1358. export interface IVector2Like {
  1359. x: float;
  1360. y: float;
  1361. }
  1362. /**
  1363. * @hidden
  1364. */
  1365. export interface IMatrixLike {
  1366. toArray(): DeepImmutable<Float32Array>;
  1367. updateFlag: int;
  1368. }
  1369. /**
  1370. * @hidden
  1371. */
  1372. export interface IViewportLike {
  1373. x: float;
  1374. y: float;
  1375. width: float;
  1376. height: float;
  1377. }
  1378. /**
  1379. * @hidden
  1380. */
  1381. export interface IPlaneLike {
  1382. normal: IVector3Like;
  1383. d: float;
  1384. normalize(): void;
  1385. }
  1386. }
  1387. declare module "babylonjs/Maths/math.vector" {
  1388. import { Viewport } from "babylonjs/Maths/math.viewport";
  1389. import { DeepImmutable, Nullable, FloatArray, float } from "babylonjs/types";
  1390. import { IPlaneLike } from "babylonjs/Maths/math.like";
  1391. /**
  1392. * Class representing a vector containing 2 coordinates
  1393. */
  1394. export class Vector2 {
  1395. /** defines the first coordinate */
  1396. x: number;
  1397. /** defines the second coordinate */
  1398. y: number;
  1399. /**
  1400. * Creates a new Vector2 from the given x and y coordinates
  1401. * @param x defines the first coordinate
  1402. * @param y defines the second coordinate
  1403. */
  1404. constructor(
  1405. /** defines the first coordinate */
  1406. x?: number,
  1407. /** defines the second coordinate */
  1408. y?: number);
  1409. /**
  1410. * Gets a string with the Vector2 coordinates
  1411. * @returns a string with the Vector2 coordinates
  1412. */
  1413. toString(): string;
  1414. /**
  1415. * Gets class name
  1416. * @returns the string "Vector2"
  1417. */
  1418. getClassName(): string;
  1419. /**
  1420. * Gets current vector hash code
  1421. * @returns the Vector2 hash code as a number
  1422. */
  1423. getHashCode(): number;
  1424. /**
  1425. * Sets the Vector2 coordinates in the given array or Float32Array from the given index.
  1426. * @param array defines the source array
  1427. * @param index defines the offset in source array
  1428. * @returns the current Vector2
  1429. */
  1430. toArray(array: FloatArray, index?: number): Vector2;
  1431. /**
  1432. * Copy the current vector to an array
  1433. * @returns a new array with 2 elements: the Vector2 coordinates.
  1434. */
  1435. asArray(): number[];
  1436. /**
  1437. * Sets the Vector2 coordinates with the given Vector2 coordinates
  1438. * @param source defines the source Vector2
  1439. * @returns the current updated Vector2
  1440. */
  1441. copyFrom(source: DeepImmutable<Vector2>): Vector2;
  1442. /**
  1443. * Sets the Vector2 coordinates with the given floats
  1444. * @param x defines the first coordinate
  1445. * @param y defines the second coordinate
  1446. * @returns the current updated Vector2
  1447. */
  1448. copyFromFloats(x: number, y: number): Vector2;
  1449. /**
  1450. * Sets the Vector2 coordinates with the given floats
  1451. * @param x defines the first coordinate
  1452. * @param y defines the second coordinate
  1453. * @returns the current updated Vector2
  1454. */
  1455. set(x: number, y: number): Vector2;
  1456. /**
  1457. * Add another vector with the current one
  1458. * @param otherVector defines the other vector
  1459. * @returns a new Vector2 set with the addition of the current Vector2 and the given one coordinates
  1460. */
  1461. add(otherVector: DeepImmutable<Vector2>): Vector2;
  1462. /**
  1463. * Sets the "result" coordinates with the addition of the current Vector2 and the given one coordinates
  1464. * @param otherVector defines the other vector
  1465. * @param result defines the target vector
  1466. * @returns the unmodified current Vector2
  1467. */
  1468. addToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  1469. /**
  1470. * Set the Vector2 coordinates by adding the given Vector2 coordinates
  1471. * @param otherVector defines the other vector
  1472. * @returns the current updated Vector2
  1473. */
  1474. addInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  1475. /**
  1476. * Gets a new Vector2 by adding the current Vector2 coordinates to the given Vector3 x, y coordinates
  1477. * @param otherVector defines the other vector
  1478. * @returns a new Vector2
  1479. */
  1480. addVector3(otherVector: Vector3): Vector2;
  1481. /**
  1482. * Gets a new Vector2 set with the subtracted coordinates of the given one from the current Vector2
  1483. * @param otherVector defines the other vector
  1484. * @returns a new Vector2
  1485. */
  1486. subtract(otherVector: Vector2): Vector2;
  1487. /**
  1488. * Sets the "result" coordinates with the subtraction of the given one from the current Vector2 coordinates.
  1489. * @param otherVector defines the other vector
  1490. * @param result defines the target vector
  1491. * @returns the unmodified current Vector2
  1492. */
  1493. subtractToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  1494. /**
  1495. * Sets the current Vector2 coordinates by subtracting from it the given one coordinates
  1496. * @param otherVector defines the other vector
  1497. * @returns the current updated Vector2
  1498. */
  1499. subtractInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  1500. /**
  1501. * Multiplies in place the current Vector2 coordinates by the given ones
  1502. * @param otherVector defines the other vector
  1503. * @returns the current updated Vector2
  1504. */
  1505. multiplyInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  1506. /**
  1507. * Returns a new Vector2 set with the multiplication of the current Vector2 and the given one coordinates
  1508. * @param otherVector defines the other vector
  1509. * @returns a new Vector2
  1510. */
  1511. multiply(otherVector: DeepImmutable<Vector2>): Vector2;
  1512. /**
  1513. * Sets "result" coordinates with the multiplication of the current Vector2 and the given one coordinates
  1514. * @param otherVector defines the other vector
  1515. * @param result defines the target vector
  1516. * @returns the unmodified current Vector2
  1517. */
  1518. multiplyToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  1519. /**
  1520. * Gets a new Vector2 set with the Vector2 coordinates multiplied by the given floats
  1521. * @param x defines the first coordinate
  1522. * @param y defines the second coordinate
  1523. * @returns a new Vector2
  1524. */
  1525. multiplyByFloats(x: number, y: number): Vector2;
  1526. /**
  1527. * Returns a new Vector2 set with the Vector2 coordinates divided by the given one coordinates
  1528. * @param otherVector defines the other vector
  1529. * @returns a new Vector2
  1530. */
  1531. divide(otherVector: Vector2): Vector2;
  1532. /**
  1533. * Sets the "result" coordinates with the Vector2 divided by the given one coordinates
  1534. * @param otherVector defines the other vector
  1535. * @param result defines the target vector
  1536. * @returns the unmodified current Vector2
  1537. */
  1538. divideToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  1539. /**
  1540. * Divides the current Vector2 coordinates by the given ones
  1541. * @param otherVector defines the other vector
  1542. * @returns the current updated Vector2
  1543. */
  1544. divideInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  1545. /**
  1546. * Gets a new Vector2 with current Vector2 negated coordinates
  1547. * @returns a new Vector2
  1548. */
  1549. negate(): Vector2;
  1550. /**
  1551. * Multiply the Vector2 coordinates by scale
  1552. * @param scale defines the scaling factor
  1553. * @returns the current updated Vector2
  1554. */
  1555. scaleInPlace(scale: number): Vector2;
  1556. /**
  1557. * Returns a new Vector2 scaled by "scale" from the current Vector2
  1558. * @param scale defines the scaling factor
  1559. * @returns a new Vector2
  1560. */
  1561. scale(scale: number): Vector2;
  1562. /**
  1563. * Scale the current Vector2 values by a factor to a given Vector2
  1564. * @param scale defines the scale factor
  1565. * @param result defines the Vector2 object where to store the result
  1566. * @returns the unmodified current Vector2
  1567. */
  1568. scaleToRef(scale: number, result: Vector2): Vector2;
  1569. /**
  1570. * Scale the current Vector2 values by a factor and add the result to a given Vector2
  1571. * @param scale defines the scale factor
  1572. * @param result defines the Vector2 object where to store the result
  1573. * @returns the unmodified current Vector2
  1574. */
  1575. scaleAndAddToRef(scale: number, result: Vector2): Vector2;
  1576. /**
  1577. * Gets a boolean if two vectors are equals
  1578. * @param otherVector defines the other vector
  1579. * @returns true if the given vector coordinates strictly equal the current Vector2 ones
  1580. */
  1581. equals(otherVector: DeepImmutable<Vector2>): boolean;
  1582. /**
  1583. * Gets a boolean if two vectors are equals (using an epsilon value)
  1584. * @param otherVector defines the other vector
  1585. * @param epsilon defines the minimal distance to consider equality
  1586. * @returns true if the given vector coordinates are close to the current ones by a distance of epsilon.
  1587. */
  1588. equalsWithEpsilon(otherVector: DeepImmutable<Vector2>, epsilon?: number): boolean;
  1589. /**
  1590. * Gets a new Vector2 from current Vector2 floored values
  1591. * @returns a new Vector2
  1592. */
  1593. floor(): Vector2;
  1594. /**
  1595. * Gets a new Vector2 from current Vector2 floored values
  1596. * @returns a new Vector2
  1597. */
  1598. fract(): Vector2;
  1599. /**
  1600. * Gets the length of the vector
  1601. * @returns the vector length (float)
  1602. */
  1603. length(): number;
  1604. /**
  1605. * Gets the vector squared length
  1606. * @returns the vector squared length (float)
  1607. */
  1608. lengthSquared(): number;
  1609. /**
  1610. * Normalize the vector
  1611. * @returns the current updated Vector2
  1612. */
  1613. normalize(): Vector2;
  1614. /**
  1615. * Gets a new Vector2 copied from the Vector2
  1616. * @returns a new Vector2
  1617. */
  1618. clone(): Vector2;
  1619. /**
  1620. * Gets a new Vector2(0, 0)
  1621. * @returns a new Vector2
  1622. */
  1623. static Zero(): Vector2;
  1624. /**
  1625. * Gets a new Vector2(1, 1)
  1626. * @returns a new Vector2
  1627. */
  1628. static One(): Vector2;
  1629. /**
  1630. * Gets a new Vector2 set from the given index element of the given array
  1631. * @param array defines the data source
  1632. * @param offset defines the offset in the data source
  1633. * @returns a new Vector2
  1634. */
  1635. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector2;
  1636. /**
  1637. * Sets "result" from the given index element of the given array
  1638. * @param array defines the data source
  1639. * @param offset defines the offset in the data source
  1640. * @param result defines the target vector
  1641. */
  1642. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector2): void;
  1643. /**
  1644. * Gets a new Vector2 located for "amount" (float) on the CatmullRom spline defined by the given four Vector2
  1645. * @param value1 defines 1st point of control
  1646. * @param value2 defines 2nd point of control
  1647. * @param value3 defines 3rd point of control
  1648. * @param value4 defines 4th point of control
  1649. * @param amount defines the interpolation factor
  1650. * @returns a new Vector2
  1651. */
  1652. static CatmullRom(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>, value3: DeepImmutable<Vector2>, value4: DeepImmutable<Vector2>, amount: number): Vector2;
  1653. /**
  1654. * 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".
  1655. * If a coordinate of "value" is lower than "min" coordinates, the returned Vector2 is given this "min" coordinate.
  1656. * If a coordinate of "value" is greater than "max" coordinates, the returned Vector2 is given this "max" coordinate
  1657. * @param value defines the value to clamp
  1658. * @param min defines the lower limit
  1659. * @param max defines the upper limit
  1660. * @returns a new Vector2
  1661. */
  1662. static Clamp(value: DeepImmutable<Vector2>, min: DeepImmutable<Vector2>, max: DeepImmutable<Vector2>): Vector2;
  1663. /**
  1664. * Returns a new Vector2 located for "amount" (float) on the Hermite spline defined by the vectors "value1", "value3", "tangent1", "tangent2"
  1665. * @param value1 defines the 1st control point
  1666. * @param tangent1 defines the outgoing tangent
  1667. * @param value2 defines the 2nd control point
  1668. * @param tangent2 defines the incoming tangent
  1669. * @param amount defines the interpolation factor
  1670. * @returns a new Vector2
  1671. */
  1672. static Hermite(value1: DeepImmutable<Vector2>, tangent1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>, tangent2: DeepImmutable<Vector2>, amount: number): Vector2;
  1673. /**
  1674. * Returns a new Vector2 located for "amount" (float) on the linear interpolation between the vector "start" adn the vector "end".
  1675. * @param start defines the start vector
  1676. * @param end defines the end vector
  1677. * @param amount defines the interpolation factor
  1678. * @returns a new Vector2
  1679. */
  1680. static Lerp(start: DeepImmutable<Vector2>, end: DeepImmutable<Vector2>, amount: number): Vector2;
  1681. /**
  1682. * Gets the dot product of the vector "left" and the vector "right"
  1683. * @param left defines first vector
  1684. * @param right defines second vector
  1685. * @returns the dot product (float)
  1686. */
  1687. static Dot(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): number;
  1688. /**
  1689. * Returns a new Vector2 equal to the normalized given vector
  1690. * @param vector defines the vector to normalize
  1691. * @returns a new Vector2
  1692. */
  1693. static Normalize(vector: DeepImmutable<Vector2>): Vector2;
  1694. /**
  1695. * Gets a new Vector2 set with the minimal coordinate values from the "left" and "right" vectors
  1696. * @param left defines 1st vector
  1697. * @param right defines 2nd vector
  1698. * @returns a new Vector2
  1699. */
  1700. static Minimize(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): Vector2;
  1701. /**
  1702. * Gets a new Vecto2 set with the maximal coordinate values from the "left" and "right" vectors
  1703. * @param left defines 1st vector
  1704. * @param right defines 2nd vector
  1705. * @returns a new Vector2
  1706. */
  1707. static Maximize(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): Vector2;
  1708. /**
  1709. * Gets a new Vector2 set with the transformed coordinates of the given vector by the given transformation matrix
  1710. * @param vector defines the vector to transform
  1711. * @param transformation defines the matrix to apply
  1712. * @returns a new Vector2
  1713. */
  1714. static Transform(vector: DeepImmutable<Vector2>, transformation: DeepImmutable<Matrix>): Vector2;
  1715. /**
  1716. * Transforms the given vector coordinates by the given transformation matrix and stores the result in the vector "result" coordinates
  1717. * @param vector defines the vector to transform
  1718. * @param transformation defines the matrix to apply
  1719. * @param result defines the target vector
  1720. */
  1721. static TransformToRef(vector: DeepImmutable<Vector2>, transformation: DeepImmutable<Matrix>, result: Vector2): void;
  1722. /**
  1723. * Determines if a given vector is included in a triangle
  1724. * @param p defines the vector to test
  1725. * @param p0 defines 1st triangle point
  1726. * @param p1 defines 2nd triangle point
  1727. * @param p2 defines 3rd triangle point
  1728. * @returns true if the point "p" is in the triangle defined by the vertors "p0", "p1", "p2"
  1729. */
  1730. static PointInTriangle(p: DeepImmutable<Vector2>, p0: DeepImmutable<Vector2>, p1: DeepImmutable<Vector2>, p2: DeepImmutable<Vector2>): boolean;
  1731. /**
  1732. * Gets the distance between the vectors "value1" and "value2"
  1733. * @param value1 defines first vector
  1734. * @param value2 defines second vector
  1735. * @returns the distance between vectors
  1736. */
  1737. static Distance(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): number;
  1738. /**
  1739. * Returns the squared distance between the vectors "value1" and "value2"
  1740. * @param value1 defines first vector
  1741. * @param value2 defines second vector
  1742. * @returns the squared distance between vectors
  1743. */
  1744. static DistanceSquared(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): number;
  1745. /**
  1746. * Gets a new Vector2 located at the center of the vectors "value1" and "value2"
  1747. * @param value1 defines first vector
  1748. * @param value2 defines second vector
  1749. * @returns a new Vector2
  1750. */
  1751. static Center(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): Vector2;
  1752. /**
  1753. * Gets the shortest distance (float) between the point "p" and the segment defined by the two points "segA" and "segB".
  1754. * @param p defines the middle point
  1755. * @param segA defines one point of the segment
  1756. * @param segB defines the other point of the segment
  1757. * @returns the shortest distance
  1758. */
  1759. static DistanceOfPointFromSegment(p: DeepImmutable<Vector2>, segA: DeepImmutable<Vector2>, segB: DeepImmutable<Vector2>): number;
  1760. }
  1761. /**
  1762. * Classed used to store (x,y,z) vector representation
  1763. * A Vector3 is the main object used in 3D geometry
  1764. * It can represent etiher the coordinates of a point the space, either a direction
  1765. * Reminder: js uses a left handed forward facing system
  1766. */
  1767. export class Vector3 {
  1768. /**
  1769. * Defines the first coordinates (on X axis)
  1770. */
  1771. x: number;
  1772. /**
  1773. * Defines the second coordinates (on Y axis)
  1774. */
  1775. y: number;
  1776. /**
  1777. * Defines the third coordinates (on Z axis)
  1778. */
  1779. z: number;
  1780. private static _UpReadOnly;
  1781. private static _ZeroReadOnly;
  1782. /**
  1783. * Creates a new Vector3 object from the given x, y, z (floats) coordinates.
  1784. * @param x defines the first coordinates (on X axis)
  1785. * @param y defines the second coordinates (on Y axis)
  1786. * @param z defines the third coordinates (on Z axis)
  1787. */
  1788. constructor(
  1789. /**
  1790. * Defines the first coordinates (on X axis)
  1791. */
  1792. x?: number,
  1793. /**
  1794. * Defines the second coordinates (on Y axis)
  1795. */
  1796. y?: number,
  1797. /**
  1798. * Defines the third coordinates (on Z axis)
  1799. */
  1800. z?: number);
  1801. /**
  1802. * Creates a string representation of the Vector3
  1803. * @returns a string with the Vector3 coordinates.
  1804. */
  1805. toString(): string;
  1806. /**
  1807. * Gets the class name
  1808. * @returns the string "Vector3"
  1809. */
  1810. getClassName(): string;
  1811. /**
  1812. * Creates the Vector3 hash code
  1813. * @returns a number which tends to be unique between Vector3 instances
  1814. */
  1815. getHashCode(): number;
  1816. /**
  1817. * Creates an array containing three elements : the coordinates of the Vector3
  1818. * @returns a new array of numbers
  1819. */
  1820. asArray(): number[];
  1821. /**
  1822. * Populates the given array or Float32Array from the given index with the successive coordinates of the Vector3
  1823. * @param array defines the destination array
  1824. * @param index defines the offset in the destination array
  1825. * @returns the current Vector3
  1826. */
  1827. toArray(array: FloatArray, index?: number): Vector3;
  1828. /**
  1829. * Converts the current Vector3 into a quaternion (considering that the Vector3 contains Euler angles representation of a rotation)
  1830. * @returns a new Quaternion object, computed from the Vector3 coordinates
  1831. */
  1832. toQuaternion(): Quaternion;
  1833. /**
  1834. * Adds the given vector to the current Vector3
  1835. * @param otherVector defines the second operand
  1836. * @returns the current updated Vector3
  1837. */
  1838. addInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  1839. /**
  1840. * Adds the given coordinates to the current Vector3
  1841. * @param x defines the x coordinate of the operand
  1842. * @param y defines the y coordinate of the operand
  1843. * @param z defines the z coordinate of the operand
  1844. * @returns the current updated Vector3
  1845. */
  1846. addInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  1847. /**
  1848. * Gets a new Vector3, result of the addition the current Vector3 and the given vector
  1849. * @param otherVector defines the second operand
  1850. * @returns the resulting Vector3
  1851. */
  1852. add(otherVector: DeepImmutable<Vector3>): Vector3;
  1853. /**
  1854. * Adds the current Vector3 to the given one and stores the result in the vector "result"
  1855. * @param otherVector defines the second operand
  1856. * @param result defines the Vector3 object where to store the result
  1857. * @returns the current Vector3
  1858. */
  1859. addToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  1860. /**
  1861. * Subtract the given vector from the current Vector3
  1862. * @param otherVector defines the second operand
  1863. * @returns the current updated Vector3
  1864. */
  1865. subtractInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  1866. /**
  1867. * Returns a new Vector3, result of the subtraction of the given vector from the current Vector3
  1868. * @param otherVector defines the second operand
  1869. * @returns the resulting Vector3
  1870. */
  1871. subtract(otherVector: DeepImmutable<Vector3>): Vector3;
  1872. /**
  1873. * Subtracts the given vector from the current Vector3 and stores the result in the vector "result".
  1874. * @param otherVector defines the second operand
  1875. * @param result defines the Vector3 object where to store the result
  1876. * @returns the current Vector3
  1877. */
  1878. subtractToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  1879. /**
  1880. * Returns a new Vector3 set with the subtraction of the given floats from the current Vector3 coordinates
  1881. * @param x defines the x coordinate of the operand
  1882. * @param y defines the y coordinate of the operand
  1883. * @param z defines the z coordinate of the operand
  1884. * @returns the resulting Vector3
  1885. */
  1886. subtractFromFloats(x: number, y: number, z: number): Vector3;
  1887. /**
  1888. * Subtracts the given floats from the current Vector3 coordinates and set the given vector "result" with this result
  1889. * @param x defines the x coordinate of the operand
  1890. * @param y defines the y coordinate of the operand
  1891. * @param z defines the z coordinate of the operand
  1892. * @param result defines the Vector3 object where to store the result
  1893. * @returns the current Vector3
  1894. */
  1895. subtractFromFloatsToRef(x: number, y: number, z: number, result: Vector3): Vector3;
  1896. /**
  1897. * Gets a new Vector3 set with the current Vector3 negated coordinates
  1898. * @returns a new Vector3
  1899. */
  1900. negate(): Vector3;
  1901. /**
  1902. * Multiplies the Vector3 coordinates by the float "scale"
  1903. * @param scale defines the multiplier factor
  1904. * @returns the current updated Vector3
  1905. */
  1906. scaleInPlace(scale: number): Vector3;
  1907. /**
  1908. * Returns a new Vector3 set with the current Vector3 coordinates multiplied by the float "scale"
  1909. * @param scale defines the multiplier factor
  1910. * @returns a new Vector3
  1911. */
  1912. scale(scale: number): Vector3;
  1913. /**
  1914. * Multiplies the current Vector3 coordinates by the float "scale" and stores the result in the given vector "result" coordinates
  1915. * @param scale defines the multiplier factor
  1916. * @param result defines the Vector3 object where to store the result
  1917. * @returns the current Vector3
  1918. */
  1919. scaleToRef(scale: number, result: Vector3): Vector3;
  1920. /**
  1921. * Scale the current Vector3 values by a factor and add the result to a given Vector3
  1922. * @param scale defines the scale factor
  1923. * @param result defines the Vector3 object where to store the result
  1924. * @returns the unmodified current Vector3
  1925. */
  1926. scaleAndAddToRef(scale: number, result: Vector3): Vector3;
  1927. /**
  1928. * Returns true if the current Vector3 and the given vector coordinates are strictly equal
  1929. * @param otherVector defines the second operand
  1930. * @returns true if both vectors are equals
  1931. */
  1932. equals(otherVector: DeepImmutable<Vector3>): boolean;
  1933. /**
  1934. * Returns true if the current Vector3 and the given vector coordinates are distant less than epsilon
  1935. * @param otherVector defines the second operand
  1936. * @param epsilon defines the minimal distance to define values as equals
  1937. * @returns true if both vectors are distant less than epsilon
  1938. */
  1939. equalsWithEpsilon(otherVector: DeepImmutable<Vector3>, epsilon?: number): boolean;
  1940. /**
  1941. * Returns true if the current Vector3 coordinates equals the given floats
  1942. * @param x defines the x coordinate of the operand
  1943. * @param y defines the y coordinate of the operand
  1944. * @param z defines the z coordinate of the operand
  1945. * @returns true if both vectors are equals
  1946. */
  1947. equalsToFloats(x: number, y: number, z: number): boolean;
  1948. /**
  1949. * Multiplies the current Vector3 coordinates by the given ones
  1950. * @param otherVector defines the second operand
  1951. * @returns the current updated Vector3
  1952. */
  1953. multiplyInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  1954. /**
  1955. * Returns a new Vector3, result of the multiplication of the current Vector3 by the given vector
  1956. * @param otherVector defines the second operand
  1957. * @returns the new Vector3
  1958. */
  1959. multiply(otherVector: DeepImmutable<Vector3>): Vector3;
  1960. /**
  1961. * Multiplies the current Vector3 by the given one and stores the result in the given vector "result"
  1962. * @param otherVector defines the second operand
  1963. * @param result defines the Vector3 object where to store the result
  1964. * @returns the current Vector3
  1965. */
  1966. multiplyToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  1967. /**
  1968. * Returns a new Vector3 set with the result of the mulliplication of the current Vector3 coordinates by the given floats
  1969. * @param x defines the x coordinate of the operand
  1970. * @param y defines the y coordinate of the operand
  1971. * @param z defines the z coordinate of the operand
  1972. * @returns the new Vector3
  1973. */
  1974. multiplyByFloats(x: number, y: number, z: number): Vector3;
  1975. /**
  1976. * Returns a new Vector3 set with the result of the division of the current Vector3 coordinates by the given ones
  1977. * @param otherVector defines the second operand
  1978. * @returns the new Vector3
  1979. */
  1980. divide(otherVector: DeepImmutable<Vector3>): Vector3;
  1981. /**
  1982. * Divides the current Vector3 coordinates by the given ones and stores the result in the given vector "result"
  1983. * @param otherVector defines the second operand
  1984. * @param result defines the Vector3 object where to store the result
  1985. * @returns the current Vector3
  1986. */
  1987. divideToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  1988. /**
  1989. * Divides the current Vector3 coordinates by the given ones.
  1990. * @param otherVector defines the second operand
  1991. * @returns the current updated Vector3
  1992. */
  1993. divideInPlace(otherVector: Vector3): Vector3;
  1994. /**
  1995. * Updates the current Vector3 with the minimal coordinate values between its and the given vector ones
  1996. * @param other defines the second operand
  1997. * @returns the current updated Vector3
  1998. */
  1999. minimizeInPlace(other: DeepImmutable<Vector3>): Vector3;
  2000. /**
  2001. * Updates the current Vector3 with the maximal coordinate values between its and the given vector ones.
  2002. * @param other defines the second operand
  2003. * @returns the current updated Vector3
  2004. */
  2005. maximizeInPlace(other: DeepImmutable<Vector3>): Vector3;
  2006. /**
  2007. * Updates the current Vector3 with the minimal coordinate values between its and the given coordinates
  2008. * @param x defines the x coordinate of the operand
  2009. * @param y defines the y coordinate of the operand
  2010. * @param z defines the z coordinate of the operand
  2011. * @returns the current updated Vector3
  2012. */
  2013. minimizeInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  2014. /**
  2015. * Updates the current Vector3 with the maximal coordinate values between its and the given coordinates.
  2016. * @param x defines the x coordinate of the operand
  2017. * @param y defines the y coordinate of the operand
  2018. * @param z defines the z coordinate of the operand
  2019. * @returns the current updated Vector3
  2020. */
  2021. maximizeInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  2022. /**
  2023. * Due to float precision, scale of a mesh could be uniform but float values are off by a small fraction
  2024. * Check if is non uniform within a certain amount of decimal places to account for this
  2025. * @param epsilon the amount the values can differ
  2026. * @returns if the the vector is non uniform to a certain number of decimal places
  2027. */
  2028. isNonUniformWithinEpsilon(epsilon: number): boolean;
  2029. /**
  2030. * Gets a boolean indicating that the vector is non uniform meaning x, y or z are not all the same
  2031. */
  2032. readonly isNonUniform: boolean;
  2033. /**
  2034. * Gets a new Vector3 from current Vector3 floored values
  2035. * @returns a new Vector3
  2036. */
  2037. floor(): Vector3;
  2038. /**
  2039. * Gets a new Vector3 from current Vector3 floored values
  2040. * @returns a new Vector3
  2041. */
  2042. fract(): Vector3;
  2043. /**
  2044. * Gets the length of the Vector3
  2045. * @returns the length of the Vector3
  2046. */
  2047. length(): number;
  2048. /**
  2049. * Gets the squared length of the Vector3
  2050. * @returns squared length of the Vector3
  2051. */
  2052. lengthSquared(): number;
  2053. /**
  2054. * Normalize the current Vector3.
  2055. * Please note that this is an in place operation.
  2056. * @returns the current updated Vector3
  2057. */
  2058. normalize(): Vector3;
  2059. /**
  2060. * Reorders the x y z properties of the vector in place
  2061. * @param order new ordering of the properties (eg. for vector 1,2,3 with "ZYX" will produce 3,2,1)
  2062. * @returns the current updated vector
  2063. */
  2064. reorderInPlace(order: string): this;
  2065. /**
  2066. * Rotates the vector around 0,0,0 by a quaternion
  2067. * @param quaternion the rotation quaternion
  2068. * @param result vector to store the result
  2069. * @returns the resulting vector
  2070. */
  2071. rotateByQuaternionToRef(quaternion: Quaternion, result: Vector3): Vector3;
  2072. /**
  2073. * Rotates a vector around a given point
  2074. * @param quaternion the rotation quaternion
  2075. * @param point the point to rotate around
  2076. * @param result vector to store the result
  2077. * @returns the resulting vector
  2078. */
  2079. rotateByQuaternionAroundPointToRef(quaternion: Quaternion, point: Vector3, result: Vector3): Vector3;
  2080. /**
  2081. * Normalize the current Vector3 with the given input length.
  2082. * Please note that this is an in place operation.
  2083. * @param len the length of the vector
  2084. * @returns the current updated Vector3
  2085. */
  2086. normalizeFromLength(len: number): Vector3;
  2087. /**
  2088. * Normalize the current Vector3 to a new vector
  2089. * @returns the new Vector3
  2090. */
  2091. normalizeToNew(): Vector3;
  2092. /**
  2093. * Normalize the current Vector3 to the reference
  2094. * @param reference define the Vector3 to update
  2095. * @returns the updated Vector3
  2096. */
  2097. normalizeToRef(reference: DeepImmutable<Vector3>): Vector3;
  2098. /**
  2099. * Creates a new Vector3 copied from the current Vector3
  2100. * @returns the new Vector3
  2101. */
  2102. clone(): Vector3;
  2103. /**
  2104. * Copies the given vector coordinates to the current Vector3 ones
  2105. * @param source defines the source Vector3
  2106. * @returns the current updated Vector3
  2107. */
  2108. copyFrom(source: DeepImmutable<Vector3>): Vector3;
  2109. /**
  2110. * Copies the given floats to the current Vector3 coordinates
  2111. * @param x defines the x coordinate of the operand
  2112. * @param y defines the y coordinate of the operand
  2113. * @param z defines the z coordinate of the operand
  2114. * @returns the current updated Vector3
  2115. */
  2116. copyFromFloats(x: number, y: number, z: number): Vector3;
  2117. /**
  2118. * Copies the given floats to the current Vector3 coordinates
  2119. * @param x defines the x coordinate of the operand
  2120. * @param y defines the y coordinate of the operand
  2121. * @param z defines the z coordinate of the operand
  2122. * @returns the current updated Vector3
  2123. */
  2124. set(x: number, y: number, z: number): Vector3;
  2125. /**
  2126. * Copies the given float to the current Vector3 coordinates
  2127. * @param v defines the x, y and z coordinates of the operand
  2128. * @returns the current updated Vector3
  2129. */
  2130. setAll(v: number): Vector3;
  2131. /**
  2132. * Get the clip factor between two vectors
  2133. * @param vector0 defines the first operand
  2134. * @param vector1 defines the second operand
  2135. * @param axis defines the axis to use
  2136. * @param size defines the size along the axis
  2137. * @returns the clip factor
  2138. */
  2139. static GetClipFactor(vector0: DeepImmutable<Vector3>, vector1: DeepImmutable<Vector3>, axis: DeepImmutable<Vector3>, size: number): number;
  2140. /**
  2141. * Get angle between two vectors
  2142. * @param vector0 angle between vector0 and vector1
  2143. * @param vector1 angle between vector0 and vector1
  2144. * @param normal direction of the normal
  2145. * @return the angle between vector0 and vector1
  2146. */
  2147. static GetAngleBetweenVectors(vector0: DeepImmutable<Vector3>, vector1: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>): number;
  2148. /**
  2149. * Returns a new Vector3 set from the index "offset" of the given array
  2150. * @param array defines the source array
  2151. * @param offset defines the offset in the source array
  2152. * @returns the new Vector3
  2153. */
  2154. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector3;
  2155. /**
  2156. * Returns a new Vector3 set from the index "offset" of the given Float32Array
  2157. * This function is deprecated. Use FromArray instead
  2158. * @param array defines the source array
  2159. * @param offset defines the offset in the source array
  2160. * @returns the new Vector3
  2161. */
  2162. static FromFloatArray(array: DeepImmutable<Float32Array>, offset?: number): Vector3;
  2163. /**
  2164. * Sets the given vector "result" with the element values from the index "offset" of the given array
  2165. * @param array defines the source array
  2166. * @param offset defines the offset in the source array
  2167. * @param result defines the Vector3 where to store the result
  2168. */
  2169. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector3): void;
  2170. /**
  2171. * Sets the given vector "result" with the element values from the index "offset" of the given Float32Array
  2172. * This function is deprecated. Use FromArrayToRef instead.
  2173. * @param array defines the source array
  2174. * @param offset defines the offset in the source array
  2175. * @param result defines the Vector3 where to store the result
  2176. */
  2177. static FromFloatArrayToRef(array: DeepImmutable<Float32Array>, offset: number, result: Vector3): void;
  2178. /**
  2179. * Sets the given vector "result" with the given floats.
  2180. * @param x defines the x coordinate of the source
  2181. * @param y defines the y coordinate of the source
  2182. * @param z defines the z coordinate of the source
  2183. * @param result defines the Vector3 where to store the result
  2184. */
  2185. static FromFloatsToRef(x: number, y: number, z: number, result: Vector3): void;
  2186. /**
  2187. * Returns a new Vector3 set to (0.0, 0.0, 0.0)
  2188. * @returns a new empty Vector3
  2189. */
  2190. static Zero(): Vector3;
  2191. /**
  2192. * Returns a new Vector3 set to (1.0, 1.0, 1.0)
  2193. * @returns a new unit Vector3
  2194. */
  2195. static One(): Vector3;
  2196. /**
  2197. * Returns a new Vector3 set to (0.0, 1.0, 0.0)
  2198. * @returns a new up Vector3
  2199. */
  2200. static Up(): Vector3;
  2201. /**
  2202. * Gets a up Vector3 that must not be updated
  2203. */
  2204. static readonly UpReadOnly: DeepImmutable<Vector3>;
  2205. /**
  2206. * Gets a zero Vector3 that must not be updated
  2207. */
  2208. static readonly ZeroReadOnly: DeepImmutable<Vector3>;
  2209. /**
  2210. * Returns a new Vector3 set to (0.0, -1.0, 0.0)
  2211. * @returns a new down Vector3
  2212. */
  2213. static Down(): Vector3;
  2214. /**
  2215. * Returns a new Vector3 set to (0.0, 0.0, 1.0)
  2216. * @returns a new forward Vector3
  2217. */
  2218. static Forward(): Vector3;
  2219. /**
  2220. * Returns a new Vector3 set to (0.0, 0.0, -1.0)
  2221. * @returns a new forward Vector3
  2222. */
  2223. static Backward(): Vector3;
  2224. /**
  2225. * Returns a new Vector3 set to (1.0, 0.0, 0.0)
  2226. * @returns a new right Vector3
  2227. */
  2228. static Right(): Vector3;
  2229. /**
  2230. * Returns a new Vector3 set to (-1.0, 0.0, 0.0)
  2231. * @returns a new left Vector3
  2232. */
  2233. static Left(): Vector3;
  2234. /**
  2235. * Returns a new Vector3 set with the result of the transformation by the given matrix of the given vector.
  2236. * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
  2237. * @param vector defines the Vector3 to transform
  2238. * @param transformation defines the transformation matrix
  2239. * @returns the transformed Vector3
  2240. */
  2241. static TransformCoordinates(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>): Vector3;
  2242. /**
  2243. * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given vector
  2244. * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
  2245. * @param vector defines the Vector3 to transform
  2246. * @param transformation defines the transformation matrix
  2247. * @param result defines the Vector3 where to store the result
  2248. */
  2249. static TransformCoordinatesToRef(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  2250. /**
  2251. * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given floats (x, y, z)
  2252. * This method computes tranformed coordinates only, not transformed direction vectors
  2253. * @param x define the x coordinate of the source vector
  2254. * @param y define the y coordinate of the source vector
  2255. * @param z define the z coordinate of the source vector
  2256. * @param transformation defines the transformation matrix
  2257. * @param result defines the Vector3 where to store the result
  2258. */
  2259. static TransformCoordinatesFromFloatsToRef(x: number, y: number, z: number, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  2260. /**
  2261. * Returns a new Vector3 set with the result of the normal transformation by the given matrix of the given vector
  2262. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  2263. * @param vector defines the Vector3 to transform
  2264. * @param transformation defines the transformation matrix
  2265. * @returns the new Vector3
  2266. */
  2267. static TransformNormal(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>): Vector3;
  2268. /**
  2269. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector
  2270. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  2271. * @param vector defines the Vector3 to transform
  2272. * @param transformation defines the transformation matrix
  2273. * @param result defines the Vector3 where to store the result
  2274. */
  2275. static TransformNormalToRef(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  2276. /**
  2277. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z)
  2278. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  2279. * @param x define the x coordinate of the source vector
  2280. * @param y define the y coordinate of the source vector
  2281. * @param z define the z coordinate of the source vector
  2282. * @param transformation defines the transformation matrix
  2283. * @param result defines the Vector3 where to store the result
  2284. */
  2285. static TransformNormalFromFloatsToRef(x: number, y: number, z: number, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  2286. /**
  2287. * Returns a new Vector3 located for "amount" on the CatmullRom interpolation spline defined by the vectors "value1", "value2", "value3", "value4"
  2288. * @param value1 defines the first control point
  2289. * @param value2 defines the second control point
  2290. * @param value3 defines the third control point
  2291. * @param value4 defines the fourth control point
  2292. * @param amount defines the amount on the spline to use
  2293. * @returns the new Vector3
  2294. */
  2295. static CatmullRom(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>, value3: DeepImmutable<Vector3>, value4: DeepImmutable<Vector3>, amount: number): Vector3;
  2296. /**
  2297. * 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"
  2298. * If a coordinate value of "value" is lower than one of the "min" coordinate, then this "value" coordinate is set with the "min" one
  2299. * If a coordinate value of "value" is greater than one of the "max" coordinate, then this "value" coordinate is set with the "max" one
  2300. * @param value defines the current value
  2301. * @param min defines the lower range value
  2302. * @param max defines the upper range value
  2303. * @returns the new Vector3
  2304. */
  2305. static Clamp(value: DeepImmutable<Vector3>, min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>): Vector3;
  2306. /**
  2307. * 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"
  2308. * If a coordinate value of "value" is lower than one of the "min" coordinate, then this "value" coordinate is set with the "min" one
  2309. * If a coordinate value of "value" is greater than one of the "max" coordinate, then this "value" coordinate is set with the "max" one
  2310. * @param value defines the current value
  2311. * @param min defines the lower range value
  2312. * @param max defines the upper range value
  2313. * @param result defines the Vector3 where to store the result
  2314. */
  2315. static ClampToRef(value: DeepImmutable<Vector3>, min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, result: Vector3): void;
  2316. /**
  2317. * Checks if a given vector is inside a specific range
  2318. * @param v defines the vector to test
  2319. * @param min defines the minimum range
  2320. * @param max defines the maximum range
  2321. */
  2322. static CheckExtends(v: Vector3, min: Vector3, max: Vector3): void;
  2323. /**
  2324. * Returns a new Vector3 located for "amount" (float) on the Hermite interpolation spline defined by the vectors "value1", "tangent1", "value2", "tangent2"
  2325. * @param value1 defines the first control point
  2326. * @param tangent1 defines the first tangent vector
  2327. * @param value2 defines the second control point
  2328. * @param tangent2 defines the second tangent vector
  2329. * @param amount defines the amount on the interpolation spline (between 0 and 1)
  2330. * @returns the new Vector3
  2331. */
  2332. static Hermite(value1: DeepImmutable<Vector3>, tangent1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>, tangent2: DeepImmutable<Vector3>, amount: number): Vector3;
  2333. /**
  2334. * Returns a new Vector3 located for "amount" (float) on the linear interpolation between the vectors "start" and "end"
  2335. * @param start defines the start value
  2336. * @param end defines the end value
  2337. * @param amount max defines amount between both (between 0 and 1)
  2338. * @returns the new Vector3
  2339. */
  2340. static Lerp(start: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, amount: number): Vector3;
  2341. /**
  2342. * Sets the given vector "result" with the result of the linear interpolation from the vector "start" for "amount" to the vector "end"
  2343. * @param start defines the start value
  2344. * @param end defines the end value
  2345. * @param amount max defines amount between both (between 0 and 1)
  2346. * @param result defines the Vector3 where to store the result
  2347. */
  2348. static LerpToRef(start: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, amount: number, result: Vector3): void;
  2349. /**
  2350. * Returns the dot product (float) between the vectors "left" and "right"
  2351. * @param left defines the left operand
  2352. * @param right defines the right operand
  2353. * @returns the dot product
  2354. */
  2355. static Dot(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): number;
  2356. /**
  2357. * Returns a new Vector3 as the cross product of the vectors "left" and "right"
  2358. * The cross product is then orthogonal to both "left" and "right"
  2359. * @param left defines the left operand
  2360. * @param right defines the right operand
  2361. * @returns the cross product
  2362. */
  2363. static Cross(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  2364. /**
  2365. * Sets the given vector "result" with the cross product of "left" and "right"
  2366. * The cross product is then orthogonal to both "left" and "right"
  2367. * @param left defines the left operand
  2368. * @param right defines the right operand
  2369. * @param result defines the Vector3 where to store the result
  2370. */
  2371. static CrossToRef(left: Vector3, right: Vector3, result: Vector3): void;
  2372. /**
  2373. * Returns a new Vector3 as the normalization of the given vector
  2374. * @param vector defines the Vector3 to normalize
  2375. * @returns the new Vector3
  2376. */
  2377. static Normalize(vector: DeepImmutable<Vector3>): Vector3;
  2378. /**
  2379. * Sets the given vector "result" with the normalization of the given first vector
  2380. * @param vector defines the Vector3 to normalize
  2381. * @param result defines the Vector3 where to store the result
  2382. */
  2383. static NormalizeToRef(vector: DeepImmutable<Vector3>, result: Vector3): void;
  2384. /**
  2385. * Project a Vector3 onto screen space
  2386. * @param vector defines the Vector3 to project
  2387. * @param world defines the world matrix to use
  2388. * @param transform defines the transform (view x projection) matrix to use
  2389. * @param viewport defines the screen viewport to use
  2390. * @returns the new Vector3
  2391. */
  2392. static Project(vector: DeepImmutable<Vector3>, world: DeepImmutable<Matrix>, transform: DeepImmutable<Matrix>, viewport: DeepImmutable<Viewport>): Vector3;
  2393. /** @hidden */
  2394. static _UnprojectFromInvertedMatrixToRef(source: DeepImmutable<Vector3>, matrix: DeepImmutable<Matrix>, result: Vector3): void;
  2395. /**
  2396. * Unproject from screen space to object space
  2397. * @param source defines the screen space Vector3 to use
  2398. * @param viewportWidth defines the current width of the viewport
  2399. * @param viewportHeight defines the current height of the viewport
  2400. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  2401. * @param transform defines the transform (view x projection) matrix to use
  2402. * @returns the new Vector3
  2403. */
  2404. static UnprojectFromTransform(source: Vector3, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, transform: DeepImmutable<Matrix>): Vector3;
  2405. /**
  2406. * Unproject from screen space to object space
  2407. * @param source defines the screen space Vector3 to use
  2408. * @param viewportWidth defines the current width of the viewport
  2409. * @param viewportHeight defines the current height of the viewport
  2410. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  2411. * @param view defines the view matrix to use
  2412. * @param projection defines the projection matrix to use
  2413. * @returns the new Vector3
  2414. */
  2415. static Unproject(source: DeepImmutable<Vector3>, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Vector3;
  2416. /**
  2417. * Unproject from screen space to object space
  2418. * @param source defines the screen space Vector3 to use
  2419. * @param viewportWidth defines the current width of the viewport
  2420. * @param viewportHeight defines the current height of the viewport
  2421. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  2422. * @param view defines the view matrix to use
  2423. * @param projection defines the projection matrix to use
  2424. * @param result defines the Vector3 where to store the result
  2425. */
  2426. static UnprojectToRef(source: DeepImmutable<Vector3>, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, result: Vector3): void;
  2427. /**
  2428. * Unproject from screen space to object space
  2429. * @param sourceX defines the screen space x coordinate to use
  2430. * @param sourceY defines the screen space y coordinate to use
  2431. * @param sourceZ defines the screen space z coordinate to use
  2432. * @param viewportWidth defines the current width of the viewport
  2433. * @param viewportHeight defines the current height of the viewport
  2434. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  2435. * @param view defines the view matrix to use
  2436. * @param projection defines the projection matrix to use
  2437. * @param result defines the Vector3 where to store the result
  2438. */
  2439. static UnprojectFloatsToRef(sourceX: float, sourceY: float, sourceZ: float, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, result: Vector3): void;
  2440. /**
  2441. * Gets the minimal coordinate values between two Vector3
  2442. * @param left defines the first operand
  2443. * @param right defines the second operand
  2444. * @returns the new Vector3
  2445. */
  2446. static Minimize(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  2447. /**
  2448. * Gets the maximal coordinate values between two Vector3
  2449. * @param left defines the first operand
  2450. * @param right defines the second operand
  2451. * @returns the new Vector3
  2452. */
  2453. static Maximize(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  2454. /**
  2455. * Returns the distance between the vectors "value1" and "value2"
  2456. * @param value1 defines the first operand
  2457. * @param value2 defines the second operand
  2458. * @returns the distance
  2459. */
  2460. static Distance(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): number;
  2461. /**
  2462. * Returns the squared distance between the vectors "value1" and "value2"
  2463. * @param value1 defines the first operand
  2464. * @param value2 defines the second operand
  2465. * @returns the squared distance
  2466. */
  2467. static DistanceSquared(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): number;
  2468. /**
  2469. * Returns a new Vector3 located at the center between "value1" and "value2"
  2470. * @param value1 defines the first operand
  2471. * @param value2 defines the second operand
  2472. * @returns the new Vector3
  2473. */
  2474. static Center(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): Vector3;
  2475. /**
  2476. * Given three orthogonal normalized left-handed oriented Vector3 axis in space (target system),
  2477. * RotationFromAxis() returns the rotation Euler angles (ex : rotation.x, rotation.y, rotation.z) to apply
  2478. * to something in order to rotate it from its local system to the given target system
  2479. * Note: axis1, axis2 and axis3 are normalized during this operation
  2480. * @param axis1 defines the first axis
  2481. * @param axis2 defines the second axis
  2482. * @param axis3 defines the third axis
  2483. * @returns a new Vector3
  2484. */
  2485. static RotationFromAxis(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>): Vector3;
  2486. /**
  2487. * The same than RotationFromAxis but updates the given ref Vector3 parameter instead of returning a new Vector3
  2488. * @param axis1 defines the first axis
  2489. * @param axis2 defines the second axis
  2490. * @param axis3 defines the third axis
  2491. * @param ref defines the Vector3 where to store the result
  2492. */
  2493. static RotationFromAxisToRef(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>, ref: Vector3): void;
  2494. }
  2495. /**
  2496. * Vector4 class created for EulerAngle class conversion to Quaternion
  2497. */
  2498. export class Vector4 {
  2499. /** x value of the vector */
  2500. x: number;
  2501. /** y value of the vector */
  2502. y: number;
  2503. /** z value of the vector */
  2504. z: number;
  2505. /** w value of the vector */
  2506. w: number;
  2507. /**
  2508. * Creates a Vector4 object from the given floats.
  2509. * @param x x value of the vector
  2510. * @param y y value of the vector
  2511. * @param z z value of the vector
  2512. * @param w w value of the vector
  2513. */
  2514. constructor(
  2515. /** x value of the vector */
  2516. x: number,
  2517. /** y value of the vector */
  2518. y: number,
  2519. /** z value of the vector */
  2520. z: number,
  2521. /** w value of the vector */
  2522. w: number);
  2523. /**
  2524. * Returns the string with the Vector4 coordinates.
  2525. * @returns a string containing all the vector values
  2526. */
  2527. toString(): string;
  2528. /**
  2529. * Returns the string "Vector4".
  2530. * @returns "Vector4"
  2531. */
  2532. getClassName(): string;
  2533. /**
  2534. * Returns the Vector4 hash code.
  2535. * @returns a unique hash code
  2536. */
  2537. getHashCode(): number;
  2538. /**
  2539. * Returns a new array populated with 4 elements : the Vector4 coordinates.
  2540. * @returns the resulting array
  2541. */
  2542. asArray(): number[];
  2543. /**
  2544. * Populates the given array from the given index with the Vector4 coordinates.
  2545. * @param array array to populate
  2546. * @param index index of the array to start at (default: 0)
  2547. * @returns the Vector4.
  2548. */
  2549. toArray(array: FloatArray, index?: number): Vector4;
  2550. /**
  2551. * Adds the given vector to the current Vector4.
  2552. * @param otherVector the vector to add
  2553. * @returns the updated Vector4.
  2554. */
  2555. addInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  2556. /**
  2557. * Returns a new Vector4 as the result of the addition of the current Vector4 and the given one.
  2558. * @param otherVector the vector to add
  2559. * @returns the resulting vector
  2560. */
  2561. add(otherVector: DeepImmutable<Vector4>): Vector4;
  2562. /**
  2563. * Updates the given vector "result" with the result of the addition of the current Vector4 and the given one.
  2564. * @param otherVector the vector to add
  2565. * @param result the vector to store the result
  2566. * @returns the current Vector4.
  2567. */
  2568. addToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  2569. /**
  2570. * Subtract in place the given vector from the current Vector4.
  2571. * @param otherVector the vector to subtract
  2572. * @returns the updated Vector4.
  2573. */
  2574. subtractInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  2575. /**
  2576. * Returns a new Vector4 with the result of the subtraction of the given vector from the current Vector4.
  2577. * @param otherVector the vector to add
  2578. * @returns the new vector with the result
  2579. */
  2580. subtract(otherVector: DeepImmutable<Vector4>): Vector4;
  2581. /**
  2582. * Sets the given vector "result" with the result of the subtraction of the given vector from the current Vector4.
  2583. * @param otherVector the vector to subtract
  2584. * @param result the vector to store the result
  2585. * @returns the current Vector4.
  2586. */
  2587. subtractToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  2588. /**
  2589. * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  2590. */
  2591. /**
  2592. * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  2593. * @param x value to subtract
  2594. * @param y value to subtract
  2595. * @param z value to subtract
  2596. * @param w value to subtract
  2597. * @returns new vector containing the result
  2598. */
  2599. subtractFromFloats(x: number, y: number, z: number, w: number): Vector4;
  2600. /**
  2601. * Sets the given vector "result" set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  2602. * @param x value to subtract
  2603. * @param y value to subtract
  2604. * @param z value to subtract
  2605. * @param w value to subtract
  2606. * @param result the vector to store the result in
  2607. * @returns the current Vector4.
  2608. */
  2609. subtractFromFloatsToRef(x: number, y: number, z: number, w: number, result: Vector4): Vector4;
  2610. /**
  2611. * Returns a new Vector4 set with the current Vector4 negated coordinates.
  2612. * @returns a new vector with the negated values
  2613. */
  2614. negate(): Vector4;
  2615. /**
  2616. * Multiplies the current Vector4 coordinates by scale (float).
  2617. * @param scale the number to scale with
  2618. * @returns the updated Vector4.
  2619. */
  2620. scaleInPlace(scale: number): Vector4;
  2621. /**
  2622. * Returns a new Vector4 set with the current Vector4 coordinates multiplied by scale (float).
  2623. * @param scale the number to scale with
  2624. * @returns a new vector with the result
  2625. */
  2626. scale(scale: number): Vector4;
  2627. /**
  2628. * Sets the given vector "result" with the current Vector4 coordinates multiplied by scale (float).
  2629. * @param scale the number to scale with
  2630. * @param result a vector to store the result in
  2631. * @returns the current Vector4.
  2632. */
  2633. scaleToRef(scale: number, result: Vector4): Vector4;
  2634. /**
  2635. * Scale the current Vector4 values by a factor and add the result to a given Vector4
  2636. * @param scale defines the scale factor
  2637. * @param result defines the Vector4 object where to store the result
  2638. * @returns the unmodified current Vector4
  2639. */
  2640. scaleAndAddToRef(scale: number, result: Vector4): Vector4;
  2641. /**
  2642. * Boolean : True if the current Vector4 coordinates are stricly equal to the given ones.
  2643. * @param otherVector the vector to compare against
  2644. * @returns true if they are equal
  2645. */
  2646. equals(otherVector: DeepImmutable<Vector4>): boolean;
  2647. /**
  2648. * Boolean : True if the current Vector4 coordinates are each beneath the distance "epsilon" from the given vector ones.
  2649. * @param otherVector vector to compare against
  2650. * @param epsilon (Default: very small number)
  2651. * @returns true if they are equal
  2652. */
  2653. equalsWithEpsilon(otherVector: DeepImmutable<Vector4>, epsilon?: number): boolean;
  2654. /**
  2655. * Boolean : True if the given floats are strictly equal to the current Vector4 coordinates.
  2656. * @param x x value to compare against
  2657. * @param y y value to compare against
  2658. * @param z z value to compare against
  2659. * @param w w value to compare against
  2660. * @returns true if equal
  2661. */
  2662. equalsToFloats(x: number, y: number, z: number, w: number): boolean;
  2663. /**
  2664. * Multiplies in place the current Vector4 by the given one.
  2665. * @param otherVector vector to multiple with
  2666. * @returns the updated Vector4.
  2667. */
  2668. multiplyInPlace(otherVector: Vector4): Vector4;
  2669. /**
  2670. * Returns a new Vector4 set with the multiplication result of the current Vector4 and the given one.
  2671. * @param otherVector vector to multiple with
  2672. * @returns resulting new vector
  2673. */
  2674. multiply(otherVector: DeepImmutable<Vector4>): Vector4;
  2675. /**
  2676. * Updates the given vector "result" with the multiplication result of the current Vector4 and the given one.
  2677. * @param otherVector vector to multiple with
  2678. * @param result vector to store the result
  2679. * @returns the current Vector4.
  2680. */
  2681. multiplyToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  2682. /**
  2683. * Returns a new Vector4 set with the multiplication result of the given floats and the current Vector4 coordinates.
  2684. * @param x x value multiply with
  2685. * @param y y value multiply with
  2686. * @param z z value multiply with
  2687. * @param w w value multiply with
  2688. * @returns resulting new vector
  2689. */
  2690. multiplyByFloats(x: number, y: number, z: number, w: number): Vector4;
  2691. /**
  2692. * Returns a new Vector4 set with the division result of the current Vector4 by the given one.
  2693. * @param otherVector vector to devide with
  2694. * @returns resulting new vector
  2695. */
  2696. divide(otherVector: DeepImmutable<Vector4>): Vector4;
  2697. /**
  2698. * Updates the given vector "result" with the division result of the current Vector4 by the given one.
  2699. * @param otherVector vector to devide with
  2700. * @param result vector to store the result
  2701. * @returns the current Vector4.
  2702. */
  2703. divideToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  2704. /**
  2705. * Divides the current Vector3 coordinates by the given ones.
  2706. * @param otherVector vector to devide with
  2707. * @returns the updated Vector3.
  2708. */
  2709. divideInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  2710. /**
  2711. * Updates the Vector4 coordinates with the minimum values between its own and the given vector ones
  2712. * @param other defines the second operand
  2713. * @returns the current updated Vector4
  2714. */
  2715. minimizeInPlace(other: DeepImmutable<Vector4>): Vector4;
  2716. /**
  2717. * Updates the Vector4 coordinates with the maximum values between its own and the given vector ones
  2718. * @param other defines the second operand
  2719. * @returns the current updated Vector4
  2720. */
  2721. maximizeInPlace(other: DeepImmutable<Vector4>): Vector4;
  2722. /**
  2723. * Gets a new Vector4 from current Vector4 floored values
  2724. * @returns a new Vector4
  2725. */
  2726. floor(): Vector4;
  2727. /**
  2728. * Gets a new Vector4 from current Vector3 floored values
  2729. * @returns a new Vector4
  2730. */
  2731. fract(): Vector4;
  2732. /**
  2733. * Returns the Vector4 length (float).
  2734. * @returns the length
  2735. */
  2736. length(): number;
  2737. /**
  2738. * Returns the Vector4 squared length (float).
  2739. * @returns the length squared
  2740. */
  2741. lengthSquared(): number;
  2742. /**
  2743. * Normalizes in place the Vector4.
  2744. * @returns the updated Vector4.
  2745. */
  2746. normalize(): Vector4;
  2747. /**
  2748. * Returns a new Vector3 from the Vector4 (x, y, z) coordinates.
  2749. * @returns this converted to a new vector3
  2750. */
  2751. toVector3(): Vector3;
  2752. /**
  2753. * Returns a new Vector4 copied from the current one.
  2754. * @returns the new cloned vector
  2755. */
  2756. clone(): Vector4;
  2757. /**
  2758. * Updates the current Vector4 with the given one coordinates.
  2759. * @param source the source vector to copy from
  2760. * @returns the updated Vector4.
  2761. */
  2762. copyFrom(source: DeepImmutable<Vector4>): Vector4;
  2763. /**
  2764. * Updates the current Vector4 coordinates with the given floats.
  2765. * @param x float to copy from
  2766. * @param y float to copy from
  2767. * @param z float to copy from
  2768. * @param w float to copy from
  2769. * @returns the updated Vector4.
  2770. */
  2771. copyFromFloats(x: number, y: number, z: number, w: number): Vector4;
  2772. /**
  2773. * Updates the current Vector4 coordinates with the given floats.
  2774. * @param x float to set from
  2775. * @param y float to set from
  2776. * @param z float to set from
  2777. * @param w float to set from
  2778. * @returns the updated Vector4.
  2779. */
  2780. set(x: number, y: number, z: number, w: number): Vector4;
  2781. /**
  2782. * Copies the given float to the current Vector3 coordinates
  2783. * @param v defines the x, y, z and w coordinates of the operand
  2784. * @returns the current updated Vector3
  2785. */
  2786. setAll(v: number): Vector4;
  2787. /**
  2788. * Returns a new Vector4 set from the starting index of the given array.
  2789. * @param array the array to pull values from
  2790. * @param offset the offset into the array to start at
  2791. * @returns the new vector
  2792. */
  2793. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector4;
  2794. /**
  2795. * Updates the given vector "result" from the starting index of the given array.
  2796. * @param array the array to pull values from
  2797. * @param offset the offset into the array to start at
  2798. * @param result the vector to store the result in
  2799. */
  2800. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector4): void;
  2801. /**
  2802. * Updates the given vector "result" from the starting index of the given Float32Array.
  2803. * @param array the array to pull values from
  2804. * @param offset the offset into the array to start at
  2805. * @param result the vector to store the result in
  2806. */
  2807. static FromFloatArrayToRef(array: DeepImmutable<Float32Array>, offset: number, result: Vector4): void;
  2808. /**
  2809. * Updates the given vector "result" coordinates from the given floats.
  2810. * @param x float to set from
  2811. * @param y float to set from
  2812. * @param z float to set from
  2813. * @param w float to set from
  2814. * @param result the vector to the floats in
  2815. */
  2816. static FromFloatsToRef(x: number, y: number, z: number, w: number, result: Vector4): void;
  2817. /**
  2818. * Returns a new Vector4 set to (0.0, 0.0, 0.0, 0.0)
  2819. * @returns the new vector
  2820. */
  2821. static Zero(): Vector4;
  2822. /**
  2823. * Returns a new Vector4 set to (1.0, 1.0, 1.0, 1.0)
  2824. * @returns the new vector
  2825. */
  2826. static One(): Vector4;
  2827. /**
  2828. * Returns a new normalized Vector4 from the given one.
  2829. * @param vector the vector to normalize
  2830. * @returns the vector
  2831. */
  2832. static Normalize(vector: DeepImmutable<Vector4>): Vector4;
  2833. /**
  2834. * Updates the given vector "result" from the normalization of the given one.
  2835. * @param vector the vector to normalize
  2836. * @param result the vector to store the result in
  2837. */
  2838. static NormalizeToRef(vector: DeepImmutable<Vector4>, result: Vector4): void;
  2839. /**
  2840. * Returns a vector with the minimum values from the left and right vectors
  2841. * @param left left vector to minimize
  2842. * @param right right vector to minimize
  2843. * @returns a new vector with the minimum of the left and right vector values
  2844. */
  2845. static Minimize(left: DeepImmutable<Vector4>, right: DeepImmutable<Vector4>): Vector4;
  2846. /**
  2847. * Returns a vector with the maximum values from the left and right vectors
  2848. * @param left left vector to maximize
  2849. * @param right right vector to maximize
  2850. * @returns a new vector with the maximum of the left and right vector values
  2851. */
  2852. static Maximize(left: DeepImmutable<Vector4>, right: DeepImmutable<Vector4>): Vector4;
  2853. /**
  2854. * Returns the distance (float) between the vectors "value1" and "value2".
  2855. * @param value1 value to calulate the distance between
  2856. * @param value2 value to calulate the distance between
  2857. * @return the distance between the two vectors
  2858. */
  2859. static Distance(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): number;
  2860. /**
  2861. * Returns the squared distance (float) between the vectors "value1" and "value2".
  2862. * @param value1 value to calulate the distance between
  2863. * @param value2 value to calulate the distance between
  2864. * @return the distance between the two vectors squared
  2865. */
  2866. static DistanceSquared(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): number;
  2867. /**
  2868. * Returns a new Vector4 located at the center between the vectors "value1" and "value2".
  2869. * @param value1 value to calulate the center between
  2870. * @param value2 value to calulate the center between
  2871. * @return the center between the two vectors
  2872. */
  2873. static Center(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): Vector4;
  2874. /**
  2875. * Returns a new Vector4 set with the result of the normal transformation by the given matrix of the given vector.
  2876. * This methods computes transformed normalized direction vectors only.
  2877. * @param vector the vector to transform
  2878. * @param transformation the transformation matrix to apply
  2879. * @returns the new vector
  2880. */
  2881. static TransformNormal(vector: DeepImmutable<Vector4>, transformation: DeepImmutable<Matrix>): Vector4;
  2882. /**
  2883. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector.
  2884. * This methods computes transformed normalized direction vectors only.
  2885. * @param vector the vector to transform
  2886. * @param transformation the transformation matrix to apply
  2887. * @param result the vector to store the result in
  2888. */
  2889. static TransformNormalToRef(vector: DeepImmutable<Vector4>, transformation: DeepImmutable<Matrix>, result: Vector4): void;
  2890. /**
  2891. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z, w).
  2892. * This methods computes transformed normalized direction vectors only.
  2893. * @param x value to transform
  2894. * @param y value to transform
  2895. * @param z value to transform
  2896. * @param w value to transform
  2897. * @param transformation the transformation matrix to apply
  2898. * @param result the vector to store the results in
  2899. */
  2900. static TransformNormalFromFloatsToRef(x: number, y: number, z: number, w: number, transformation: DeepImmutable<Matrix>, result: Vector4): void;
  2901. /**
  2902. * Creates a new Vector4 from a Vector3
  2903. * @param source defines the source data
  2904. * @param w defines the 4th component (default is 0)
  2905. * @returns a new Vector4
  2906. */
  2907. static FromVector3(source: Vector3, w?: number): Vector4;
  2908. }
  2909. /**
  2910. * Class used to store quaternion data
  2911. * @see https://en.wikipedia.org/wiki/Quaternion
  2912. * @see http://doc.babylonjs.com/features/position,_rotation,_scaling
  2913. */
  2914. export class Quaternion {
  2915. /** defines the first component (0 by default) */
  2916. x: number;
  2917. /** defines the second component (0 by default) */
  2918. y: number;
  2919. /** defines the third component (0 by default) */
  2920. z: number;
  2921. /** defines the fourth component (1.0 by default) */
  2922. w: number;
  2923. /**
  2924. * Creates a new Quaternion from the given floats
  2925. * @param x defines the first component (0 by default)
  2926. * @param y defines the second component (0 by default)
  2927. * @param z defines the third component (0 by default)
  2928. * @param w defines the fourth component (1.0 by default)
  2929. */
  2930. constructor(
  2931. /** defines the first component (0 by default) */
  2932. x?: number,
  2933. /** defines the second component (0 by default) */
  2934. y?: number,
  2935. /** defines the third component (0 by default) */
  2936. z?: number,
  2937. /** defines the fourth component (1.0 by default) */
  2938. w?: number);
  2939. /**
  2940. * Gets a string representation for the current quaternion
  2941. * @returns a string with the Quaternion coordinates
  2942. */
  2943. toString(): string;
  2944. /**
  2945. * Gets the class name of the quaternion
  2946. * @returns the string "Quaternion"
  2947. */
  2948. getClassName(): string;
  2949. /**
  2950. * Gets a hash code for this quaternion
  2951. * @returns the quaternion hash code
  2952. */
  2953. getHashCode(): number;
  2954. /**
  2955. * Copy the quaternion to an array
  2956. * @returns a new array populated with 4 elements from the quaternion coordinates
  2957. */
  2958. asArray(): number[];
  2959. /**
  2960. * Check if two quaternions are equals
  2961. * @param otherQuaternion defines the second operand
  2962. * @return true if the current quaternion and the given one coordinates are strictly equals
  2963. */
  2964. equals(otherQuaternion: DeepImmutable<Quaternion>): boolean;
  2965. /**
  2966. * Clone the current quaternion
  2967. * @returns a new quaternion copied from the current one
  2968. */
  2969. clone(): Quaternion;
  2970. /**
  2971. * Copy a quaternion to the current one
  2972. * @param other defines the other quaternion
  2973. * @returns the updated current quaternion
  2974. */
  2975. copyFrom(other: DeepImmutable<Quaternion>): Quaternion;
  2976. /**
  2977. * Updates the current quaternion with the given float coordinates
  2978. * @param x defines the x coordinate
  2979. * @param y defines the y coordinate
  2980. * @param z defines the z coordinate
  2981. * @param w defines the w coordinate
  2982. * @returns the updated current quaternion
  2983. */
  2984. copyFromFloats(x: number, y: number, z: number, w: number): Quaternion;
  2985. /**
  2986. * Updates the current quaternion from the given float coordinates
  2987. * @param x defines the x coordinate
  2988. * @param y defines the y coordinate
  2989. * @param z defines the z coordinate
  2990. * @param w defines the w coordinate
  2991. * @returns the updated current quaternion
  2992. */
  2993. set(x: number, y: number, z: number, w: number): Quaternion;
  2994. /**
  2995. * Adds two quaternions
  2996. * @param other defines the second operand
  2997. * @returns a new quaternion as the addition result of the given one and the current quaternion
  2998. */
  2999. add(other: DeepImmutable<Quaternion>): Quaternion;
  3000. /**
  3001. * Add a quaternion to the current one
  3002. * @param other defines the quaternion to add
  3003. * @returns the current quaternion
  3004. */
  3005. addInPlace(other: DeepImmutable<Quaternion>): Quaternion;
  3006. /**
  3007. * Subtract two quaternions
  3008. * @param other defines the second operand
  3009. * @returns a new quaternion as the subtraction result of the given one from the current one
  3010. */
  3011. subtract(other: Quaternion): Quaternion;
  3012. /**
  3013. * Multiplies the current quaternion by a scale factor
  3014. * @param value defines the scale factor
  3015. * @returns a new quaternion set by multiplying the current quaternion coordinates by the float "scale"
  3016. */
  3017. scale(value: number): Quaternion;
  3018. /**
  3019. * Scale the current quaternion values by a factor and stores the result to a given quaternion
  3020. * @param scale defines the scale factor
  3021. * @param result defines the Quaternion object where to store the result
  3022. * @returns the unmodified current quaternion
  3023. */
  3024. scaleToRef(scale: number, result: Quaternion): Quaternion;
  3025. /**
  3026. * Multiplies in place the current quaternion by a scale factor
  3027. * @param value defines the scale factor
  3028. * @returns the current modified quaternion
  3029. */
  3030. scaleInPlace(value: number): Quaternion;
  3031. /**
  3032. * Scale the current quaternion values by a factor and add the result to a given quaternion
  3033. * @param scale defines the scale factor
  3034. * @param result defines the Quaternion object where to store the result
  3035. * @returns the unmodified current quaternion
  3036. */
  3037. scaleAndAddToRef(scale: number, result: Quaternion): Quaternion;
  3038. /**
  3039. * Multiplies two quaternions
  3040. * @param q1 defines the second operand
  3041. * @returns a new quaternion set as the multiplication result of the current one with the given one "q1"
  3042. */
  3043. multiply(q1: DeepImmutable<Quaternion>): Quaternion;
  3044. /**
  3045. * Sets the given "result" as the the multiplication result of the current one with the given one "q1"
  3046. * @param q1 defines the second operand
  3047. * @param result defines the target quaternion
  3048. * @returns the current quaternion
  3049. */
  3050. multiplyToRef(q1: DeepImmutable<Quaternion>, result: Quaternion): Quaternion;
  3051. /**
  3052. * Updates the current quaternion with the multiplication of itself with the given one "q1"
  3053. * @param q1 defines the second operand
  3054. * @returns the currentupdated quaternion
  3055. */
  3056. multiplyInPlace(q1: DeepImmutable<Quaternion>): Quaternion;
  3057. /**
  3058. * Conjugates (1-q) the current quaternion and stores the result in the given quaternion
  3059. * @param ref defines the target quaternion
  3060. * @returns the current quaternion
  3061. */
  3062. conjugateToRef(ref: Quaternion): Quaternion;
  3063. /**
  3064. * Conjugates in place (1-q) the current quaternion
  3065. * @returns the current updated quaternion
  3066. */
  3067. conjugateInPlace(): Quaternion;
  3068. /**
  3069. * Conjugates in place (1-q) the current quaternion
  3070. * @returns a new quaternion
  3071. */
  3072. conjugate(): Quaternion;
  3073. /**
  3074. * Gets length of current quaternion
  3075. * @returns the quaternion length (float)
  3076. */
  3077. length(): number;
  3078. /**
  3079. * Normalize in place the current quaternion
  3080. * @returns the current updated quaternion
  3081. */
  3082. normalize(): Quaternion;
  3083. /**
  3084. * Returns a new Vector3 set with the Euler angles translated from the current quaternion
  3085. * @param order is a reserved parameter and is ignore for now
  3086. * @returns a new Vector3 containing the Euler angles
  3087. */
  3088. toEulerAngles(order?: string): Vector3;
  3089. /**
  3090. * Sets the given vector3 "result" with the Euler angles translated from the current quaternion
  3091. * @param result defines the vector which will be filled with the Euler angles
  3092. * @param order is a reserved parameter and is ignore for now
  3093. * @returns the current unchanged quaternion
  3094. */
  3095. toEulerAnglesToRef(result: Vector3): Quaternion;
  3096. /**
  3097. * Updates the given rotation matrix with the current quaternion values
  3098. * @param result defines the target matrix
  3099. * @returns the current unchanged quaternion
  3100. */
  3101. toRotationMatrix(result: Matrix): Quaternion;
  3102. /**
  3103. * Updates the current quaternion from the given rotation matrix values
  3104. * @param matrix defines the source matrix
  3105. * @returns the current updated quaternion
  3106. */
  3107. fromRotationMatrix(matrix: DeepImmutable<Matrix>): Quaternion;
  3108. /**
  3109. * Creates a new quaternion from a rotation matrix
  3110. * @param matrix defines the source matrix
  3111. * @returns a new quaternion created from the given rotation matrix values
  3112. */
  3113. static FromRotationMatrix(matrix: DeepImmutable<Matrix>): Quaternion;
  3114. /**
  3115. * Updates the given quaternion with the given rotation matrix values
  3116. * @param matrix defines the source matrix
  3117. * @param result defines the target quaternion
  3118. */
  3119. static FromRotationMatrixToRef(matrix: DeepImmutable<Matrix>, result: Quaternion): void;
  3120. /**
  3121. * Returns the dot product (float) between the quaternions "left" and "right"
  3122. * @param left defines the left operand
  3123. * @param right defines the right operand
  3124. * @returns the dot product
  3125. */
  3126. static Dot(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>): number;
  3127. /**
  3128. * Checks if the two quaternions are close to each other
  3129. * @param quat0 defines the first quaternion to check
  3130. * @param quat1 defines the second quaternion to check
  3131. * @returns true if the two quaternions are close to each other
  3132. */
  3133. static AreClose(quat0: DeepImmutable<Quaternion>, quat1: DeepImmutable<Quaternion>): boolean;
  3134. /**
  3135. * Creates an empty quaternion
  3136. * @returns a new quaternion set to (0.0, 0.0, 0.0)
  3137. */
  3138. static Zero(): Quaternion;
  3139. /**
  3140. * Inverse a given quaternion
  3141. * @param q defines the source quaternion
  3142. * @returns a new quaternion as the inverted current quaternion
  3143. */
  3144. static Inverse(q: DeepImmutable<Quaternion>): Quaternion;
  3145. /**
  3146. * Inverse a given quaternion
  3147. * @param q defines the source quaternion
  3148. * @param result the quaternion the result will be stored in
  3149. * @returns the result quaternion
  3150. */
  3151. static InverseToRef(q: Quaternion, result: Quaternion): Quaternion;
  3152. /**
  3153. * Creates an identity quaternion
  3154. * @returns the identity quaternion
  3155. */
  3156. static Identity(): Quaternion;
  3157. /**
  3158. * Gets a boolean indicating if the given quaternion is identity
  3159. * @param quaternion defines the quaternion to check
  3160. * @returns true if the quaternion is identity
  3161. */
  3162. static IsIdentity(quaternion: DeepImmutable<Quaternion>): boolean;
  3163. /**
  3164. * Creates a quaternion from a rotation around an axis
  3165. * @param axis defines the axis to use
  3166. * @param angle defines the angle to use
  3167. * @returns a new quaternion created from the given axis (Vector3) and angle in radians (float)
  3168. */
  3169. static RotationAxis(axis: DeepImmutable<Vector3>, angle: number): Quaternion;
  3170. /**
  3171. * Creates a rotation around an axis and stores it into the given quaternion
  3172. * @param axis defines the axis to use
  3173. * @param angle defines the angle to use
  3174. * @param result defines the target quaternion
  3175. * @returns the target quaternion
  3176. */
  3177. static RotationAxisToRef(axis: DeepImmutable<Vector3>, angle: number, result: Quaternion): Quaternion;
  3178. /**
  3179. * Creates a new quaternion from data stored into an array
  3180. * @param array defines the data source
  3181. * @param offset defines the offset in the source array where the data starts
  3182. * @returns a new quaternion
  3183. */
  3184. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Quaternion;
  3185. /**
  3186. * Create a quaternion from Euler rotation angles
  3187. * @param x Pitch
  3188. * @param y Yaw
  3189. * @param z Roll
  3190. * @returns the new Quaternion
  3191. */
  3192. static FromEulerAngles(x: number, y: number, z: number): Quaternion;
  3193. /**
  3194. * Updates a quaternion from Euler rotation angles
  3195. * @param x Pitch
  3196. * @param y Yaw
  3197. * @param z Roll
  3198. * @param result the quaternion to store the result
  3199. * @returns the updated quaternion
  3200. */
  3201. static FromEulerAnglesToRef(x: number, y: number, z: number, result: Quaternion): Quaternion;
  3202. /**
  3203. * Create a quaternion from Euler rotation vector
  3204. * @param vec the Euler vector (x Pitch, y Yaw, z Roll)
  3205. * @returns the new Quaternion
  3206. */
  3207. static FromEulerVector(vec: DeepImmutable<Vector3>): Quaternion;
  3208. /**
  3209. * Updates a quaternion from Euler rotation vector
  3210. * @param vec the Euler vector (x Pitch, y Yaw, z Roll)
  3211. * @param result the quaternion to store the result
  3212. * @returns the updated quaternion
  3213. */
  3214. static FromEulerVectorToRef(vec: DeepImmutable<Vector3>, result: Quaternion): Quaternion;
  3215. /**
  3216. * Creates a new quaternion from the given Euler float angles (y, x, z)
  3217. * @param yaw defines the rotation around Y axis
  3218. * @param pitch defines the rotation around X axis
  3219. * @param roll defines the rotation around Z axis
  3220. * @returns the new quaternion
  3221. */
  3222. static RotationYawPitchRoll(yaw: number, pitch: number, roll: number): Quaternion;
  3223. /**
  3224. * Creates a new rotation from the given Euler float angles (y, x, z) and stores it in the target quaternion
  3225. * @param yaw defines the rotation around Y axis
  3226. * @param pitch defines the rotation around X axis
  3227. * @param roll defines the rotation around Z axis
  3228. * @param result defines the target quaternion
  3229. */
  3230. static RotationYawPitchRollToRef(yaw: number, pitch: number, roll: number, result: Quaternion): void;
  3231. /**
  3232. * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation
  3233. * @param alpha defines the rotation around first axis
  3234. * @param beta defines the rotation around second axis
  3235. * @param gamma defines the rotation around third axis
  3236. * @returns the new quaternion
  3237. */
  3238. static RotationAlphaBetaGamma(alpha: number, beta: number, gamma: number): Quaternion;
  3239. /**
  3240. * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation and stores it in the target quaternion
  3241. * @param alpha defines the rotation around first axis
  3242. * @param beta defines the rotation around second axis
  3243. * @param gamma defines the rotation around third axis
  3244. * @param result defines the target quaternion
  3245. */
  3246. static RotationAlphaBetaGammaToRef(alpha: number, beta: number, gamma: number, result: Quaternion): void;
  3247. /**
  3248. * 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)
  3249. * @param axis1 defines the first axis
  3250. * @param axis2 defines the second axis
  3251. * @param axis3 defines the third axis
  3252. * @returns the new quaternion
  3253. */
  3254. static RotationQuaternionFromAxis(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>): Quaternion;
  3255. /**
  3256. * 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
  3257. * @param axis1 defines the first axis
  3258. * @param axis2 defines the second axis
  3259. * @param axis3 defines the third axis
  3260. * @param ref defines the target quaternion
  3261. */
  3262. static RotationQuaternionFromAxisToRef(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>, ref: Quaternion): void;
  3263. /**
  3264. * Interpolates between two quaternions
  3265. * @param left defines first quaternion
  3266. * @param right defines second quaternion
  3267. * @param amount defines the gradient to use
  3268. * @returns the new interpolated quaternion
  3269. */
  3270. static Slerp(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>, amount: number): Quaternion;
  3271. /**
  3272. * Interpolates between two quaternions and stores it into a target quaternion
  3273. * @param left defines first quaternion
  3274. * @param right defines second quaternion
  3275. * @param amount defines the gradient to use
  3276. * @param result defines the target quaternion
  3277. */
  3278. static SlerpToRef(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>, amount: number, result: Quaternion): void;
  3279. /**
  3280. * Interpolate between two quaternions using Hermite interpolation
  3281. * @param value1 defines first quaternion
  3282. * @param tangent1 defines the incoming tangent
  3283. * @param value2 defines second quaternion
  3284. * @param tangent2 defines the outgoing tangent
  3285. * @param amount defines the target quaternion
  3286. * @returns the new interpolated quaternion
  3287. */
  3288. static Hermite(value1: DeepImmutable<Quaternion>, tangent1: DeepImmutable<Quaternion>, value2: DeepImmutable<Quaternion>, tangent2: DeepImmutable<Quaternion>, amount: number): Quaternion;
  3289. }
  3290. /**
  3291. * Class used to store matrix data (4x4)
  3292. */
  3293. export class Matrix {
  3294. private static _updateFlagSeed;
  3295. private static _identityReadOnly;
  3296. private _isIdentity;
  3297. private _isIdentityDirty;
  3298. private _isIdentity3x2;
  3299. private _isIdentity3x2Dirty;
  3300. /**
  3301. * Gets the update flag of the matrix which is an unique number for the matrix.
  3302. * It will be incremented every time the matrix data change.
  3303. * You can use it to speed the comparison between two versions of the same matrix.
  3304. */
  3305. updateFlag: number;
  3306. private readonly _m;
  3307. /**
  3308. * Gets the internal data of the matrix
  3309. */
  3310. readonly m: DeepImmutable<Float32Array>;
  3311. /** @hidden */
  3312. _markAsUpdated(): void;
  3313. /** @hidden */
  3314. private _updateIdentityStatus;
  3315. /**
  3316. * Creates an empty matrix (filled with zeros)
  3317. */
  3318. constructor();
  3319. /**
  3320. * Check if the current matrix is identity
  3321. * @returns true is the matrix is the identity matrix
  3322. */
  3323. isIdentity(): boolean;
  3324. /**
  3325. * Check if the current matrix is identity as a texture matrix (3x2 store in 4x4)
  3326. * @returns true is the matrix is the identity matrix
  3327. */
  3328. isIdentityAs3x2(): boolean;
  3329. /**
  3330. * Gets the determinant of the matrix
  3331. * @returns the matrix determinant
  3332. */
  3333. determinant(): number;
  3334. /**
  3335. * Returns the matrix as a Float32Array
  3336. * @returns the matrix underlying array
  3337. */
  3338. toArray(): DeepImmutable<Float32Array>;
  3339. /**
  3340. * Returns the matrix as a Float32Array
  3341. * @returns the matrix underlying array.
  3342. */
  3343. asArray(): DeepImmutable<Float32Array>;
  3344. /**
  3345. * Inverts the current matrix in place
  3346. * @returns the current inverted matrix
  3347. */
  3348. invert(): Matrix;
  3349. /**
  3350. * Sets all the matrix elements to zero
  3351. * @returns the current matrix
  3352. */
  3353. reset(): Matrix;
  3354. /**
  3355. * Adds the current matrix with a second one
  3356. * @param other defines the matrix to add
  3357. * @returns a new matrix as the addition of the current matrix and the given one
  3358. */
  3359. add(other: DeepImmutable<Matrix>): Matrix;
  3360. /**
  3361. * Sets the given matrix "result" to the addition of the current matrix and the given one
  3362. * @param other defines the matrix to add
  3363. * @param result defines the target matrix
  3364. * @returns the current matrix
  3365. */
  3366. addToRef(other: DeepImmutable<Matrix>, result: Matrix): Matrix;
  3367. /**
  3368. * Adds in place the given matrix to the current matrix
  3369. * @param other defines the second operand
  3370. * @returns the current updated matrix
  3371. */
  3372. addToSelf(other: DeepImmutable<Matrix>): Matrix;
  3373. /**
  3374. * Sets the given matrix to the current inverted Matrix
  3375. * @param other defines the target matrix
  3376. * @returns the unmodified current matrix
  3377. */
  3378. invertToRef(other: Matrix): Matrix;
  3379. /**
  3380. * add a value at the specified position in the current Matrix
  3381. * @param index the index of the value within the matrix. between 0 and 15.
  3382. * @param value the value to be added
  3383. * @returns the current updated matrix
  3384. */
  3385. addAtIndex(index: number, value: number): Matrix;
  3386. /**
  3387. * mutiply the specified position in the current Matrix by a value
  3388. * @param index the index of the value within the matrix. between 0 and 15.
  3389. * @param value the value to be added
  3390. * @returns the current updated matrix
  3391. */
  3392. multiplyAtIndex(index: number, value: number): Matrix;
  3393. /**
  3394. * Inserts the translation vector (using 3 floats) in the current matrix
  3395. * @param x defines the 1st component of the translation
  3396. * @param y defines the 2nd component of the translation
  3397. * @param z defines the 3rd component of the translation
  3398. * @returns the current updated matrix
  3399. */
  3400. setTranslationFromFloats(x: number, y: number, z: number): Matrix;
  3401. /**
  3402. * Adds the translation vector (using 3 floats) in the current matrix
  3403. * @param x defines the 1st component of the translation
  3404. * @param y defines the 2nd component of the translation
  3405. * @param z defines the 3rd component of the translation
  3406. * @returns the current updated matrix
  3407. */
  3408. addTranslationFromFloats(x: number, y: number, z: number): Matrix;
  3409. /**
  3410. * Inserts the translation vector in the current matrix
  3411. * @param vector3 defines the translation to insert
  3412. * @returns the current updated matrix
  3413. */
  3414. setTranslation(vector3: DeepImmutable<Vector3>): Matrix;
  3415. /**
  3416. * Gets the translation value of the current matrix
  3417. * @returns a new Vector3 as the extracted translation from the matrix
  3418. */
  3419. getTranslation(): Vector3;
  3420. /**
  3421. * Fill a Vector3 with the extracted translation from the matrix
  3422. * @param result defines the Vector3 where to store the translation
  3423. * @returns the current matrix
  3424. */
  3425. getTranslationToRef(result: Vector3): Matrix;
  3426. /**
  3427. * Remove rotation and scaling part from the matrix
  3428. * @returns the updated matrix
  3429. */
  3430. removeRotationAndScaling(): Matrix;
  3431. /**
  3432. * Multiply two matrices
  3433. * @param other defines the second operand
  3434. * @returns a new matrix set with the multiplication result of the current Matrix and the given one
  3435. */
  3436. multiply(other: DeepImmutable<Matrix>): Matrix;
  3437. /**
  3438. * Copy the current matrix from the given one
  3439. * @param other defines the source matrix
  3440. * @returns the current updated matrix
  3441. */
  3442. copyFrom(other: DeepImmutable<Matrix>): Matrix;
  3443. /**
  3444. * Populates the given array from the starting index with the current matrix values
  3445. * @param array defines the target array
  3446. * @param offset defines the offset in the target array where to start storing values
  3447. * @returns the current matrix
  3448. */
  3449. copyToArray(array: Float32Array, offset?: number): Matrix;
  3450. /**
  3451. * Sets the given matrix "result" with the multiplication result of the current Matrix and the given one
  3452. * @param other defines the second operand
  3453. * @param result defines the matrix where to store the multiplication
  3454. * @returns the current matrix
  3455. */
  3456. multiplyToRef(other: DeepImmutable<Matrix>, result: Matrix): Matrix;
  3457. /**
  3458. * Sets the Float32Array "result" from the given index "offset" with the multiplication of the current matrix and the given one
  3459. * @param other defines the second operand
  3460. * @param result defines the array where to store the multiplication
  3461. * @param offset defines the offset in the target array where to start storing values
  3462. * @returns the current matrix
  3463. */
  3464. multiplyToArray(other: DeepImmutable<Matrix>, result: Float32Array, offset: number): Matrix;
  3465. /**
  3466. * Check equality between this matrix and a second one
  3467. * @param value defines the second matrix to compare
  3468. * @returns true is the current matrix and the given one values are strictly equal
  3469. */
  3470. equals(value: DeepImmutable<Matrix>): boolean;
  3471. /**
  3472. * Clone the current matrix
  3473. * @returns a new matrix from the current matrix
  3474. */
  3475. clone(): Matrix;
  3476. /**
  3477. * Returns the name of the current matrix class
  3478. * @returns the string "Matrix"
  3479. */
  3480. getClassName(): string;
  3481. /**
  3482. * Gets the hash code of the current matrix
  3483. * @returns the hash code
  3484. */
  3485. getHashCode(): number;
  3486. /**
  3487. * Decomposes the current Matrix into a translation, rotation and scaling components
  3488. * @param scale defines the scale vector3 given as a reference to update
  3489. * @param rotation defines the rotation quaternion given as a reference to update
  3490. * @param translation defines the translation vector3 given as a reference to update
  3491. * @returns true if operation was successful
  3492. */
  3493. decompose(scale?: Vector3, rotation?: Quaternion, translation?: Vector3): boolean;
  3494. /**
  3495. * Gets specific row of the matrix
  3496. * @param index defines the number of the row to get
  3497. * @returns the index-th row of the current matrix as a new Vector4
  3498. */
  3499. getRow(index: number): Nullable<Vector4>;
  3500. /**
  3501. * Sets the index-th row of the current matrix to the vector4 values
  3502. * @param index defines the number of the row to set
  3503. * @param row defines the target vector4
  3504. * @returns the updated current matrix
  3505. */
  3506. setRow(index: number, row: Vector4): Matrix;
  3507. /**
  3508. * Compute the transpose of the matrix
  3509. * @returns the new transposed matrix
  3510. */
  3511. transpose(): Matrix;
  3512. /**
  3513. * Compute the transpose of the matrix and store it in a given matrix
  3514. * @param result defines the target matrix
  3515. * @returns the current matrix
  3516. */
  3517. transposeToRef(result: Matrix): Matrix;
  3518. /**
  3519. * Sets the index-th row of the current matrix with the given 4 x float values
  3520. * @param index defines the row index
  3521. * @param x defines the x component to set
  3522. * @param y defines the y component to set
  3523. * @param z defines the z component to set
  3524. * @param w defines the w component to set
  3525. * @returns the updated current matrix
  3526. */
  3527. setRowFromFloats(index: number, x: number, y: number, z: number, w: number): Matrix;
  3528. /**
  3529. * Compute a new matrix set with the current matrix values multiplied by scale (float)
  3530. * @param scale defines the scale factor
  3531. * @returns a new matrix
  3532. */
  3533. scale(scale: number): Matrix;
  3534. /**
  3535. * Scale the current matrix values by a factor to a given result matrix
  3536. * @param scale defines the scale factor
  3537. * @param result defines the matrix to store the result
  3538. * @returns the current matrix
  3539. */
  3540. scaleToRef(scale: number, result: Matrix): Matrix;
  3541. /**
  3542. * Scale the current matrix values by a factor and add the result to a given matrix
  3543. * @param scale defines the scale factor
  3544. * @param result defines the Matrix to store the result
  3545. * @returns the current matrix
  3546. */
  3547. scaleAndAddToRef(scale: number, result: Matrix): Matrix;
  3548. /**
  3549. * Writes to the given matrix a normal matrix, computed from this one (using values from identity matrix for fourth row and column).
  3550. * @param ref matrix to store the result
  3551. */
  3552. toNormalMatrix(ref: Matrix): void;
  3553. /**
  3554. * Gets only rotation part of the current matrix
  3555. * @returns a new matrix sets to the extracted rotation matrix from the current one
  3556. */
  3557. getRotationMatrix(): Matrix;
  3558. /**
  3559. * Extracts the rotation matrix from the current one and sets it as the given "result"
  3560. * @param result defines the target matrix to store data to
  3561. * @returns the current matrix
  3562. */
  3563. getRotationMatrixToRef(result: Matrix): Matrix;
  3564. /**
  3565. * Toggles model matrix from being right handed to left handed in place and vice versa
  3566. */
  3567. toggleModelMatrixHandInPlace(): void;
  3568. /**
  3569. * Toggles projection matrix from being right handed to left handed in place and vice versa
  3570. */
  3571. toggleProjectionMatrixHandInPlace(): void;
  3572. /**
  3573. * Creates a matrix from an array
  3574. * @param array defines the source array
  3575. * @param offset defines an offset in the source array
  3576. * @returns a new Matrix set from the starting index of the given array
  3577. */
  3578. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Matrix;
  3579. /**
  3580. * Copy the content of an array into a given matrix
  3581. * @param array defines the source array
  3582. * @param offset defines an offset in the source array
  3583. * @param result defines the target matrix
  3584. */
  3585. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Matrix): void;
  3586. /**
  3587. * Stores an array into a matrix after having multiplied each component by a given factor
  3588. * @param array defines the source array
  3589. * @param offset defines the offset in the source array
  3590. * @param scale defines the scaling factor
  3591. * @param result defines the target matrix
  3592. */
  3593. static FromFloat32ArrayToRefScaled(array: DeepImmutable<Float32Array>, offset: number, scale: number, result: Matrix): void;
  3594. /**
  3595. * Gets an identity matrix that must not be updated
  3596. */
  3597. static readonly IdentityReadOnly: DeepImmutable<Matrix>;
  3598. /**
  3599. * Stores a list of values (16) inside a given matrix
  3600. * @param initialM11 defines 1st value of 1st row
  3601. * @param initialM12 defines 2nd value of 1st row
  3602. * @param initialM13 defines 3rd value of 1st row
  3603. * @param initialM14 defines 4th value of 1st row
  3604. * @param initialM21 defines 1st value of 2nd row
  3605. * @param initialM22 defines 2nd value of 2nd row
  3606. * @param initialM23 defines 3rd value of 2nd row
  3607. * @param initialM24 defines 4th value of 2nd row
  3608. * @param initialM31 defines 1st value of 3rd row
  3609. * @param initialM32 defines 2nd value of 3rd row
  3610. * @param initialM33 defines 3rd value of 3rd row
  3611. * @param initialM34 defines 4th value of 3rd row
  3612. * @param initialM41 defines 1st value of 4th row
  3613. * @param initialM42 defines 2nd value of 4th row
  3614. * @param initialM43 defines 3rd value of 4th row
  3615. * @param initialM44 defines 4th value of 4th row
  3616. * @param result defines the target matrix
  3617. */
  3618. 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;
  3619. /**
  3620. * Creates new matrix from a list of values (16)
  3621. * @param initialM11 defines 1st value of 1st row
  3622. * @param initialM12 defines 2nd value of 1st row
  3623. * @param initialM13 defines 3rd value of 1st row
  3624. * @param initialM14 defines 4th value of 1st row
  3625. * @param initialM21 defines 1st value of 2nd row
  3626. * @param initialM22 defines 2nd value of 2nd row
  3627. * @param initialM23 defines 3rd value of 2nd row
  3628. * @param initialM24 defines 4th value of 2nd row
  3629. * @param initialM31 defines 1st value of 3rd row
  3630. * @param initialM32 defines 2nd value of 3rd row
  3631. * @param initialM33 defines 3rd value of 3rd row
  3632. * @param initialM34 defines 4th value of 3rd row
  3633. * @param initialM41 defines 1st value of 4th row
  3634. * @param initialM42 defines 2nd value of 4th row
  3635. * @param initialM43 defines 3rd value of 4th row
  3636. * @param initialM44 defines 4th value of 4th row
  3637. * @returns the new matrix
  3638. */
  3639. 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;
  3640. /**
  3641. * Creates a new matrix composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
  3642. * @param scale defines the scale vector3
  3643. * @param rotation defines the rotation quaternion
  3644. * @param translation defines the translation vector3
  3645. * @returns a new matrix
  3646. */
  3647. static Compose(scale: DeepImmutable<Vector3>, rotation: DeepImmutable<Quaternion>, translation: DeepImmutable<Vector3>): Matrix;
  3648. /**
  3649. * Sets a matrix to a value composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
  3650. * @param scale defines the scale vector3
  3651. * @param rotation defines the rotation quaternion
  3652. * @param translation defines the translation vector3
  3653. * @param result defines the target matrix
  3654. */
  3655. static ComposeToRef(scale: DeepImmutable<Vector3>, rotation: DeepImmutable<Quaternion>, translation: DeepImmutable<Vector3>, result: Matrix): void;
  3656. /**
  3657. * Creates a new identity matrix
  3658. * @returns a new identity matrix
  3659. */
  3660. static Identity(): Matrix;
  3661. /**
  3662. * Creates a new identity matrix and stores the result in a given matrix
  3663. * @param result defines the target matrix
  3664. */
  3665. static IdentityToRef(result: Matrix): void;
  3666. /**
  3667. * Creates a new zero matrix
  3668. * @returns a new zero matrix
  3669. */
  3670. static Zero(): Matrix;
  3671. /**
  3672. * Creates a new rotation matrix for "angle" radians around the X axis
  3673. * @param angle defines the angle (in radians) to use
  3674. * @return the new matrix
  3675. */
  3676. static RotationX(angle: number): Matrix;
  3677. /**
  3678. * Creates a new matrix as the invert of a given matrix
  3679. * @param source defines the source matrix
  3680. * @returns the new matrix
  3681. */
  3682. static Invert(source: DeepImmutable<Matrix>): Matrix;
  3683. /**
  3684. * Creates a new rotation matrix for "angle" radians around the X axis and stores it in a given matrix
  3685. * @param angle defines the angle (in radians) to use
  3686. * @param result defines the target matrix
  3687. */
  3688. static RotationXToRef(angle: number, result: Matrix): void;
  3689. /**
  3690. * Creates a new rotation matrix for "angle" radians around the Y axis
  3691. * @param angle defines the angle (in radians) to use
  3692. * @return the new matrix
  3693. */
  3694. static RotationY(angle: number): Matrix;
  3695. /**
  3696. * Creates a new rotation matrix for "angle" radians around the Y axis and stores it in a given matrix
  3697. * @param angle defines the angle (in radians) to use
  3698. * @param result defines the target matrix
  3699. */
  3700. static RotationYToRef(angle: number, result: Matrix): void;
  3701. /**
  3702. * Creates a new rotation matrix for "angle" radians around the Z axis
  3703. * @param angle defines the angle (in radians) to use
  3704. * @return the new matrix
  3705. */
  3706. static RotationZ(angle: number): Matrix;
  3707. /**
  3708. * Creates a new rotation matrix for "angle" radians around the Z axis and stores it in a given matrix
  3709. * @param angle defines the angle (in radians) to use
  3710. * @param result defines the target matrix
  3711. */
  3712. static RotationZToRef(angle: number, result: Matrix): void;
  3713. /**
  3714. * Creates a new rotation matrix for "angle" radians around the given axis
  3715. * @param axis defines the axis to use
  3716. * @param angle defines the angle (in radians) to use
  3717. * @return the new matrix
  3718. */
  3719. static RotationAxis(axis: DeepImmutable<Vector3>, angle: number): Matrix;
  3720. /**
  3721. * Creates a new rotation matrix for "angle" radians around the given axis and stores it in a given matrix
  3722. * @param axis defines the axis to use
  3723. * @param angle defines the angle (in radians) to use
  3724. * @param result defines the target matrix
  3725. */
  3726. static RotationAxisToRef(axis: DeepImmutable<Vector3>, angle: number, result: Matrix): void;
  3727. /**
  3728. * Takes normalised vectors and returns a rotation matrix to align "from" with "to".
  3729. * Taken from http://www.iquilezles.org/www/articles/noacos/noacos.htm
  3730. * @param from defines the vector to align
  3731. * @param to defines the vector to align to
  3732. * @param result defines the target matrix
  3733. */
  3734. static RotationAlignToRef(from: DeepImmutable<Vector3>, to: DeepImmutable<Vector3>, result: Matrix): void;
  3735. /**
  3736. * Creates a rotation matrix
  3737. * @param yaw defines the yaw angle in radians (Y axis)
  3738. * @param pitch defines the pitch angle in radians (X axis)
  3739. * @param roll defines the roll angle in radians (X axis)
  3740. * @returns the new rotation matrix
  3741. */
  3742. static RotationYawPitchRoll(yaw: number, pitch: number, roll: number): Matrix;
  3743. /**
  3744. * Creates a rotation matrix and stores it in a given matrix
  3745. * @param yaw defines the yaw angle in radians (Y axis)
  3746. * @param pitch defines the pitch angle in radians (X axis)
  3747. * @param roll defines the roll angle in radians (X axis)
  3748. * @param result defines the target matrix
  3749. */
  3750. static RotationYawPitchRollToRef(yaw: number, pitch: number, roll: number, result: Matrix): void;
  3751. /**
  3752. * Creates a scaling matrix
  3753. * @param x defines the scale factor on X axis
  3754. * @param y defines the scale factor on Y axis
  3755. * @param z defines the scale factor on Z axis
  3756. * @returns the new matrix
  3757. */
  3758. static Scaling(x: number, y: number, z: number): Matrix;
  3759. /**
  3760. * Creates a scaling matrix and stores it in a given matrix
  3761. * @param x defines the scale factor on X axis
  3762. * @param y defines the scale factor on Y axis
  3763. * @param z defines the scale factor on Z axis
  3764. * @param result defines the target matrix
  3765. */
  3766. static ScalingToRef(x: number, y: number, z: number, result: Matrix): void;
  3767. /**
  3768. * Creates a translation matrix
  3769. * @param x defines the translation on X axis
  3770. * @param y defines the translation on Y axis
  3771. * @param z defines the translationon Z axis
  3772. * @returns the new matrix
  3773. */
  3774. static Translation(x: number, y: number, z: number): Matrix;
  3775. /**
  3776. * Creates a translation matrix and stores it in a given matrix
  3777. * @param x defines the translation on X axis
  3778. * @param y defines the translation on Y axis
  3779. * @param z defines the translationon Z axis
  3780. * @param result defines the target matrix
  3781. */
  3782. static TranslationToRef(x: number, y: number, z: number, result: Matrix): void;
  3783. /**
  3784. * Returns a new Matrix whose values are the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
  3785. * @param startValue defines the start value
  3786. * @param endValue defines the end value
  3787. * @param gradient defines the gradient factor
  3788. * @returns the new matrix
  3789. */
  3790. static Lerp(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number): Matrix;
  3791. /**
  3792. * Set the given matrix "result" as the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
  3793. * @param startValue defines the start value
  3794. * @param endValue defines the end value
  3795. * @param gradient defines the gradient factor
  3796. * @param result defines the Matrix object where to store data
  3797. */
  3798. static LerpToRef(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number, result: Matrix): void;
  3799. /**
  3800. * Builds a new matrix whose values are computed by:
  3801. * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
  3802. * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
  3803. * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
  3804. * @param startValue defines the first matrix
  3805. * @param endValue defines the second matrix
  3806. * @param gradient defines the gradient between the two matrices
  3807. * @returns the new matrix
  3808. */
  3809. static DecomposeLerp(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number): Matrix;
  3810. /**
  3811. * Update a matrix to values which are computed by:
  3812. * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
  3813. * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
  3814. * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
  3815. * @param startValue defines the first matrix
  3816. * @param endValue defines the second matrix
  3817. * @param gradient defines the gradient between the two matrices
  3818. * @param result defines the target matrix
  3819. */
  3820. static DecomposeLerpToRef(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number, result: Matrix): void;
  3821. /**
  3822. * 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"
  3823. * This function works in left handed mode
  3824. * @param eye defines the final position of the entity
  3825. * @param target defines where the entity should look at
  3826. * @param up defines the up vector for the entity
  3827. * @returns the new matrix
  3828. */
  3829. static LookAtLH(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>): Matrix;
  3830. /**
  3831. * 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".
  3832. * This function works in left handed mode
  3833. * @param eye defines the final position of the entity
  3834. * @param target defines where the entity should look at
  3835. * @param up defines the up vector for the entity
  3836. * @param result defines the target matrix
  3837. */
  3838. static LookAtLHToRef(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>, result: Matrix): void;
  3839. /**
  3840. * 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"
  3841. * This function works in right handed mode
  3842. * @param eye defines the final position of the entity
  3843. * @param target defines where the entity should look at
  3844. * @param up defines the up vector for the entity
  3845. * @returns the new matrix
  3846. */
  3847. static LookAtRH(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>): Matrix;
  3848. /**
  3849. * 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".
  3850. * This function works in right handed mode
  3851. * @param eye defines the final position of the entity
  3852. * @param target defines where the entity should look at
  3853. * @param up defines the up vector for the entity
  3854. * @param result defines the target matrix
  3855. */
  3856. static LookAtRHToRef(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>, result: Matrix): void;
  3857. /**
  3858. * Create a left-handed orthographic projection matrix
  3859. * @param width defines the viewport width
  3860. * @param height defines the viewport height
  3861. * @param znear defines the near clip plane
  3862. * @param zfar defines the far clip plane
  3863. * @returns a new matrix as a left-handed orthographic projection matrix
  3864. */
  3865. static OrthoLH(width: number, height: number, znear: number, zfar: number): Matrix;
  3866. /**
  3867. * Store a left-handed orthographic projection to a given matrix
  3868. * @param width defines the viewport width
  3869. * @param height defines the viewport height
  3870. * @param znear defines the near clip plane
  3871. * @param zfar defines the far clip plane
  3872. * @param result defines the target matrix
  3873. */
  3874. static OrthoLHToRef(width: number, height: number, znear: number, zfar: number, result: Matrix): void;
  3875. /**
  3876. * Create a left-handed orthographic projection matrix
  3877. * @param left defines the viewport left coordinate
  3878. * @param right defines the viewport right coordinate
  3879. * @param bottom defines the viewport bottom coordinate
  3880. * @param top defines the viewport top coordinate
  3881. * @param znear defines the near clip plane
  3882. * @param zfar defines the far clip plane
  3883. * @returns a new matrix as a left-handed orthographic projection matrix
  3884. */
  3885. static OrthoOffCenterLH(left: number, right: number, bottom: number, top: number, znear: number, zfar: number): Matrix;
  3886. /**
  3887. * Stores a left-handed orthographic projection into a given matrix
  3888. * @param left defines the viewport left coordinate
  3889. * @param right defines the viewport right coordinate
  3890. * @param bottom defines the viewport bottom coordinate
  3891. * @param top defines the viewport top coordinate
  3892. * @param znear defines the near clip plane
  3893. * @param zfar defines the far clip plane
  3894. * @param result defines the target matrix
  3895. */
  3896. static OrthoOffCenterLHToRef(left: number, right: number, bottom: number, top: number, znear: number, zfar: number, result: Matrix): void;
  3897. /**
  3898. * Creates a right-handed orthographic projection matrix
  3899. * @param left defines the viewport left coordinate
  3900. * @param right defines the viewport right coordinate
  3901. * @param bottom defines the viewport bottom coordinate
  3902. * @param top defines the viewport top coordinate
  3903. * @param znear defines the near clip plane
  3904. * @param zfar defines the far clip plane
  3905. * @returns a new matrix as a right-handed orthographic projection matrix
  3906. */
  3907. static OrthoOffCenterRH(left: number, right: number, bottom: number, top: number, znear: number, zfar: number): Matrix;
  3908. /**
  3909. * Stores a right-handed orthographic projection into a given matrix
  3910. * @param left defines the viewport left coordinate
  3911. * @param right defines the viewport right coordinate
  3912. * @param bottom defines the viewport bottom coordinate
  3913. * @param top defines the viewport top coordinate
  3914. * @param znear defines the near clip plane
  3915. * @param zfar defines the far clip plane
  3916. * @param result defines the target matrix
  3917. */
  3918. static OrthoOffCenterRHToRef(left: number, right: number, bottom: number, top: number, znear: number, zfar: number, result: Matrix): void;
  3919. /**
  3920. * Creates a left-handed perspective projection matrix
  3921. * @param width defines the viewport width
  3922. * @param height defines the viewport height
  3923. * @param znear defines the near clip plane
  3924. * @param zfar defines the far clip plane
  3925. * @returns a new matrix as a left-handed perspective projection matrix
  3926. */
  3927. static PerspectiveLH(width: number, height: number, znear: number, zfar: number): Matrix;
  3928. /**
  3929. * Creates a left-handed perspective projection matrix
  3930. * @param fov defines the horizontal field of view
  3931. * @param aspect defines the aspect ratio
  3932. * @param znear defines the near clip plane
  3933. * @param zfar defines the far clip plane
  3934. * @returns a new matrix as a left-handed perspective projection matrix
  3935. */
  3936. static PerspectiveFovLH(fov: number, aspect: number, znear: number, zfar: number): Matrix;
  3937. /**
  3938. * Stores a left-handed perspective projection into a given matrix
  3939. * @param fov defines the horizontal field of view
  3940. * @param aspect defines the aspect ratio
  3941. * @param znear defines the near clip plane
  3942. * @param zfar defines the far clip plane
  3943. * @param result defines the target matrix
  3944. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  3945. */
  3946. static PerspectiveFovLHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix, isVerticalFovFixed?: boolean): void;
  3947. /**
  3948. * Creates a right-handed perspective projection matrix
  3949. * @param fov defines the horizontal field of view
  3950. * @param aspect defines the aspect ratio
  3951. * @param znear defines the near clip plane
  3952. * @param zfar defines the far clip plane
  3953. * @returns a new matrix as a right-handed perspective projection matrix
  3954. */
  3955. static PerspectiveFovRH(fov: number, aspect: number, znear: number, zfar: number): Matrix;
  3956. /**
  3957. * Stores a right-handed perspective projection into a given matrix
  3958. * @param fov defines the horizontal field of view
  3959. * @param aspect defines the aspect ratio
  3960. * @param znear defines the near clip plane
  3961. * @param zfar defines the far clip plane
  3962. * @param result defines the target matrix
  3963. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  3964. */
  3965. static PerspectiveFovRHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix, isVerticalFovFixed?: boolean): void;
  3966. /**
  3967. * Stores a perspective projection for WebVR info a given matrix
  3968. * @param fov defines the field of view
  3969. * @param znear defines the near clip plane
  3970. * @param zfar defines the far clip plane
  3971. * @param result defines the target matrix
  3972. * @param rightHanded defines if the matrix must be in right-handed mode (false by default)
  3973. */
  3974. static PerspectiveFovWebVRToRef(fov: {
  3975. upDegrees: number;
  3976. downDegrees: number;
  3977. leftDegrees: number;
  3978. rightDegrees: number;
  3979. }, znear: number, zfar: number, result: Matrix, rightHanded?: boolean): void;
  3980. /**
  3981. * Computes a complete transformation matrix
  3982. * @param viewport defines the viewport to use
  3983. * @param world defines the world matrix
  3984. * @param view defines the view matrix
  3985. * @param projection defines the projection matrix
  3986. * @param zmin defines the near clip plane
  3987. * @param zmax defines the far clip plane
  3988. * @returns the transformation matrix
  3989. */
  3990. static GetFinalMatrix(viewport: DeepImmutable<Viewport>, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, zmin: number, zmax: number): Matrix;
  3991. /**
  3992. * Extracts a 2x2 matrix from a given matrix and store the result in a Float32Array
  3993. * @param matrix defines the matrix to use
  3994. * @returns a new Float32Array array with 4 elements : the 2x2 matrix extracted from the given matrix
  3995. */
  3996. static GetAsMatrix2x2(matrix: DeepImmutable<Matrix>): Float32Array;
  3997. /**
  3998. * Extracts a 3x3 matrix from a given matrix and store the result in a Float32Array
  3999. * @param matrix defines the matrix to use
  4000. * @returns a new Float32Array array with 9 elements : the 3x3 matrix extracted from the given matrix
  4001. */
  4002. static GetAsMatrix3x3(matrix: DeepImmutable<Matrix>): Float32Array;
  4003. /**
  4004. * Compute the transpose of a given matrix
  4005. * @param matrix defines the matrix to transpose
  4006. * @returns the new matrix
  4007. */
  4008. static Transpose(matrix: DeepImmutable<Matrix>): Matrix;
  4009. /**
  4010. * Compute the transpose of a matrix and store it in a target matrix
  4011. * @param matrix defines the matrix to transpose
  4012. * @param result defines the target matrix
  4013. */
  4014. static TransposeToRef(matrix: DeepImmutable<Matrix>, result: Matrix): void;
  4015. /**
  4016. * Computes a reflection matrix from a plane
  4017. * @param plane defines the reflection plane
  4018. * @returns a new matrix
  4019. */
  4020. static Reflection(plane: DeepImmutable<IPlaneLike>): Matrix;
  4021. /**
  4022. * Computes a reflection matrix from a plane
  4023. * @param plane defines the reflection plane
  4024. * @param result defines the target matrix
  4025. */
  4026. static ReflectionToRef(plane: DeepImmutable<IPlaneLike>, result: Matrix): void;
  4027. /**
  4028. * Sets the given matrix as a rotation matrix composed from the 3 left handed axes
  4029. * @param xaxis defines the value of the 1st axis
  4030. * @param yaxis defines the value of the 2nd axis
  4031. * @param zaxis defines the value of the 3rd axis
  4032. * @param result defines the target matrix
  4033. */
  4034. static FromXYZAxesToRef(xaxis: DeepImmutable<Vector3>, yaxis: DeepImmutable<Vector3>, zaxis: DeepImmutable<Vector3>, result: Matrix): void;
  4035. /**
  4036. * Creates a rotation matrix from a quaternion and stores it in a target matrix
  4037. * @param quat defines the quaternion to use
  4038. * @param result defines the target matrix
  4039. */
  4040. static FromQuaternionToRef(quat: DeepImmutable<Quaternion>, result: Matrix): void;
  4041. }
  4042. /**
  4043. * @hidden
  4044. */
  4045. export class TmpVectors {
  4046. static Vector2: Vector2[];
  4047. static Vector3: Vector3[];
  4048. static Vector4: Vector4[];
  4049. static Quaternion: Quaternion[];
  4050. static Matrix: Matrix[];
  4051. }
  4052. }
  4053. declare module "babylonjs/Engines/constants" {
  4054. /** Defines the cross module used constants to avoid circular dependncies */
  4055. export class Constants {
  4056. /** Defines that alpha blending is disabled */
  4057. static readonly ALPHA_DISABLE: number;
  4058. /** Defines that alpha blending to SRC ALPHA * SRC + DEST */
  4059. static readonly ALPHA_ADD: number;
  4060. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC ALPHA) * DEST */
  4061. static readonly ALPHA_COMBINE: number;
  4062. /** Defines that alpha blending to DEST - SRC * DEST */
  4063. static readonly ALPHA_SUBTRACT: number;
  4064. /** Defines that alpha blending to SRC * DEST */
  4065. static readonly ALPHA_MULTIPLY: number;
  4066. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC) * DEST */
  4067. static readonly ALPHA_MAXIMIZED: number;
  4068. /** Defines that alpha blending to SRC + DEST */
  4069. static readonly ALPHA_ONEONE: number;
  4070. /** Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST */
  4071. static readonly ALPHA_PREMULTIPLIED: number;
  4072. /**
  4073. * Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST
  4074. * Alpha will be set to (1 - SRC ALPHA) * DEST ALPHA
  4075. */
  4076. static readonly ALPHA_PREMULTIPLIED_PORTERDUFF: number;
  4077. /** Defines that alpha blending to CST * SRC + (1 - CST) * DEST */
  4078. static readonly ALPHA_INTERPOLATE: number;
  4079. /**
  4080. * Defines that alpha blending to SRC + (1 - SRC) * DEST
  4081. * Alpha will be set to SRC ALPHA + (1 - SRC ALPHA) * DEST ALPHA
  4082. */
  4083. static readonly ALPHA_SCREENMODE: number;
  4084. /** Defines that the ressource is not delayed*/
  4085. static readonly DELAYLOADSTATE_NONE: number;
  4086. /** Defines that the ressource was successfully delay loaded */
  4087. static readonly DELAYLOADSTATE_LOADED: number;
  4088. /** Defines that the ressource is currently delay loading */
  4089. static readonly DELAYLOADSTATE_LOADING: number;
  4090. /** Defines that the ressource is delayed and has not started loading */
  4091. static readonly DELAYLOADSTATE_NOTLOADED: number;
  4092. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn */
  4093. static readonly NEVER: number;
  4094. /** 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 */
  4095. static readonly ALWAYS: number;
  4096. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value */
  4097. static readonly LESS: number;
  4098. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value */
  4099. static readonly EQUAL: number;
  4100. /** 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 */
  4101. static readonly LEQUAL: number;
  4102. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value */
  4103. static readonly GREATER: number;
  4104. /** 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 */
  4105. static readonly GEQUAL: number;
  4106. /** 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 */
  4107. static readonly NOTEQUAL: number;
  4108. /** Passed to stencilOperation to specify that stencil value must be kept */
  4109. static readonly KEEP: number;
  4110. /** Passed to stencilOperation to specify that stencil value must be replaced */
  4111. static readonly REPLACE: number;
  4112. /** Passed to stencilOperation to specify that stencil value must be incremented */
  4113. static readonly INCR: number;
  4114. /** Passed to stencilOperation to specify that stencil value must be decremented */
  4115. static readonly DECR: number;
  4116. /** Passed to stencilOperation to specify that stencil value must be inverted */
  4117. static readonly INVERT: number;
  4118. /** Passed to stencilOperation to specify that stencil value must be incremented with wrapping */
  4119. static readonly INCR_WRAP: number;
  4120. /** Passed to stencilOperation to specify that stencil value must be decremented with wrapping */
  4121. static readonly DECR_WRAP: number;
  4122. /** Texture is not repeating outside of 0..1 UVs */
  4123. static readonly TEXTURE_CLAMP_ADDRESSMODE: number;
  4124. /** Texture is repeating outside of 0..1 UVs */
  4125. static readonly TEXTURE_WRAP_ADDRESSMODE: number;
  4126. /** Texture is repeating and mirrored */
  4127. static readonly TEXTURE_MIRROR_ADDRESSMODE: number;
  4128. /** ALPHA */
  4129. static readonly TEXTUREFORMAT_ALPHA: number;
  4130. /** LUMINANCE */
  4131. static readonly TEXTUREFORMAT_LUMINANCE: number;
  4132. /** LUMINANCE_ALPHA */
  4133. static readonly TEXTUREFORMAT_LUMINANCE_ALPHA: number;
  4134. /** RGB */
  4135. static readonly TEXTUREFORMAT_RGB: number;
  4136. /** RGBA */
  4137. static readonly TEXTUREFORMAT_RGBA: number;
  4138. /** RED */
  4139. static readonly TEXTUREFORMAT_RED: number;
  4140. /** RED (2nd reference) */
  4141. static readonly TEXTUREFORMAT_R: number;
  4142. /** RG */
  4143. static readonly TEXTUREFORMAT_RG: number;
  4144. /** RED_INTEGER */
  4145. static readonly TEXTUREFORMAT_RED_INTEGER: number;
  4146. /** RED_INTEGER (2nd reference) */
  4147. static readonly TEXTUREFORMAT_R_INTEGER: number;
  4148. /** RG_INTEGER */
  4149. static readonly TEXTUREFORMAT_RG_INTEGER: number;
  4150. /** RGB_INTEGER */
  4151. static readonly TEXTUREFORMAT_RGB_INTEGER: number;
  4152. /** RGBA_INTEGER */
  4153. static readonly TEXTUREFORMAT_RGBA_INTEGER: number;
  4154. /** UNSIGNED_BYTE */
  4155. static readonly TEXTURETYPE_UNSIGNED_BYTE: number;
  4156. /** UNSIGNED_BYTE (2nd reference) */
  4157. static readonly TEXTURETYPE_UNSIGNED_INT: number;
  4158. /** FLOAT */
  4159. static readonly TEXTURETYPE_FLOAT: number;
  4160. /** HALF_FLOAT */
  4161. static readonly TEXTURETYPE_HALF_FLOAT: number;
  4162. /** BYTE */
  4163. static readonly TEXTURETYPE_BYTE: number;
  4164. /** SHORT */
  4165. static readonly TEXTURETYPE_SHORT: number;
  4166. /** UNSIGNED_SHORT */
  4167. static readonly TEXTURETYPE_UNSIGNED_SHORT: number;
  4168. /** INT */
  4169. static readonly TEXTURETYPE_INT: number;
  4170. /** UNSIGNED_INT */
  4171. static readonly TEXTURETYPE_UNSIGNED_INTEGER: number;
  4172. /** UNSIGNED_SHORT_4_4_4_4 */
  4173. static readonly TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4: number;
  4174. /** UNSIGNED_SHORT_5_5_5_1 */
  4175. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1: number;
  4176. /** UNSIGNED_SHORT_5_6_5 */
  4177. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_6_5: number;
  4178. /** UNSIGNED_INT_2_10_10_10_REV */
  4179. static readonly TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV: number;
  4180. /** UNSIGNED_INT_24_8 */
  4181. static readonly TEXTURETYPE_UNSIGNED_INT_24_8: number;
  4182. /** UNSIGNED_INT_10F_11F_11F_REV */
  4183. static readonly TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV: number;
  4184. /** UNSIGNED_INT_5_9_9_9_REV */
  4185. static readonly TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV: number;
  4186. /** FLOAT_32_UNSIGNED_INT_24_8_REV */
  4187. static readonly TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV: number;
  4188. /** nearest is mag = nearest and min = nearest and mip = linear */
  4189. static readonly TEXTURE_NEAREST_SAMPLINGMODE: number;
  4190. /** Bilinear is mag = linear and min = linear and mip = nearest */
  4191. static readonly TEXTURE_BILINEAR_SAMPLINGMODE: number;
  4192. /** Trilinear is mag = linear and min = linear and mip = linear */
  4193. static readonly TEXTURE_TRILINEAR_SAMPLINGMODE: number;
  4194. /** nearest is mag = nearest and min = nearest and mip = linear */
  4195. static readonly TEXTURE_NEAREST_NEAREST_MIPLINEAR: number;
  4196. /** Bilinear is mag = linear and min = linear and mip = nearest */
  4197. static readonly TEXTURE_LINEAR_LINEAR_MIPNEAREST: number;
  4198. /** Trilinear is mag = linear and min = linear and mip = linear */
  4199. static readonly TEXTURE_LINEAR_LINEAR_MIPLINEAR: number;
  4200. /** mag = nearest and min = nearest and mip = nearest */
  4201. static readonly TEXTURE_NEAREST_NEAREST_MIPNEAREST: number;
  4202. /** mag = nearest and min = linear and mip = nearest */
  4203. static readonly TEXTURE_NEAREST_LINEAR_MIPNEAREST: number;
  4204. /** mag = nearest and min = linear and mip = linear */
  4205. static readonly TEXTURE_NEAREST_LINEAR_MIPLINEAR: number;
  4206. /** mag = nearest and min = linear and mip = none */
  4207. static readonly TEXTURE_NEAREST_LINEAR: number;
  4208. /** mag = nearest and min = nearest and mip = none */
  4209. static readonly TEXTURE_NEAREST_NEAREST: number;
  4210. /** mag = linear and min = nearest and mip = nearest */
  4211. static readonly TEXTURE_LINEAR_NEAREST_MIPNEAREST: number;
  4212. /** mag = linear and min = nearest and mip = linear */
  4213. static readonly TEXTURE_LINEAR_NEAREST_MIPLINEAR: number;
  4214. /** mag = linear and min = linear and mip = none */
  4215. static readonly TEXTURE_LINEAR_LINEAR: number;
  4216. /** mag = linear and min = nearest and mip = none */
  4217. static readonly TEXTURE_LINEAR_NEAREST: number;
  4218. /** Explicit coordinates mode */
  4219. static readonly TEXTURE_EXPLICIT_MODE: number;
  4220. /** Spherical coordinates mode */
  4221. static readonly TEXTURE_SPHERICAL_MODE: number;
  4222. /** Planar coordinates mode */
  4223. static readonly TEXTURE_PLANAR_MODE: number;
  4224. /** Cubic coordinates mode */
  4225. static readonly TEXTURE_CUBIC_MODE: number;
  4226. /** Projection coordinates mode */
  4227. static readonly TEXTURE_PROJECTION_MODE: number;
  4228. /** Skybox coordinates mode */
  4229. static readonly TEXTURE_SKYBOX_MODE: number;
  4230. /** Inverse Cubic coordinates mode */
  4231. static readonly TEXTURE_INVCUBIC_MODE: number;
  4232. /** Equirectangular coordinates mode */
  4233. static readonly TEXTURE_EQUIRECTANGULAR_MODE: number;
  4234. /** Equirectangular Fixed coordinates mode */
  4235. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MODE: number;
  4236. /** Equirectangular Fixed Mirrored coordinates mode */
  4237. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  4238. /** Defines that texture rescaling will use a floor to find the closer power of 2 size */
  4239. static readonly SCALEMODE_FLOOR: number;
  4240. /** Defines that texture rescaling will look for the nearest power of 2 size */
  4241. static readonly SCALEMODE_NEAREST: number;
  4242. /** Defines that texture rescaling will use a ceil to find the closer power of 2 size */
  4243. static readonly SCALEMODE_CEILING: number;
  4244. /**
  4245. * The dirty texture flag value
  4246. */
  4247. static readonly MATERIAL_TextureDirtyFlag: number;
  4248. /**
  4249. * The dirty light flag value
  4250. */
  4251. static readonly MATERIAL_LightDirtyFlag: number;
  4252. /**
  4253. * The dirty fresnel flag value
  4254. */
  4255. static readonly MATERIAL_FresnelDirtyFlag: number;
  4256. /**
  4257. * The dirty attribute flag value
  4258. */
  4259. static readonly MATERIAL_AttributesDirtyFlag: number;
  4260. /**
  4261. * The dirty misc flag value
  4262. */
  4263. static readonly MATERIAL_MiscDirtyFlag: number;
  4264. /**
  4265. * The all dirty flag value
  4266. */
  4267. static readonly MATERIAL_AllDirtyFlag: number;
  4268. /**
  4269. * Returns the triangle fill mode
  4270. */
  4271. static readonly MATERIAL_TriangleFillMode: number;
  4272. /**
  4273. * Returns the wireframe mode
  4274. */
  4275. static readonly MATERIAL_WireFrameFillMode: number;
  4276. /**
  4277. * Returns the point fill mode
  4278. */
  4279. static readonly MATERIAL_PointFillMode: number;
  4280. /**
  4281. * Returns the point list draw mode
  4282. */
  4283. static readonly MATERIAL_PointListDrawMode: number;
  4284. /**
  4285. * Returns the line list draw mode
  4286. */
  4287. static readonly MATERIAL_LineListDrawMode: number;
  4288. /**
  4289. * Returns the line loop draw mode
  4290. */
  4291. static readonly MATERIAL_LineLoopDrawMode: number;
  4292. /**
  4293. * Returns the line strip draw mode
  4294. */
  4295. static readonly MATERIAL_LineStripDrawMode: number;
  4296. /**
  4297. * Returns the triangle strip draw mode
  4298. */
  4299. static readonly MATERIAL_TriangleStripDrawMode: number;
  4300. /**
  4301. * Returns the triangle fan draw mode
  4302. */
  4303. static readonly MATERIAL_TriangleFanDrawMode: number;
  4304. /**
  4305. * Stores the clock-wise side orientation
  4306. */
  4307. static readonly MATERIAL_ClockWiseSideOrientation: number;
  4308. /**
  4309. * Stores the counter clock-wise side orientation
  4310. */
  4311. static readonly MATERIAL_CounterClockWiseSideOrientation: number;
  4312. /**
  4313. * Nothing
  4314. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4315. */
  4316. static readonly ACTION_NothingTrigger: number;
  4317. /**
  4318. * On pick
  4319. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4320. */
  4321. static readonly ACTION_OnPickTrigger: number;
  4322. /**
  4323. * On left pick
  4324. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4325. */
  4326. static readonly ACTION_OnLeftPickTrigger: number;
  4327. /**
  4328. * On right pick
  4329. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4330. */
  4331. static readonly ACTION_OnRightPickTrigger: number;
  4332. /**
  4333. * On center pick
  4334. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4335. */
  4336. static readonly ACTION_OnCenterPickTrigger: number;
  4337. /**
  4338. * On pick down
  4339. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4340. */
  4341. static readonly ACTION_OnPickDownTrigger: number;
  4342. /**
  4343. * On double pick
  4344. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4345. */
  4346. static readonly ACTION_OnDoublePickTrigger: number;
  4347. /**
  4348. * On pick up
  4349. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4350. */
  4351. static readonly ACTION_OnPickUpTrigger: number;
  4352. /**
  4353. * On pick out.
  4354. * This trigger will only be raised if you also declared a OnPickDown
  4355. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4356. */
  4357. static readonly ACTION_OnPickOutTrigger: number;
  4358. /**
  4359. * On long press
  4360. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4361. */
  4362. static readonly ACTION_OnLongPressTrigger: number;
  4363. /**
  4364. * On pointer over
  4365. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4366. */
  4367. static readonly ACTION_OnPointerOverTrigger: number;
  4368. /**
  4369. * On pointer out
  4370. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4371. */
  4372. static readonly ACTION_OnPointerOutTrigger: number;
  4373. /**
  4374. * On every frame
  4375. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4376. */
  4377. static readonly ACTION_OnEveryFrameTrigger: number;
  4378. /**
  4379. * On intersection enter
  4380. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4381. */
  4382. static readonly ACTION_OnIntersectionEnterTrigger: number;
  4383. /**
  4384. * On intersection exit
  4385. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4386. */
  4387. static readonly ACTION_OnIntersectionExitTrigger: number;
  4388. /**
  4389. * On key down
  4390. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4391. */
  4392. static readonly ACTION_OnKeyDownTrigger: number;
  4393. /**
  4394. * On key up
  4395. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4396. */
  4397. static readonly ACTION_OnKeyUpTrigger: number;
  4398. /**
  4399. * Billboard mode will only apply to Y axis
  4400. */
  4401. static readonly PARTICLES_BILLBOARDMODE_Y: number;
  4402. /**
  4403. * Billboard mode will apply to all axes
  4404. */
  4405. static readonly PARTICLES_BILLBOARDMODE_ALL: number;
  4406. /**
  4407. * Special billboard mode where the particle will be biilboard to the camera but rotated to align with direction
  4408. */
  4409. static readonly PARTICLES_BILLBOARDMODE_STRETCHED: number;
  4410. /**
  4411. * Gets or sets base Assets URL
  4412. */
  4413. static PARTICLES_BaseAssetsUrl: string;
  4414. /** Default culling strategy : this is an exclusion test and it's the more accurate.
  4415. * Test order :
  4416. * Is the bounding sphere outside the frustum ?
  4417. * If not, are the bounding box vertices outside the frustum ?
  4418. * It not, then the cullable object is in the frustum.
  4419. */
  4420. static readonly MESHES_CULLINGSTRATEGY_STANDARD: number;
  4421. /** Culling strategy : Bounding Sphere Only.
  4422. * This is an exclusion test. It's faster than the standard strategy because the bounding box is not tested.
  4423. * It's also less accurate than the standard because some not visible objects can still be selected.
  4424. * Test : is the bounding sphere outside the frustum ?
  4425. * If not, then the cullable object is in the frustum.
  4426. */
  4427. static readonly MESHES_CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY: number;
  4428. /** Culling strategy : Optimistic Inclusion.
  4429. * This in an inclusion test first, then the standard exclusion test.
  4430. * This can be faster when a cullable object is expected to be almost always in the camera frustum.
  4431. * 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.
  4432. * Anyway, it's as accurate as the standard strategy.
  4433. * Test :
  4434. * Is the cullable object bounding sphere center in the frustum ?
  4435. * If not, apply the default culling strategy.
  4436. */
  4437. static readonly MESHES_CULLINGSTRATEGY_OPTIMISTIC_INCLUSION: number;
  4438. /** Culling strategy : Optimistic Inclusion then Bounding Sphere Only.
  4439. * This in an inclusion test first, then the bounding sphere only exclusion test.
  4440. * This can be the fastest test when a cullable object is expected to be almost always in the camera frustum.
  4441. * 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.
  4442. * It's less accurate than the standard strategy and as accurate as the BoundingSphereOnly strategy.
  4443. * Test :
  4444. * Is the cullable object bounding sphere center in the frustum ?
  4445. * If not, apply the Bounding Sphere Only strategy. No Bounding Box is tested here.
  4446. */
  4447. static readonly MESHES_CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY: number;
  4448. /**
  4449. * No logging while loading
  4450. */
  4451. static readonly SCENELOADER_NO_LOGGING: number;
  4452. /**
  4453. * Minimal logging while loading
  4454. */
  4455. static readonly SCENELOADER_MINIMAL_LOGGING: number;
  4456. /**
  4457. * Summary logging while loading
  4458. */
  4459. static readonly SCENELOADER_SUMMARY_LOGGING: number;
  4460. /**
  4461. * Detailled logging while loading
  4462. */
  4463. static readonly SCENELOADER_DETAILED_LOGGING: number;
  4464. }
  4465. }
  4466. declare module "babylonjs/Engines/IPipelineContext" {
  4467. /**
  4468. * Class used to store and describe the pipeline context associated with an effect
  4469. */
  4470. export interface IPipelineContext {
  4471. /**
  4472. * Gets a boolean indicating that this pipeline context is supporting asynchronous creating
  4473. */
  4474. isAsync: boolean;
  4475. /**
  4476. * Gets a boolean indicating that the context is ready to be used (like shaders / pipelines are compiled and ready for instance)
  4477. */
  4478. isReady: boolean;
  4479. /** @hidden */
  4480. _handlesSpectorRebuildCallback(onCompiled: (compiledObject: any) => void): void;
  4481. }
  4482. }
  4483. declare module "babylonjs/Engines/Processors/iShaderProcessor" {
  4484. /** @hidden */
  4485. export interface IShaderProcessor {
  4486. attributeProcessor?: (attribute: string) => string;
  4487. varyingProcessor?: (varying: string, isFragment: boolean) => string;
  4488. uniformProcessor?: (uniform: string, isFragment: boolean) => string;
  4489. uniformBufferProcessor?: (uniformBuffer: string, isFragment: boolean) => string;
  4490. endOfUniformBufferProcessor?: (closingBracketLine: string, isFragment: boolean) => string;
  4491. lineProcessor?: (line: string, isFragment: boolean) => string;
  4492. preProcessor?: (code: string, defines: string[], isFragment: boolean) => string;
  4493. postProcessor?: (code: string, defines: string[], isFragment: boolean) => string;
  4494. }
  4495. }
  4496. declare module "babylonjs/Engines/Processors/shaderProcessingOptions" {
  4497. import { IShaderProcessor } from "babylonjs/Engines/Processors/iShaderProcessor";
  4498. /** @hidden */
  4499. export interface ProcessingOptions {
  4500. defines: string[];
  4501. indexParameters: any;
  4502. isFragment: boolean;
  4503. shouldUseHighPrecisionShader: boolean;
  4504. supportsUniformBuffers: boolean;
  4505. shadersRepository: string;
  4506. includesShadersStore: {
  4507. [key: string]: string;
  4508. };
  4509. processor?: IShaderProcessor;
  4510. version: string;
  4511. platformName: string;
  4512. lookForClosingBracketForUniformBuffer?: boolean;
  4513. }
  4514. }
  4515. declare module "babylonjs/Misc/stringTools" {
  4516. /**
  4517. * Helper to manipulate strings
  4518. */
  4519. export class StringTools {
  4520. /**
  4521. * Checks for a matching suffix at the end of a string (for ES5 and lower)
  4522. * @param str Source string
  4523. * @param suffix Suffix to search for in the source string
  4524. * @returns Boolean indicating whether the suffix was found (true) or not (false)
  4525. */
  4526. static EndsWith(str: string, suffix: string): boolean;
  4527. /**
  4528. * Checks for a matching suffix at the beginning of a string (for ES5 and lower)
  4529. * @param str Source string
  4530. * @param suffix Suffix to search for in the source string
  4531. * @returns Boolean indicating whether the suffix was found (true) or not (false)
  4532. */
  4533. static StartsWith(str: string, suffix: string): boolean;
  4534. }
  4535. }
  4536. declare module "babylonjs/Engines/Processors/shaderCodeNode" {
  4537. import { ProcessingOptions } from "babylonjs/Engines/Processors/shaderProcessingOptions";
  4538. /** @hidden */
  4539. export class ShaderCodeNode {
  4540. line: string;
  4541. children: ShaderCodeNode[];
  4542. additionalDefineKey?: string;
  4543. additionalDefineValue?: string;
  4544. isValid(preprocessors: {
  4545. [key: string]: string;
  4546. }): boolean;
  4547. process(preprocessors: {
  4548. [key: string]: string;
  4549. }, options: ProcessingOptions): string;
  4550. }
  4551. }
  4552. declare module "babylonjs/Engines/Processors/shaderCodeCursor" {
  4553. /** @hidden */
  4554. export class ShaderCodeCursor {
  4555. private _lines;
  4556. lineIndex: number;
  4557. readonly currentLine: string;
  4558. readonly canRead: boolean;
  4559. lines: string[];
  4560. }
  4561. }
  4562. declare module "babylonjs/Engines/Processors/shaderCodeConditionNode" {
  4563. import { ShaderCodeNode } from "babylonjs/Engines/Processors/shaderCodeNode";
  4564. import { ProcessingOptions } from "babylonjs/Engines/Processors/shaderProcessingOptions";
  4565. /** @hidden */
  4566. export class ShaderCodeConditionNode extends ShaderCodeNode {
  4567. process(preprocessors: {
  4568. [key: string]: string;
  4569. }, options: ProcessingOptions): string;
  4570. }
  4571. }
  4572. declare module "babylonjs/Engines/Processors/Expressions/shaderDefineExpression" {
  4573. /** @hidden */
  4574. export class ShaderDefineExpression {
  4575. isTrue(preprocessors: {
  4576. [key: string]: string;
  4577. }): boolean;
  4578. }
  4579. }
  4580. declare module "babylonjs/Engines/Processors/shaderCodeTestNode" {
  4581. import { ShaderCodeNode } from "babylonjs/Engines/Processors/shaderCodeNode";
  4582. import { ShaderDefineExpression } from "babylonjs/Engines/Processors/Expressions/shaderDefineExpression";
  4583. /** @hidden */
  4584. export class ShaderCodeTestNode extends ShaderCodeNode {
  4585. testExpression: ShaderDefineExpression;
  4586. isValid(preprocessors: {
  4587. [key: string]: string;
  4588. }): boolean;
  4589. }
  4590. }
  4591. declare module "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineIsDefinedOperator" {
  4592. import { ShaderDefineExpression } from "babylonjs/Engines/Processors/Expressions/shaderDefineExpression";
  4593. /** @hidden */
  4594. export class ShaderDefineIsDefinedOperator extends ShaderDefineExpression {
  4595. define: string;
  4596. not: boolean;
  4597. constructor(define: string, not?: boolean);
  4598. isTrue(preprocessors: {
  4599. [key: string]: string;
  4600. }): boolean;
  4601. }
  4602. }
  4603. declare module "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineOrOperator" {
  4604. import { ShaderDefineExpression } from "babylonjs/Engines/Processors/Expressions/shaderDefineExpression";
  4605. /** @hidden */
  4606. export class ShaderDefineOrOperator extends ShaderDefineExpression {
  4607. leftOperand: ShaderDefineExpression;
  4608. rightOperand: ShaderDefineExpression;
  4609. isTrue(preprocessors: {
  4610. [key: string]: string;
  4611. }): boolean;
  4612. }
  4613. }
  4614. declare module "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineAndOperator" {
  4615. import { ShaderDefineExpression } from "babylonjs/Engines/Processors/Expressions/shaderDefineExpression";
  4616. /** @hidden */
  4617. export class ShaderDefineAndOperator extends ShaderDefineExpression {
  4618. leftOperand: ShaderDefineExpression;
  4619. rightOperand: ShaderDefineExpression;
  4620. isTrue(preprocessors: {
  4621. [key: string]: string;
  4622. }): boolean;
  4623. }
  4624. }
  4625. declare module "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator" {
  4626. import { ShaderDefineExpression } from "babylonjs/Engines/Processors/Expressions/shaderDefineExpression";
  4627. /** @hidden */
  4628. export class ShaderDefineArithmeticOperator extends ShaderDefineExpression {
  4629. define: string;
  4630. operand: string;
  4631. testValue: string;
  4632. constructor(define: string, operand: string, testValue: string);
  4633. isTrue(preprocessors: {
  4634. [key: string]: string;
  4635. }): boolean;
  4636. }
  4637. }
  4638. declare module "babylonjs/Misc/loadFileError" {
  4639. import { WebRequest } from "babylonjs/Misc/webRequest";
  4640. /**
  4641. * @ignore
  4642. * Application error to support additional information when loading a file
  4643. */
  4644. export class LoadFileError extends Error {
  4645. /** defines the optional web request */
  4646. request?: WebRequest | undefined;
  4647. private static _setPrototypeOf;
  4648. /**
  4649. * Creates a new LoadFileError
  4650. * @param message defines the message of the error
  4651. * @param request defines the optional web request
  4652. */
  4653. constructor(message: string,
  4654. /** defines the optional web request */
  4655. request?: WebRequest | undefined);
  4656. }
  4657. }
  4658. declare module "babylonjs/Offline/IOfflineProvider" {
  4659. /**
  4660. * Class used to enable access to offline support
  4661. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  4662. */
  4663. export interface IOfflineProvider {
  4664. /**
  4665. * Gets a boolean indicating if scene must be saved in the database
  4666. */
  4667. enableSceneOffline: boolean;
  4668. /**
  4669. * Gets a boolean indicating if textures must be saved in the database
  4670. */
  4671. enableTexturesOffline: boolean;
  4672. /**
  4673. * Open the offline support and make it available
  4674. * @param successCallback defines the callback to call on success
  4675. * @param errorCallback defines the callback to call on error
  4676. */
  4677. open(successCallback: () => void, errorCallback: () => void): void;
  4678. /**
  4679. * Loads an image from the offline support
  4680. * @param url defines the url to load from
  4681. * @param image defines the target DOM image
  4682. */
  4683. loadImage(url: string, image: HTMLImageElement): void;
  4684. /**
  4685. * Loads a file from offline support
  4686. * @param url defines the URL to load from
  4687. * @param sceneLoaded defines a callback to call on success
  4688. * @param progressCallBack defines a callback to call when progress changed
  4689. * @param errorCallback defines a callback to call on error
  4690. * @param useArrayBuffer defines a boolean to use array buffer instead of text string
  4691. */
  4692. loadFile(url: string, sceneLoaded: (data: any) => void, progressCallBack?: (data: any) => void, errorCallback?: () => void, useArrayBuffer?: boolean): void;
  4693. }
  4694. }
  4695. declare module "babylonjs/Misc/filesInputStore" {
  4696. /**
  4697. * Class used to help managing file picking and drag'n'drop
  4698. * File Storage
  4699. */
  4700. export class FilesInputStore {
  4701. /**
  4702. * List of files ready to be loaded
  4703. */
  4704. static FilesToLoad: {
  4705. [key: string]: File;
  4706. };
  4707. }
  4708. }
  4709. declare module "babylonjs/Misc/retryStrategy" {
  4710. import { WebRequest } from "babylonjs/Misc/webRequest";
  4711. /**
  4712. * Class used to define a retry strategy when error happens while loading assets
  4713. */
  4714. export class RetryStrategy {
  4715. /**
  4716. * Function used to defines an exponential back off strategy
  4717. * @param maxRetries defines the maximum number of retries (3 by default)
  4718. * @param baseInterval defines the interval between retries
  4719. * @returns the strategy function to use
  4720. */
  4721. static ExponentialBackoff(maxRetries?: number, baseInterval?: number): (url: string, request: WebRequest, retryIndex: number) => number;
  4722. }
  4723. }
  4724. declare module "babylonjs/Misc/fileTools" {
  4725. import { WebRequest } from "babylonjs/Misc/webRequest";
  4726. import { Nullable } from "babylonjs/types";
  4727. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  4728. import { IFileRequest } from "babylonjs/Misc/fileRequest";
  4729. /**
  4730. * @hidden
  4731. */
  4732. export class FileTools {
  4733. /**
  4734. * Gets or sets the retry strategy to apply when an error happens while loading an asset
  4735. */
  4736. static DefaultRetryStrategy: (url: string, request: WebRequest, retryIndex: number) => number;
  4737. /**
  4738. * Gets or sets the base URL to use to load assets
  4739. */
  4740. static BaseUrl: string;
  4741. /**
  4742. * Default behaviour for cors in the application.
  4743. * It can be a string if the expected behavior is identical in the entire app.
  4744. * Or a callback to be able to set it per url or on a group of them (in case of Video source for instance)
  4745. */
  4746. static CorsBehavior: string | ((url: string | string[]) => string);
  4747. /**
  4748. * Gets or sets a function used to pre-process url before using them to load assets
  4749. */
  4750. static PreprocessUrl: (url: string) => string;
  4751. /**
  4752. * Removes unwanted characters from an url
  4753. * @param url defines the url to clean
  4754. * @returns the cleaned url
  4755. */
  4756. private static _CleanUrl;
  4757. /**
  4758. * Sets the cors behavior on a dom element. This will add the required Tools.CorsBehavior to the element.
  4759. * @param url define the url we are trying
  4760. * @param element define the dom element where to configure the cors policy
  4761. */
  4762. static SetCorsBehavior(url: string | string[], element: {
  4763. crossOrigin: string | null;
  4764. }): void;
  4765. /**
  4766. * Loads an image as an HTMLImageElement.
  4767. * @param input url string, ArrayBuffer, or Blob to load
  4768. * @param onLoad callback called when the image successfully loads
  4769. * @param onError callback called when the image fails to load
  4770. * @param offlineProvider offline provider for caching
  4771. * @returns the HTMLImageElement of the loaded image
  4772. */
  4773. static LoadImage(input: string | ArrayBuffer | ArrayBufferView | Blob, onLoad: (img: HTMLImageElement) => void, onError: (message?: string, exception?: any) => void, offlineProvider: Nullable<IOfflineProvider>): HTMLImageElement;
  4774. /**
  4775. * Loads a file
  4776. * @param fileToLoad defines the file to load
  4777. * @param callback defines the callback to call when data is loaded
  4778. * @param progressCallBack defines the callback to call during loading process
  4779. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  4780. * @returns a file request object
  4781. */
  4782. static ReadFile(fileToLoad: File, callback: (data: any) => void, progressCallBack?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean): IFileRequest;
  4783. /**
  4784. * Loads a file
  4785. * @param url url string, ArrayBuffer, or Blob to load
  4786. * @param onSuccess callback called when the file successfully loads
  4787. * @param onProgress callback called while file is loading (if the server supports this mode)
  4788. * @param offlineProvider defines the offline provider for caching
  4789. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  4790. * @param onError callback called when the file fails to load
  4791. * @returns a file request object
  4792. */
  4793. 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;
  4794. /**
  4795. * Checks if the loaded document was accessed via `file:`-Protocol.
  4796. * @returns boolean
  4797. */
  4798. static IsFileURL(): boolean;
  4799. }
  4800. }
  4801. declare module "babylonjs/Engines/Processors/shaderProcessor" {
  4802. import { ProcessingOptions } from "babylonjs/Engines/Processors/shaderProcessingOptions";
  4803. /** @hidden */
  4804. export class ShaderProcessor {
  4805. static Process(sourceCode: string, options: ProcessingOptions, callback: (migratedCode: string) => void): void;
  4806. private static _ProcessPrecision;
  4807. private static _ExtractOperation;
  4808. private static _BuildSubExpression;
  4809. private static _BuildExpression;
  4810. private static _MoveCursorWithinIf;
  4811. private static _MoveCursor;
  4812. private static _EvaluatePreProcessors;
  4813. private static _PreparePreProcessors;
  4814. private static _ProcessShaderConversion;
  4815. private static _ProcessIncludes;
  4816. }
  4817. }
  4818. declare module "babylonjs/Maths/math.color" {
  4819. import { DeepImmutable, FloatArray } from "babylonjs/types";
  4820. /**
  4821. * Class used to hold a RBG color
  4822. */
  4823. export class Color3 {
  4824. /**
  4825. * Defines the red component (between 0 and 1, default is 0)
  4826. */
  4827. r: number;
  4828. /**
  4829. * Defines the green component (between 0 and 1, default is 0)
  4830. */
  4831. g: number;
  4832. /**
  4833. * Defines the blue component (between 0 and 1, default is 0)
  4834. */
  4835. b: number;
  4836. /**
  4837. * Creates a new Color3 object from red, green, blue values, all between 0 and 1
  4838. * @param r defines the red component (between 0 and 1, default is 0)
  4839. * @param g defines the green component (between 0 and 1, default is 0)
  4840. * @param b defines the blue component (between 0 and 1, default is 0)
  4841. */
  4842. constructor(
  4843. /**
  4844. * Defines the red component (between 0 and 1, default is 0)
  4845. */
  4846. r?: number,
  4847. /**
  4848. * Defines the green component (between 0 and 1, default is 0)
  4849. */
  4850. g?: number,
  4851. /**
  4852. * Defines the blue component (between 0 and 1, default is 0)
  4853. */
  4854. b?: number);
  4855. /**
  4856. * Creates a string with the Color3 current values
  4857. * @returns the string representation of the Color3 object
  4858. */
  4859. toString(): string;
  4860. /**
  4861. * Returns the string "Color3"
  4862. * @returns "Color3"
  4863. */
  4864. getClassName(): string;
  4865. /**
  4866. * Compute the Color3 hash code
  4867. * @returns an unique number that can be used to hash Color3 objects
  4868. */
  4869. getHashCode(): number;
  4870. /**
  4871. * Stores in the given array from the given starting index the red, green, blue values as successive elements
  4872. * @param array defines the array where to store the r,g,b components
  4873. * @param index defines an optional index in the target array to define where to start storing values
  4874. * @returns the current Color3 object
  4875. */
  4876. toArray(array: FloatArray, index?: number): Color3;
  4877. /**
  4878. * Returns a new Color4 object from the current Color3 and the given alpha
  4879. * @param alpha defines the alpha component on the new Color4 object (default is 1)
  4880. * @returns a new Color4 object
  4881. */
  4882. toColor4(alpha?: number): Color4;
  4883. /**
  4884. * Returns a new array populated with 3 numeric elements : red, green and blue values
  4885. * @returns the new array
  4886. */
  4887. asArray(): number[];
  4888. /**
  4889. * Returns the luminance value
  4890. * @returns a float value
  4891. */
  4892. toLuminance(): number;
  4893. /**
  4894. * Multiply each Color3 rgb values by the given Color3 rgb values in a new Color3 object
  4895. * @param otherColor defines the second operand
  4896. * @returns the new Color3 object
  4897. */
  4898. multiply(otherColor: DeepImmutable<Color3>): Color3;
  4899. /**
  4900. * Multiply the rgb values of the Color3 and the given Color3 and stores the result in the object "result"
  4901. * @param otherColor defines the second operand
  4902. * @param result defines the Color3 object where to store the result
  4903. * @returns the current Color3
  4904. */
  4905. multiplyToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  4906. /**
  4907. * Determines equality between Color3 objects
  4908. * @param otherColor defines the second operand
  4909. * @returns true if the rgb values are equal to the given ones
  4910. */
  4911. equals(otherColor: DeepImmutable<Color3>): boolean;
  4912. /**
  4913. * Determines equality between the current Color3 object and a set of r,b,g values
  4914. * @param r defines the red component to check
  4915. * @param g defines the green component to check
  4916. * @param b defines the blue component to check
  4917. * @returns true if the rgb values are equal to the given ones
  4918. */
  4919. equalsFloats(r: number, g: number, b: number): boolean;
  4920. /**
  4921. * Multiplies in place each rgb value by scale
  4922. * @param scale defines the scaling factor
  4923. * @returns the updated Color3
  4924. */
  4925. scale(scale: number): Color3;
  4926. /**
  4927. * Multiplies the rgb values by scale and stores the result into "result"
  4928. * @param scale defines the scaling factor
  4929. * @param result defines the Color3 object where to store the result
  4930. * @returns the unmodified current Color3
  4931. */
  4932. scaleToRef(scale: number, result: Color3): Color3;
  4933. /**
  4934. * Scale the current Color3 values by a factor and add the result to a given Color3
  4935. * @param scale defines the scale factor
  4936. * @param result defines color to store the result into
  4937. * @returns the unmodified current Color3
  4938. */
  4939. scaleAndAddToRef(scale: number, result: Color3): Color3;
  4940. /**
  4941. * Clamps the rgb values by the min and max values and stores the result into "result"
  4942. * @param min defines minimum clamping value (default is 0)
  4943. * @param max defines maximum clamping value (default is 1)
  4944. * @param result defines color to store the result into
  4945. * @returns the original Color3
  4946. */
  4947. clampToRef(min: number | undefined, max: number | undefined, result: Color3): Color3;
  4948. /**
  4949. * Creates a new Color3 set with the added values of the current Color3 and of the given one
  4950. * @param otherColor defines the second operand
  4951. * @returns the new Color3
  4952. */
  4953. add(otherColor: DeepImmutable<Color3>): Color3;
  4954. /**
  4955. * Stores the result of the addition of the current Color3 and given one rgb values into "result"
  4956. * @param otherColor defines the second operand
  4957. * @param result defines Color3 object to store the result into
  4958. * @returns the unmodified current Color3
  4959. */
  4960. addToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  4961. /**
  4962. * Returns a new Color3 set with the subtracted values of the given one from the current Color3
  4963. * @param otherColor defines the second operand
  4964. * @returns the new Color3
  4965. */
  4966. subtract(otherColor: DeepImmutable<Color3>): Color3;
  4967. /**
  4968. * Stores the result of the subtraction of given one from the current Color3 rgb values into "result"
  4969. * @param otherColor defines the second operand
  4970. * @param result defines Color3 object to store the result into
  4971. * @returns the unmodified current Color3
  4972. */
  4973. subtractToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  4974. /**
  4975. * Copy the current object
  4976. * @returns a new Color3 copied the current one
  4977. */
  4978. clone(): Color3;
  4979. /**
  4980. * Copies the rgb values from the source in the current Color3
  4981. * @param source defines the source Color3 object
  4982. * @returns the updated Color3 object
  4983. */
  4984. copyFrom(source: DeepImmutable<Color3>): Color3;
  4985. /**
  4986. * Updates the Color3 rgb values from the given floats
  4987. * @param r defines the red component to read from
  4988. * @param g defines the green component to read from
  4989. * @param b defines the blue component to read from
  4990. * @returns the current Color3 object
  4991. */
  4992. copyFromFloats(r: number, g: number, b: number): Color3;
  4993. /**
  4994. * Updates the Color3 rgb values from the given floats
  4995. * @param r defines the red component to read from
  4996. * @param g defines the green component to read from
  4997. * @param b defines the blue component to read from
  4998. * @returns the current Color3 object
  4999. */
  5000. set(r: number, g: number, b: number): Color3;
  5001. /**
  5002. * Compute the Color3 hexadecimal code as a string
  5003. * @returns a string containing the hexadecimal representation of the Color3 object
  5004. */
  5005. toHexString(): string;
  5006. /**
  5007. * Computes a new Color3 converted from the current one to linear space
  5008. * @returns a new Color3 object
  5009. */
  5010. toLinearSpace(): Color3;
  5011. /**
  5012. * Converts current color in rgb space to HSV values
  5013. * @returns a new color3 representing the HSV values
  5014. */
  5015. toHSV(): Color3;
  5016. /**
  5017. * Converts current color in rgb space to HSV values
  5018. * @param result defines the Color3 where to store the HSV values
  5019. */
  5020. toHSVToRef(result: Color3): void;
  5021. /**
  5022. * Converts the Color3 values to linear space and stores the result in "convertedColor"
  5023. * @param convertedColor defines the Color3 object where to store the linear space version
  5024. * @returns the unmodified Color3
  5025. */
  5026. toLinearSpaceToRef(convertedColor: Color3): Color3;
  5027. /**
  5028. * Computes a new Color3 converted from the current one to gamma space
  5029. * @returns a new Color3 object
  5030. */
  5031. toGammaSpace(): Color3;
  5032. /**
  5033. * Converts the Color3 values to gamma space and stores the result in "convertedColor"
  5034. * @param convertedColor defines the Color3 object where to store the gamma space version
  5035. * @returns the unmodified Color3
  5036. */
  5037. toGammaSpaceToRef(convertedColor: Color3): Color3;
  5038. private static _BlackReadOnly;
  5039. /**
  5040. * Convert Hue, saturation and value to a Color3 (RGB)
  5041. * @param hue defines the hue
  5042. * @param saturation defines the saturation
  5043. * @param value defines the value
  5044. * @param result defines the Color3 where to store the RGB values
  5045. */
  5046. static HSVtoRGBToRef(hue: number, saturation: number, value: number, result: Color3): void;
  5047. /**
  5048. * Creates a new Color3 from the string containing valid hexadecimal values
  5049. * @param hex defines a string containing valid hexadecimal values
  5050. * @returns a new Color3 object
  5051. */
  5052. static FromHexString(hex: string): Color3;
  5053. /**
  5054. * Creates a new Color3 from the starting index of the given array
  5055. * @param array defines the source array
  5056. * @param offset defines an offset in the source array
  5057. * @returns a new Color3 object
  5058. */
  5059. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Color3;
  5060. /**
  5061. * Creates a new Color3 from integer values (< 256)
  5062. * @param r defines the red component to read from (value between 0 and 255)
  5063. * @param g defines the green component to read from (value between 0 and 255)
  5064. * @param b defines the blue component to read from (value between 0 and 255)
  5065. * @returns a new Color3 object
  5066. */
  5067. static FromInts(r: number, g: number, b: number): Color3;
  5068. /**
  5069. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  5070. * @param start defines the start Color3 value
  5071. * @param end defines the end Color3 value
  5072. * @param amount defines the gradient value between start and end
  5073. * @returns a new Color3 object
  5074. */
  5075. static Lerp(start: DeepImmutable<Color3>, end: DeepImmutable<Color3>, amount: number): Color3;
  5076. /**
  5077. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  5078. * @param left defines the start value
  5079. * @param right defines the end value
  5080. * @param amount defines the gradient factor
  5081. * @param result defines the Color3 object where to store the result
  5082. */
  5083. static LerpToRef(left: DeepImmutable<Color3>, right: DeepImmutable<Color3>, amount: number, result: Color3): void;
  5084. /**
  5085. * Returns a Color3 value containing a red color
  5086. * @returns a new Color3 object
  5087. */
  5088. static Red(): Color3;
  5089. /**
  5090. * Returns a Color3 value containing a green color
  5091. * @returns a new Color3 object
  5092. */
  5093. static Green(): Color3;
  5094. /**
  5095. * Returns a Color3 value containing a blue color
  5096. * @returns a new Color3 object
  5097. */
  5098. static Blue(): Color3;
  5099. /**
  5100. * Returns a Color3 value containing a black color
  5101. * @returns a new Color3 object
  5102. */
  5103. static Black(): Color3;
  5104. /**
  5105. * Gets a Color3 value containing a black color that must not be updated
  5106. */
  5107. static readonly BlackReadOnly: DeepImmutable<Color3>;
  5108. /**
  5109. * Returns a Color3 value containing a white color
  5110. * @returns a new Color3 object
  5111. */
  5112. static White(): Color3;
  5113. /**
  5114. * Returns a Color3 value containing a purple color
  5115. * @returns a new Color3 object
  5116. */
  5117. static Purple(): Color3;
  5118. /**
  5119. * Returns a Color3 value containing a magenta color
  5120. * @returns a new Color3 object
  5121. */
  5122. static Magenta(): Color3;
  5123. /**
  5124. * Returns a Color3 value containing a yellow color
  5125. * @returns a new Color3 object
  5126. */
  5127. static Yellow(): Color3;
  5128. /**
  5129. * Returns a Color3 value containing a gray color
  5130. * @returns a new Color3 object
  5131. */
  5132. static Gray(): Color3;
  5133. /**
  5134. * Returns a Color3 value containing a teal color
  5135. * @returns a new Color3 object
  5136. */
  5137. static Teal(): Color3;
  5138. /**
  5139. * Returns a Color3 value containing a random color
  5140. * @returns a new Color3 object
  5141. */
  5142. static Random(): Color3;
  5143. }
  5144. /**
  5145. * Class used to hold a RBGA color
  5146. */
  5147. export class Color4 {
  5148. /**
  5149. * Defines the red component (between 0 and 1, default is 0)
  5150. */
  5151. r: number;
  5152. /**
  5153. * Defines the green component (between 0 and 1, default is 0)
  5154. */
  5155. g: number;
  5156. /**
  5157. * Defines the blue component (between 0 and 1, default is 0)
  5158. */
  5159. b: number;
  5160. /**
  5161. * Defines the alpha component (between 0 and 1, default is 1)
  5162. */
  5163. a: number;
  5164. /**
  5165. * Creates a new Color4 object from red, green, blue values, all between 0 and 1
  5166. * @param r defines the red component (between 0 and 1, default is 0)
  5167. * @param g defines the green component (between 0 and 1, default is 0)
  5168. * @param b defines the blue component (between 0 and 1, default is 0)
  5169. * @param a defines the alpha component (between 0 and 1, default is 1)
  5170. */
  5171. constructor(
  5172. /**
  5173. * Defines the red component (between 0 and 1, default is 0)
  5174. */
  5175. r?: number,
  5176. /**
  5177. * Defines the green component (between 0 and 1, default is 0)
  5178. */
  5179. g?: number,
  5180. /**
  5181. * Defines the blue component (between 0 and 1, default is 0)
  5182. */
  5183. b?: number,
  5184. /**
  5185. * Defines the alpha component (between 0 and 1, default is 1)
  5186. */
  5187. a?: number);
  5188. /**
  5189. * Adds in place the given Color4 values to the current Color4 object
  5190. * @param right defines the second operand
  5191. * @returns the current updated Color4 object
  5192. */
  5193. addInPlace(right: DeepImmutable<Color4>): Color4;
  5194. /**
  5195. * Creates a new array populated with 4 numeric elements : red, green, blue, alpha values
  5196. * @returns the new array
  5197. */
  5198. asArray(): number[];
  5199. /**
  5200. * Stores from the starting index in the given array the Color4 successive values
  5201. * @param array defines the array where to store the r,g,b components
  5202. * @param index defines an optional index in the target array to define where to start storing values
  5203. * @returns the current Color4 object
  5204. */
  5205. toArray(array: number[], index?: number): Color4;
  5206. /**
  5207. * Determines equality between Color4 objects
  5208. * @param otherColor defines the second operand
  5209. * @returns true if the rgba values are equal to the given ones
  5210. */
  5211. equals(otherColor: DeepImmutable<Color4>): boolean;
  5212. /**
  5213. * Creates a new Color4 set with the added values of the current Color4 and of the given one
  5214. * @param right defines the second operand
  5215. * @returns a new Color4 object
  5216. */
  5217. add(right: DeepImmutable<Color4>): Color4;
  5218. /**
  5219. * Creates a new Color4 set with the subtracted values of the given one from the current Color4
  5220. * @param right defines the second operand
  5221. * @returns a new Color4 object
  5222. */
  5223. subtract(right: DeepImmutable<Color4>): Color4;
  5224. /**
  5225. * Subtracts the given ones from the current Color4 values and stores the results in "result"
  5226. * @param right defines the second operand
  5227. * @param result defines the Color4 object where to store the result
  5228. * @returns the current Color4 object
  5229. */
  5230. subtractToRef(right: DeepImmutable<Color4>, result: Color4): Color4;
  5231. /**
  5232. * Creates a new Color4 with the current Color4 values multiplied by scale
  5233. * @param scale defines the scaling factor to apply
  5234. * @returns a new Color4 object
  5235. */
  5236. scale(scale: number): Color4;
  5237. /**
  5238. * Multiplies the current Color4 values by scale and stores the result in "result"
  5239. * @param scale defines the scaling factor to apply
  5240. * @param result defines the Color4 object where to store the result
  5241. * @returns the current unmodified Color4
  5242. */
  5243. scaleToRef(scale: number, result: Color4): Color4;
  5244. /**
  5245. * Scale the current Color4 values by a factor and add the result to a given Color4
  5246. * @param scale defines the scale factor
  5247. * @param result defines the Color4 object where to store the result
  5248. * @returns the unmodified current Color4
  5249. */
  5250. scaleAndAddToRef(scale: number, result: Color4): Color4;
  5251. /**
  5252. * Clamps the rgb values by the min and max values and stores the result into "result"
  5253. * @param min defines minimum clamping value (default is 0)
  5254. * @param max defines maximum clamping value (default is 1)
  5255. * @param result defines color to store the result into.
  5256. * @returns the cuurent Color4
  5257. */
  5258. clampToRef(min: number | undefined, max: number | undefined, result: Color4): Color4;
  5259. /**
  5260. * Multipy an Color4 value by another and return a new Color4 object
  5261. * @param color defines the Color4 value to multiply by
  5262. * @returns a new Color4 object
  5263. */
  5264. multiply(color: Color4): Color4;
  5265. /**
  5266. * Multipy a Color4 value by another and push the result in a reference value
  5267. * @param color defines the Color4 value to multiply by
  5268. * @param result defines the Color4 to fill the result in
  5269. * @returns the result Color4
  5270. */
  5271. multiplyToRef(color: Color4, result: Color4): Color4;
  5272. /**
  5273. * Creates a string with the Color4 current values
  5274. * @returns the string representation of the Color4 object
  5275. */
  5276. toString(): string;
  5277. /**
  5278. * Returns the string "Color4"
  5279. * @returns "Color4"
  5280. */
  5281. getClassName(): string;
  5282. /**
  5283. * Compute the Color4 hash code
  5284. * @returns an unique number that can be used to hash Color4 objects
  5285. */
  5286. getHashCode(): number;
  5287. /**
  5288. * Creates a new Color4 copied from the current one
  5289. * @returns a new Color4 object
  5290. */
  5291. clone(): Color4;
  5292. /**
  5293. * Copies the given Color4 values into the current one
  5294. * @param source defines the source Color4 object
  5295. * @returns the current updated Color4 object
  5296. */
  5297. copyFrom(source: Color4): Color4;
  5298. /**
  5299. * Copies the given float values into the current one
  5300. * @param r defines the red component to read from
  5301. * @param g defines the green component to read from
  5302. * @param b defines the blue component to read from
  5303. * @param a defines the alpha component to read from
  5304. * @returns the current updated Color4 object
  5305. */
  5306. copyFromFloats(r: number, g: number, b: number, a: number): Color4;
  5307. /**
  5308. * Copies the given float values into the current one
  5309. * @param r defines the red component to read from
  5310. * @param g defines the green component to read from
  5311. * @param b defines the blue component to read from
  5312. * @param a defines the alpha component to read from
  5313. * @returns the current updated Color4 object
  5314. */
  5315. set(r: number, g: number, b: number, a: number): Color4;
  5316. /**
  5317. * Compute the Color4 hexadecimal code as a string
  5318. * @returns a string containing the hexadecimal representation of the Color4 object
  5319. */
  5320. toHexString(): string;
  5321. /**
  5322. * Computes a new Color4 converted from the current one to linear space
  5323. * @returns a new Color4 object
  5324. */
  5325. toLinearSpace(): Color4;
  5326. /**
  5327. * Converts the Color4 values to linear space and stores the result in "convertedColor"
  5328. * @param convertedColor defines the Color4 object where to store the linear space version
  5329. * @returns the unmodified Color4
  5330. */
  5331. toLinearSpaceToRef(convertedColor: Color4): Color4;
  5332. /**
  5333. * Computes a new Color4 converted from the current one to gamma space
  5334. * @returns a new Color4 object
  5335. */
  5336. toGammaSpace(): Color4;
  5337. /**
  5338. * Converts the Color4 values to gamma space and stores the result in "convertedColor"
  5339. * @param convertedColor defines the Color4 object where to store the gamma space version
  5340. * @returns the unmodified Color4
  5341. */
  5342. toGammaSpaceToRef(convertedColor: Color4): Color4;
  5343. /**
  5344. * Creates a new Color4 from the string containing valid hexadecimal values
  5345. * @param hex defines a string containing valid hexadecimal values
  5346. * @returns a new Color4 object
  5347. */
  5348. static FromHexString(hex: string): Color4;
  5349. /**
  5350. * Creates a new Color4 object set with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  5351. * @param left defines the start value
  5352. * @param right defines the end value
  5353. * @param amount defines the gradient factor
  5354. * @returns a new Color4 object
  5355. */
  5356. static Lerp(left: DeepImmutable<Color4>, right: DeepImmutable<Color4>, amount: number): Color4;
  5357. /**
  5358. * Set the given "result" with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  5359. * @param left defines the start value
  5360. * @param right defines the end value
  5361. * @param amount defines the gradient factor
  5362. * @param result defines the Color4 object where to store data
  5363. */
  5364. static LerpToRef(left: DeepImmutable<Color4>, right: DeepImmutable<Color4>, amount: number, result: Color4): void;
  5365. /**
  5366. * Creates a new Color4 from a Color3 and an alpha value
  5367. * @param color3 defines the source Color3 to read from
  5368. * @param alpha defines the alpha component (1.0 by default)
  5369. * @returns a new Color4 object
  5370. */
  5371. static FromColor3(color3: DeepImmutable<Color3>, alpha?: number): Color4;
  5372. /**
  5373. * Creates a new Color4 from the starting index element of the given array
  5374. * @param array defines the source array to read from
  5375. * @param offset defines the offset in the source array
  5376. * @returns a new Color4 object
  5377. */
  5378. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Color4;
  5379. /**
  5380. * Creates a new Color3 from integer values (< 256)
  5381. * @param r defines the red component to read from (value between 0 and 255)
  5382. * @param g defines the green component to read from (value between 0 and 255)
  5383. * @param b defines the blue component to read from (value between 0 and 255)
  5384. * @param a defines the alpha component to read from (value between 0 and 255)
  5385. * @returns a new Color3 object
  5386. */
  5387. static FromInts(r: number, g: number, b: number, a: number): Color4;
  5388. /**
  5389. * Check the content of a given array and convert it to an array containing RGBA data
  5390. * If the original array was already containing count * 4 values then it is returned directly
  5391. * @param colors defines the array to check
  5392. * @param count defines the number of RGBA data to expect
  5393. * @returns an array containing count * 4 values (RGBA)
  5394. */
  5395. static CheckColors4(colors: number[], count: number): number[];
  5396. }
  5397. /**
  5398. * @hidden
  5399. */
  5400. export class TmpColors {
  5401. static Color3: Color3[];
  5402. static Color4: Color4[];
  5403. }
  5404. }
  5405. declare module "babylonjs/Maths/sphericalPolynomial" {
  5406. import { Vector3 } from "babylonjs/Maths/math.vector";
  5407. import { Color3 } from "babylonjs/Maths/math.color";
  5408. /**
  5409. * Class representing spherical harmonics coefficients to the 3rd degree
  5410. */
  5411. export class SphericalHarmonics {
  5412. /**
  5413. * Defines whether or not the harmonics have been prescaled for rendering.
  5414. */
  5415. preScaled: boolean;
  5416. /**
  5417. * The l0,0 coefficients of the spherical harmonics
  5418. */
  5419. l00: Vector3;
  5420. /**
  5421. * The l1,-1 coefficients of the spherical harmonics
  5422. */
  5423. l1_1: Vector3;
  5424. /**
  5425. * The l1,0 coefficients of the spherical harmonics
  5426. */
  5427. l10: Vector3;
  5428. /**
  5429. * The l1,1 coefficients of the spherical harmonics
  5430. */
  5431. l11: Vector3;
  5432. /**
  5433. * The l2,-2 coefficients of the spherical harmonics
  5434. */
  5435. l2_2: Vector3;
  5436. /**
  5437. * The l2,-1 coefficients of the spherical harmonics
  5438. */
  5439. l2_1: Vector3;
  5440. /**
  5441. * The l2,0 coefficients of the spherical harmonics
  5442. */
  5443. l20: Vector3;
  5444. /**
  5445. * The l2,1 coefficients of the spherical harmonics
  5446. */
  5447. l21: Vector3;
  5448. /**
  5449. * The l2,2 coefficients of the spherical harmonics
  5450. */
  5451. l22: Vector3;
  5452. /**
  5453. * Adds a light to the spherical harmonics
  5454. * @param direction the direction of the light
  5455. * @param color the color of the light
  5456. * @param deltaSolidAngle the delta solid angle of the light
  5457. */
  5458. addLight(direction: Vector3, color: Color3, deltaSolidAngle: number): void;
  5459. /**
  5460. * Scales the spherical harmonics by the given amount
  5461. * @param scale the amount to scale
  5462. */
  5463. scaleInPlace(scale: number): void;
  5464. /**
  5465. * Convert from incident radiance (Li) to irradiance (E) by applying convolution with the cosine-weighted hemisphere.
  5466. *
  5467. * ```
  5468. * E_lm = A_l * L_lm
  5469. * ```
  5470. *
  5471. * In spherical harmonics this convolution amounts to scaling factors for each frequency band.
  5472. * This corresponds to equation 5 in "An Efficient Representation for Irradiance Environment Maps", where
  5473. * the scaling factors are given in equation 9.
  5474. */
  5475. convertIncidentRadianceToIrradiance(): void;
  5476. /**
  5477. * Convert from irradiance to outgoing radiance for Lambertian BDRF, suitable for efficient shader evaluation.
  5478. *
  5479. * ```
  5480. * L = (1/pi) * E * rho
  5481. * ```
  5482. *
  5483. * This is done by an additional scale by 1/pi, so is a fairly trivial operation but important conceptually.
  5484. */
  5485. convertIrradianceToLambertianRadiance(): void;
  5486. /**
  5487. * Integrates the reconstruction coefficients directly in to the SH preventing further
  5488. * required operations at run time.
  5489. *
  5490. * This is simply done by scaling back the SH with Ylm constants parameter.
  5491. * The trigonometric part being applied by the shader at run time.
  5492. */
  5493. preScaleForRendering(): void;
  5494. /**
  5495. * Constructs a spherical harmonics from an array.
  5496. * @param data defines the 9x3 coefficients (l00, l1-1, l10, l11, l2-2, l2-1, l20, l21, l22)
  5497. * @returns the spherical harmonics
  5498. */
  5499. static FromArray(data: ArrayLike<ArrayLike<number>>): SphericalHarmonics;
  5500. /**
  5501. * Gets the spherical harmonics from polynomial
  5502. * @param polynomial the spherical polynomial
  5503. * @returns the spherical harmonics
  5504. */
  5505. static FromPolynomial(polynomial: SphericalPolynomial): SphericalHarmonics;
  5506. }
  5507. /**
  5508. * Class representing spherical polynomial coefficients to the 3rd degree
  5509. */
  5510. export class SphericalPolynomial {
  5511. private _harmonics;
  5512. /**
  5513. * The spherical harmonics used to create the polynomials.
  5514. */
  5515. readonly preScaledHarmonics: SphericalHarmonics;
  5516. /**
  5517. * The x coefficients of the spherical polynomial
  5518. */
  5519. x: Vector3;
  5520. /**
  5521. * The y coefficients of the spherical polynomial
  5522. */
  5523. y: Vector3;
  5524. /**
  5525. * The z coefficients of the spherical polynomial
  5526. */
  5527. z: Vector3;
  5528. /**
  5529. * The xx coefficients of the spherical polynomial
  5530. */
  5531. xx: Vector3;
  5532. /**
  5533. * The yy coefficients of the spherical polynomial
  5534. */
  5535. yy: Vector3;
  5536. /**
  5537. * The zz coefficients of the spherical polynomial
  5538. */
  5539. zz: Vector3;
  5540. /**
  5541. * The xy coefficients of the spherical polynomial
  5542. */
  5543. xy: Vector3;
  5544. /**
  5545. * The yz coefficients of the spherical polynomial
  5546. */
  5547. yz: Vector3;
  5548. /**
  5549. * The zx coefficients of the spherical polynomial
  5550. */
  5551. zx: Vector3;
  5552. /**
  5553. * Adds an ambient color to the spherical polynomial
  5554. * @param color the color to add
  5555. */
  5556. addAmbient(color: Color3): void;
  5557. /**
  5558. * Scales the spherical polynomial by the given amount
  5559. * @param scale the amount to scale
  5560. */
  5561. scaleInPlace(scale: number): void;
  5562. /**
  5563. * Gets the spherical polynomial from harmonics
  5564. * @param harmonics the spherical harmonics
  5565. * @returns the spherical polynomial
  5566. */
  5567. static FromHarmonics(harmonics: SphericalHarmonics): SphericalPolynomial;
  5568. /**
  5569. * Constructs a spherical polynomial from an array.
  5570. * @param data defines the 9x3 coefficients (x, y, z, xx, yy, zz, yz, zx, xy)
  5571. * @returns the spherical polynomial
  5572. */
  5573. static FromArray(data: ArrayLike<ArrayLike<number>>): SphericalPolynomial;
  5574. }
  5575. }
  5576. declare module "babylonjs/Materials/Textures/renderTargetCreationOptions" {
  5577. /**
  5578. * Define options used to create a render target texture
  5579. */
  5580. export class RenderTargetCreationOptions {
  5581. /**
  5582. * Specifies is mipmaps must be generated
  5583. */
  5584. generateMipMaps?: boolean;
  5585. /** Specifies whether or not a depth should be allocated in the texture (true by default) */
  5586. generateDepthBuffer?: boolean;
  5587. /** Specifies whether or not a stencil should be allocated in the texture (false by default)*/
  5588. generateStencilBuffer?: boolean;
  5589. /** Defines texture type (int by default) */
  5590. type?: number;
  5591. /** Defines sampling mode (trilinear by default) */
  5592. samplingMode?: number;
  5593. /** Defines format (RGBA by default) */
  5594. format?: number;
  5595. }
  5596. }
  5597. declare module "babylonjs/States/alphaCullingState" {
  5598. /**
  5599. * @hidden
  5600. **/
  5601. export class _AlphaState {
  5602. private _isAlphaBlendDirty;
  5603. private _isBlendFunctionParametersDirty;
  5604. private _isBlendEquationParametersDirty;
  5605. private _isBlendConstantsDirty;
  5606. private _alphaBlend;
  5607. private _blendFunctionParameters;
  5608. private _blendEquationParameters;
  5609. private _blendConstants;
  5610. /**
  5611. * Initializes the state.
  5612. */
  5613. constructor();
  5614. readonly isDirty: boolean;
  5615. alphaBlend: boolean;
  5616. setAlphaBlendConstants(r: number, g: number, b: number, a: number): void;
  5617. setAlphaBlendFunctionParameters(value0: number, value1: number, value2: number, value3: number): void;
  5618. setAlphaEquationParameters(rgb: number, alpha: number): void;
  5619. reset(): void;
  5620. apply(gl: WebGLRenderingContext): void;
  5621. }
  5622. }
  5623. declare module "babylonjs/States/depthCullingState" {
  5624. import { Nullable } from "babylonjs/types";
  5625. /**
  5626. * @hidden
  5627. **/
  5628. export class _DepthCullingState {
  5629. private _isDepthTestDirty;
  5630. private _isDepthMaskDirty;
  5631. private _isDepthFuncDirty;
  5632. private _isCullFaceDirty;
  5633. private _isCullDirty;
  5634. private _isZOffsetDirty;
  5635. private _isFrontFaceDirty;
  5636. private _depthTest;
  5637. private _depthMask;
  5638. private _depthFunc;
  5639. private _cull;
  5640. private _cullFace;
  5641. private _zOffset;
  5642. private _frontFace;
  5643. /**
  5644. * Initializes the state.
  5645. */
  5646. constructor();
  5647. readonly isDirty: boolean;
  5648. zOffset: number;
  5649. cullFace: Nullable<number>;
  5650. cull: Nullable<boolean>;
  5651. depthFunc: Nullable<number>;
  5652. depthMask: boolean;
  5653. depthTest: boolean;
  5654. frontFace: Nullable<number>;
  5655. reset(): void;
  5656. apply(gl: WebGLRenderingContext): void;
  5657. }
  5658. }
  5659. declare module "babylonjs/States/stencilState" {
  5660. /**
  5661. * @hidden
  5662. **/
  5663. export class _StencilState {
  5664. /** 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 */
  5665. static readonly ALWAYS: number;
  5666. /** Passed to stencilOperation to specify that stencil value must be kept */
  5667. static readonly KEEP: number;
  5668. /** Passed to stencilOperation to specify that stencil value must be replaced */
  5669. static readonly REPLACE: number;
  5670. private _isStencilTestDirty;
  5671. private _isStencilMaskDirty;
  5672. private _isStencilFuncDirty;
  5673. private _isStencilOpDirty;
  5674. private _stencilTest;
  5675. private _stencilMask;
  5676. private _stencilFunc;
  5677. private _stencilFuncRef;
  5678. private _stencilFuncMask;
  5679. private _stencilOpStencilFail;
  5680. private _stencilOpDepthFail;
  5681. private _stencilOpStencilDepthPass;
  5682. readonly isDirty: boolean;
  5683. stencilFunc: number;
  5684. stencilFuncRef: number;
  5685. stencilFuncMask: number;
  5686. stencilOpStencilFail: number;
  5687. stencilOpDepthFail: number;
  5688. stencilOpStencilDepthPass: number;
  5689. stencilMask: number;
  5690. stencilTest: boolean;
  5691. constructor();
  5692. reset(): void;
  5693. apply(gl: WebGLRenderingContext): void;
  5694. }
  5695. }
  5696. declare module "babylonjs/States/index" {
  5697. export * from "babylonjs/States/alphaCullingState";
  5698. export * from "babylonjs/States/depthCullingState";
  5699. export * from "babylonjs/States/stencilState";
  5700. }
  5701. declare module "babylonjs/Instrumentation/timeToken" {
  5702. import { Nullable } from "babylonjs/types";
  5703. /**
  5704. * @hidden
  5705. **/
  5706. export class _TimeToken {
  5707. _startTimeQuery: Nullable<WebGLQuery>;
  5708. _endTimeQuery: Nullable<WebGLQuery>;
  5709. _timeElapsedQuery: Nullable<WebGLQuery>;
  5710. _timeElapsedQueryEnded: boolean;
  5711. }
  5712. }
  5713. declare module "babylonjs/Misc/andOrNotEvaluator" {
  5714. /**
  5715. * Class used to evalaute queries containing `and` and `or` operators
  5716. */
  5717. export class AndOrNotEvaluator {
  5718. /**
  5719. * Evaluate a query
  5720. * @param query defines the query to evaluate
  5721. * @param evaluateCallback defines the callback used to filter result
  5722. * @returns true if the query matches
  5723. */
  5724. static Eval(query: string, evaluateCallback: (val: any) => boolean): boolean;
  5725. private static _HandleParenthesisContent;
  5726. private static _SimplifyNegation;
  5727. }
  5728. }
  5729. declare module "babylonjs/Misc/tags" {
  5730. /**
  5731. * Class used to store custom tags
  5732. */
  5733. export class Tags {
  5734. /**
  5735. * Adds support for tags on the given object
  5736. * @param obj defines the object to use
  5737. */
  5738. static EnableFor(obj: any): void;
  5739. /**
  5740. * Removes tags support
  5741. * @param obj defines the object to use
  5742. */
  5743. static DisableFor(obj: any): void;
  5744. /**
  5745. * Gets a boolean indicating if the given object has tags
  5746. * @param obj defines the object to use
  5747. * @returns a boolean
  5748. */
  5749. static HasTags(obj: any): boolean;
  5750. /**
  5751. * Gets the tags available on a given object
  5752. * @param obj defines the object to use
  5753. * @param asString defines if the tags must be returned as a string instead of an array of strings
  5754. * @returns the tags
  5755. */
  5756. static GetTags(obj: any, asString?: boolean): any;
  5757. /**
  5758. * Adds tags to an object
  5759. * @param obj defines the object to use
  5760. * @param tagsString defines the tag string. The tags 'true' and 'false' are reserved and cannot be used as tags.
  5761. * A tag cannot start with '||', '&&', and '!'. It cannot contain whitespaces
  5762. */
  5763. static AddTagsTo(obj: any, tagsString: string): void;
  5764. /**
  5765. * @hidden
  5766. */
  5767. static _AddTagTo(obj: any, tag: string): void;
  5768. /**
  5769. * Removes specific tags from a specific object
  5770. * @param obj defines the object to use
  5771. * @param tagsString defines the tags to remove
  5772. */
  5773. static RemoveTagsFrom(obj: any, tagsString: string): void;
  5774. /**
  5775. * @hidden
  5776. */
  5777. static _RemoveTagFrom(obj: any, tag: string): void;
  5778. /**
  5779. * Defines if tags hosted on an object match a given query
  5780. * @param obj defines the object to use
  5781. * @param tagsQuery defines the tag query
  5782. * @returns a boolean
  5783. */
  5784. static MatchesQuery(obj: any, tagsQuery: string): boolean;
  5785. }
  5786. }
  5787. declare module "babylonjs/Maths/math.path" {
  5788. import { DeepImmutable, Nullable } from "babylonjs/types";
  5789. import { Vector2, Vector3 } from "babylonjs/Maths/math.vector";
  5790. /**
  5791. * Defines potential orientation for back face culling
  5792. */
  5793. export enum Orientation {
  5794. /**
  5795. * Clockwise
  5796. */
  5797. CW = 0,
  5798. /** Counter clockwise */
  5799. CCW = 1
  5800. }
  5801. /** Class used to represent a Bezier curve */
  5802. export class BezierCurve {
  5803. /**
  5804. * Returns the cubic Bezier interpolated value (float) at "t" (float) from the given x1, y1, x2, y2 floats
  5805. * @param t defines the time
  5806. * @param x1 defines the left coordinate on X axis
  5807. * @param y1 defines the left coordinate on Y axis
  5808. * @param x2 defines the right coordinate on X axis
  5809. * @param y2 defines the right coordinate on Y axis
  5810. * @returns the interpolated value
  5811. */
  5812. static Interpolate(t: number, x1: number, y1: number, x2: number, y2: number): number;
  5813. }
  5814. /**
  5815. * Defines angle representation
  5816. */
  5817. export class Angle {
  5818. private _radians;
  5819. /**
  5820. * Creates an Angle object of "radians" radians (float).
  5821. * @param radians the angle in radians
  5822. */
  5823. constructor(radians: number);
  5824. /**
  5825. * Get value in degrees
  5826. * @returns the Angle value in degrees (float)
  5827. */
  5828. degrees(): number;
  5829. /**
  5830. * Get value in radians
  5831. * @returns the Angle value in radians (float)
  5832. */
  5833. radians(): number;
  5834. /**
  5835. * Gets a new Angle object valued with the angle value in radians between the two given vectors
  5836. * @param a defines first vector
  5837. * @param b defines second vector
  5838. * @returns a new Angle
  5839. */
  5840. static BetweenTwoPoints(a: DeepImmutable<Vector2>, b: DeepImmutable<Vector2>): Angle;
  5841. /**
  5842. * Gets a new Angle object from the given float in radians
  5843. * @param radians defines the angle value in radians
  5844. * @returns a new Angle
  5845. */
  5846. static FromRadians(radians: number): Angle;
  5847. /**
  5848. * Gets a new Angle object from the given float in degrees
  5849. * @param degrees defines the angle value in degrees
  5850. * @returns a new Angle
  5851. */
  5852. static FromDegrees(degrees: number): Angle;
  5853. }
  5854. /**
  5855. * This represents an arc in a 2d space.
  5856. */
  5857. export class Arc2 {
  5858. /** Defines the start point of the arc */
  5859. startPoint: Vector2;
  5860. /** Defines the mid point of the arc */
  5861. midPoint: Vector2;
  5862. /** Defines the end point of the arc */
  5863. endPoint: Vector2;
  5864. /**
  5865. * Defines the center point of the arc.
  5866. */
  5867. centerPoint: Vector2;
  5868. /**
  5869. * Defines the radius of the arc.
  5870. */
  5871. radius: number;
  5872. /**
  5873. * Defines the angle of the arc (from mid point to end point).
  5874. */
  5875. angle: Angle;
  5876. /**
  5877. * Defines the start angle of the arc (from start point to middle point).
  5878. */
  5879. startAngle: Angle;
  5880. /**
  5881. * Defines the orientation of the arc (clock wise/counter clock wise).
  5882. */
  5883. orientation: Orientation;
  5884. /**
  5885. * Creates an Arc object from the three given points : start, middle and end.
  5886. * @param startPoint Defines the start point of the arc
  5887. * @param midPoint Defines the midlle point of the arc
  5888. * @param endPoint Defines the end point of the arc
  5889. */
  5890. constructor(
  5891. /** Defines the start point of the arc */
  5892. startPoint: Vector2,
  5893. /** Defines the mid point of the arc */
  5894. midPoint: Vector2,
  5895. /** Defines the end point of the arc */
  5896. endPoint: Vector2);
  5897. }
  5898. /**
  5899. * Represents a 2D path made up of multiple 2D points
  5900. */
  5901. export class Path2 {
  5902. private _points;
  5903. private _length;
  5904. /**
  5905. * If the path start and end point are the same
  5906. */
  5907. closed: boolean;
  5908. /**
  5909. * Creates a Path2 object from the starting 2D coordinates x and y.
  5910. * @param x the starting points x value
  5911. * @param y the starting points y value
  5912. */
  5913. constructor(x: number, y: number);
  5914. /**
  5915. * Adds a new segment until the given coordinates (x, y) to the current Path2.
  5916. * @param x the added points x value
  5917. * @param y the added points y value
  5918. * @returns the updated Path2.
  5919. */
  5920. addLineTo(x: number, y: number): Path2;
  5921. /**
  5922. * 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.
  5923. * @param midX middle point x value
  5924. * @param midY middle point y value
  5925. * @param endX end point x value
  5926. * @param endY end point y value
  5927. * @param numberOfSegments (default: 36)
  5928. * @returns the updated Path2.
  5929. */
  5930. addArcTo(midX: number, midY: number, endX: number, endY: number, numberOfSegments?: number): Path2;
  5931. /**
  5932. * Closes the Path2.
  5933. * @returns the Path2.
  5934. */
  5935. close(): Path2;
  5936. /**
  5937. * Gets the sum of the distance between each sequential point in the path
  5938. * @returns the Path2 total length (float).
  5939. */
  5940. length(): number;
  5941. /**
  5942. * Gets the points which construct the path
  5943. * @returns the Path2 internal array of points.
  5944. */
  5945. getPoints(): Vector2[];
  5946. /**
  5947. * Retreives the point at the distance aways from the starting point
  5948. * @param normalizedLengthPosition the length along the path to retreive the point from
  5949. * @returns a new Vector2 located at a percentage of the Path2 total length on this path.
  5950. */
  5951. getPointAtLengthPosition(normalizedLengthPosition: number): Vector2;
  5952. /**
  5953. * Creates a new path starting from an x and y position
  5954. * @param x starting x value
  5955. * @param y starting y value
  5956. * @returns a new Path2 starting at the coordinates (x, y).
  5957. */
  5958. static StartingAt(x: number, y: number): Path2;
  5959. }
  5960. /**
  5961. * Represents a 3D path made up of multiple 3D points
  5962. */
  5963. export class Path3D {
  5964. /**
  5965. * an array of Vector3, the curve axis of the Path3D
  5966. */
  5967. path: Vector3[];
  5968. private _curve;
  5969. private _distances;
  5970. private _tangents;
  5971. private _normals;
  5972. private _binormals;
  5973. private _raw;
  5974. /**
  5975. * new Path3D(path, normal, raw)
  5976. * Creates a Path3D. A Path3D is a logical math object, so not a mesh.
  5977. * please read the description in the tutorial : https://doc.babylonjs.com/how_to/how_to_use_path3d
  5978. * @param path an array of Vector3, the curve axis of the Path3D
  5979. * @param firstNormal (options) Vector3, the first wanted normal to the curve. Ex (0, 1, 0) for a vertical normal.
  5980. * @param raw (optional, default false) : boolean, if true the returned Path3D isn't normalized. Useful to depict path acceleration or speed.
  5981. */
  5982. constructor(
  5983. /**
  5984. * an array of Vector3, the curve axis of the Path3D
  5985. */
  5986. path: Vector3[], firstNormal?: Nullable<Vector3>, raw?: boolean);
  5987. /**
  5988. * Returns the Path3D array of successive Vector3 designing its curve.
  5989. * @returns the Path3D array of successive Vector3 designing its curve.
  5990. */
  5991. getCurve(): Vector3[];
  5992. /**
  5993. * Returns an array populated with tangent vectors on each Path3D curve point.
  5994. * @returns an array populated with tangent vectors on each Path3D curve point.
  5995. */
  5996. getTangents(): Vector3[];
  5997. /**
  5998. * Returns an array populated with normal vectors on each Path3D curve point.
  5999. * @returns an array populated with normal vectors on each Path3D curve point.
  6000. */
  6001. getNormals(): Vector3[];
  6002. /**
  6003. * Returns an array populated with binormal vectors on each Path3D curve point.
  6004. * @returns an array populated with binormal vectors on each Path3D curve point.
  6005. */
  6006. getBinormals(): Vector3[];
  6007. /**
  6008. * Returns an array populated with distances (float) of the i-th point from the first curve point.
  6009. * @returns an array populated with distances (float) of the i-th point from the first curve point.
  6010. */
  6011. getDistances(): number[];
  6012. /**
  6013. * Forces the Path3D tangent, normal, binormal and distance recomputation.
  6014. * @param path path which all values are copied into the curves points
  6015. * @param firstNormal which should be projected onto the curve
  6016. * @returns the same object updated.
  6017. */
  6018. update(path: Vector3[], firstNormal?: Nullable<Vector3>): Path3D;
  6019. private _compute;
  6020. private _getFirstNonNullVector;
  6021. private _getLastNonNullVector;
  6022. private _normalVector;
  6023. }
  6024. /**
  6025. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  6026. * A Curve3 is designed from a series of successive Vector3.
  6027. * @see https://doc.babylonjs.com/how_to/how_to_use_curve3
  6028. */
  6029. export class Curve3 {
  6030. private _points;
  6031. private _length;
  6032. /**
  6033. * Returns a Curve3 object along a Quadratic Bezier curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#quadratic-bezier-curve
  6034. * @param v0 (Vector3) the origin point of the Quadratic Bezier
  6035. * @param v1 (Vector3) the control point
  6036. * @param v2 (Vector3) the end point of the Quadratic Bezier
  6037. * @param nbPoints (integer) the wanted number of points in the curve
  6038. * @returns the created Curve3
  6039. */
  6040. static CreateQuadraticBezier(v0: DeepImmutable<Vector3>, v1: DeepImmutable<Vector3>, v2: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  6041. /**
  6042. * Returns a Curve3 object along a Cubic Bezier curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#cubic-bezier-curve
  6043. * @param v0 (Vector3) the origin point of the Cubic Bezier
  6044. * @param v1 (Vector3) the first control point
  6045. * @param v2 (Vector3) the second control point
  6046. * @param v3 (Vector3) the end point of the Cubic Bezier
  6047. * @param nbPoints (integer) the wanted number of points in the curve
  6048. * @returns the created Curve3
  6049. */
  6050. static CreateCubicBezier(v0: DeepImmutable<Vector3>, v1: DeepImmutable<Vector3>, v2: DeepImmutable<Vector3>, v3: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  6051. /**
  6052. * Returns a Curve3 object along a Hermite Spline curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#hermite-spline
  6053. * @param p1 (Vector3) the origin point of the Hermite Spline
  6054. * @param t1 (Vector3) the tangent vector at the origin point
  6055. * @param p2 (Vector3) the end point of the Hermite Spline
  6056. * @param t2 (Vector3) the tangent vector at the end point
  6057. * @param nbPoints (integer) the wanted number of points in the curve
  6058. * @returns the created Curve3
  6059. */
  6060. static CreateHermiteSpline(p1: DeepImmutable<Vector3>, t1: DeepImmutable<Vector3>, p2: DeepImmutable<Vector3>, t2: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  6061. /**
  6062. * Returns a Curve3 object along a CatmullRom Spline curve :
  6063. * @param points (array of Vector3) the points the spline must pass through. At least, four points required
  6064. * @param nbPoints (integer) the wanted number of points between each curve control points
  6065. * @param closed (boolean) optional with default false, when true forms a closed loop from the points
  6066. * @returns the created Curve3
  6067. */
  6068. static CreateCatmullRomSpline(points: DeepImmutable<Vector3[]>, nbPoints: number, closed?: boolean): Curve3;
  6069. /**
  6070. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  6071. * A Curve3 is designed from a series of successive Vector3.
  6072. * Tuto : https://doc.babylonjs.com/how_to/how_to_use_curve3#curve3-object
  6073. * @param points points which make up the curve
  6074. */
  6075. constructor(points: Vector3[]);
  6076. /**
  6077. * @returns the Curve3 stored array of successive Vector3
  6078. */
  6079. getPoints(): Vector3[];
  6080. /**
  6081. * @returns the computed length (float) of the curve.
  6082. */
  6083. length(): number;
  6084. /**
  6085. * Returns a new instance of Curve3 object : var curve = curveA.continue(curveB);
  6086. * This new Curve3 is built by translating and sticking the curveB at the end of the curveA.
  6087. * curveA and curveB keep unchanged.
  6088. * @param curve the curve to continue from this curve
  6089. * @returns the newly constructed curve
  6090. */
  6091. continue(curve: DeepImmutable<Curve3>): Curve3;
  6092. private _computeLength;
  6093. }
  6094. }
  6095. declare module "babylonjs/Animations/easing" {
  6096. /**
  6097. * This represents the main contract an easing function should follow.
  6098. * Easing functions are used throughout the animation system.
  6099. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6100. */
  6101. export interface IEasingFunction {
  6102. /**
  6103. * Given an input gradient between 0 and 1, this returns the corrseponding value
  6104. * of the easing function.
  6105. * The link below provides some of the most common examples of easing functions.
  6106. * @see https://easings.net/
  6107. * @param gradient Defines the value between 0 and 1 we want the easing value for
  6108. * @returns the corresponding value on the curve defined by the easing function
  6109. */
  6110. ease(gradient: number): number;
  6111. }
  6112. /**
  6113. * Base class used for every default easing function.
  6114. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6115. */
  6116. export class EasingFunction implements IEasingFunction {
  6117. /**
  6118. * Interpolation follows the mathematical formula associated with the easing function.
  6119. */
  6120. static readonly EASINGMODE_EASEIN: number;
  6121. /**
  6122. * Interpolation follows 100% interpolation minus the output of the formula associated with the easing function.
  6123. */
  6124. static readonly EASINGMODE_EASEOUT: number;
  6125. /**
  6126. * Interpolation uses EaseIn for the first half of the animation and EaseOut for the second half.
  6127. */
  6128. static readonly EASINGMODE_EASEINOUT: number;
  6129. private _easingMode;
  6130. /**
  6131. * Sets the easing mode of the current function.
  6132. * @param easingMode Defines the willing mode (EASINGMODE_EASEIN, EASINGMODE_EASEOUT or EASINGMODE_EASEINOUT)
  6133. */
  6134. setEasingMode(easingMode: number): void;
  6135. /**
  6136. * Gets the current easing mode.
  6137. * @returns the easing mode
  6138. */
  6139. getEasingMode(): number;
  6140. /**
  6141. * @hidden
  6142. */
  6143. easeInCore(gradient: number): number;
  6144. /**
  6145. * Given an input gradient between 0 and 1, this returns the corresponding value
  6146. * of the easing function.
  6147. * @param gradient Defines the value between 0 and 1 we want the easing value for
  6148. * @returns the corresponding value on the curve defined by the easing function
  6149. */
  6150. ease(gradient: number): number;
  6151. }
  6152. /**
  6153. * Easing function with a circle shape (see link below).
  6154. * @see https://easings.net/#easeInCirc
  6155. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6156. */
  6157. export class CircleEase extends EasingFunction implements IEasingFunction {
  6158. /** @hidden */
  6159. easeInCore(gradient: number): number;
  6160. }
  6161. /**
  6162. * Easing function with a ease back shape (see link below).
  6163. * @see https://easings.net/#easeInBack
  6164. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6165. */
  6166. export class BackEase extends EasingFunction implements IEasingFunction {
  6167. /** Defines the amplitude of the function */
  6168. amplitude: number;
  6169. /**
  6170. * Instantiates a back ease easing
  6171. * @see https://easings.net/#easeInBack
  6172. * @param amplitude Defines the amplitude of the function
  6173. */
  6174. constructor(
  6175. /** Defines the amplitude of the function */
  6176. amplitude?: number);
  6177. /** @hidden */
  6178. easeInCore(gradient: number): number;
  6179. }
  6180. /**
  6181. * Easing function with a bouncing shape (see link below).
  6182. * @see https://easings.net/#easeInBounce
  6183. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6184. */
  6185. export class BounceEase extends EasingFunction implements IEasingFunction {
  6186. /** Defines the number of bounces */
  6187. bounces: number;
  6188. /** Defines the amplitude of the bounce */
  6189. bounciness: number;
  6190. /**
  6191. * Instantiates a bounce easing
  6192. * @see https://easings.net/#easeInBounce
  6193. * @param bounces Defines the number of bounces
  6194. * @param bounciness Defines the amplitude of the bounce
  6195. */
  6196. constructor(
  6197. /** Defines the number of bounces */
  6198. bounces?: number,
  6199. /** Defines the amplitude of the bounce */
  6200. bounciness?: number);
  6201. /** @hidden */
  6202. easeInCore(gradient: number): number;
  6203. }
  6204. /**
  6205. * Easing function with a power of 3 shape (see link below).
  6206. * @see https://easings.net/#easeInCubic
  6207. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6208. */
  6209. export class CubicEase extends EasingFunction implements IEasingFunction {
  6210. /** @hidden */
  6211. easeInCore(gradient: number): number;
  6212. }
  6213. /**
  6214. * Easing function with an elastic shape (see link below).
  6215. * @see https://easings.net/#easeInElastic
  6216. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6217. */
  6218. export class ElasticEase extends EasingFunction implements IEasingFunction {
  6219. /** Defines the number of oscillations*/
  6220. oscillations: number;
  6221. /** Defines the amplitude of the oscillations*/
  6222. springiness: number;
  6223. /**
  6224. * Instantiates an elastic easing function
  6225. * @see https://easings.net/#easeInElastic
  6226. * @param oscillations Defines the number of oscillations
  6227. * @param springiness Defines the amplitude of the oscillations
  6228. */
  6229. constructor(
  6230. /** Defines the number of oscillations*/
  6231. oscillations?: number,
  6232. /** Defines the amplitude of the oscillations*/
  6233. springiness?: number);
  6234. /** @hidden */
  6235. easeInCore(gradient: number): number;
  6236. }
  6237. /**
  6238. * Easing function with an exponential shape (see link below).
  6239. * @see https://easings.net/#easeInExpo
  6240. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6241. */
  6242. export class ExponentialEase extends EasingFunction implements IEasingFunction {
  6243. /** Defines the exponent of the function */
  6244. exponent: number;
  6245. /**
  6246. * Instantiates an exponential easing function
  6247. * @see https://easings.net/#easeInExpo
  6248. * @param exponent Defines the exponent of the function
  6249. */
  6250. constructor(
  6251. /** Defines the exponent of the function */
  6252. exponent?: number);
  6253. /** @hidden */
  6254. easeInCore(gradient: number): number;
  6255. }
  6256. /**
  6257. * Easing function with a power shape (see link below).
  6258. * @see https://easings.net/#easeInQuad
  6259. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6260. */
  6261. export class PowerEase extends EasingFunction implements IEasingFunction {
  6262. /** Defines the power of the function */
  6263. power: number;
  6264. /**
  6265. * Instantiates an power base easing function
  6266. * @see https://easings.net/#easeInQuad
  6267. * @param power Defines the power of the function
  6268. */
  6269. constructor(
  6270. /** Defines the power of the function */
  6271. power?: number);
  6272. /** @hidden */
  6273. easeInCore(gradient: number): number;
  6274. }
  6275. /**
  6276. * Easing function with a power of 2 shape (see link below).
  6277. * @see https://easings.net/#easeInQuad
  6278. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6279. */
  6280. export class QuadraticEase extends EasingFunction implements IEasingFunction {
  6281. /** @hidden */
  6282. easeInCore(gradient: number): number;
  6283. }
  6284. /**
  6285. * Easing function with a power of 4 shape (see link below).
  6286. * @see https://easings.net/#easeInQuart
  6287. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6288. */
  6289. export class QuarticEase extends EasingFunction implements IEasingFunction {
  6290. /** @hidden */
  6291. easeInCore(gradient: number): number;
  6292. }
  6293. /**
  6294. * Easing function with a power of 5 shape (see link below).
  6295. * @see https://easings.net/#easeInQuint
  6296. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6297. */
  6298. export class QuinticEase extends EasingFunction implements IEasingFunction {
  6299. /** @hidden */
  6300. easeInCore(gradient: number): number;
  6301. }
  6302. /**
  6303. * Easing function with a sin shape (see link below).
  6304. * @see https://easings.net/#easeInSine
  6305. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6306. */
  6307. export class SineEase extends EasingFunction implements IEasingFunction {
  6308. /** @hidden */
  6309. easeInCore(gradient: number): number;
  6310. }
  6311. /**
  6312. * Easing function with a bezier shape (see link below).
  6313. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  6314. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6315. */
  6316. export class BezierCurveEase extends EasingFunction implements IEasingFunction {
  6317. /** Defines the x component of the start tangent in the bezier curve */
  6318. x1: number;
  6319. /** Defines the y component of the start tangent in the bezier curve */
  6320. y1: number;
  6321. /** Defines the x component of the end tangent in the bezier curve */
  6322. x2: number;
  6323. /** Defines the y component of the end tangent in the bezier curve */
  6324. y2: number;
  6325. /**
  6326. * Instantiates a bezier function
  6327. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  6328. * @param x1 Defines the x component of the start tangent in the bezier curve
  6329. * @param y1 Defines the y component of the start tangent in the bezier curve
  6330. * @param x2 Defines the x component of the end tangent in the bezier curve
  6331. * @param y2 Defines the y component of the end tangent in the bezier curve
  6332. */
  6333. constructor(
  6334. /** Defines the x component of the start tangent in the bezier curve */
  6335. x1?: number,
  6336. /** Defines the y component of the start tangent in the bezier curve */
  6337. y1?: number,
  6338. /** Defines the x component of the end tangent in the bezier curve */
  6339. x2?: number,
  6340. /** Defines the y component of the end tangent in the bezier curve */
  6341. y2?: number);
  6342. /** @hidden */
  6343. easeInCore(gradient: number): number;
  6344. }
  6345. }
  6346. declare module "babylonjs/Animations/animationKey" {
  6347. /**
  6348. * Defines an interface which represents an animation key frame
  6349. */
  6350. export interface IAnimationKey {
  6351. /**
  6352. * Frame of the key frame
  6353. */
  6354. frame: number;
  6355. /**
  6356. * Value at the specifies key frame
  6357. */
  6358. value: any;
  6359. /**
  6360. * The input tangent for the cubic hermite spline
  6361. */
  6362. inTangent?: any;
  6363. /**
  6364. * The output tangent for the cubic hermite spline
  6365. */
  6366. outTangent?: any;
  6367. /**
  6368. * The animation interpolation type
  6369. */
  6370. interpolation?: AnimationKeyInterpolation;
  6371. }
  6372. /**
  6373. * Enum for the animation key frame interpolation type
  6374. */
  6375. export enum AnimationKeyInterpolation {
  6376. /**
  6377. * Do not interpolate between keys and use the start key value only. Tangents are ignored
  6378. */
  6379. STEP = 1
  6380. }
  6381. }
  6382. declare module "babylonjs/Animations/animationRange" {
  6383. /**
  6384. * Represents the range of an animation
  6385. */
  6386. export class AnimationRange {
  6387. /**The name of the animation range**/
  6388. name: string;
  6389. /**The starting frame of the animation */
  6390. from: number;
  6391. /**The ending frame of the animation*/
  6392. to: number;
  6393. /**
  6394. * Initializes the range of an animation
  6395. * @param name The name of the animation range
  6396. * @param from The starting frame of the animation
  6397. * @param to The ending frame of the animation
  6398. */
  6399. constructor(
  6400. /**The name of the animation range**/
  6401. name: string,
  6402. /**The starting frame of the animation */
  6403. from: number,
  6404. /**The ending frame of the animation*/
  6405. to: number);
  6406. /**
  6407. * Makes a copy of the animation range
  6408. * @returns A copy of the animation range
  6409. */
  6410. clone(): AnimationRange;
  6411. }
  6412. }
  6413. declare module "babylonjs/Animations/animationEvent" {
  6414. /**
  6415. * Composed of a frame, and an action function
  6416. */
  6417. export class AnimationEvent {
  6418. /** The frame for which the event is triggered **/
  6419. frame: number;
  6420. /** The event to perform when triggered **/
  6421. action: (currentFrame: number) => void;
  6422. /** Specifies if the event should be triggered only once**/
  6423. onlyOnce?: boolean | undefined;
  6424. /**
  6425. * Specifies if the animation event is done
  6426. */
  6427. isDone: boolean;
  6428. /**
  6429. * Initializes the animation event
  6430. * @param frame The frame for which the event is triggered
  6431. * @param action The event to perform when triggered
  6432. * @param onlyOnce Specifies if the event should be triggered only once
  6433. */
  6434. constructor(
  6435. /** The frame for which the event is triggered **/
  6436. frame: number,
  6437. /** The event to perform when triggered **/
  6438. action: (currentFrame: number) => void,
  6439. /** Specifies if the event should be triggered only once**/
  6440. onlyOnce?: boolean | undefined);
  6441. /** @hidden */
  6442. _clone(): AnimationEvent;
  6443. }
  6444. }
  6445. declare module "babylonjs/Behaviors/behavior" {
  6446. import { Nullable } from "babylonjs/types";
  6447. /**
  6448. * Interface used to define a behavior
  6449. */
  6450. export interface Behavior<T> {
  6451. /** gets or sets behavior's name */
  6452. name: string;
  6453. /**
  6454. * Function called when the behavior needs to be initialized (after attaching it to a target)
  6455. */
  6456. init(): void;
  6457. /**
  6458. * Called when the behavior is attached to a target
  6459. * @param target defines the target where the behavior is attached to
  6460. */
  6461. attach(target: T): void;
  6462. /**
  6463. * Called when the behavior is detached from its target
  6464. */
  6465. detach(): void;
  6466. }
  6467. /**
  6468. * Interface implemented by classes supporting behaviors
  6469. */
  6470. export interface IBehaviorAware<T> {
  6471. /**
  6472. * Attach a behavior
  6473. * @param behavior defines the behavior to attach
  6474. * @returns the current host
  6475. */
  6476. addBehavior(behavior: Behavior<T>): T;
  6477. /**
  6478. * Remove a behavior from the current object
  6479. * @param behavior defines the behavior to detach
  6480. * @returns the current host
  6481. */
  6482. removeBehavior(behavior: Behavior<T>): T;
  6483. /**
  6484. * Gets a behavior using its name to search
  6485. * @param name defines the name to search
  6486. * @returns the behavior or null if not found
  6487. */
  6488. getBehaviorByName(name: string): Nullable<Behavior<T>>;
  6489. }
  6490. }
  6491. declare module "babylonjs/Misc/smartArray" {
  6492. /**
  6493. * Defines an array and its length.
  6494. * It can be helpfull to group result from both Arrays and smart arrays in one structure.
  6495. */
  6496. export interface ISmartArrayLike<T> {
  6497. /**
  6498. * The data of the array.
  6499. */
  6500. data: Array<T>;
  6501. /**
  6502. * The active length of the array.
  6503. */
  6504. length: number;
  6505. }
  6506. /**
  6507. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  6508. */
  6509. export class SmartArray<T> implements ISmartArrayLike<T> {
  6510. /**
  6511. * The full set of data from the array.
  6512. */
  6513. data: Array<T>;
  6514. /**
  6515. * The active length of the array.
  6516. */
  6517. length: number;
  6518. protected _id: number;
  6519. /**
  6520. * Instantiates a Smart Array.
  6521. * @param capacity defines the default capacity of the array.
  6522. */
  6523. constructor(capacity: number);
  6524. /**
  6525. * Pushes a value at the end of the active data.
  6526. * @param value defines the object to push in the array.
  6527. */
  6528. push(value: T): void;
  6529. /**
  6530. * Iterates over the active data and apply the lambda to them.
  6531. * @param func defines the action to apply on each value.
  6532. */
  6533. forEach(func: (content: T) => void): void;
  6534. /**
  6535. * Sorts the full sets of data.
  6536. * @param compareFn defines the comparison function to apply.
  6537. */
  6538. sort(compareFn: (a: T, b: T) => number): void;
  6539. /**
  6540. * Resets the active data to an empty array.
  6541. */
  6542. reset(): void;
  6543. /**
  6544. * Releases all the data from the array as well as the array.
  6545. */
  6546. dispose(): void;
  6547. /**
  6548. * Concats the active data with a given array.
  6549. * @param array defines the data to concatenate with.
  6550. */
  6551. concat(array: any): void;
  6552. /**
  6553. * Returns the position of a value in the active data.
  6554. * @param value defines the value to find the index for
  6555. * @returns the index if found in the active data otherwise -1
  6556. */
  6557. indexOf(value: T): number;
  6558. /**
  6559. * Returns whether an element is part of the active data.
  6560. * @param value defines the value to look for
  6561. * @returns true if found in the active data otherwise false
  6562. */
  6563. contains(value: T): boolean;
  6564. private static _GlobalId;
  6565. }
  6566. /**
  6567. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  6568. * The data in this array can only be present once
  6569. */
  6570. export class SmartArrayNoDuplicate<T> extends SmartArray<T> {
  6571. private _duplicateId;
  6572. /**
  6573. * Pushes a value at the end of the active data.
  6574. * THIS DOES NOT PREVENT DUPPLICATE DATA
  6575. * @param value defines the object to push in the array.
  6576. */
  6577. push(value: T): void;
  6578. /**
  6579. * Pushes a value at the end of the active data.
  6580. * If the data is already present, it won t be added again
  6581. * @param value defines the object to push in the array.
  6582. * @returns true if added false if it was already present
  6583. */
  6584. pushNoDuplicate(value: T): boolean;
  6585. /**
  6586. * Resets the active data to an empty array.
  6587. */
  6588. reset(): void;
  6589. /**
  6590. * Concats the active data with a given array.
  6591. * This ensures no dupplicate will be present in the result.
  6592. * @param array defines the data to concatenate with.
  6593. */
  6594. concatWithNoDuplicate(array: any): void;
  6595. }
  6596. }
  6597. declare module "babylonjs/Cameras/cameraInputsManager" {
  6598. import { Nullable } from "babylonjs/types";
  6599. import { Camera } from "babylonjs/Cameras/camera";
  6600. /**
  6601. * @ignore
  6602. * This is a list of all the different input types that are available in the application.
  6603. * Fo instance: ArcRotateCameraGamepadInput...
  6604. */
  6605. export var CameraInputTypes: {};
  6606. /**
  6607. * This is the contract to implement in order to create a new input class.
  6608. * Inputs are dealing with listening to user actions and moving the camera accordingly.
  6609. */
  6610. export interface ICameraInput<TCamera extends Camera> {
  6611. /**
  6612. * Defines the camera the input is attached to.
  6613. */
  6614. camera: Nullable<TCamera>;
  6615. /**
  6616. * Gets the class name of the current intput.
  6617. * @returns the class name
  6618. */
  6619. getClassName(): string;
  6620. /**
  6621. * Get the friendly name associated with the input class.
  6622. * @returns the input friendly name
  6623. */
  6624. getSimpleName(): string;
  6625. /**
  6626. * Attach the input controls to a specific dom element to get the input from.
  6627. * @param element Defines the element the controls should be listened from
  6628. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  6629. */
  6630. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  6631. /**
  6632. * Detach the current controls from the specified dom element.
  6633. * @param element Defines the element to stop listening the inputs from
  6634. */
  6635. detachControl(element: Nullable<HTMLElement>): void;
  6636. /**
  6637. * Update the current camera state depending on the inputs that have been used this frame.
  6638. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  6639. */
  6640. checkInputs?: () => void;
  6641. }
  6642. /**
  6643. * Represents a map of input types to input instance or input index to input instance.
  6644. */
  6645. export interface CameraInputsMap<TCamera extends Camera> {
  6646. /**
  6647. * Accessor to the input by input type.
  6648. */
  6649. [name: string]: ICameraInput<TCamera>;
  6650. /**
  6651. * Accessor to the input by input index.
  6652. */
  6653. [idx: number]: ICameraInput<TCamera>;
  6654. }
  6655. /**
  6656. * This represents the input manager used within a camera.
  6657. * It helps dealing with all the different kind of input attached to a camera.
  6658. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  6659. */
  6660. export class CameraInputsManager<TCamera extends Camera> {
  6661. /**
  6662. * Defines the list of inputs attahed to the camera.
  6663. */
  6664. attached: CameraInputsMap<TCamera>;
  6665. /**
  6666. * Defines the dom element the camera is collecting inputs from.
  6667. * This is null if the controls have not been attached.
  6668. */
  6669. attachedElement: Nullable<HTMLElement>;
  6670. /**
  6671. * Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  6672. */
  6673. noPreventDefault: boolean;
  6674. /**
  6675. * Defined the camera the input manager belongs to.
  6676. */
  6677. camera: TCamera;
  6678. /**
  6679. * Update the current camera state depending on the inputs that have been used this frame.
  6680. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  6681. */
  6682. checkInputs: () => void;
  6683. /**
  6684. * Instantiate a new Camera Input Manager.
  6685. * @param camera Defines the camera the input manager blongs to
  6686. */
  6687. constructor(camera: TCamera);
  6688. /**
  6689. * Add an input method to a camera
  6690. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  6691. * @param input camera input method
  6692. */
  6693. add(input: ICameraInput<TCamera>): void;
  6694. /**
  6695. * Remove a specific input method from a camera
  6696. * example: camera.inputs.remove(camera.inputs.attached.mouse);
  6697. * @param inputToRemove camera input method
  6698. */
  6699. remove(inputToRemove: ICameraInput<TCamera>): void;
  6700. /**
  6701. * Remove a specific input type from a camera
  6702. * example: camera.inputs.remove("ArcRotateCameraGamepadInput");
  6703. * @param inputType the type of the input to remove
  6704. */
  6705. removeByType(inputType: string): void;
  6706. private _addCheckInputs;
  6707. /**
  6708. * Attach the input controls to the currently attached dom element to listen the events from.
  6709. * @param input Defines the input to attach
  6710. */
  6711. attachInput(input: ICameraInput<TCamera>): void;
  6712. /**
  6713. * Attach the current manager inputs controls to a specific dom element to listen the events from.
  6714. * @param element Defines the dom element to collect the events from
  6715. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  6716. */
  6717. attachElement(element: HTMLElement, noPreventDefault?: boolean): void;
  6718. /**
  6719. * Detach the current manager inputs controls from a specific dom element.
  6720. * @param element Defines the dom element to collect the events from
  6721. * @param disconnect Defines whether the input should be removed from the current list of attached inputs
  6722. */
  6723. detachElement(element: HTMLElement, disconnect?: boolean): void;
  6724. /**
  6725. * Rebuild the dynamic inputCheck function from the current list of
  6726. * defined inputs in the manager.
  6727. */
  6728. rebuildInputCheck(): void;
  6729. /**
  6730. * Remove all attached input methods from a camera
  6731. */
  6732. clear(): void;
  6733. /**
  6734. * Serialize the current input manager attached to a camera.
  6735. * This ensures than once parsed,
  6736. * the input associated to the camera will be identical to the current ones
  6737. * @param serializedCamera Defines the camera serialization JSON the input serialization should write to
  6738. */
  6739. serialize(serializedCamera: any): void;
  6740. /**
  6741. * Parses an input manager serialized JSON to restore the previous list of inputs
  6742. * and states associated to a camera.
  6743. * @param parsedCamera Defines the JSON to parse
  6744. */
  6745. parse(parsedCamera: any): void;
  6746. }
  6747. }
  6748. declare module "babylonjs/Collisions/intersectionInfo" {
  6749. import { Nullable } from "babylonjs/types";
  6750. /**
  6751. * @hidden
  6752. */
  6753. export class IntersectionInfo {
  6754. bu: Nullable<number>;
  6755. bv: Nullable<number>;
  6756. distance: number;
  6757. faceId: number;
  6758. subMeshId: number;
  6759. constructor(bu: Nullable<number>, bv: Nullable<number>, distance: number);
  6760. }
  6761. }
  6762. declare module "babylonjs/Maths/math.plane" {
  6763. import { DeepImmutable } from "babylonjs/types";
  6764. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  6765. /**
  6766. * Represens a plane by the equation ax + by + cz + d = 0
  6767. */
  6768. export class Plane {
  6769. private static _TmpMatrix;
  6770. /**
  6771. * Normal of the plane (a,b,c)
  6772. */
  6773. normal: Vector3;
  6774. /**
  6775. * d component of the plane
  6776. */
  6777. d: number;
  6778. /**
  6779. * Creates a Plane object according to the given floats a, b, c, d and the plane equation : ax + by + cz + d = 0
  6780. * @param a a component of the plane
  6781. * @param b b component of the plane
  6782. * @param c c component of the plane
  6783. * @param d d component of the plane
  6784. */
  6785. constructor(a: number, b: number, c: number, d: number);
  6786. /**
  6787. * @returns the plane coordinates as a new array of 4 elements [a, b, c, d].
  6788. */
  6789. asArray(): number[];
  6790. /**
  6791. * @returns a new plane copied from the current Plane.
  6792. */
  6793. clone(): Plane;
  6794. /**
  6795. * @returns the string "Plane".
  6796. */
  6797. getClassName(): string;
  6798. /**
  6799. * @returns the Plane hash code.
  6800. */
  6801. getHashCode(): number;
  6802. /**
  6803. * Normalize the current Plane in place.
  6804. * @returns the updated Plane.
  6805. */
  6806. normalize(): Plane;
  6807. /**
  6808. * Applies a transformation the plane and returns the result
  6809. * @param transformation the transformation matrix to be applied to the plane
  6810. * @returns a new Plane as the result of the transformation of the current Plane by the given matrix.
  6811. */
  6812. transform(transformation: DeepImmutable<Matrix>): Plane;
  6813. /**
  6814. * Calcualtte the dot product between the point and the plane normal
  6815. * @param point point to calculate the dot product with
  6816. * @returns the dot product (float) of the point coordinates and the plane normal.
  6817. */
  6818. dotCoordinate(point: DeepImmutable<Vector3>): number;
  6819. /**
  6820. * Updates the current Plane from the plane defined by the three given points.
  6821. * @param point1 one of the points used to contruct the plane
  6822. * @param point2 one of the points used to contruct the plane
  6823. * @param point3 one of the points used to contruct the plane
  6824. * @returns the updated Plane.
  6825. */
  6826. copyFromPoints(point1: DeepImmutable<Vector3>, point2: DeepImmutable<Vector3>, point3: DeepImmutable<Vector3>): Plane;
  6827. /**
  6828. * Checks if the plane is facing a given direction
  6829. * @param direction the direction to check if the plane is facing
  6830. * @param epsilon value the dot product is compared against (returns true if dot <= epsilon)
  6831. * @returns True is the vector "direction" is the same side than the plane normal.
  6832. */
  6833. isFrontFacingTo(direction: DeepImmutable<Vector3>, epsilon: number): boolean;
  6834. /**
  6835. * Calculates the distance to a point
  6836. * @param point point to calculate distance to
  6837. * @returns the signed distance (float) from the given point to the Plane.
  6838. */
  6839. signedDistanceTo(point: DeepImmutable<Vector3>): number;
  6840. /**
  6841. * Creates a plane from an array
  6842. * @param array the array to create a plane from
  6843. * @returns a new Plane from the given array.
  6844. */
  6845. static FromArray(array: DeepImmutable<ArrayLike<number>>): Plane;
  6846. /**
  6847. * Creates a plane from three points
  6848. * @param point1 point used to create the plane
  6849. * @param point2 point used to create the plane
  6850. * @param point3 point used to create the plane
  6851. * @returns a new Plane defined by the three given points.
  6852. */
  6853. static FromPoints(point1: DeepImmutable<Vector3>, point2: DeepImmutable<Vector3>, point3: DeepImmutable<Vector3>): Plane;
  6854. /**
  6855. * Creates a plane from an origin point and a normal
  6856. * @param origin origin of the plane to be constructed
  6857. * @param normal normal of the plane to be constructed
  6858. * @returns a new Plane the normal vector to this plane at the given origin point.
  6859. * Note : the vector "normal" is updated because normalized.
  6860. */
  6861. static FromPositionAndNormal(origin: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>): Plane;
  6862. /**
  6863. * Calculates the distance from a plane and a point
  6864. * @param origin origin of the plane to be constructed
  6865. * @param normal normal of the plane to be constructed
  6866. * @param point point to calculate distance to
  6867. * @returns the signed distance between the plane defined by the normal vector at the "origin"" point and the given other point.
  6868. */
  6869. static SignedDistanceToPlaneFromPositionAndNormal(origin: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>, point: DeepImmutable<Vector3>): number;
  6870. }
  6871. }
  6872. declare module "babylonjs/Culling/boundingSphere" {
  6873. import { DeepImmutable } from "babylonjs/types";
  6874. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  6875. import { Plane } from "babylonjs/Maths/math.plane";
  6876. /**
  6877. * Class used to store bounding sphere information
  6878. */
  6879. export class BoundingSphere {
  6880. /**
  6881. * Gets the center of the bounding sphere in local space
  6882. */
  6883. readonly center: Vector3;
  6884. /**
  6885. * Radius of the bounding sphere in local space
  6886. */
  6887. radius: number;
  6888. /**
  6889. * Gets the center of the bounding sphere in world space
  6890. */
  6891. readonly centerWorld: Vector3;
  6892. /**
  6893. * Radius of the bounding sphere in world space
  6894. */
  6895. radiusWorld: number;
  6896. /**
  6897. * Gets the minimum vector in local space
  6898. */
  6899. readonly minimum: Vector3;
  6900. /**
  6901. * Gets the maximum vector in local space
  6902. */
  6903. readonly maximum: Vector3;
  6904. private _worldMatrix;
  6905. private static readonly TmpVector3;
  6906. /**
  6907. * Creates a new bounding sphere
  6908. * @param min defines the minimum vector (in local space)
  6909. * @param max defines the maximum vector (in local space)
  6910. * @param worldMatrix defines the new world matrix
  6911. */
  6912. constructor(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  6913. /**
  6914. * Recreates the entire bounding sphere from scratch as if we call the constructor in place
  6915. * @param min defines the new minimum vector (in local space)
  6916. * @param max defines the new maximum vector (in local space)
  6917. * @param worldMatrix defines the new world matrix
  6918. */
  6919. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  6920. /**
  6921. * Scale the current bounding sphere by applying a scale factor
  6922. * @param factor defines the scale factor to apply
  6923. * @returns the current bounding box
  6924. */
  6925. scale(factor: number): BoundingSphere;
  6926. /**
  6927. * Gets the world matrix of the bounding box
  6928. * @returns a matrix
  6929. */
  6930. getWorldMatrix(): DeepImmutable<Matrix>;
  6931. /** @hidden */
  6932. _update(worldMatrix: DeepImmutable<Matrix>): void;
  6933. /**
  6934. * Tests if the bounding sphere is intersecting the frustum planes
  6935. * @param frustumPlanes defines the frustum planes to test
  6936. * @returns true if there is an intersection
  6937. */
  6938. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  6939. /**
  6940. * Tests if the bounding sphere center is in between the frustum planes.
  6941. * Used for optimistic fast inclusion.
  6942. * @param frustumPlanes defines the frustum planes to test
  6943. * @returns true if the sphere center is in between the frustum planes
  6944. */
  6945. isCenterInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  6946. /**
  6947. * Tests if a point is inside the bounding sphere
  6948. * @param point defines the point to test
  6949. * @returns true if the point is inside the bounding sphere
  6950. */
  6951. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  6952. /**
  6953. * Checks if two sphere intersct
  6954. * @param sphere0 sphere 0
  6955. * @param sphere1 sphere 1
  6956. * @returns true if the speres intersect
  6957. */
  6958. static Intersects(sphere0: DeepImmutable<BoundingSphere>, sphere1: DeepImmutable<BoundingSphere>): boolean;
  6959. }
  6960. }
  6961. declare module "babylonjs/Culling/boundingBox" {
  6962. import { DeepImmutable } from "babylonjs/types";
  6963. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  6964. import { BoundingSphere } from "babylonjs/Culling/boundingSphere";
  6965. import { ICullable } from "babylonjs/Culling/boundingInfo";
  6966. import { Plane } from "babylonjs/Maths/math.plane";
  6967. /**
  6968. * Class used to store bounding box information
  6969. */
  6970. export class BoundingBox implements ICullable {
  6971. /**
  6972. * Gets the 8 vectors representing the bounding box in local space
  6973. */
  6974. readonly vectors: Vector3[];
  6975. /**
  6976. * Gets the center of the bounding box in local space
  6977. */
  6978. readonly center: Vector3;
  6979. /**
  6980. * Gets the center of the bounding box in world space
  6981. */
  6982. readonly centerWorld: Vector3;
  6983. /**
  6984. * Gets the extend size in local space
  6985. */
  6986. readonly extendSize: Vector3;
  6987. /**
  6988. * Gets the extend size in world space
  6989. */
  6990. readonly extendSizeWorld: Vector3;
  6991. /**
  6992. * Gets the OBB (object bounding box) directions
  6993. */
  6994. readonly directions: Vector3[];
  6995. /**
  6996. * Gets the 8 vectors representing the bounding box in world space
  6997. */
  6998. readonly vectorsWorld: Vector3[];
  6999. /**
  7000. * Gets the minimum vector in world space
  7001. */
  7002. readonly minimumWorld: Vector3;
  7003. /**
  7004. * Gets the maximum vector in world space
  7005. */
  7006. readonly maximumWorld: Vector3;
  7007. /**
  7008. * Gets the minimum vector in local space
  7009. */
  7010. readonly minimum: Vector3;
  7011. /**
  7012. * Gets the maximum vector in local space
  7013. */
  7014. readonly maximum: Vector3;
  7015. private _worldMatrix;
  7016. private static readonly TmpVector3;
  7017. /**
  7018. * @hidden
  7019. */
  7020. _tag: number;
  7021. /**
  7022. * Creates a new bounding box
  7023. * @param min defines the minimum vector (in local space)
  7024. * @param max defines the maximum vector (in local space)
  7025. * @param worldMatrix defines the new world matrix
  7026. */
  7027. constructor(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  7028. /**
  7029. * Recreates the entire bounding box from scratch as if we call the constructor in place
  7030. * @param min defines the new minimum vector (in local space)
  7031. * @param max defines the new maximum vector (in local space)
  7032. * @param worldMatrix defines the new world matrix
  7033. */
  7034. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  7035. /**
  7036. * Scale the current bounding box by applying a scale factor
  7037. * @param factor defines the scale factor to apply
  7038. * @returns the current bounding box
  7039. */
  7040. scale(factor: number): BoundingBox;
  7041. /**
  7042. * Gets the world matrix of the bounding box
  7043. * @returns a matrix
  7044. */
  7045. getWorldMatrix(): DeepImmutable<Matrix>;
  7046. /** @hidden */
  7047. _update(world: DeepImmutable<Matrix>): void;
  7048. /**
  7049. * Tests if the bounding box is intersecting the frustum planes
  7050. * @param frustumPlanes defines the frustum planes to test
  7051. * @returns true if there is an intersection
  7052. */
  7053. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  7054. /**
  7055. * Tests if the bounding box is entirely inside the frustum planes
  7056. * @param frustumPlanes defines the frustum planes to test
  7057. * @returns true if there is an inclusion
  7058. */
  7059. isCompletelyInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  7060. /**
  7061. * Tests if a point is inside the bounding box
  7062. * @param point defines the point to test
  7063. * @returns true if the point is inside the bounding box
  7064. */
  7065. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  7066. /**
  7067. * Tests if the bounding box intersects with a bounding sphere
  7068. * @param sphere defines the sphere to test
  7069. * @returns true if there is an intersection
  7070. */
  7071. intersectsSphere(sphere: DeepImmutable<BoundingSphere>): boolean;
  7072. /**
  7073. * Tests if the bounding box intersects with a box defined by a min and max vectors
  7074. * @param min defines the min vector to use
  7075. * @param max defines the max vector to use
  7076. * @returns true if there is an intersection
  7077. */
  7078. intersectsMinMax(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>): boolean;
  7079. /**
  7080. * Tests if two bounding boxes are intersections
  7081. * @param box0 defines the first box to test
  7082. * @param box1 defines the second box to test
  7083. * @returns true if there is an intersection
  7084. */
  7085. static Intersects(box0: DeepImmutable<BoundingBox>, box1: DeepImmutable<BoundingBox>): boolean;
  7086. /**
  7087. * Tests if a bounding box defines by a min/max vectors intersects a sphere
  7088. * @param minPoint defines the minimum vector of the bounding box
  7089. * @param maxPoint defines the maximum vector of the bounding box
  7090. * @param sphereCenter defines the sphere center
  7091. * @param sphereRadius defines the sphere radius
  7092. * @returns true if there is an intersection
  7093. */
  7094. static IntersectsSphere(minPoint: DeepImmutable<Vector3>, maxPoint: DeepImmutable<Vector3>, sphereCenter: DeepImmutable<Vector3>, sphereRadius: number): boolean;
  7095. /**
  7096. * Tests if a bounding box defined with 8 vectors is entirely inside frustum planes
  7097. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  7098. * @param frustumPlanes defines the frustum planes to test
  7099. * @return true if there is an inclusion
  7100. */
  7101. static IsCompletelyInFrustum(boundingVectors: Array<DeepImmutable<Vector3>>, frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  7102. /**
  7103. * Tests if a bounding box defined with 8 vectors intersects frustum planes
  7104. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  7105. * @param frustumPlanes defines the frustum planes to test
  7106. * @return true if there is an intersection
  7107. */
  7108. static IsInFrustum(boundingVectors: Array<DeepImmutable<Vector3>>, frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  7109. }
  7110. }
  7111. declare module "babylonjs/Collisions/collider" {
  7112. import { Nullable, IndicesArray } from "babylonjs/types";
  7113. import { Vector3 } from "babylonjs/Maths/math.vector";
  7114. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  7115. import { Plane } from "babylonjs/Maths/math.plane";
  7116. /** @hidden */
  7117. export class Collider {
  7118. /** Define if a collision was found */
  7119. collisionFound: boolean;
  7120. /**
  7121. * Define last intersection point in local space
  7122. */
  7123. intersectionPoint: Vector3;
  7124. /**
  7125. * Define last collided mesh
  7126. */
  7127. collidedMesh: Nullable<AbstractMesh>;
  7128. private _collisionPoint;
  7129. private _planeIntersectionPoint;
  7130. private _tempVector;
  7131. private _tempVector2;
  7132. private _tempVector3;
  7133. private _tempVector4;
  7134. private _edge;
  7135. private _baseToVertex;
  7136. private _destinationPoint;
  7137. private _slidePlaneNormal;
  7138. private _displacementVector;
  7139. /** @hidden */
  7140. _radius: Vector3;
  7141. /** @hidden */
  7142. _retry: number;
  7143. private _velocity;
  7144. private _basePoint;
  7145. private _epsilon;
  7146. /** @hidden */
  7147. _velocityWorldLength: number;
  7148. /** @hidden */
  7149. _basePointWorld: Vector3;
  7150. private _velocityWorld;
  7151. private _normalizedVelocity;
  7152. /** @hidden */
  7153. _initialVelocity: Vector3;
  7154. /** @hidden */
  7155. _initialPosition: Vector3;
  7156. private _nearestDistance;
  7157. private _collisionMask;
  7158. collisionMask: number;
  7159. /**
  7160. * Gets the plane normal used to compute the sliding response (in local space)
  7161. */
  7162. readonly slidePlaneNormal: Vector3;
  7163. /** @hidden */
  7164. _initialize(source: Vector3, dir: Vector3, e: number): void;
  7165. /** @hidden */
  7166. _checkPointInTriangle(point: Vector3, pa: Vector3, pb: Vector3, pc: Vector3, n: Vector3): boolean;
  7167. /** @hidden */
  7168. _canDoCollision(sphereCenter: Vector3, sphereRadius: number, vecMin: Vector3, vecMax: Vector3): boolean;
  7169. /** @hidden */
  7170. _testTriangle(faceIndex: number, trianglePlaneArray: Array<Plane>, p1: Vector3, p2: Vector3, p3: Vector3, hasMaterial: boolean, hostMesh: AbstractMesh): void;
  7171. /** @hidden */
  7172. _collide(trianglePlaneArray: Array<Plane>, pts: Vector3[], indices: IndicesArray, indexStart: number, indexEnd: number, decal: number, hasMaterial: boolean, hostMesh: AbstractMesh): void;
  7173. /** @hidden */
  7174. _getResponse(pos: Vector3, vel: Vector3): void;
  7175. }
  7176. }
  7177. declare module "babylonjs/Culling/boundingInfo" {
  7178. import { DeepImmutable } from "babylonjs/types";
  7179. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  7180. import { BoundingBox } from "babylonjs/Culling/boundingBox";
  7181. import { BoundingSphere } from "babylonjs/Culling/boundingSphere";
  7182. import { Plane } from "babylonjs/Maths/math.plane";
  7183. import { Collider } from "babylonjs/Collisions/collider";
  7184. /**
  7185. * Interface for cullable objects
  7186. * @see https://doc.babylonjs.com/babylon101/materials#back-face-culling
  7187. */
  7188. export interface ICullable {
  7189. /**
  7190. * Checks if the object or part of the object is in the frustum
  7191. * @param frustumPlanes Camera near/planes
  7192. * @returns true if the object is in frustum otherwise false
  7193. */
  7194. isInFrustum(frustumPlanes: Plane[]): boolean;
  7195. /**
  7196. * Checks if a cullable object (mesh...) is in the camera frustum
  7197. * Unlike isInFrustum this cheks the full bounding box
  7198. * @param frustumPlanes Camera near/planes
  7199. * @returns true if the object is in frustum otherwise false
  7200. */
  7201. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  7202. }
  7203. /**
  7204. * Info for a bounding data of a mesh
  7205. */
  7206. export class BoundingInfo implements ICullable {
  7207. /**
  7208. * Bounding box for the mesh
  7209. */
  7210. readonly boundingBox: BoundingBox;
  7211. /**
  7212. * Bounding sphere for the mesh
  7213. */
  7214. readonly boundingSphere: BoundingSphere;
  7215. private _isLocked;
  7216. private static readonly TmpVector3;
  7217. /**
  7218. * Constructs bounding info
  7219. * @param minimum min vector of the bounding box/sphere
  7220. * @param maximum max vector of the bounding box/sphere
  7221. * @param worldMatrix defines the new world matrix
  7222. */
  7223. constructor(minimum: DeepImmutable<Vector3>, maximum: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  7224. /**
  7225. * Recreates the entire bounding info from scratch as if we call the constructor in place
  7226. * @param min defines the new minimum vector (in local space)
  7227. * @param max defines the new maximum vector (in local space)
  7228. * @param worldMatrix defines the new world matrix
  7229. */
  7230. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  7231. /**
  7232. * min vector of the bounding box/sphere
  7233. */
  7234. readonly minimum: Vector3;
  7235. /**
  7236. * max vector of the bounding box/sphere
  7237. */
  7238. readonly maximum: Vector3;
  7239. /**
  7240. * If the info is locked and won't be updated to avoid perf overhead
  7241. */
  7242. isLocked: boolean;
  7243. /**
  7244. * Updates the bounding sphere and box
  7245. * @param world world matrix to be used to update
  7246. */
  7247. update(world: DeepImmutable<Matrix>): void;
  7248. /**
  7249. * Recreate the bounding info to be centered around a specific point given a specific extend.
  7250. * @param center New center of the bounding info
  7251. * @param extend New extend of the bounding info
  7252. * @returns the current bounding info
  7253. */
  7254. centerOn(center: DeepImmutable<Vector3>, extend: DeepImmutable<Vector3>): BoundingInfo;
  7255. /**
  7256. * Scale the current bounding info by applying a scale factor
  7257. * @param factor defines the scale factor to apply
  7258. * @returns the current bounding info
  7259. */
  7260. scale(factor: number): BoundingInfo;
  7261. /**
  7262. * Returns `true` if the bounding info is within the frustum defined by the passed array of planes.
  7263. * @param frustumPlanes defines the frustum to test
  7264. * @param strategy defines the strategy to use for the culling (default is BABYLON.AbstractMesh.CULLINGSTRATEGY_STANDARD)
  7265. * @returns true if the bounding info is in the frustum planes
  7266. */
  7267. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>, strategy?: number): boolean;
  7268. /**
  7269. * Gets the world distance between the min and max points of the bounding box
  7270. */
  7271. readonly diagonalLength: number;
  7272. /**
  7273. * Checks if a cullable object (mesh...) is in the camera frustum
  7274. * Unlike isInFrustum this cheks the full bounding box
  7275. * @param frustumPlanes Camera near/planes
  7276. * @returns true if the object is in frustum otherwise false
  7277. */
  7278. isCompletelyInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  7279. /** @hidden */
  7280. _checkCollision(collider: Collider): boolean;
  7281. /**
  7282. * Checks if a point is inside the bounding box and bounding sphere or the mesh
  7283. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  7284. * @param point the point to check intersection with
  7285. * @returns if the point intersects
  7286. */
  7287. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  7288. /**
  7289. * Checks if another bounding info intersects the bounding box and bounding sphere or the mesh
  7290. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  7291. * @param boundingInfo the bounding info to check intersection with
  7292. * @param precise if the intersection should be done using OBB
  7293. * @returns if the bounding info intersects
  7294. */
  7295. intersects(boundingInfo: DeepImmutable<BoundingInfo>, precise: boolean): boolean;
  7296. }
  7297. }
  7298. declare module "babylonjs/Maths/math.functions" {
  7299. import { FloatArray, Nullable, IndicesArray } from "babylonjs/types";
  7300. import { Vector2, Vector3 } from "babylonjs/Maths/math.vector";
  7301. /**
  7302. * Extracts minimum and maximum values from a list of indexed positions
  7303. * @param positions defines the positions to use
  7304. * @param indices defines the indices to the positions
  7305. * @param indexStart defines the start index
  7306. * @param indexCount defines the end index
  7307. * @param bias defines bias value to add to the result
  7308. * @return minimum and maximum values
  7309. */
  7310. export function extractMinAndMaxIndexed(positions: FloatArray, indices: IndicesArray, indexStart: number, indexCount: number, bias?: Nullable<Vector2>): {
  7311. minimum: Vector3;
  7312. maximum: Vector3;
  7313. };
  7314. /**
  7315. * Extracts minimum and maximum values from a list of positions
  7316. * @param positions defines the positions to use
  7317. * @param start defines the start index in the positions array
  7318. * @param count defines the number of positions to handle
  7319. * @param bias defines bias value to add to the result
  7320. * @param stride defines the stride size to use (distance between two positions in the positions array)
  7321. * @return minimum and maximum values
  7322. */
  7323. export function extractMinAndMax(positions: FloatArray, start: number, count: number, bias?: Nullable<Vector2>, stride?: number): {
  7324. minimum: Vector3;
  7325. maximum: Vector3;
  7326. };
  7327. }
  7328. declare module "babylonjs/Misc/iInspectable" {
  7329. /**
  7330. * Enum that determines the text-wrapping mode to use.
  7331. */
  7332. export enum InspectableType {
  7333. /**
  7334. * Checkbox for booleans
  7335. */
  7336. Checkbox = 0,
  7337. /**
  7338. * Sliders for numbers
  7339. */
  7340. Slider = 1,
  7341. /**
  7342. * Vector3
  7343. */
  7344. Vector3 = 2,
  7345. /**
  7346. * Quaternions
  7347. */
  7348. Quaternion = 3,
  7349. /**
  7350. * Color3
  7351. */
  7352. Color3 = 4,
  7353. /**
  7354. * String
  7355. */
  7356. String = 5
  7357. }
  7358. /**
  7359. * Interface used to define custom inspectable properties.
  7360. * This interface is used by the inspector to display custom property grids
  7361. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  7362. */
  7363. export interface IInspectable {
  7364. /**
  7365. * Gets the label to display
  7366. */
  7367. label: string;
  7368. /**
  7369. * Gets the name of the property to edit
  7370. */
  7371. propertyName: string;
  7372. /**
  7373. * Gets the type of the editor to use
  7374. */
  7375. type: InspectableType;
  7376. /**
  7377. * Gets the minimum value of the property when using in "slider" mode
  7378. */
  7379. min?: number;
  7380. /**
  7381. * Gets the maximum value of the property when using in "slider" mode
  7382. */
  7383. max?: number;
  7384. /**
  7385. * Gets the setp to use when using in "slider" mode
  7386. */
  7387. step?: number;
  7388. }
  7389. }
  7390. declare module "babylonjs/Misc/timingTools" {
  7391. /**
  7392. * Class used to provide helper for timing
  7393. */
  7394. export class TimingTools {
  7395. /**
  7396. * Polyfill for setImmediate
  7397. * @param action defines the action to execute after the current execution block
  7398. */
  7399. static SetImmediate(action: () => void): void;
  7400. }
  7401. }
  7402. declare module "babylonjs/Misc/instantiationTools" {
  7403. /**
  7404. * Class used to enable instatition of objects by class name
  7405. */
  7406. export class InstantiationTools {
  7407. /**
  7408. * Use this object to register external classes like custom textures or material
  7409. * to allow the laoders to instantiate them
  7410. */
  7411. static RegisteredExternalClasses: {
  7412. [key: string]: Object;
  7413. };
  7414. /**
  7415. * Tries to instantiate a new object from a given class name
  7416. * @param className defines the class name to instantiate
  7417. * @returns the new object or null if the system was not able to do the instantiation
  7418. */
  7419. static Instantiate(className: string): any;
  7420. }
  7421. }
  7422. declare module "babylonjs/Materials/Textures/internalTextureLoader" {
  7423. import { Nullable } from "babylonjs/types";
  7424. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  7425. /**
  7426. * This represents the required contract to create a new type of texture loader.
  7427. */
  7428. export interface IInternalTextureLoader {
  7429. /**
  7430. * Defines wether the loader supports cascade loading the different faces.
  7431. */
  7432. supportCascades: boolean;
  7433. /**
  7434. * This returns if the loader support the current file information.
  7435. * @param extension defines the file extension of the file being loaded
  7436. * @param textureFormatInUse defines the current compressed format in use iun the engine
  7437. * @param fallback defines the fallback internal texture if any
  7438. * @param isBase64 defines whether the texture is encoded as a base64
  7439. * @param isBuffer defines whether the texture data are stored as a buffer
  7440. * @returns true if the loader can load the specified file
  7441. */
  7442. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  7443. /**
  7444. * Transform the url before loading if required.
  7445. * @param rootUrl the url of the texture
  7446. * @param textureFormatInUse defines the current compressed format in use iun the engine
  7447. * @returns the transformed texture
  7448. */
  7449. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  7450. /**
  7451. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  7452. * @param rootUrl the url of the texture
  7453. * @param textureFormatInUse defines the current compressed format in use iun the engine
  7454. * @returns the fallback texture
  7455. */
  7456. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  7457. /**
  7458. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  7459. * @param data contains the texture data
  7460. * @param texture defines the BabylonJS internal texture
  7461. * @param createPolynomials will be true if polynomials have been requested
  7462. * @param onLoad defines the callback to trigger once the texture is ready
  7463. * @param onError defines the callback to trigger in case of error
  7464. */
  7465. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  7466. /**
  7467. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  7468. * @param data contains the texture data
  7469. * @param texture defines the BabylonJS internal texture
  7470. * @param callback defines the method to call once ready to upload
  7471. */
  7472. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void, loadFailed?: boolean) => void): void;
  7473. }
  7474. }
  7475. declare module "babylonjs/Engines/Extensions/engine.cubeTexture" {
  7476. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  7477. import { Nullable } from "babylonjs/types";
  7478. import { Scene } from "babylonjs/scene";
  7479. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  7480. module "babylonjs/Engines/engine" {
  7481. interface Engine {
  7482. /**
  7483. * Creates a depth stencil cube texture.
  7484. * This is only available in WebGL 2.
  7485. * @param size The size of face edge in the cube texture.
  7486. * @param options The options defining the cube texture.
  7487. * @returns The cube texture
  7488. */
  7489. _createDepthStencilCubeTexture(size: number, options: DepthTextureCreationOptions): InternalTexture;
  7490. /**
  7491. * Creates a cube texture
  7492. * @param rootUrl defines the url where the files to load is located
  7493. * @param scene defines the current scene
  7494. * @param files defines the list of files to load (1 per face)
  7495. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  7496. * @param onLoad defines an optional callback raised when the texture is loaded
  7497. * @param onError defines an optional callback raised if there is an issue to load the texture
  7498. * @param format defines the format of the data
  7499. * @param forcedExtension defines the extension to use to pick the right loader
  7500. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  7501. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  7502. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  7503. * @param fallback defines texture to use while falling back when (compressed) texture file not found.
  7504. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (defualt: empty array)
  7505. * @returns the cube texture as an InternalTexture
  7506. */
  7507. 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;
  7508. /**
  7509. * Creates a cube texture
  7510. * @param rootUrl defines the url where the files to load is located
  7511. * @param scene defines the current scene
  7512. * @param files defines the list of files to load (1 per face)
  7513. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  7514. * @param onLoad defines an optional callback raised when the texture is loaded
  7515. * @param onError defines an optional callback raised if there is an issue to load the texture
  7516. * @param format defines the format of the data
  7517. * @param forcedExtension defines the extension to use to pick the right loader
  7518. * @returns the cube texture as an InternalTexture
  7519. */
  7520. 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;
  7521. /**
  7522. * Creates a cube texture
  7523. * @param rootUrl defines the url where the files to load is located
  7524. * @param scene defines the current scene
  7525. * @param files defines the list of files to load (1 per face)
  7526. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  7527. * @param onLoad defines an optional callback raised when the texture is loaded
  7528. * @param onError defines an optional callback raised if there is an issue to load the texture
  7529. * @param format defines the format of the data
  7530. * @param forcedExtension defines the extension to use to pick the right loader
  7531. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  7532. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  7533. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  7534. * @returns the cube texture as an InternalTexture
  7535. */
  7536. 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;
  7537. /** @hidden */
  7538. _partialLoadFile(url: string, index: number, loadedFiles: (string | ArrayBuffer)[], onfinish: (files: (string | ArrayBuffer)[]) => void, onErrorCallBack: Nullable<(message?: string, exception?: any) => void>): void;
  7539. /** @hidden */
  7540. _cascadeLoadFiles(scene: Nullable<Scene>, onfinish: (images: (string | ArrayBuffer)[]) => void, files: string[], onError: Nullable<(message?: string, exception?: any) => void>): void;
  7541. /** @hidden */
  7542. _cascadeLoadImgs(scene: Nullable<Scene>, onfinish: (images: HTMLImageElement[]) => void, files: string[], onError: Nullable<(message?: string, exception?: any) => void>): void;
  7543. /** @hidden */
  7544. _partialLoadImg(url: string, index: number, loadedImages: HTMLImageElement[], scene: Nullable<Scene>, onfinish: (images: HTMLImageElement[]) => void, onErrorCallBack: Nullable<(message?: string, exception?: any) => void>): void;
  7545. }
  7546. }
  7547. }
  7548. declare module "babylonjs/Materials/Textures/cubeTexture" {
  7549. import { Nullable } from "babylonjs/types";
  7550. import { Scene } from "babylonjs/scene";
  7551. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  7552. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  7553. import "babylonjs/Engines/Extensions/engine.cubeTexture";
  7554. /**
  7555. * Class for creating a cube texture
  7556. */
  7557. export class CubeTexture extends BaseTexture {
  7558. private _delayedOnLoad;
  7559. /**
  7560. * The url of the texture
  7561. */
  7562. url: string;
  7563. /**
  7564. * Gets or sets the center of the bounding box associated with the cube texture.
  7565. * It must define where the camera used to render the texture was set
  7566. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  7567. */
  7568. boundingBoxPosition: Vector3;
  7569. private _boundingBoxSize;
  7570. /**
  7571. * Gets or sets the size of the bounding box associated with the cube texture
  7572. * When defined, the cubemap will switch to local mode
  7573. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  7574. * @example https://www.babylonjs-playground.com/#RNASML
  7575. */
  7576. /**
  7577. * Returns the bounding box size
  7578. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  7579. */
  7580. boundingBoxSize: Vector3;
  7581. protected _rotationY: number;
  7582. /**
  7583. * Sets texture matrix rotation angle around Y axis in radians.
  7584. */
  7585. /**
  7586. * Gets texture matrix rotation angle around Y axis radians.
  7587. */
  7588. rotationY: number;
  7589. /**
  7590. * Are mip maps generated for this texture or not.
  7591. */
  7592. readonly noMipmap: boolean;
  7593. private _noMipmap;
  7594. private _files;
  7595. private _extensions;
  7596. private _textureMatrix;
  7597. private _format;
  7598. private _createPolynomials;
  7599. /** @hidden */
  7600. _prefiltered: boolean;
  7601. /**
  7602. * Creates a cube texture from an array of image urls
  7603. * @param files defines an array of image urls
  7604. * @param scene defines the hosting scene
  7605. * @param noMipmap specifies if mip maps are not used
  7606. * @returns a cube texture
  7607. */
  7608. static CreateFromImages(files: string[], scene: Scene, noMipmap?: boolean): CubeTexture;
  7609. /**
  7610. * Creates and return a texture created from prefilterd data by tools like IBL Baker or Lys.
  7611. * @param url defines the url of the prefiltered texture
  7612. * @param scene defines the scene the texture is attached to
  7613. * @param forcedExtension defines the extension of the file if different from the url
  7614. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  7615. * @return the prefiltered texture
  7616. */
  7617. static CreateFromPrefilteredData(url: string, scene: Scene, forcedExtension?: any, createPolynomials?: boolean): CubeTexture;
  7618. /**
  7619. * Creates a cube texture to use with reflection for instance. It can be based upon dds or six images as well
  7620. * as prefiltered data.
  7621. * @param rootUrl defines the url of the texture or the root name of the six images
  7622. * @param scene defines the scene the texture is attached to
  7623. * @param extensions defines the suffixes add to the picture name in case six images are in use like _px.jpg...
  7624. * @param noMipmap defines if mipmaps should be created or not
  7625. * @param files defines the six files to load for the different faces in that order: px, py, pz, nx, ny, nz
  7626. * @param onLoad defines a callback triggered at the end of the file load if no errors occured
  7627. * @param onError defines a callback triggered in case of error during load
  7628. * @param format defines the internal format to use for the texture once loaded
  7629. * @param prefiltered defines whether or not the texture is created from prefiltered data
  7630. * @param forcedExtension defines the extensions to use (force a special type of file to load) in case it is different from the file name
  7631. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  7632. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  7633. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  7634. * @return the cube texture
  7635. */
  7636. 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);
  7637. /**
  7638. * Gets a boolean indicating if the cube texture contains prefiltered mips (used to simulate roughness with PBR)
  7639. */
  7640. readonly isPrefiltered: boolean;
  7641. /**
  7642. * Get the current class name of the texture useful for serialization or dynamic coding.
  7643. * @returns "CubeTexture"
  7644. */
  7645. getClassName(): string;
  7646. /**
  7647. * Update the url (and optional buffer) of this texture if url was null during construction.
  7648. * @param url the url of the texture
  7649. * @param forcedExtension defines the extension to use
  7650. * @param onLoad callback called when the texture is loaded (defaults to null)
  7651. */
  7652. updateURL(url: string, forcedExtension?: string, onLoad?: () => void): void;
  7653. /**
  7654. * Delays loading of the cube texture
  7655. * @param forcedExtension defines the extension to use
  7656. */
  7657. delayLoad(forcedExtension?: string): void;
  7658. /**
  7659. * Returns the reflection texture matrix
  7660. * @returns the reflection texture matrix
  7661. */
  7662. getReflectionTextureMatrix(): Matrix;
  7663. /**
  7664. * Sets the reflection texture matrix
  7665. * @param value Reflection texture matrix
  7666. */
  7667. setReflectionTextureMatrix(value: Matrix): void;
  7668. /**
  7669. * Parses text to create a cube texture
  7670. * @param parsedTexture define the serialized text to read from
  7671. * @param scene defines the hosting scene
  7672. * @param rootUrl defines the root url of the cube texture
  7673. * @returns a cube texture
  7674. */
  7675. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): CubeTexture;
  7676. /**
  7677. * Makes a clone, or deep copy, of the cube texture
  7678. * @returns a new cube texture
  7679. */
  7680. clone(): CubeTexture;
  7681. }
  7682. }
  7683. declare module "babylonjs/Materials/materialDefines" {
  7684. /**
  7685. * Manages the defines for the Material
  7686. */
  7687. export class MaterialDefines {
  7688. /** @hidden */
  7689. protected _keys: string[];
  7690. private _isDirty;
  7691. /** @hidden */
  7692. _renderId: number;
  7693. /** @hidden */
  7694. _areLightsDirty: boolean;
  7695. /** @hidden */
  7696. _areLightsDisposed: boolean;
  7697. /** @hidden */
  7698. _areAttributesDirty: boolean;
  7699. /** @hidden */
  7700. _areTexturesDirty: boolean;
  7701. /** @hidden */
  7702. _areFresnelDirty: boolean;
  7703. /** @hidden */
  7704. _areMiscDirty: boolean;
  7705. /** @hidden */
  7706. _areImageProcessingDirty: boolean;
  7707. /** @hidden */
  7708. _normals: boolean;
  7709. /** @hidden */
  7710. _uvs: boolean;
  7711. /** @hidden */
  7712. _needNormals: boolean;
  7713. /** @hidden */
  7714. _needUVs: boolean;
  7715. [id: string]: any;
  7716. /**
  7717. * Specifies if the material needs to be re-calculated
  7718. */
  7719. readonly isDirty: boolean;
  7720. /**
  7721. * Marks the material to indicate that it has been re-calculated
  7722. */
  7723. markAsProcessed(): void;
  7724. /**
  7725. * Marks the material to indicate that it needs to be re-calculated
  7726. */
  7727. markAsUnprocessed(): void;
  7728. /**
  7729. * Marks the material to indicate all of its defines need to be re-calculated
  7730. */
  7731. markAllAsDirty(): void;
  7732. /**
  7733. * Marks the material to indicate that image processing needs to be re-calculated
  7734. */
  7735. markAsImageProcessingDirty(): void;
  7736. /**
  7737. * Marks the material to indicate the lights need to be re-calculated
  7738. * @param disposed Defines whether the light is dirty due to dispose or not
  7739. */
  7740. markAsLightDirty(disposed?: boolean): void;
  7741. /**
  7742. * Marks the attribute state as changed
  7743. */
  7744. markAsAttributesDirty(): void;
  7745. /**
  7746. * Marks the texture state as changed
  7747. */
  7748. markAsTexturesDirty(): void;
  7749. /**
  7750. * Marks the fresnel state as changed
  7751. */
  7752. markAsFresnelDirty(): void;
  7753. /**
  7754. * Marks the misc state as changed
  7755. */
  7756. markAsMiscDirty(): void;
  7757. /**
  7758. * Rebuilds the material defines
  7759. */
  7760. rebuild(): void;
  7761. /**
  7762. * Specifies if two material defines are equal
  7763. * @param other - A material define instance to compare to
  7764. * @returns - Boolean indicating if the material defines are equal (true) or not (false)
  7765. */
  7766. isEqual(other: MaterialDefines): boolean;
  7767. /**
  7768. * Clones this instance's defines to another instance
  7769. * @param other - material defines to clone values to
  7770. */
  7771. cloneTo(other: MaterialDefines): void;
  7772. /**
  7773. * Resets the material define values
  7774. */
  7775. reset(): void;
  7776. /**
  7777. * Converts the material define values to a string
  7778. * @returns - String of material define information
  7779. */
  7780. toString(): string;
  7781. }
  7782. }
  7783. declare module "babylonjs/Materials/colorCurves" {
  7784. import { Effect } from "babylonjs/Materials/effect";
  7785. /**
  7786. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  7787. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  7788. * 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;
  7789. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  7790. */
  7791. export class ColorCurves {
  7792. private _dirty;
  7793. private _tempColor;
  7794. private _globalCurve;
  7795. private _highlightsCurve;
  7796. private _midtonesCurve;
  7797. private _shadowsCurve;
  7798. private _positiveCurve;
  7799. private _negativeCurve;
  7800. private _globalHue;
  7801. private _globalDensity;
  7802. private _globalSaturation;
  7803. private _globalExposure;
  7804. /**
  7805. * Gets the global Hue value.
  7806. * 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).
  7807. */
  7808. /**
  7809. * Sets the global Hue value.
  7810. * 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).
  7811. */
  7812. globalHue: number;
  7813. /**
  7814. * Gets the global Density value.
  7815. * 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.
  7816. * Values less than zero provide a filter of opposite hue.
  7817. */
  7818. /**
  7819. * Sets the global Density value.
  7820. * 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.
  7821. * Values less than zero provide a filter of opposite hue.
  7822. */
  7823. globalDensity: number;
  7824. /**
  7825. * Gets the global Saturation value.
  7826. * 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.
  7827. */
  7828. /**
  7829. * Sets the global Saturation value.
  7830. * 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.
  7831. */
  7832. globalSaturation: number;
  7833. /**
  7834. * Gets the global Exposure value.
  7835. * 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.
  7836. */
  7837. /**
  7838. * Sets the global Exposure value.
  7839. * 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.
  7840. */
  7841. globalExposure: number;
  7842. private _highlightsHue;
  7843. private _highlightsDensity;
  7844. private _highlightsSaturation;
  7845. private _highlightsExposure;
  7846. /**
  7847. * Gets the highlights Hue value.
  7848. * 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).
  7849. */
  7850. /**
  7851. * Sets the highlights Hue value.
  7852. * 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).
  7853. */
  7854. highlightsHue: number;
  7855. /**
  7856. * Gets the highlights Density value.
  7857. * 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.
  7858. * Values less than zero provide a filter of opposite hue.
  7859. */
  7860. /**
  7861. * Sets the highlights Density value.
  7862. * 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.
  7863. * Values less than zero provide a filter of opposite hue.
  7864. */
  7865. highlightsDensity: number;
  7866. /**
  7867. * Gets the highlights Saturation value.
  7868. * 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.
  7869. */
  7870. /**
  7871. * Sets the highlights Saturation value.
  7872. * 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.
  7873. */
  7874. highlightsSaturation: number;
  7875. /**
  7876. * Gets the highlights Exposure value.
  7877. * 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.
  7878. */
  7879. /**
  7880. * Sets the highlights Exposure value.
  7881. * 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.
  7882. */
  7883. highlightsExposure: number;
  7884. private _midtonesHue;
  7885. private _midtonesDensity;
  7886. private _midtonesSaturation;
  7887. private _midtonesExposure;
  7888. /**
  7889. * Gets the midtones Hue value.
  7890. * 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).
  7891. */
  7892. /**
  7893. * Sets the midtones Hue value.
  7894. * 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).
  7895. */
  7896. midtonesHue: number;
  7897. /**
  7898. * Gets the midtones Density value.
  7899. * 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.
  7900. * Values less than zero provide a filter of opposite hue.
  7901. */
  7902. /**
  7903. * Sets the midtones Density value.
  7904. * 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.
  7905. * Values less than zero provide a filter of opposite hue.
  7906. */
  7907. midtonesDensity: number;
  7908. /**
  7909. * Gets the midtones Saturation value.
  7910. * 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.
  7911. */
  7912. /**
  7913. * Sets the midtones Saturation value.
  7914. * 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.
  7915. */
  7916. midtonesSaturation: number;
  7917. /**
  7918. * Gets the midtones Exposure value.
  7919. * 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.
  7920. */
  7921. /**
  7922. * Sets the midtones Exposure value.
  7923. * 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.
  7924. */
  7925. midtonesExposure: number;
  7926. private _shadowsHue;
  7927. private _shadowsDensity;
  7928. private _shadowsSaturation;
  7929. private _shadowsExposure;
  7930. /**
  7931. * Gets the shadows Hue value.
  7932. * 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).
  7933. */
  7934. /**
  7935. * Sets the shadows Hue value.
  7936. * 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).
  7937. */
  7938. shadowsHue: number;
  7939. /**
  7940. * Gets the shadows Density value.
  7941. * 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.
  7942. * Values less than zero provide a filter of opposite hue.
  7943. */
  7944. /**
  7945. * Sets the shadows 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. shadowsDensity: number;
  7950. /**
  7951. * Gets the shadows Saturation value.
  7952. * 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.
  7953. */
  7954. /**
  7955. * Sets the shadows Saturation value.
  7956. * 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.
  7957. */
  7958. shadowsSaturation: number;
  7959. /**
  7960. * Gets the shadows Exposure 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 exposure and negative values decrease exposure.
  7962. */
  7963. /**
  7964. * Sets the shadows Exposure value.
  7965. * 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.
  7966. */
  7967. shadowsExposure: number;
  7968. /**
  7969. * Returns the class name
  7970. * @returns The class name
  7971. */
  7972. getClassName(): string;
  7973. /**
  7974. * Binds the color curves to the shader.
  7975. * @param colorCurves The color curve to bind
  7976. * @param effect The effect to bind to
  7977. * @param positiveUniform The positive uniform shader parameter
  7978. * @param neutralUniform The neutral uniform shader parameter
  7979. * @param negativeUniform The negative uniform shader parameter
  7980. */
  7981. static Bind(colorCurves: ColorCurves, effect: Effect, positiveUniform?: string, neutralUniform?: string, negativeUniform?: string): void;
  7982. /**
  7983. * Prepare the list of uniforms associated with the ColorCurves effects.
  7984. * @param uniformsList The list of uniforms used in the effect
  7985. */
  7986. static PrepareUniforms(uniformsList: string[]): void;
  7987. /**
  7988. * Returns color grading data based on a hue, density, saturation and exposure value.
  7989. * @param filterHue The hue of the color filter.
  7990. * @param filterDensity The density of the color filter.
  7991. * @param saturation The saturation.
  7992. * @param exposure The exposure.
  7993. * @param result The result data container.
  7994. */
  7995. private getColorGradingDataToRef;
  7996. /**
  7997. * Takes an input slider value and returns an adjusted value that provides extra control near the centre.
  7998. * @param value The input slider value in range [-100,100].
  7999. * @returns Adjusted value.
  8000. */
  8001. private static applyColorGradingSliderNonlinear;
  8002. /**
  8003. * Returns an RGBA Color4 based on Hue, Saturation and Brightness (also referred to as value, HSV).
  8004. * @param hue The hue (H) input.
  8005. * @param saturation The saturation (S) input.
  8006. * @param brightness The brightness (B) input.
  8007. * @result An RGBA color represented as Vector4.
  8008. */
  8009. private static fromHSBToRef;
  8010. /**
  8011. * Returns a value clamped between min and max
  8012. * @param value The value to clamp
  8013. * @param min The minimum of value
  8014. * @param max The maximum of value
  8015. * @returns The clamped value.
  8016. */
  8017. private static clamp;
  8018. /**
  8019. * Clones the current color curve instance.
  8020. * @return The cloned curves
  8021. */
  8022. clone(): ColorCurves;
  8023. /**
  8024. * Serializes the current color curve instance to a json representation.
  8025. * @return a JSON representation
  8026. */
  8027. serialize(): any;
  8028. /**
  8029. * Parses the color curve from a json representation.
  8030. * @param source the JSON source to parse
  8031. * @return The parsed curves
  8032. */
  8033. static Parse(source: any): ColorCurves;
  8034. }
  8035. }
  8036. declare module "babylonjs/Materials/imageProcessingConfiguration" {
  8037. import { Observable } from "babylonjs/Misc/observable";
  8038. import { Nullable } from "babylonjs/types";
  8039. import { Color4 } from "babylonjs/Maths/math.color";
  8040. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  8041. import { Effect } from "babylonjs/Materials/effect";
  8042. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  8043. import { ColorCurves } from "babylonjs/Materials/colorCurves";
  8044. /**
  8045. * Interface to follow in your material defines to integrate easily the
  8046. * Image proccessing functions.
  8047. * @hidden
  8048. */
  8049. export interface IImageProcessingConfigurationDefines {
  8050. IMAGEPROCESSING: boolean;
  8051. VIGNETTE: boolean;
  8052. VIGNETTEBLENDMODEMULTIPLY: boolean;
  8053. VIGNETTEBLENDMODEOPAQUE: boolean;
  8054. TONEMAPPING: boolean;
  8055. TONEMAPPING_ACES: boolean;
  8056. CONTRAST: boolean;
  8057. EXPOSURE: boolean;
  8058. COLORCURVES: boolean;
  8059. COLORGRADING: boolean;
  8060. COLORGRADING3D: boolean;
  8061. SAMPLER3DGREENDEPTH: boolean;
  8062. SAMPLER3DBGRMAP: boolean;
  8063. IMAGEPROCESSINGPOSTPROCESS: boolean;
  8064. }
  8065. /**
  8066. * @hidden
  8067. */
  8068. export class ImageProcessingConfigurationDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  8069. IMAGEPROCESSING: boolean;
  8070. VIGNETTE: boolean;
  8071. VIGNETTEBLENDMODEMULTIPLY: boolean;
  8072. VIGNETTEBLENDMODEOPAQUE: boolean;
  8073. TONEMAPPING: boolean;
  8074. TONEMAPPING_ACES: boolean;
  8075. CONTRAST: boolean;
  8076. COLORCURVES: boolean;
  8077. COLORGRADING: boolean;
  8078. COLORGRADING3D: boolean;
  8079. SAMPLER3DGREENDEPTH: boolean;
  8080. SAMPLER3DBGRMAP: boolean;
  8081. IMAGEPROCESSINGPOSTPROCESS: boolean;
  8082. EXPOSURE: boolean;
  8083. constructor();
  8084. }
  8085. /**
  8086. * This groups together the common properties used for image processing either in direct forward pass
  8087. * or through post processing effect depending on the use of the image processing pipeline in your scene
  8088. * or not.
  8089. */
  8090. export class ImageProcessingConfiguration {
  8091. /**
  8092. * Default tone mapping applied in BabylonJS.
  8093. */
  8094. static readonly TONEMAPPING_STANDARD: number;
  8095. /**
  8096. * ACES Tone mapping (used by default in unreal and unity). This can help getting closer
  8097. * to other engines rendering to increase portability.
  8098. */
  8099. static readonly TONEMAPPING_ACES: number;
  8100. /**
  8101. * Color curves setup used in the effect if colorCurvesEnabled is set to true
  8102. */
  8103. colorCurves: Nullable<ColorCurves>;
  8104. private _colorCurvesEnabled;
  8105. /**
  8106. * Gets wether the color curves effect is enabled.
  8107. */
  8108. /**
  8109. * Sets wether the color curves effect is enabled.
  8110. */
  8111. colorCurvesEnabled: boolean;
  8112. private _colorGradingTexture;
  8113. /**
  8114. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  8115. */
  8116. /**
  8117. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  8118. */
  8119. colorGradingTexture: Nullable<BaseTexture>;
  8120. private _colorGradingEnabled;
  8121. /**
  8122. * Gets wether the color grading effect is enabled.
  8123. */
  8124. /**
  8125. * Sets wether the color grading effect is enabled.
  8126. */
  8127. colorGradingEnabled: boolean;
  8128. private _colorGradingWithGreenDepth;
  8129. /**
  8130. * Gets wether the color grading effect is using a green depth for the 3d Texture.
  8131. */
  8132. /**
  8133. * Sets wether the color grading effect is using a green depth for the 3d Texture.
  8134. */
  8135. colorGradingWithGreenDepth: boolean;
  8136. private _colorGradingBGR;
  8137. /**
  8138. * Gets wether the color grading texture contains BGR values.
  8139. */
  8140. /**
  8141. * Sets wether the color grading texture contains BGR values.
  8142. */
  8143. colorGradingBGR: boolean;
  8144. /** @hidden */
  8145. _exposure: number;
  8146. /**
  8147. * Gets the Exposure used in the effect.
  8148. */
  8149. /**
  8150. * Sets the Exposure used in the effect.
  8151. */
  8152. exposure: number;
  8153. private _toneMappingEnabled;
  8154. /**
  8155. * Gets wether the tone mapping effect is enabled.
  8156. */
  8157. /**
  8158. * Sets wether the tone mapping effect is enabled.
  8159. */
  8160. toneMappingEnabled: boolean;
  8161. private _toneMappingType;
  8162. /**
  8163. * Gets the type of tone mapping effect.
  8164. */
  8165. /**
  8166. * Sets the type of tone mapping effect used in BabylonJS.
  8167. */
  8168. toneMappingType: number;
  8169. protected _contrast: number;
  8170. /**
  8171. * Gets the contrast used in the effect.
  8172. */
  8173. /**
  8174. * Sets the contrast used in the effect.
  8175. */
  8176. contrast: number;
  8177. /**
  8178. * Vignette stretch size.
  8179. */
  8180. vignetteStretch: number;
  8181. /**
  8182. * Vignette centre X Offset.
  8183. */
  8184. vignetteCentreX: number;
  8185. /**
  8186. * Vignette centre Y Offset.
  8187. */
  8188. vignetteCentreY: number;
  8189. /**
  8190. * Vignette weight or intensity of the vignette effect.
  8191. */
  8192. vignetteWeight: number;
  8193. /**
  8194. * Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  8195. * if vignetteEnabled is set to true.
  8196. */
  8197. vignetteColor: Color4;
  8198. /**
  8199. * Camera field of view used by the Vignette effect.
  8200. */
  8201. vignetteCameraFov: number;
  8202. private _vignetteBlendMode;
  8203. /**
  8204. * Gets the vignette blend mode allowing different kind of effect.
  8205. */
  8206. /**
  8207. * Sets the vignette blend mode allowing different kind of effect.
  8208. */
  8209. vignetteBlendMode: number;
  8210. private _vignetteEnabled;
  8211. /**
  8212. * Gets wether the vignette effect is enabled.
  8213. */
  8214. /**
  8215. * Sets wether the vignette effect is enabled.
  8216. */
  8217. vignetteEnabled: boolean;
  8218. private _applyByPostProcess;
  8219. /**
  8220. * Gets wether the image processing is applied through a post process or not.
  8221. */
  8222. /**
  8223. * Sets wether the image processing is applied through a post process or not.
  8224. */
  8225. applyByPostProcess: boolean;
  8226. private _isEnabled;
  8227. /**
  8228. * Gets wether the image processing is enabled or not.
  8229. */
  8230. /**
  8231. * Sets wether the image processing is enabled or not.
  8232. */
  8233. isEnabled: boolean;
  8234. /**
  8235. * An event triggered when the configuration changes and requires Shader to Update some parameters.
  8236. */
  8237. onUpdateParameters: Observable<ImageProcessingConfiguration>;
  8238. /**
  8239. * Method called each time the image processing information changes requires to recompile the effect.
  8240. */
  8241. protected _updateParameters(): void;
  8242. /**
  8243. * Gets the current class name.
  8244. * @return "ImageProcessingConfiguration"
  8245. */
  8246. getClassName(): string;
  8247. /**
  8248. * Prepare the list of uniforms associated with the Image Processing effects.
  8249. * @param uniforms The list of uniforms used in the effect
  8250. * @param defines the list of defines currently in use
  8251. */
  8252. static PrepareUniforms(uniforms: string[], defines: IImageProcessingConfigurationDefines): void;
  8253. /**
  8254. * Prepare the list of samplers associated with the Image Processing effects.
  8255. * @param samplersList The list of uniforms used in the effect
  8256. * @param defines the list of defines currently in use
  8257. */
  8258. static PrepareSamplers(samplersList: string[], defines: IImageProcessingConfigurationDefines): void;
  8259. /**
  8260. * Prepare the list of defines associated to the shader.
  8261. * @param defines the list of defines to complete
  8262. * @param forPostProcess Define if we are currently in post process mode or not
  8263. */
  8264. prepareDefines(defines: IImageProcessingConfigurationDefines, forPostProcess?: boolean): void;
  8265. /**
  8266. * Returns true if all the image processing information are ready.
  8267. * @returns True if ready, otherwise, false
  8268. */
  8269. isReady(): boolean;
  8270. /**
  8271. * Binds the image processing to the shader.
  8272. * @param effect The effect to bind to
  8273. * @param aspectRatio Define the current aspect ratio of the effect
  8274. */
  8275. bind(effect: Effect, aspectRatio?: number): void;
  8276. /**
  8277. * Clones the current image processing instance.
  8278. * @return The cloned image processing
  8279. */
  8280. clone(): ImageProcessingConfiguration;
  8281. /**
  8282. * Serializes the current image processing instance to a json representation.
  8283. * @return a JSON representation
  8284. */
  8285. serialize(): any;
  8286. /**
  8287. * Parses the image processing from a json representation.
  8288. * @param source the JSON source to parse
  8289. * @return The parsed image processing
  8290. */
  8291. static Parse(source: any): ImageProcessingConfiguration;
  8292. private static _VIGNETTEMODE_MULTIPLY;
  8293. private static _VIGNETTEMODE_OPAQUE;
  8294. /**
  8295. * Used to apply the vignette as a mix with the pixel color.
  8296. */
  8297. static readonly VIGNETTEMODE_MULTIPLY: number;
  8298. /**
  8299. * Used to apply the vignette as a replacement of the pixel color.
  8300. */
  8301. static readonly VIGNETTEMODE_OPAQUE: number;
  8302. }
  8303. }
  8304. declare module "babylonjs/Shaders/postprocess.vertex" {
  8305. /** @hidden */
  8306. export var postprocessVertexShader: {
  8307. name: string;
  8308. shader: string;
  8309. };
  8310. }
  8311. declare module "babylonjs/Maths/math.axis" {
  8312. import { Vector3 } from "babylonjs/Maths/math.vector";
  8313. /** Defines supported spaces */
  8314. export enum Space {
  8315. /** Local (object) space */
  8316. LOCAL = 0,
  8317. /** World space */
  8318. WORLD = 1,
  8319. /** Bone space */
  8320. BONE = 2
  8321. }
  8322. /** Defines the 3 main axes */
  8323. export class Axis {
  8324. /** X axis */
  8325. static X: Vector3;
  8326. /** Y axis */
  8327. static Y: Vector3;
  8328. /** Z axis */
  8329. static Z: Vector3;
  8330. }
  8331. }
  8332. declare module "babylonjs/Cameras/targetCamera" {
  8333. import { Nullable } from "babylonjs/types";
  8334. import { Camera } from "babylonjs/Cameras/camera";
  8335. import { Scene } from "babylonjs/scene";
  8336. import { Quaternion, Matrix, Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  8337. /**
  8338. * A target camera takes a mesh or position as a target and continues to look at it while it moves.
  8339. * This is the base of the follow, arc rotate cameras and Free camera
  8340. * @see http://doc.babylonjs.com/features/cameras
  8341. */
  8342. export class TargetCamera extends Camera {
  8343. private static _RigCamTransformMatrix;
  8344. private static _TargetTransformMatrix;
  8345. private static _TargetFocalPoint;
  8346. /**
  8347. * Define the current direction the camera is moving to
  8348. */
  8349. cameraDirection: Vector3;
  8350. /**
  8351. * Define the current rotation the camera is rotating to
  8352. */
  8353. cameraRotation: Vector2;
  8354. /**
  8355. * When set, the up vector of the camera will be updated by the rotation of the camera
  8356. */
  8357. updateUpVectorFromRotation: boolean;
  8358. private _tmpQuaternion;
  8359. /**
  8360. * Define the current rotation of the camera
  8361. */
  8362. rotation: Vector3;
  8363. /**
  8364. * Define the current rotation of the camera as a quaternion to prevent Gimbal lock
  8365. */
  8366. rotationQuaternion: Quaternion;
  8367. /**
  8368. * Define the current speed of the camera
  8369. */
  8370. speed: number;
  8371. /**
  8372. * Add cconstraint to the camera to prevent it to move freely in all directions and
  8373. * around all axis.
  8374. */
  8375. noRotationConstraint: boolean;
  8376. /**
  8377. * Define the current target of the camera as an object or a position.
  8378. */
  8379. lockedTarget: any;
  8380. /** @hidden */
  8381. _currentTarget: Vector3;
  8382. /** @hidden */
  8383. _initialFocalDistance: number;
  8384. /** @hidden */
  8385. _viewMatrix: Matrix;
  8386. /** @hidden */
  8387. _camMatrix: Matrix;
  8388. /** @hidden */
  8389. _cameraTransformMatrix: Matrix;
  8390. /** @hidden */
  8391. _cameraRotationMatrix: Matrix;
  8392. /** @hidden */
  8393. _referencePoint: Vector3;
  8394. /** @hidden */
  8395. _transformedReferencePoint: Vector3;
  8396. protected _globalCurrentTarget: Vector3;
  8397. protected _globalCurrentUpVector: Vector3;
  8398. /** @hidden */
  8399. _reset: () => void;
  8400. private _defaultUp;
  8401. /**
  8402. * Instantiates a target camera that takes a mesh or position as a target and continues to look at it while it moves.
  8403. * This is the base of the follow, arc rotate cameras and Free camera
  8404. * @see http://doc.babylonjs.com/features/cameras
  8405. * @param name Defines the name of the camera in the scene
  8406. * @param position Defines the start position of the camera in the scene
  8407. * @param scene Defines the scene the camera belongs to
  8408. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  8409. */
  8410. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  8411. /**
  8412. * Gets the position in front of the camera at a given distance.
  8413. * @param distance The distance from the camera we want the position to be
  8414. * @returns the position
  8415. */
  8416. getFrontPosition(distance: number): Vector3;
  8417. /** @hidden */
  8418. _getLockedTargetPosition(): Nullable<Vector3>;
  8419. private _storedPosition;
  8420. private _storedRotation;
  8421. private _storedRotationQuaternion;
  8422. /**
  8423. * Store current camera state of the camera (fov, position, rotation, etc..)
  8424. * @returns the camera
  8425. */
  8426. storeState(): Camera;
  8427. /**
  8428. * Restored camera state. You must call storeState() first
  8429. * @returns whether it was successful or not
  8430. * @hidden
  8431. */
  8432. _restoreStateValues(): boolean;
  8433. /** @hidden */
  8434. _initCache(): void;
  8435. /** @hidden */
  8436. _updateCache(ignoreParentClass?: boolean): void;
  8437. /** @hidden */
  8438. _isSynchronizedViewMatrix(): boolean;
  8439. /** @hidden */
  8440. _computeLocalCameraSpeed(): number;
  8441. /**
  8442. * Defines the target the camera should look at.
  8443. * @param target Defines the new target as a Vector or a mesh
  8444. */
  8445. setTarget(target: Vector3): void;
  8446. /**
  8447. * Return the current target position of the camera. This value is expressed in local space.
  8448. * @returns the target position
  8449. */
  8450. getTarget(): Vector3;
  8451. /** @hidden */
  8452. _decideIfNeedsToMove(): boolean;
  8453. /** @hidden */
  8454. _updatePosition(): void;
  8455. /** @hidden */
  8456. _checkInputs(): void;
  8457. protected _updateCameraRotationMatrix(): void;
  8458. /**
  8459. * 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)
  8460. * @returns the current camera
  8461. */
  8462. private _rotateUpVectorWithCameraRotationMatrix;
  8463. private _cachedRotationZ;
  8464. private _cachedQuaternionRotationZ;
  8465. /** @hidden */
  8466. _getViewMatrix(): Matrix;
  8467. protected _computeViewMatrix(position: Vector3, target: Vector3, up: Vector3): void;
  8468. /**
  8469. * @hidden
  8470. */
  8471. createRigCamera(name: string, cameraIndex: number): Nullable<Camera>;
  8472. /**
  8473. * @hidden
  8474. */
  8475. _updateRigCameras(): void;
  8476. private _getRigCamPositionAndTarget;
  8477. /**
  8478. * Gets the current object class name.
  8479. * @return the class name
  8480. */
  8481. getClassName(): string;
  8482. }
  8483. }
  8484. declare module "babylonjs/Events/keyboardEvents" {
  8485. /**
  8486. * Gather the list of keyboard event types as constants.
  8487. */
  8488. export class KeyboardEventTypes {
  8489. /**
  8490. * The keydown event is fired when a key becomes active (pressed).
  8491. */
  8492. static readonly KEYDOWN: number;
  8493. /**
  8494. * The keyup event is fired when a key has been released.
  8495. */
  8496. static readonly KEYUP: number;
  8497. }
  8498. /**
  8499. * This class is used to store keyboard related info for the onKeyboardObservable event.
  8500. */
  8501. export class KeyboardInfo {
  8502. /**
  8503. * Defines the type of event (KeyboardEventTypes)
  8504. */
  8505. type: number;
  8506. /**
  8507. * Defines the related dom event
  8508. */
  8509. event: KeyboardEvent;
  8510. /**
  8511. * Instantiates a new keyboard info.
  8512. * This class is used to store keyboard related info for the onKeyboardObservable event.
  8513. * @param type Defines the type of event (KeyboardEventTypes)
  8514. * @param event Defines the related dom event
  8515. */
  8516. constructor(
  8517. /**
  8518. * Defines the type of event (KeyboardEventTypes)
  8519. */
  8520. type: number,
  8521. /**
  8522. * Defines the related dom event
  8523. */
  8524. event: KeyboardEvent);
  8525. }
  8526. /**
  8527. * This class is used to store keyboard related info for the onPreKeyboardObservable event.
  8528. * Set the skipOnKeyboardObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onKeyboardObservable
  8529. */
  8530. export class KeyboardInfoPre extends KeyboardInfo {
  8531. /**
  8532. * Defines the type of event (KeyboardEventTypes)
  8533. */
  8534. type: number;
  8535. /**
  8536. * Defines the related dom event
  8537. */
  8538. event: KeyboardEvent;
  8539. /**
  8540. * Defines whether the engine should skip the next onKeyboardObservable associated to this pre.
  8541. */
  8542. skipOnPointerObservable: boolean;
  8543. /**
  8544. * Instantiates a new keyboard pre info.
  8545. * This class is used to store keyboard related info for the onPreKeyboardObservable event.
  8546. * @param type Defines the type of event (KeyboardEventTypes)
  8547. * @param event Defines the related dom event
  8548. */
  8549. constructor(
  8550. /**
  8551. * Defines the type of event (KeyboardEventTypes)
  8552. */
  8553. type: number,
  8554. /**
  8555. * Defines the related dom event
  8556. */
  8557. event: KeyboardEvent);
  8558. }
  8559. }
  8560. declare module "babylonjs/Cameras/Inputs/freeCameraKeyboardMoveInput" {
  8561. import { Nullable } from "babylonjs/types";
  8562. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  8563. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  8564. /**
  8565. * Manage the keyboard inputs to control the movement of a free camera.
  8566. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  8567. */
  8568. export class FreeCameraKeyboardMoveInput implements ICameraInput<FreeCamera> {
  8569. /**
  8570. * Defines the camera the input is attached to.
  8571. */
  8572. camera: FreeCamera;
  8573. /**
  8574. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  8575. */
  8576. keysUp: number[];
  8577. /**
  8578. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  8579. */
  8580. keysDown: number[];
  8581. /**
  8582. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  8583. */
  8584. keysLeft: number[];
  8585. /**
  8586. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  8587. */
  8588. keysRight: number[];
  8589. private _keys;
  8590. private _onCanvasBlurObserver;
  8591. private _onKeyboardObserver;
  8592. private _engine;
  8593. private _scene;
  8594. /**
  8595. * Attach the input controls to a specific dom element to get the input from.
  8596. * @param element Defines the element the controls should be listened from
  8597. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  8598. */
  8599. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  8600. /**
  8601. * Detach the current controls from the specified dom element.
  8602. * @param element Defines the element to stop listening the inputs from
  8603. */
  8604. detachControl(element: Nullable<HTMLElement>): void;
  8605. /**
  8606. * Update the current camera state depending on the inputs that have been used this frame.
  8607. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  8608. */
  8609. checkInputs(): void;
  8610. /**
  8611. * Gets the class name of the current intput.
  8612. * @returns the class name
  8613. */
  8614. getClassName(): string;
  8615. /** @hidden */
  8616. _onLostFocus(): void;
  8617. /**
  8618. * Get the friendly name associated with the input class.
  8619. * @returns the input friendly name
  8620. */
  8621. getSimpleName(): string;
  8622. }
  8623. }
  8624. declare module "babylonjs/Lights/shadowLight" {
  8625. import { Camera } from "babylonjs/Cameras/camera";
  8626. import { Scene } from "babylonjs/scene";
  8627. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  8628. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  8629. import { Light } from "babylonjs/Lights/light";
  8630. /**
  8631. * Interface describing all the common properties and methods a shadow light needs to implement.
  8632. * This helps both the shadow generator and materials to genrate the corresponding shadow maps
  8633. * as well as binding the different shadow properties to the effects.
  8634. */
  8635. export interface IShadowLight extends Light {
  8636. /**
  8637. * The light id in the scene (used in scene.findLighById for instance)
  8638. */
  8639. id: string;
  8640. /**
  8641. * The position the shdow will be casted from.
  8642. */
  8643. position: Vector3;
  8644. /**
  8645. * In 2d mode (needCube being false), the direction used to cast the shadow.
  8646. */
  8647. direction: Vector3;
  8648. /**
  8649. * The transformed position. Position of the light in world space taking parenting in account.
  8650. */
  8651. transformedPosition: Vector3;
  8652. /**
  8653. * The transformed direction. Direction of the light in world space taking parenting in account.
  8654. */
  8655. transformedDirection: Vector3;
  8656. /**
  8657. * The friendly name of the light in the scene.
  8658. */
  8659. name: string;
  8660. /**
  8661. * Defines the shadow projection clipping minimum z value.
  8662. */
  8663. shadowMinZ: number;
  8664. /**
  8665. * Defines the shadow projection clipping maximum z value.
  8666. */
  8667. shadowMaxZ: number;
  8668. /**
  8669. * Computes the transformed information (transformedPosition and transformedDirection in World space) of the current light
  8670. * @returns true if the information has been computed, false if it does not need to (no parenting)
  8671. */
  8672. computeTransformedInformation(): boolean;
  8673. /**
  8674. * Gets the scene the light belongs to.
  8675. * @returns The scene
  8676. */
  8677. getScene(): Scene;
  8678. /**
  8679. * Callback defining a custom Projection Matrix Builder.
  8680. * This can be used to override the default projection matrix computation.
  8681. */
  8682. customProjectionMatrixBuilder: (viewMatrix: Matrix, renderList: Array<AbstractMesh>, result: Matrix) => void;
  8683. /**
  8684. * Sets the shadow projection matrix in parameter to the generated projection matrix.
  8685. * @param matrix The materix to updated with the projection information
  8686. * @param viewMatrix The transform matrix of the light
  8687. * @param renderList The list of mesh to render in the map
  8688. * @returns The current light
  8689. */
  8690. setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): IShadowLight;
  8691. /**
  8692. * Gets the current depth scale used in ESM.
  8693. * @returns The scale
  8694. */
  8695. getDepthScale(): number;
  8696. /**
  8697. * Returns whether or not the shadow generation require a cube texture or a 2d texture.
  8698. * @returns true if a cube texture needs to be use
  8699. */
  8700. needCube(): boolean;
  8701. /**
  8702. * Detects if the projection matrix requires to be recomputed this frame.
  8703. * @returns true if it requires to be recomputed otherwise, false.
  8704. */
  8705. needProjectionMatrixCompute(): boolean;
  8706. /**
  8707. * Forces the shadow generator to recompute the projection matrix even if position and direction did not changed.
  8708. */
  8709. forceProjectionMatrixCompute(): void;
  8710. /**
  8711. * Get the direction to use to render the shadow map. In case of cube texture, the face index can be passed.
  8712. * @param faceIndex The index of the face we are computed the direction to generate shadow
  8713. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  8714. */
  8715. getShadowDirection(faceIndex?: number): Vector3;
  8716. /**
  8717. * Gets the minZ used for shadow according to both the scene and the light.
  8718. * @param activeCamera The camera we are returning the min for
  8719. * @returns the depth min z
  8720. */
  8721. getDepthMinZ(activeCamera: Camera): number;
  8722. /**
  8723. * Gets the maxZ used for shadow according to both the scene and the light.
  8724. * @param activeCamera The camera we are returning the max for
  8725. * @returns the depth max z
  8726. */
  8727. getDepthMaxZ(activeCamera: Camera): number;
  8728. }
  8729. /**
  8730. * Base implementation IShadowLight
  8731. * It groups all the common behaviour in order to reduce dupplication and better follow the DRY pattern.
  8732. */
  8733. export abstract class ShadowLight extends Light implements IShadowLight {
  8734. protected abstract _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  8735. protected _position: Vector3;
  8736. protected _setPosition(value: Vector3): void;
  8737. /**
  8738. * Sets the position the shadow will be casted from. Also use as the light position for both
  8739. * point and spot lights.
  8740. */
  8741. /**
  8742. * Sets the position the shadow will be casted from. Also use as the light position for both
  8743. * point and spot lights.
  8744. */
  8745. position: Vector3;
  8746. protected _direction: Vector3;
  8747. protected _setDirection(value: Vector3): void;
  8748. /**
  8749. * In 2d mode (needCube being false), gets the direction used to cast the shadow.
  8750. * Also use as the light direction on spot and directional lights.
  8751. */
  8752. /**
  8753. * In 2d mode (needCube being false), sets the direction used to cast the shadow.
  8754. * Also use as the light direction on spot and directional lights.
  8755. */
  8756. direction: Vector3;
  8757. private _shadowMinZ;
  8758. /**
  8759. * Gets the shadow projection clipping minimum z value.
  8760. */
  8761. /**
  8762. * Sets the shadow projection clipping minimum z value.
  8763. */
  8764. shadowMinZ: number;
  8765. private _shadowMaxZ;
  8766. /**
  8767. * Sets the shadow projection clipping maximum z value.
  8768. */
  8769. /**
  8770. * Gets the shadow projection clipping maximum z value.
  8771. */
  8772. shadowMaxZ: number;
  8773. /**
  8774. * Callback defining a custom Projection Matrix Builder.
  8775. * This can be used to override the default projection matrix computation.
  8776. */
  8777. customProjectionMatrixBuilder: (viewMatrix: Matrix, renderList: Array<AbstractMesh>, result: Matrix) => void;
  8778. /**
  8779. * The transformed position. Position of the light in world space taking parenting in account.
  8780. */
  8781. transformedPosition: Vector3;
  8782. /**
  8783. * The transformed direction. Direction of the light in world space taking parenting in account.
  8784. */
  8785. transformedDirection: Vector3;
  8786. private _needProjectionMatrixCompute;
  8787. /**
  8788. * Computes the transformed information (transformedPosition and transformedDirection in World space) of the current light
  8789. * @returns true if the information has been computed, false if it does not need to (no parenting)
  8790. */
  8791. computeTransformedInformation(): boolean;
  8792. /**
  8793. * Return the depth scale used for the shadow map.
  8794. * @returns the depth scale.
  8795. */
  8796. getDepthScale(): number;
  8797. /**
  8798. * Get the direction to use to render the shadow map. In case of cube texture, the face index can be passed.
  8799. * @param faceIndex The index of the face we are computed the direction to generate shadow
  8800. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  8801. */
  8802. getShadowDirection(faceIndex?: number): Vector3;
  8803. /**
  8804. * Returns the ShadowLight absolute position in the World.
  8805. * @returns the position vector in world space
  8806. */
  8807. getAbsolutePosition(): Vector3;
  8808. /**
  8809. * Sets the ShadowLight direction toward the passed target.
  8810. * @param target The point to target in local space
  8811. * @returns the updated ShadowLight direction
  8812. */
  8813. setDirectionToTarget(target: Vector3): Vector3;
  8814. /**
  8815. * Returns the light rotation in euler definition.
  8816. * @returns the x y z rotation in local space.
  8817. */
  8818. getRotation(): Vector3;
  8819. /**
  8820. * Returns whether or not the shadow generation require a cube texture or a 2d texture.
  8821. * @returns true if a cube texture needs to be use
  8822. */
  8823. needCube(): boolean;
  8824. /**
  8825. * Detects if the projection matrix requires to be recomputed this frame.
  8826. * @returns true if it requires to be recomputed otherwise, false.
  8827. */
  8828. needProjectionMatrixCompute(): boolean;
  8829. /**
  8830. * Forces the shadow generator to recompute the projection matrix even if position and direction did not changed.
  8831. */
  8832. forceProjectionMatrixCompute(): void;
  8833. /** @hidden */
  8834. _initCache(): void;
  8835. /** @hidden */
  8836. _isSynchronized(): boolean;
  8837. /**
  8838. * Computes the world matrix of the node
  8839. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  8840. * @returns the world matrix
  8841. */
  8842. computeWorldMatrix(force?: boolean): Matrix;
  8843. /**
  8844. * Gets the minZ used for shadow according to both the scene and the light.
  8845. * @param activeCamera The camera we are returning the min for
  8846. * @returns the depth min z
  8847. */
  8848. getDepthMinZ(activeCamera: Camera): number;
  8849. /**
  8850. * Gets the maxZ used for shadow according to both the scene and the light.
  8851. * @param activeCamera The camera we are returning the max for
  8852. * @returns the depth max z
  8853. */
  8854. getDepthMaxZ(activeCamera: Camera): number;
  8855. /**
  8856. * Sets the shadow projection matrix in parameter to the generated projection matrix.
  8857. * @param matrix The materix to updated with the projection information
  8858. * @param viewMatrix The transform matrix of the light
  8859. * @param renderList The list of mesh to render in the map
  8860. * @returns The current light
  8861. */
  8862. setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): IShadowLight;
  8863. }
  8864. }
  8865. declare module "babylonjs/Materials/materialHelper" {
  8866. import { Nullable } from "babylonjs/types";
  8867. import { Scene } from "babylonjs/scene";
  8868. import { Engine } from "babylonjs/Engines/engine";
  8869. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  8870. import { Light } from "babylonjs/Lights/light";
  8871. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  8872. import { Effect, EffectFallbacks, EffectCreationOptions } from "babylonjs/Materials/effect";
  8873. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  8874. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  8875. /**
  8876. * "Static Class" containing the most commonly used helper while dealing with material for
  8877. * rendering purpose.
  8878. *
  8879. * It contains the basic tools to help defining defines, binding uniform for the common part of the materials.
  8880. *
  8881. * This works by convention in BabylonJS but is meant to be use only with shader following the in place naming rules and conventions.
  8882. */
  8883. export class MaterialHelper {
  8884. /**
  8885. * Bind the current view position to an effect.
  8886. * @param effect The effect to be bound
  8887. * @param scene The scene the eyes position is used from
  8888. */
  8889. static BindEyePosition(effect: Effect, scene: Scene): void;
  8890. /**
  8891. * Helps preparing the defines values about the UVs in used in the effect.
  8892. * UVs are shared as much as we can accross channels in the shaders.
  8893. * @param texture The texture we are preparing the UVs for
  8894. * @param defines The defines to update
  8895. * @param key The channel key "diffuse", "specular"... used in the shader
  8896. */
  8897. static PrepareDefinesForMergedUV(texture: BaseTexture, defines: any, key: string): void;
  8898. /**
  8899. * Binds a texture matrix value to its corrsponding uniform
  8900. * @param texture The texture to bind the matrix for
  8901. * @param uniformBuffer The uniform buffer receivin the data
  8902. * @param key The channel key "diffuse", "specular"... used in the shader
  8903. */
  8904. static BindTextureMatrix(texture: BaseTexture, uniformBuffer: UniformBuffer, key: string): void;
  8905. /**
  8906. * Gets the current status of the fog (should it be enabled?)
  8907. * @param mesh defines the mesh to evaluate for fog support
  8908. * @param scene defines the hosting scene
  8909. * @returns true if fog must be enabled
  8910. */
  8911. static GetFogState(mesh: AbstractMesh, scene: Scene): boolean;
  8912. /**
  8913. * Helper used to prepare the list of defines associated with misc. values for shader compilation
  8914. * @param mesh defines the current mesh
  8915. * @param scene defines the current scene
  8916. * @param useLogarithmicDepth defines if logarithmic depth has to be turned on
  8917. * @param pointsCloud defines if point cloud rendering has to be turned on
  8918. * @param fogEnabled defines if fog has to be turned on
  8919. * @param alphaTest defines if alpha testing has to be turned on
  8920. * @param defines defines the current list of defines
  8921. */
  8922. static PrepareDefinesForMisc(mesh: AbstractMesh, scene: Scene, useLogarithmicDepth: boolean, pointsCloud: boolean, fogEnabled: boolean, alphaTest: boolean, defines: any): void;
  8923. /**
  8924. * Helper used to prepare the list of defines associated with frame values for shader compilation
  8925. * @param scene defines the current scene
  8926. * @param engine defines the current engine
  8927. * @param defines specifies the list of active defines
  8928. * @param useInstances defines if instances have to be turned on
  8929. * @param useClipPlane defines if clip plane have to be turned on
  8930. */
  8931. static PrepareDefinesForFrameBoundValues(scene: Scene, engine: Engine, defines: any, useInstances: boolean, useClipPlane?: Nullable<boolean>): void;
  8932. /**
  8933. * Prepares the defines for bones
  8934. * @param mesh The mesh containing the geometry data we will draw
  8935. * @param defines The defines to update
  8936. */
  8937. static PrepareDefinesForBones(mesh: AbstractMesh, defines: any): void;
  8938. /**
  8939. * Prepares the defines for morph targets
  8940. * @param mesh The mesh containing the geometry data we will draw
  8941. * @param defines The defines to update
  8942. */
  8943. static PrepareDefinesForMorphTargets(mesh: AbstractMesh, defines: any): void;
  8944. /**
  8945. * Prepares the defines used in the shader depending on the attributes data available in the mesh
  8946. * @param mesh The mesh containing the geometry data we will draw
  8947. * @param defines The defines to update
  8948. * @param useVertexColor Precise whether vertex colors should be used or not (override mesh info)
  8949. * @param useBones Precise whether bones should be used or not (override mesh info)
  8950. * @param useMorphTargets Precise whether morph targets should be used or not (override mesh info)
  8951. * @param useVertexAlpha Precise whether vertex alpha should be used or not (override mesh info)
  8952. * @returns false if defines are considered not dirty and have not been checked
  8953. */
  8954. static PrepareDefinesForAttributes(mesh: AbstractMesh, defines: any, useVertexColor: boolean, useBones: boolean, useMorphTargets?: boolean, useVertexAlpha?: boolean): boolean;
  8955. /**
  8956. * Prepares the defines related to multiview
  8957. * @param scene The scene we are intending to draw
  8958. * @param defines The defines to update
  8959. */
  8960. static PrepareDefinesForMultiview(scene: Scene, defines: any): void;
  8961. /**
  8962. * Prepares the defines related to the light information passed in parameter
  8963. * @param scene The scene we are intending to draw
  8964. * @param mesh The mesh the effect is compiling for
  8965. * @param light The light the effect is compiling for
  8966. * @param lightIndex The index of the light
  8967. * @param defines The defines to update
  8968. * @param specularSupported Specifies whether specular is supported or not (override lights data)
  8969. * @param state Defines the current state regarding what is needed (normals, etc...)
  8970. */
  8971. static PrepareDefinesForLight(scene: Scene, mesh: AbstractMesh, light: Light, lightIndex: number, defines: any, specularSupported: boolean, state: {
  8972. needNormals: boolean;
  8973. needRebuild: boolean;
  8974. shadowEnabled: boolean;
  8975. specularEnabled: boolean;
  8976. lightmapMode: boolean;
  8977. }): void;
  8978. /**
  8979. * Prepares the defines related to the light information passed in parameter
  8980. * @param scene The scene we are intending to draw
  8981. * @param mesh The mesh the effect is compiling for
  8982. * @param defines The defines to update
  8983. * @param specularSupported Specifies whether specular is supported or not (override lights data)
  8984. * @param maxSimultaneousLights Specfies how manuy lights can be added to the effect at max
  8985. * @param disableLighting Specifies whether the lighting is disabled (override scene and light)
  8986. * @returns true if normals will be required for the rest of the effect
  8987. */
  8988. static PrepareDefinesForLights(scene: Scene, mesh: AbstractMesh, defines: any, specularSupported: boolean, maxSimultaneousLights?: number, disableLighting?: boolean): boolean;
  8989. /**
  8990. * Prepares the uniforms and samplers list to be used in the effect (for a specific light)
  8991. * @param lightIndex defines the light index
  8992. * @param uniformsList The uniform list
  8993. * @param samplersList The sampler list
  8994. * @param projectedLightTexture defines if projected texture must be used
  8995. * @param uniformBuffersList defines an optional list of uniform buffers
  8996. */
  8997. static PrepareUniformsAndSamplersForLight(lightIndex: number, uniformsList: string[], samplersList: string[], projectedLightTexture?: any, uniformBuffersList?: Nullable<string[]>): void;
  8998. /**
  8999. * Prepares the uniforms and samplers list to be used in the effect
  9000. * @param uniformsListOrOptions The uniform names to prepare or an EffectCreationOptions containing the liist and extra information
  9001. * @param samplersList The sampler list
  9002. * @param defines The defines helping in the list generation
  9003. * @param maxSimultaneousLights The maximum number of simultanous light allowed in the effect
  9004. */
  9005. static PrepareUniformsAndSamplersList(uniformsListOrOptions: string[] | EffectCreationOptions, samplersList?: string[], defines?: any, maxSimultaneousLights?: number): void;
  9006. /**
  9007. * This helps decreasing rank by rank the shadow quality (0 being the highest rank and quality)
  9008. * @param defines The defines to update while falling back
  9009. * @param fallbacks The authorized effect fallbacks
  9010. * @param maxSimultaneousLights The maximum number of lights allowed
  9011. * @param rank the current rank of the Effect
  9012. * @returns The newly affected rank
  9013. */
  9014. static HandleFallbacksForShadows(defines: any, fallbacks: EffectFallbacks, maxSimultaneousLights?: number, rank?: number): number;
  9015. private static _TmpMorphInfluencers;
  9016. /**
  9017. * Prepares the list of attributes required for morph targets according to the effect defines.
  9018. * @param attribs The current list of supported attribs
  9019. * @param mesh The mesh to prepare the morph targets attributes for
  9020. * @param influencers The number of influencers
  9021. */
  9022. static PrepareAttributesForMorphTargetsInfluencers(attribs: string[], mesh: AbstractMesh, influencers: number): void;
  9023. /**
  9024. * Prepares the list of attributes required for morph targets according to the effect defines.
  9025. * @param attribs The current list of supported attribs
  9026. * @param mesh The mesh to prepare the morph targets attributes for
  9027. * @param defines The current Defines of the effect
  9028. */
  9029. static PrepareAttributesForMorphTargets(attribs: string[], mesh: AbstractMesh, defines: any): void;
  9030. /**
  9031. * Prepares the list of attributes required for bones according to the effect defines.
  9032. * @param attribs The current list of supported attribs
  9033. * @param mesh The mesh to prepare the bones attributes for
  9034. * @param defines The current Defines of the effect
  9035. * @param fallbacks The current efffect fallback strategy
  9036. */
  9037. static PrepareAttributesForBones(attribs: string[], mesh: AbstractMesh, defines: any, fallbacks: EffectFallbacks): void;
  9038. /**
  9039. * Check and prepare the list of attributes required for instances according to the effect defines.
  9040. * @param attribs The current list of supported attribs
  9041. * @param defines The current MaterialDefines of the effect
  9042. */
  9043. static PrepareAttributesForInstances(attribs: string[], defines: MaterialDefines): void;
  9044. /**
  9045. * Add the list of attributes required for instances to the attribs array.
  9046. * @param attribs The current list of supported attribs
  9047. */
  9048. static PushAttributesForInstances(attribs: string[]): void;
  9049. /**
  9050. * Binds the light shadow information to the effect for the given mesh.
  9051. * @param light The light containing the generator
  9052. * @param scene The scene the lights belongs to
  9053. * @param mesh The mesh we are binding the information to render
  9054. * @param lightIndex The light index in the effect used to render the mesh
  9055. * @param effect The effect we are binding the data to
  9056. */
  9057. static BindLightShadow(light: Light, mesh: AbstractMesh, lightIndex: string, effect: Effect): void;
  9058. /**
  9059. * Binds the light information to the effect.
  9060. * @param light The light containing the generator
  9061. * @param effect The effect we are binding the data to
  9062. * @param lightIndex The light index in the effect used to render
  9063. */
  9064. static BindLightProperties(light: Light, effect: Effect, lightIndex: number): void;
  9065. /**
  9066. * Binds the lights information from the scene to the effect for the given mesh.
  9067. * @param light Light to bind
  9068. * @param lightIndex Light index
  9069. * @param scene The scene where the light belongs to
  9070. * @param mesh The mesh we are binding the information to render
  9071. * @param effect The effect we are binding the data to
  9072. * @param useSpecular Defines if specular is supported
  9073. * @param usePhysicalLightFalloff Specifies whether the light falloff is defined physically or not
  9074. * @param rebuildInParallel Specifies whether the shader is rebuilding in parallel
  9075. */
  9076. static BindLight(light: Light, lightIndex: number, scene: Scene, mesh: AbstractMesh, effect: Effect, useSpecular: boolean, usePhysicalLightFalloff?: boolean, rebuildInParallel?: boolean): void;
  9077. /**
  9078. * Binds the lights information from the scene to the effect for the given mesh.
  9079. * @param scene The scene the lights belongs to
  9080. * @param mesh The mesh we are binding the information to render
  9081. * @param effect The effect we are binding the data to
  9082. * @param defines The generated defines for the effect
  9083. * @param maxSimultaneousLights The maximum number of light that can be bound to the effect
  9084. * @param usePhysicalLightFalloff Specifies whether the light falloff is defined physically or not
  9085. * @param rebuildInParallel Specifies whether the shader is rebuilding in parallel
  9086. */
  9087. static BindLights(scene: Scene, mesh: AbstractMesh, effect: Effect, defines: any, maxSimultaneousLights?: number, usePhysicalLightFalloff?: boolean, rebuildInParallel?: boolean): void;
  9088. private static _tempFogColor;
  9089. /**
  9090. * Binds the fog information from the scene to the effect for the given mesh.
  9091. * @param scene The scene the lights belongs to
  9092. * @param mesh The mesh we are binding the information to render
  9093. * @param effect The effect we are binding the data to
  9094. * @param linearSpace Defines if the fog effect is applied in linear space
  9095. */
  9096. static BindFogParameters(scene: Scene, mesh: AbstractMesh, effect: Effect, linearSpace?: boolean): void;
  9097. /**
  9098. * Binds the bones information from the mesh to the effect.
  9099. * @param mesh The mesh we are binding the information to render
  9100. * @param effect The effect we are binding the data to
  9101. */
  9102. static BindBonesParameters(mesh?: AbstractMesh, effect?: Effect): void;
  9103. /**
  9104. * Binds the morph targets information from the mesh to the effect.
  9105. * @param abstractMesh The mesh we are binding the information to render
  9106. * @param effect The effect we are binding the data to
  9107. */
  9108. static BindMorphTargetParameters(abstractMesh: AbstractMesh, effect: Effect): void;
  9109. /**
  9110. * Binds the logarithmic depth information from the scene to the effect for the given defines.
  9111. * @param defines The generated defines used in the effect
  9112. * @param effect The effect we are binding the data to
  9113. * @param scene The scene we are willing to render with logarithmic scale for
  9114. */
  9115. static BindLogDepth(defines: any, effect: Effect, scene: Scene): void;
  9116. /**
  9117. * Binds the clip plane information from the scene to the effect.
  9118. * @param scene The scene the clip plane information are extracted from
  9119. * @param effect The effect we are binding the data to
  9120. */
  9121. static BindClipPlane(effect: Effect, scene: Scene): void;
  9122. }
  9123. }
  9124. declare module "babylonjs/Shaders/ShadersInclude/packingFunctions" {
  9125. /** @hidden */
  9126. export var packingFunctions: {
  9127. name: string;
  9128. shader: string;
  9129. };
  9130. }
  9131. declare module "babylonjs/Shaders/shadowMap.fragment" {
  9132. import "babylonjs/Shaders/ShadersInclude/packingFunctions";
  9133. /** @hidden */
  9134. export var shadowMapPixelShader: {
  9135. name: string;
  9136. shader: string;
  9137. };
  9138. }
  9139. declare module "babylonjs/Shaders/ShadersInclude/bonesDeclaration" {
  9140. /** @hidden */
  9141. export var bonesDeclaration: {
  9142. name: string;
  9143. shader: string;
  9144. };
  9145. }
  9146. declare module "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration" {
  9147. /** @hidden */
  9148. export var morphTargetsVertexGlobalDeclaration: {
  9149. name: string;
  9150. shader: string;
  9151. };
  9152. }
  9153. declare module "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration" {
  9154. /** @hidden */
  9155. export var morphTargetsVertexDeclaration: {
  9156. name: string;
  9157. shader: string;
  9158. };
  9159. }
  9160. declare module "babylonjs/Shaders/ShadersInclude/instancesDeclaration" {
  9161. /** @hidden */
  9162. export var instancesDeclaration: {
  9163. name: string;
  9164. shader: string;
  9165. };
  9166. }
  9167. declare module "babylonjs/Shaders/ShadersInclude/helperFunctions" {
  9168. /** @hidden */
  9169. export var helperFunctions: {
  9170. name: string;
  9171. shader: string;
  9172. };
  9173. }
  9174. declare module "babylonjs/Shaders/ShadersInclude/morphTargetsVertex" {
  9175. /** @hidden */
  9176. export var morphTargetsVertex: {
  9177. name: string;
  9178. shader: string;
  9179. };
  9180. }
  9181. declare module "babylonjs/Shaders/ShadersInclude/instancesVertex" {
  9182. /** @hidden */
  9183. export var instancesVertex: {
  9184. name: string;
  9185. shader: string;
  9186. };
  9187. }
  9188. declare module "babylonjs/Shaders/ShadersInclude/bonesVertex" {
  9189. /** @hidden */
  9190. export var bonesVertex: {
  9191. name: string;
  9192. shader: string;
  9193. };
  9194. }
  9195. declare module "babylonjs/Shaders/shadowMap.vertex" {
  9196. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  9197. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  9198. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  9199. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  9200. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  9201. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  9202. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  9203. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  9204. /** @hidden */
  9205. export var shadowMapVertexShader: {
  9206. name: string;
  9207. shader: string;
  9208. };
  9209. }
  9210. declare module "babylonjs/Shaders/depthBoxBlur.fragment" {
  9211. /** @hidden */
  9212. export var depthBoxBlurPixelShader: {
  9213. name: string;
  9214. shader: string;
  9215. };
  9216. }
  9217. declare module "babylonjs/Lights/Shadows/shadowGenerator" {
  9218. import { Nullable } from "babylonjs/types";
  9219. import { Scene } from "babylonjs/scene";
  9220. import { Matrix } from "babylonjs/Maths/math.vector";
  9221. import { SubMesh } from "babylonjs/Meshes/subMesh";
  9222. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  9223. import { Mesh } from "babylonjs/Meshes/mesh";
  9224. import { IShadowLight } from "babylonjs/Lights/shadowLight";
  9225. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  9226. import { Effect } from "babylonjs/Materials/effect";
  9227. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  9228. import "babylonjs/Shaders/shadowMap.fragment";
  9229. import "babylonjs/Shaders/shadowMap.vertex";
  9230. import "babylonjs/Shaders/depthBoxBlur.fragment";
  9231. import { Observable } from "babylonjs/Misc/observable";
  9232. /**
  9233. * Defines the options associated with the creation of a custom shader for a shadow generator.
  9234. */
  9235. export interface ICustomShaderOptions {
  9236. /**
  9237. * Gets or sets the custom shader name to use
  9238. */
  9239. shaderName: string;
  9240. /**
  9241. * The list of attribute names used in the shader
  9242. */
  9243. attributes?: string[];
  9244. /**
  9245. * The list of unifrom names used in the shader
  9246. */
  9247. uniforms?: string[];
  9248. /**
  9249. * The list of sampler names used in the shader
  9250. */
  9251. samplers?: string[];
  9252. /**
  9253. * The list of defines used in the shader
  9254. */
  9255. defines?: string[];
  9256. }
  9257. /**
  9258. * Interface to implement to create a shadow generator compatible with BJS.
  9259. */
  9260. export interface IShadowGenerator {
  9261. /**
  9262. * Gets the main RTT containing the shadow map (usually storing depth from the light point of view).
  9263. * @returns The render target texture if present otherwise, null
  9264. */
  9265. getShadowMap(): Nullable<RenderTargetTexture>;
  9266. /**
  9267. * Gets the RTT used during rendering (can be a blurred version of the shadow map or the shadow map itself).
  9268. * @returns The render target texture if the shadow map is present otherwise, null
  9269. */
  9270. getShadowMapForRendering(): Nullable<RenderTargetTexture>;
  9271. /**
  9272. * Determine wheter the shadow generator is ready or not (mainly all effects and related post processes needs to be ready).
  9273. * @param subMesh The submesh we want to render in the shadow map
  9274. * @param useInstances Defines wether will draw in the map using instances
  9275. * @returns true if ready otherwise, false
  9276. */
  9277. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  9278. /**
  9279. * Prepare all the defines in a material relying on a shadow map at the specified light index.
  9280. * @param defines Defines of the material we want to update
  9281. * @param lightIndex Index of the light in the enabled light list of the material
  9282. */
  9283. prepareDefines(defines: MaterialDefines, lightIndex: number): void;
  9284. /**
  9285. * Binds the shadow related information inside of an effect (information like near, far, darkness...
  9286. * defined in the generator but impacting the effect).
  9287. * It implies the unifroms available on the materials are the standard BJS ones.
  9288. * @param lightIndex Index of the light in the enabled light list of the material owning the effect
  9289. * @param effect The effect we are binfing the information for
  9290. */
  9291. bindShadowLight(lightIndex: string, effect: Effect): void;
  9292. /**
  9293. * Gets the transformation matrix used to project the meshes into the map from the light point of view.
  9294. * (eq to shadow prjection matrix * light transform matrix)
  9295. * @returns The transform matrix used to create the shadow map
  9296. */
  9297. getTransformMatrix(): Matrix;
  9298. /**
  9299. * Recreates the shadow map dependencies like RTT and post processes. This can be used during the switch between
  9300. * Cube and 2D textures for instance.
  9301. */
  9302. recreateShadowMap(): void;
  9303. /**
  9304. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  9305. * @param onCompiled Callback triggered at the and of the effects compilation
  9306. * @param options Sets of optional options forcing the compilation with different modes
  9307. */
  9308. forceCompilation(onCompiled?: (generator: ShadowGenerator) => void, options?: Partial<{
  9309. useInstances: boolean;
  9310. }>): void;
  9311. /**
  9312. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  9313. * @param options Sets of optional options forcing the compilation with different modes
  9314. * @returns A promise that resolves when the compilation completes
  9315. */
  9316. forceCompilationAsync(options?: Partial<{
  9317. useInstances: boolean;
  9318. }>): Promise<void>;
  9319. /**
  9320. * Serializes the shadow generator setup to a json object.
  9321. * @returns The serialized JSON object
  9322. */
  9323. serialize(): any;
  9324. /**
  9325. * Disposes the Shadow map and related Textures and effects.
  9326. */
  9327. dispose(): void;
  9328. }
  9329. /**
  9330. * Default implementation IShadowGenerator.
  9331. * This is the main object responsible of generating shadows in the framework.
  9332. * Documentation: https://doc.babylonjs.com/babylon101/shadows
  9333. */
  9334. export class ShadowGenerator implements IShadowGenerator {
  9335. /**
  9336. * Shadow generator mode None: no filtering applied.
  9337. */
  9338. static readonly FILTER_NONE: number;
  9339. /**
  9340. * Shadow generator mode ESM: Exponential Shadow Mapping.
  9341. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  9342. */
  9343. static readonly FILTER_EXPONENTIALSHADOWMAP: number;
  9344. /**
  9345. * Shadow generator mode Poisson Sampling: Percentage Closer Filtering.
  9346. * (Multiple Tap around evenly distributed around the pixel are used to evaluate the shadow strength)
  9347. */
  9348. static readonly FILTER_POISSONSAMPLING: number;
  9349. /**
  9350. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping.
  9351. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  9352. */
  9353. static readonly FILTER_BLUREXPONENTIALSHADOWMAP: number;
  9354. /**
  9355. * Shadow generator mode ESM: Exponential Shadow Mapping using the inverse of the exponential preventing
  9356. * edge artifacts on steep falloff.
  9357. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  9358. */
  9359. static readonly FILTER_CLOSEEXPONENTIALSHADOWMAP: number;
  9360. /**
  9361. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping using the inverse of the exponential preventing
  9362. * edge artifacts on steep falloff.
  9363. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  9364. */
  9365. static readonly FILTER_BLURCLOSEEXPONENTIALSHADOWMAP: number;
  9366. /**
  9367. * Shadow generator mode PCF: Percentage Closer Filtering
  9368. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  9369. * (https://developer.nvidia.com/gpugems/GPUGems/gpugems_ch11.html)
  9370. */
  9371. static readonly FILTER_PCF: number;
  9372. /**
  9373. * Shadow generator mode PCSS: Percentage Closering Soft Shadow.
  9374. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  9375. * Contact Hardening
  9376. */
  9377. static readonly FILTER_PCSS: number;
  9378. /**
  9379. * Reserved for PCF and PCSS
  9380. * Highest Quality.
  9381. *
  9382. * Execute PCF on a 5*5 kernel improving a lot the shadow aliasing artifacts.
  9383. *
  9384. * Execute PCSS with 32 taps blocker search and 64 taps PCF.
  9385. */
  9386. static readonly QUALITY_HIGH: number;
  9387. /**
  9388. * Reserved for PCF and PCSS
  9389. * Good tradeoff for quality/perf cross devices
  9390. *
  9391. * Execute PCF on a 3*3 kernel.
  9392. *
  9393. * Execute PCSS with 16 taps blocker search and 32 taps PCF.
  9394. */
  9395. static readonly QUALITY_MEDIUM: number;
  9396. /**
  9397. * Reserved for PCF and PCSS
  9398. * The lowest quality but the fastest.
  9399. *
  9400. * Execute PCF on a 1*1 kernel.
  9401. *
  9402. * Execute PCSS with 16 taps blocker search and 16 taps PCF.
  9403. */
  9404. static readonly QUALITY_LOW: number;
  9405. /** Gets or sets the custom shader name to use */
  9406. customShaderOptions: ICustomShaderOptions;
  9407. /**
  9408. * Observable triggered before the shadow is rendered. Can be used to update internal effect state
  9409. */
  9410. onBeforeShadowMapRenderObservable: Observable<Effect>;
  9411. /**
  9412. * Observable triggered after the shadow is rendered. Can be used to restore internal effect state
  9413. */
  9414. onAfterShadowMapRenderObservable: Observable<Effect>;
  9415. /**
  9416. * Observable triggered before a mesh is rendered in the shadow map.
  9417. * Can be used to update internal effect state (that you can get from the onBeforeShadowMapRenderObservable)
  9418. */
  9419. onBeforeShadowMapRenderMeshObservable: Observable<Mesh>;
  9420. /**
  9421. * Observable triggered after a mesh is rendered in the shadow map.
  9422. * Can be used to update internal effect state (that you can get from the onAfterShadowMapRenderObservable)
  9423. */
  9424. onAfterShadowMapRenderMeshObservable: Observable<Mesh>;
  9425. private _bias;
  9426. /**
  9427. * Gets the bias: offset applied on the depth preventing acnea (in light direction).
  9428. */
  9429. /**
  9430. * Sets the bias: offset applied on the depth preventing acnea (in light direction).
  9431. */
  9432. bias: number;
  9433. private _normalBias;
  9434. /**
  9435. * Gets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  9436. */
  9437. /**
  9438. * Sets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  9439. */
  9440. normalBias: number;
  9441. private _blurBoxOffset;
  9442. /**
  9443. * Gets the blur box offset: offset applied during the blur pass.
  9444. * Only useful if useKernelBlur = false
  9445. */
  9446. /**
  9447. * Sets the blur box offset: offset applied during the blur pass.
  9448. * Only useful if useKernelBlur = false
  9449. */
  9450. blurBoxOffset: number;
  9451. private _blurScale;
  9452. /**
  9453. * Gets the blur scale: scale of the blurred texture compared to the main shadow map.
  9454. * 2 means half of the size.
  9455. */
  9456. /**
  9457. * Sets the blur scale: scale of the blurred texture compared to the main shadow map.
  9458. * 2 means half of the size.
  9459. */
  9460. blurScale: number;
  9461. private _blurKernel;
  9462. /**
  9463. * Gets the blur kernel: kernel size of the blur pass.
  9464. * Only useful if useKernelBlur = true
  9465. */
  9466. /**
  9467. * Sets the blur kernel: kernel size of the blur pass.
  9468. * Only useful if useKernelBlur = true
  9469. */
  9470. blurKernel: number;
  9471. private _useKernelBlur;
  9472. /**
  9473. * Gets whether the blur pass is a kernel blur (if true) or box blur.
  9474. * Only useful in filtered mode (useBlurExponentialShadowMap...)
  9475. */
  9476. /**
  9477. * Sets whether the blur pass is a kernel blur (if true) or box blur.
  9478. * Only useful in filtered mode (useBlurExponentialShadowMap...)
  9479. */
  9480. useKernelBlur: boolean;
  9481. private _depthScale;
  9482. /**
  9483. * Gets the depth scale used in ESM mode.
  9484. */
  9485. /**
  9486. * Sets the depth scale used in ESM mode.
  9487. * This can override the scale stored on the light.
  9488. */
  9489. depthScale: number;
  9490. private _filter;
  9491. /**
  9492. * Gets the current mode of the shadow generator (normal, PCF, ESM...).
  9493. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  9494. */
  9495. /**
  9496. * Sets the current mode of the shadow generator (normal, PCF, ESM...).
  9497. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  9498. */
  9499. filter: number;
  9500. /**
  9501. * Gets if the current filter is set to Poisson Sampling.
  9502. */
  9503. /**
  9504. * Sets the current filter to Poisson Sampling.
  9505. */
  9506. usePoissonSampling: boolean;
  9507. /**
  9508. * Gets if the current filter is set to ESM.
  9509. */
  9510. /**
  9511. * Sets the current filter is to ESM.
  9512. */
  9513. useExponentialShadowMap: boolean;
  9514. /**
  9515. * Gets if the current filter is set to filtered ESM.
  9516. */
  9517. /**
  9518. * Gets if the current filter is set to filtered ESM.
  9519. */
  9520. useBlurExponentialShadowMap: boolean;
  9521. /**
  9522. * Gets if the current filter is set to "close ESM" (using the inverse of the
  9523. * exponential to prevent steep falloff artifacts).
  9524. */
  9525. /**
  9526. * Sets the current filter to "close ESM" (using the inverse of the
  9527. * exponential to prevent steep falloff artifacts).
  9528. */
  9529. useCloseExponentialShadowMap: boolean;
  9530. /**
  9531. * Gets if the current filter is set to filtered "close ESM" (using the inverse of the
  9532. * exponential to prevent steep falloff artifacts).
  9533. */
  9534. /**
  9535. * Sets the current filter to filtered "close ESM" (using the inverse of the
  9536. * exponential to prevent steep falloff artifacts).
  9537. */
  9538. useBlurCloseExponentialShadowMap: boolean;
  9539. /**
  9540. * Gets if the current filter is set to "PCF" (percentage closer filtering).
  9541. */
  9542. /**
  9543. * Sets the current filter to "PCF" (percentage closer filtering).
  9544. */
  9545. usePercentageCloserFiltering: boolean;
  9546. private _filteringQuality;
  9547. /**
  9548. * Gets the PCF or PCSS Quality.
  9549. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  9550. */
  9551. /**
  9552. * Sets the PCF or PCSS Quality.
  9553. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  9554. */
  9555. filteringQuality: number;
  9556. /**
  9557. * Gets if the current filter is set to "PCSS" (contact hardening).
  9558. */
  9559. /**
  9560. * Sets the current filter to "PCSS" (contact hardening).
  9561. */
  9562. useContactHardeningShadow: boolean;
  9563. private _contactHardeningLightSizeUVRatio;
  9564. /**
  9565. * Gets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  9566. * Using a ratio helps keeping shape stability independently of the map size.
  9567. *
  9568. * It does not account for the light projection as it was having too much
  9569. * instability during the light setup or during light position changes.
  9570. *
  9571. * Only valid if useContactHardeningShadow is true.
  9572. */
  9573. /**
  9574. * Sets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  9575. * Using a ratio helps keeping shape stability independently of the map size.
  9576. *
  9577. * It does not account for the light projection as it was having too much
  9578. * instability during the light setup or during light position changes.
  9579. *
  9580. * Only valid if useContactHardeningShadow is true.
  9581. */
  9582. contactHardeningLightSizeUVRatio: number;
  9583. private _darkness;
  9584. /** Gets or sets the actual darkness of a shadow */
  9585. darkness: number;
  9586. /**
  9587. * Returns the darkness value (float). This can only decrease the actual darkness of a shadow.
  9588. * 0 means strongest and 1 would means no shadow.
  9589. * @returns the darkness.
  9590. */
  9591. getDarkness(): number;
  9592. /**
  9593. * Sets the darkness value (float). This can only decrease the actual darkness of a shadow.
  9594. * @param darkness The darkness value 0 means strongest and 1 would means no shadow.
  9595. * @returns the shadow generator allowing fluent coding.
  9596. */
  9597. setDarkness(darkness: number): ShadowGenerator;
  9598. private _transparencyShadow;
  9599. /** Gets or sets the ability to have transparent shadow */
  9600. transparencyShadow: boolean;
  9601. /**
  9602. * Sets the ability to have transparent shadow (boolean).
  9603. * @param transparent True if transparent else False
  9604. * @returns the shadow generator allowing fluent coding
  9605. */
  9606. setTransparencyShadow(transparent: boolean): ShadowGenerator;
  9607. private _shadowMap;
  9608. private _shadowMap2;
  9609. /**
  9610. * Gets the main RTT containing the shadow map (usually storing depth from the light point of view).
  9611. * @returns The render target texture if present otherwise, null
  9612. */
  9613. getShadowMap(): Nullable<RenderTargetTexture>;
  9614. /**
  9615. * Gets the RTT used during rendering (can be a blurred version of the shadow map or the shadow map itself).
  9616. * @returns The render target texture if the shadow map is present otherwise, null
  9617. */
  9618. getShadowMapForRendering(): Nullable<RenderTargetTexture>;
  9619. /**
  9620. * Gets the class name of that object
  9621. * @returns "ShadowGenerator"
  9622. */
  9623. getClassName(): string;
  9624. /**
  9625. * Helper function to add a mesh and its descendants to the list of shadow casters.
  9626. * @param mesh Mesh to add
  9627. * @param includeDescendants boolean indicating if the descendants should be added. Default to true
  9628. * @returns the Shadow Generator itself
  9629. */
  9630. addShadowCaster(mesh: AbstractMesh, includeDescendants?: boolean): ShadowGenerator;
  9631. /**
  9632. * Helper function to remove a mesh and its descendants from the list of shadow casters
  9633. * @param mesh Mesh to remove
  9634. * @param includeDescendants boolean indicating if the descendants should be removed. Default to true
  9635. * @returns the Shadow Generator itself
  9636. */
  9637. removeShadowCaster(mesh: AbstractMesh, includeDescendants?: boolean): ShadowGenerator;
  9638. /**
  9639. * Controls the extent to which the shadows fade out at the edge of the frustum
  9640. * Used only by directionals and spots
  9641. */
  9642. frustumEdgeFalloff: number;
  9643. private _light;
  9644. /**
  9645. * Returns the associated light object.
  9646. * @returns the light generating the shadow
  9647. */
  9648. getLight(): IShadowLight;
  9649. /**
  9650. * If true the shadow map is generated by rendering the back face of the mesh instead of the front face.
  9651. * This can help with self-shadowing as the geometry making up the back of objects is slightly offset.
  9652. * It might on the other hand introduce peter panning.
  9653. */
  9654. forceBackFacesOnly: boolean;
  9655. private _scene;
  9656. private _lightDirection;
  9657. private _effect;
  9658. private _viewMatrix;
  9659. private _projectionMatrix;
  9660. private _transformMatrix;
  9661. private _cachedPosition;
  9662. private _cachedDirection;
  9663. private _cachedDefines;
  9664. private _currentRenderID;
  9665. private _boxBlurPostprocess;
  9666. private _kernelBlurXPostprocess;
  9667. private _kernelBlurYPostprocess;
  9668. private _blurPostProcesses;
  9669. private _mapSize;
  9670. private _currentFaceIndex;
  9671. private _currentFaceIndexCache;
  9672. private _textureType;
  9673. private _defaultTextureMatrix;
  9674. /** @hidden */
  9675. static _SceneComponentInitialization: (scene: Scene) => void;
  9676. /**
  9677. * Creates a ShadowGenerator object.
  9678. * A ShadowGenerator is the required tool to use the shadows.
  9679. * Each light casting shadows needs to use its own ShadowGenerator.
  9680. * Documentation : https://doc.babylonjs.com/babylon101/shadows
  9681. * @param mapSize The size of the texture what stores the shadows. Example : 1024.
  9682. * @param light The light object generating the shadows.
  9683. * @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.
  9684. */
  9685. constructor(mapSize: number, light: IShadowLight, usefulFloatFirst?: boolean);
  9686. private _initializeGenerator;
  9687. private _initializeShadowMap;
  9688. private _initializeBlurRTTAndPostProcesses;
  9689. private _renderForShadowMap;
  9690. private _renderSubMeshForShadowMap;
  9691. private _applyFilterValues;
  9692. /**
  9693. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  9694. * @param onCompiled Callback triggered at the and of the effects compilation
  9695. * @param options Sets of optional options forcing the compilation with different modes
  9696. */
  9697. forceCompilation(onCompiled?: (generator: ShadowGenerator) => void, options?: Partial<{
  9698. useInstances: boolean;
  9699. }>): void;
  9700. /**
  9701. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  9702. * @param options Sets of optional options forcing the compilation with different modes
  9703. * @returns A promise that resolves when the compilation completes
  9704. */
  9705. forceCompilationAsync(options?: Partial<{
  9706. useInstances: boolean;
  9707. }>): Promise<void>;
  9708. /**
  9709. * Determine wheter the shadow generator is ready or not (mainly all effects and related post processes needs to be ready).
  9710. * @param subMesh The submesh we want to render in the shadow map
  9711. * @param useInstances Defines wether will draw in the map using instances
  9712. * @returns true if ready otherwise, false
  9713. */
  9714. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  9715. /**
  9716. * Prepare all the defines in a material relying on a shadow map at the specified light index.
  9717. * @param defines Defines of the material we want to update
  9718. * @param lightIndex Index of the light in the enabled light list of the material
  9719. */
  9720. prepareDefines(defines: any, lightIndex: number): void;
  9721. /**
  9722. * Binds the shadow related information inside of an effect (information like near, far, darkness...
  9723. * defined in the generator but impacting the effect).
  9724. * @param lightIndex Index of the light in the enabled light list of the material owning the effect
  9725. * @param effect The effect we are binfing the information for
  9726. */
  9727. bindShadowLight(lightIndex: string, effect: Effect): void;
  9728. /**
  9729. * Gets the transformation matrix used to project the meshes into the map from the light point of view.
  9730. * (eq to shadow prjection matrix * light transform matrix)
  9731. * @returns The transform matrix used to create the shadow map
  9732. */
  9733. getTransformMatrix(): Matrix;
  9734. /**
  9735. * Recreates the shadow map dependencies like RTT and post processes. This can be used during the switch between
  9736. * Cube and 2D textures for instance.
  9737. */
  9738. recreateShadowMap(): void;
  9739. private _disposeBlurPostProcesses;
  9740. private _disposeRTTandPostProcesses;
  9741. /**
  9742. * Disposes the ShadowGenerator.
  9743. * Returns nothing.
  9744. */
  9745. dispose(): void;
  9746. /**
  9747. * Serializes the shadow generator setup to a json object.
  9748. * @returns The serialized JSON object
  9749. */
  9750. serialize(): any;
  9751. /**
  9752. * Parses a serialized ShadowGenerator and returns a new ShadowGenerator.
  9753. * @param parsedShadowGenerator The JSON object to parse
  9754. * @param scene The scene to create the shadow map for
  9755. * @returns The parsed shadow generator
  9756. */
  9757. static Parse(parsedShadowGenerator: any, scene: Scene): ShadowGenerator;
  9758. }
  9759. }
  9760. declare module "babylonjs/Lights/light" {
  9761. import { Nullable } from "babylonjs/types";
  9762. import { Scene } from "babylonjs/scene";
  9763. import { Vector3 } from "babylonjs/Maths/math.vector";
  9764. import { Color3 } from "babylonjs/Maths/math.color";
  9765. import { Node } from "babylonjs/node";
  9766. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  9767. import { Effect } from "babylonjs/Materials/effect";
  9768. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  9769. import { IShadowGenerator } from "babylonjs/Lights/Shadows/shadowGenerator";
  9770. /**
  9771. * Base class of all the lights in Babylon. It groups all the generic information about lights.
  9772. * Lights are used, as you would expect, to affect how meshes are seen, in terms of both illumination and colour.
  9773. * 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.
  9774. */
  9775. export abstract class Light extends Node {
  9776. /**
  9777. * Falloff Default: light is falling off following the material specification:
  9778. * standard material is using standard falloff whereas pbr material can request special falloff per materials.
  9779. */
  9780. static readonly FALLOFF_DEFAULT: number;
  9781. /**
  9782. * Falloff Physical: light is falling off following the inverse squared distance law.
  9783. */
  9784. static readonly FALLOFF_PHYSICAL: number;
  9785. /**
  9786. * Falloff gltf: light is falling off as described in the gltf moving to PBR document
  9787. * to enhance interoperability with other engines.
  9788. */
  9789. static readonly FALLOFF_GLTF: number;
  9790. /**
  9791. * Falloff Standard: light is falling off like in the standard material
  9792. * to enhance interoperability with other materials.
  9793. */
  9794. static readonly FALLOFF_STANDARD: number;
  9795. /**
  9796. * If every light affecting the material is in this lightmapMode,
  9797. * material.lightmapTexture adds or multiplies
  9798. * (depends on material.useLightmapAsShadowmap)
  9799. * after every other light calculations.
  9800. */
  9801. static readonly LIGHTMAP_DEFAULT: number;
  9802. /**
  9803. * material.lightmapTexture as only diffuse lighting from this light
  9804. * adds only specular lighting from this light
  9805. * adds dynamic shadows
  9806. */
  9807. static readonly LIGHTMAP_SPECULAR: number;
  9808. /**
  9809. * material.lightmapTexture as only lighting
  9810. * no light calculation from this light
  9811. * only adds dynamic shadows from this light
  9812. */
  9813. static readonly LIGHTMAP_SHADOWSONLY: number;
  9814. /**
  9815. * Each light type uses the default quantity according to its type:
  9816. * point/spot lights use luminous intensity
  9817. * directional lights use illuminance
  9818. */
  9819. static readonly INTENSITYMODE_AUTOMATIC: number;
  9820. /**
  9821. * lumen (lm)
  9822. */
  9823. static readonly INTENSITYMODE_LUMINOUSPOWER: number;
  9824. /**
  9825. * candela (lm/sr)
  9826. */
  9827. static readonly INTENSITYMODE_LUMINOUSINTENSITY: number;
  9828. /**
  9829. * lux (lm/m^2)
  9830. */
  9831. static readonly INTENSITYMODE_ILLUMINANCE: number;
  9832. /**
  9833. * nit (cd/m^2)
  9834. */
  9835. static readonly INTENSITYMODE_LUMINANCE: number;
  9836. /**
  9837. * Light type const id of the point light.
  9838. */
  9839. static readonly LIGHTTYPEID_POINTLIGHT: number;
  9840. /**
  9841. * Light type const id of the directional light.
  9842. */
  9843. static readonly LIGHTTYPEID_DIRECTIONALLIGHT: number;
  9844. /**
  9845. * Light type const id of the spot light.
  9846. */
  9847. static readonly LIGHTTYPEID_SPOTLIGHT: number;
  9848. /**
  9849. * Light type const id of the hemispheric light.
  9850. */
  9851. static readonly LIGHTTYPEID_HEMISPHERICLIGHT: number;
  9852. /**
  9853. * Diffuse gives the basic color to an object.
  9854. */
  9855. diffuse: Color3;
  9856. /**
  9857. * Specular produces a highlight color on an object.
  9858. * Note: This is note affecting PBR materials.
  9859. */
  9860. specular: Color3;
  9861. /**
  9862. * Defines the falloff type for this light. This lets overrriding how punctual light are
  9863. * falling off base on range or angle.
  9864. * This can be set to any values in Light.FALLOFF_x.
  9865. *
  9866. * Note: This is only useful for PBR Materials at the moment. This could be extended if required to
  9867. * other types of materials.
  9868. */
  9869. falloffType: number;
  9870. /**
  9871. * Strength of the light.
  9872. * Note: By default it is define in the framework own unit.
  9873. * Note: In PBR materials the intensityMode can be use to chose what unit the intensity is defined in.
  9874. */
  9875. intensity: number;
  9876. private _range;
  9877. protected _inverseSquaredRange: number;
  9878. /**
  9879. * Defines how far from the source the light is impacting in scene units.
  9880. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  9881. */
  9882. /**
  9883. * Defines how far from the source the light is impacting in scene units.
  9884. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  9885. */
  9886. range: number;
  9887. /**
  9888. * Cached photometric scale default to 1.0 as the automatic intensity mode defaults to 1.0 for every type
  9889. * of light.
  9890. */
  9891. private _photometricScale;
  9892. private _intensityMode;
  9893. /**
  9894. * Gets the photometric scale used to interpret the intensity.
  9895. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  9896. */
  9897. /**
  9898. * Sets the photometric scale used to interpret the intensity.
  9899. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  9900. */
  9901. intensityMode: number;
  9902. private _radius;
  9903. /**
  9904. * Gets the light radius used by PBR Materials to simulate soft area lights.
  9905. */
  9906. /**
  9907. * sets the light radius used by PBR Materials to simulate soft area lights.
  9908. */
  9909. radius: number;
  9910. private _renderPriority;
  9911. /**
  9912. * Defines the rendering priority of the lights. It can help in case of fallback or number of lights
  9913. * exceeding the number allowed of the materials.
  9914. */
  9915. renderPriority: number;
  9916. private _shadowEnabled;
  9917. /**
  9918. * Gets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  9919. * the current shadow generator.
  9920. */
  9921. /**
  9922. * Sets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  9923. * the current shadow generator.
  9924. */
  9925. shadowEnabled: boolean;
  9926. private _includedOnlyMeshes;
  9927. /**
  9928. * Gets the only meshes impacted by this light.
  9929. */
  9930. /**
  9931. * Sets the only meshes impacted by this light.
  9932. */
  9933. includedOnlyMeshes: AbstractMesh[];
  9934. private _excludedMeshes;
  9935. /**
  9936. * Gets the meshes not impacted by this light.
  9937. */
  9938. /**
  9939. * Sets the meshes not impacted by this light.
  9940. */
  9941. excludedMeshes: AbstractMesh[];
  9942. private _excludeWithLayerMask;
  9943. /**
  9944. * Gets the layer id use to find what meshes are not impacted by the light.
  9945. * Inactive if 0
  9946. */
  9947. /**
  9948. * Sets the layer id use to find what meshes are not impacted by the light.
  9949. * Inactive if 0
  9950. */
  9951. excludeWithLayerMask: number;
  9952. private _includeOnlyWithLayerMask;
  9953. /**
  9954. * Gets the layer id use to find what meshes are impacted by the light.
  9955. * Inactive if 0
  9956. */
  9957. /**
  9958. * Sets the layer id use to find what meshes are impacted by the light.
  9959. * Inactive if 0
  9960. */
  9961. includeOnlyWithLayerMask: number;
  9962. private _lightmapMode;
  9963. /**
  9964. * Gets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  9965. */
  9966. /**
  9967. * Sets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  9968. */
  9969. lightmapMode: number;
  9970. /**
  9971. * Shadow generator associted to the light.
  9972. * @hidden Internal use only.
  9973. */
  9974. _shadowGenerator: Nullable<IShadowGenerator>;
  9975. /**
  9976. * @hidden Internal use only.
  9977. */
  9978. _excludedMeshesIds: string[];
  9979. /**
  9980. * @hidden Internal use only.
  9981. */
  9982. _includedOnlyMeshesIds: string[];
  9983. /**
  9984. * The current light unifom buffer.
  9985. * @hidden Internal use only.
  9986. */
  9987. _uniformBuffer: UniformBuffer;
  9988. /**
  9989. * Creates a Light object in the scene.
  9990. * Documentation : https://doc.babylonjs.com/babylon101/lights
  9991. * @param name The firendly name of the light
  9992. * @param scene The scene the light belongs too
  9993. */
  9994. constructor(name: string, scene: Scene);
  9995. protected abstract _buildUniformLayout(): void;
  9996. /**
  9997. * Sets the passed Effect "effect" with the Light information.
  9998. * @param effect The effect to update
  9999. * @param lightIndex The index of the light in the effect to update
  10000. * @returns The light
  10001. */
  10002. abstract transferToEffect(effect: Effect, lightIndex: string): Light;
  10003. /**
  10004. * Sets the passed Effect "effect" with the Light information.
  10005. * @param effect The effect to update
  10006. * @param lightDataUniformName The uniform used to store light data (position or direction)
  10007. * @returns The light
  10008. */
  10009. abstract transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): Light;
  10010. /**
  10011. * Returns the string "Light".
  10012. * @returns the class name
  10013. */
  10014. getClassName(): string;
  10015. /** @hidden */
  10016. readonly _isLight: boolean;
  10017. /**
  10018. * Converts the light information to a readable string for debug purpose.
  10019. * @param fullDetails Supports for multiple levels of logging within scene loading
  10020. * @returns the human readable light info
  10021. */
  10022. toString(fullDetails?: boolean): string;
  10023. /** @hidden */
  10024. protected _syncParentEnabledState(): void;
  10025. /**
  10026. * Set the enabled state of this node.
  10027. * @param value - the new enabled state
  10028. */
  10029. setEnabled(value: boolean): void;
  10030. /**
  10031. * Returns the Light associated shadow generator if any.
  10032. * @return the associated shadow generator.
  10033. */
  10034. getShadowGenerator(): Nullable<IShadowGenerator>;
  10035. /**
  10036. * Returns a Vector3, the absolute light position in the World.
  10037. * @returns the world space position of the light
  10038. */
  10039. getAbsolutePosition(): Vector3;
  10040. /**
  10041. * Specifies if the light will affect the passed mesh.
  10042. * @param mesh The mesh to test against the light
  10043. * @return true the mesh is affected otherwise, false.
  10044. */
  10045. canAffectMesh(mesh: AbstractMesh): boolean;
  10046. /**
  10047. * Sort function to order lights for rendering.
  10048. * @param a First Light object to compare to second.
  10049. * @param b Second Light object to compare first.
  10050. * @return -1 to reduce's a's index relative to be, 0 for no change, 1 to increase a's index relative to b.
  10051. */
  10052. static CompareLightsPriority(a: Light, b: Light): number;
  10053. /**
  10054. * Releases resources associated with this node.
  10055. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  10056. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  10057. */
  10058. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  10059. /**
  10060. * Returns the light type ID (integer).
  10061. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  10062. */
  10063. getTypeID(): number;
  10064. /**
  10065. * Returns the intensity scaled by the Photometric Scale according to the light type and intensity mode.
  10066. * @returns the scaled intensity in intensity mode unit
  10067. */
  10068. getScaledIntensity(): number;
  10069. /**
  10070. * Returns a new Light object, named "name", from the current one.
  10071. * @param name The name of the cloned light
  10072. * @returns the new created light
  10073. */
  10074. clone(name: string): Nullable<Light>;
  10075. /**
  10076. * Serializes the current light into a Serialization object.
  10077. * @returns the serialized object.
  10078. */
  10079. serialize(): any;
  10080. /**
  10081. * Creates a new typed light from the passed type (integer) : point light = 0, directional light = 1, spot light = 2, hemispheric light = 3.
  10082. * This new light is named "name" and added to the passed scene.
  10083. * @param type Type according to the types available in Light.LIGHTTYPEID_x
  10084. * @param name The friendly name of the light
  10085. * @param scene The scene the new light will belong to
  10086. * @returns the constructor function
  10087. */
  10088. static GetConstructorFromName(type: number, name: string, scene: Scene): Nullable<() => Light>;
  10089. /**
  10090. * Parses the passed "parsedLight" and returns a new instanced Light from this parsing.
  10091. * @param parsedLight The JSON representation of the light
  10092. * @param scene The scene to create the parsed light in
  10093. * @returns the created light after parsing
  10094. */
  10095. static Parse(parsedLight: any, scene: Scene): Nullable<Light>;
  10096. private _hookArrayForExcluded;
  10097. private _hookArrayForIncludedOnly;
  10098. private _resyncMeshes;
  10099. /**
  10100. * Forces the meshes to update their light related information in their rendering used effects
  10101. * @hidden Internal Use Only
  10102. */
  10103. _markMeshesAsLightDirty(): void;
  10104. /**
  10105. * Recomputes the cached photometric scale if needed.
  10106. */
  10107. private _computePhotometricScale;
  10108. /**
  10109. * Returns the Photometric Scale according to the light type and intensity mode.
  10110. */
  10111. private _getPhotometricScale;
  10112. /**
  10113. * Reorder the light in the scene according to their defined priority.
  10114. * @hidden Internal Use Only
  10115. */
  10116. _reorderLightsInScene(): void;
  10117. /**
  10118. * Prepares the list of defines specific to the light type.
  10119. * @param defines the list of defines
  10120. * @param lightIndex defines the index of the light for the effect
  10121. */
  10122. abstract prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  10123. }
  10124. }
  10125. declare module "babylonjs/Actions/action" {
  10126. import { Observable } from "babylonjs/Misc/observable";
  10127. import { Condition } from "babylonjs/Actions/condition";
  10128. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  10129. import { ActionManager } from "babylonjs/Actions/actionManager";
  10130. import { ActionEvent } from "babylonjs/Actions/actionEvent";
  10131. /**
  10132. * Interface used to define Action
  10133. */
  10134. export interface IAction {
  10135. /**
  10136. * Trigger for the action
  10137. */
  10138. trigger: number;
  10139. /** Options of the trigger */
  10140. triggerOptions: any;
  10141. /**
  10142. * Gets the trigger parameters
  10143. * @returns the trigger parameters
  10144. */
  10145. getTriggerParameter(): any;
  10146. /**
  10147. * Internal only - executes current action event
  10148. * @hidden
  10149. */
  10150. _executeCurrent(evt?: ActionEvent): void;
  10151. /**
  10152. * Serialize placeholder for child classes
  10153. * @param parent of child
  10154. * @returns the serialized object
  10155. */
  10156. serialize(parent: any): any;
  10157. /**
  10158. * Internal only
  10159. * @hidden
  10160. */
  10161. _prepare(): void;
  10162. /**
  10163. * Internal only - manager for action
  10164. * @hidden
  10165. */
  10166. _actionManager: AbstractActionManager;
  10167. /**
  10168. * Adds action to chain of actions, may be a DoNothingAction
  10169. * @param action defines the next action to execute
  10170. * @returns The action passed in
  10171. * @see https://www.babylonjs-playground.com/#1T30HR#0
  10172. */
  10173. then(action: IAction): IAction;
  10174. }
  10175. /**
  10176. * The action to be carried out following a trigger
  10177. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#available-actions
  10178. */
  10179. export class Action implements IAction {
  10180. /** the trigger, with or without parameters, for the action */
  10181. triggerOptions: any;
  10182. /**
  10183. * Trigger for the action
  10184. */
  10185. trigger: number;
  10186. /**
  10187. * Internal only - manager for action
  10188. * @hidden
  10189. */
  10190. _actionManager: ActionManager;
  10191. private _nextActiveAction;
  10192. private _child;
  10193. private _condition?;
  10194. private _triggerParameter;
  10195. /**
  10196. * An event triggered prior to action being executed.
  10197. */
  10198. onBeforeExecuteObservable: Observable<Action>;
  10199. /**
  10200. * Creates a new Action
  10201. * @param triggerOptions the trigger, with or without parameters, for the action
  10202. * @param condition an optional determinant of action
  10203. */
  10204. constructor(
  10205. /** the trigger, with or without parameters, for the action */
  10206. triggerOptions: any, condition?: Condition);
  10207. /**
  10208. * Internal only
  10209. * @hidden
  10210. */
  10211. _prepare(): void;
  10212. /**
  10213. * Gets the trigger parameters
  10214. * @returns the trigger parameters
  10215. */
  10216. getTriggerParameter(): any;
  10217. /**
  10218. * Internal only - executes current action event
  10219. * @hidden
  10220. */
  10221. _executeCurrent(evt?: ActionEvent): void;
  10222. /**
  10223. * Execute placeholder for child classes
  10224. * @param evt optional action event
  10225. */
  10226. execute(evt?: ActionEvent): void;
  10227. /**
  10228. * Skips to next active action
  10229. */
  10230. skipToNextActiveAction(): void;
  10231. /**
  10232. * Adds action to chain of actions, may be a DoNothingAction
  10233. * @param action defines the next action to execute
  10234. * @returns The action passed in
  10235. * @see https://www.babylonjs-playground.com/#1T30HR#0
  10236. */
  10237. then(action: Action): Action;
  10238. /**
  10239. * Internal only
  10240. * @hidden
  10241. */
  10242. _getProperty(propertyPath: string): string;
  10243. /**
  10244. * Internal only
  10245. * @hidden
  10246. */
  10247. _getEffectiveTarget(target: any, propertyPath: string): any;
  10248. /**
  10249. * Serialize placeholder for child classes
  10250. * @param parent of child
  10251. * @returns the serialized object
  10252. */
  10253. serialize(parent: any): any;
  10254. /**
  10255. * Internal only called by serialize
  10256. * @hidden
  10257. */
  10258. protected _serialize(serializedAction: any, parent?: any): any;
  10259. /**
  10260. * Internal only
  10261. * @hidden
  10262. */
  10263. static _SerializeValueAsString: (value: any) => string;
  10264. /**
  10265. * Internal only
  10266. * @hidden
  10267. */
  10268. static _GetTargetProperty: (target: import("babylonjs/node").Node | import("babylonjs/scene").Scene) => {
  10269. name: string;
  10270. targetType: string;
  10271. value: string;
  10272. };
  10273. }
  10274. }
  10275. declare module "babylonjs/Actions/condition" {
  10276. import { ActionManager } from "babylonjs/Actions/actionManager";
  10277. /**
  10278. * A Condition applied to an Action
  10279. */
  10280. export class Condition {
  10281. /**
  10282. * Internal only - manager for action
  10283. * @hidden
  10284. */
  10285. _actionManager: ActionManager;
  10286. /**
  10287. * Internal only
  10288. * @hidden
  10289. */
  10290. _evaluationId: number;
  10291. /**
  10292. * Internal only
  10293. * @hidden
  10294. */
  10295. _currentResult: boolean;
  10296. /**
  10297. * Creates a new Condition
  10298. * @param actionManager the manager of the action the condition is applied to
  10299. */
  10300. constructor(actionManager: ActionManager);
  10301. /**
  10302. * Check if the current condition is valid
  10303. * @returns a boolean
  10304. */
  10305. isValid(): boolean;
  10306. /**
  10307. * Internal only
  10308. * @hidden
  10309. */
  10310. _getProperty(propertyPath: string): string;
  10311. /**
  10312. * Internal only
  10313. * @hidden
  10314. */
  10315. _getEffectiveTarget(target: any, propertyPath: string): any;
  10316. /**
  10317. * Serialize placeholder for child classes
  10318. * @returns the serialized object
  10319. */
  10320. serialize(): any;
  10321. /**
  10322. * Internal only
  10323. * @hidden
  10324. */
  10325. protected _serialize(serializedCondition: any): any;
  10326. }
  10327. /**
  10328. * Defines specific conditional operators as extensions of Condition
  10329. */
  10330. export class ValueCondition extends Condition {
  10331. /** path to specify the property of the target the conditional operator uses */
  10332. propertyPath: string;
  10333. /** the value compared by the conditional operator against the current value of the property */
  10334. value: any;
  10335. /** the conditional operator, default ValueCondition.IsEqual */
  10336. operator: number;
  10337. /**
  10338. * Internal only
  10339. * @hidden
  10340. */
  10341. private static _IsEqual;
  10342. /**
  10343. * Internal only
  10344. * @hidden
  10345. */
  10346. private static _IsDifferent;
  10347. /**
  10348. * Internal only
  10349. * @hidden
  10350. */
  10351. private static _IsGreater;
  10352. /**
  10353. * Internal only
  10354. * @hidden
  10355. */
  10356. private static _IsLesser;
  10357. /**
  10358. * returns the number for IsEqual
  10359. */
  10360. static readonly IsEqual: number;
  10361. /**
  10362. * Returns the number for IsDifferent
  10363. */
  10364. static readonly IsDifferent: number;
  10365. /**
  10366. * Returns the number for IsGreater
  10367. */
  10368. static readonly IsGreater: number;
  10369. /**
  10370. * Returns the number for IsLesser
  10371. */
  10372. static readonly IsLesser: number;
  10373. /**
  10374. * Internal only The action manager for the condition
  10375. * @hidden
  10376. */
  10377. _actionManager: ActionManager;
  10378. /**
  10379. * Internal only
  10380. * @hidden
  10381. */
  10382. private _target;
  10383. /**
  10384. * Internal only
  10385. * @hidden
  10386. */
  10387. private _effectiveTarget;
  10388. /**
  10389. * Internal only
  10390. * @hidden
  10391. */
  10392. private _property;
  10393. /**
  10394. * Creates a new ValueCondition
  10395. * @param actionManager manager for the action the condition applies to
  10396. * @param target for the action
  10397. * @param propertyPath path to specify the property of the target the conditional operator uses
  10398. * @param value the value compared by the conditional operator against the current value of the property
  10399. * @param operator the conditional operator, default ValueCondition.IsEqual
  10400. */
  10401. constructor(actionManager: ActionManager, target: any,
  10402. /** path to specify the property of the target the conditional operator uses */
  10403. propertyPath: string,
  10404. /** the value compared by the conditional operator against the current value of the property */
  10405. value: any,
  10406. /** the conditional operator, default ValueCondition.IsEqual */
  10407. operator?: number);
  10408. /**
  10409. * Compares the given value with the property value for the specified conditional operator
  10410. * @returns the result of the comparison
  10411. */
  10412. isValid(): boolean;
  10413. /**
  10414. * Serialize the ValueCondition into a JSON compatible object
  10415. * @returns serialization object
  10416. */
  10417. serialize(): any;
  10418. /**
  10419. * Gets the name of the conditional operator for the ValueCondition
  10420. * @param operator the conditional operator
  10421. * @returns the name
  10422. */
  10423. static GetOperatorName(operator: number): string;
  10424. }
  10425. /**
  10426. * Defines a predicate condition as an extension of Condition
  10427. */
  10428. export class PredicateCondition extends Condition {
  10429. /** defines the predicate function used to validate the condition */
  10430. predicate: () => boolean;
  10431. /**
  10432. * Internal only - manager for action
  10433. * @hidden
  10434. */
  10435. _actionManager: ActionManager;
  10436. /**
  10437. * Creates a new PredicateCondition
  10438. * @param actionManager manager for the action the condition applies to
  10439. * @param predicate defines the predicate function used to validate the condition
  10440. */
  10441. constructor(actionManager: ActionManager,
  10442. /** defines the predicate function used to validate the condition */
  10443. predicate: () => boolean);
  10444. /**
  10445. * @returns the validity of the predicate condition
  10446. */
  10447. isValid(): boolean;
  10448. }
  10449. /**
  10450. * Defines a state condition as an extension of Condition
  10451. */
  10452. export class StateCondition extends Condition {
  10453. /** Value to compare with target state */
  10454. value: string;
  10455. /**
  10456. * Internal only - manager for action
  10457. * @hidden
  10458. */
  10459. _actionManager: ActionManager;
  10460. /**
  10461. * Internal only
  10462. * @hidden
  10463. */
  10464. private _target;
  10465. /**
  10466. * Creates a new StateCondition
  10467. * @param actionManager manager for the action the condition applies to
  10468. * @param target of the condition
  10469. * @param value to compare with target state
  10470. */
  10471. constructor(actionManager: ActionManager, target: any,
  10472. /** Value to compare with target state */
  10473. value: string);
  10474. /**
  10475. * Gets a boolean indicating if the current condition is met
  10476. * @returns the validity of the state
  10477. */
  10478. isValid(): boolean;
  10479. /**
  10480. * Serialize the StateCondition into a JSON compatible object
  10481. * @returns serialization object
  10482. */
  10483. serialize(): any;
  10484. }
  10485. }
  10486. declare module "babylonjs/Actions/directActions" {
  10487. import { Action } from "babylonjs/Actions/action";
  10488. import { Condition } from "babylonjs/Actions/condition";
  10489. import { ActionEvent } from "babylonjs/Actions/actionEvent";
  10490. /**
  10491. * This defines an action responsible to toggle a boolean once triggered.
  10492. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10493. */
  10494. export class SwitchBooleanAction extends Action {
  10495. /**
  10496. * The path to the boolean property in the target object
  10497. */
  10498. propertyPath: string;
  10499. private _target;
  10500. private _effectiveTarget;
  10501. private _property;
  10502. /**
  10503. * Instantiate the action
  10504. * @param triggerOptions defines the trigger options
  10505. * @param target defines the object containing the boolean
  10506. * @param propertyPath defines the path to the boolean property in the target object
  10507. * @param condition defines the trigger related conditions
  10508. */
  10509. constructor(triggerOptions: any, target: any, propertyPath: string, condition?: Condition);
  10510. /** @hidden */
  10511. _prepare(): void;
  10512. /**
  10513. * Execute the action toggle the boolean value.
  10514. */
  10515. execute(): void;
  10516. /**
  10517. * Serializes the actions and its related information.
  10518. * @param parent defines the object to serialize in
  10519. * @returns the serialized object
  10520. */
  10521. serialize(parent: any): any;
  10522. }
  10523. /**
  10524. * This defines an action responsible to set a the state field of the target
  10525. * to a desired value once triggered.
  10526. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10527. */
  10528. export class SetStateAction extends Action {
  10529. /**
  10530. * The value to store in the state field.
  10531. */
  10532. value: string;
  10533. private _target;
  10534. /**
  10535. * Instantiate the action
  10536. * @param triggerOptions defines the trigger options
  10537. * @param target defines the object containing the state property
  10538. * @param value defines the value to store in the state field
  10539. * @param condition defines the trigger related conditions
  10540. */
  10541. constructor(triggerOptions: any, target: any, value: string, condition?: Condition);
  10542. /**
  10543. * Execute the action and store the value on the target state property.
  10544. */
  10545. execute(): void;
  10546. /**
  10547. * Serializes the actions and its related information.
  10548. * @param parent defines the object to serialize in
  10549. * @returns the serialized object
  10550. */
  10551. serialize(parent: any): any;
  10552. }
  10553. /**
  10554. * This defines an action responsible to set a property of the target
  10555. * to a desired value once triggered.
  10556. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10557. */
  10558. export class SetValueAction extends Action {
  10559. /**
  10560. * The path of the property to set in the target.
  10561. */
  10562. propertyPath: string;
  10563. /**
  10564. * The value to set in the property
  10565. */
  10566. value: any;
  10567. private _target;
  10568. private _effectiveTarget;
  10569. private _property;
  10570. /**
  10571. * Instantiate the action
  10572. * @param triggerOptions defines the trigger options
  10573. * @param target defines the object containing the property
  10574. * @param propertyPath defines the path of the property to set in the target
  10575. * @param value defines the value to set in the property
  10576. * @param condition defines the trigger related conditions
  10577. */
  10578. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, condition?: Condition);
  10579. /** @hidden */
  10580. _prepare(): void;
  10581. /**
  10582. * Execute the action and set the targetted property to the desired value.
  10583. */
  10584. execute(): void;
  10585. /**
  10586. * Serializes the actions and its related information.
  10587. * @param parent defines the object to serialize in
  10588. * @returns the serialized object
  10589. */
  10590. serialize(parent: any): any;
  10591. }
  10592. /**
  10593. * This defines an action responsible to increment the target value
  10594. * to a desired value once triggered.
  10595. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10596. */
  10597. export class IncrementValueAction extends Action {
  10598. /**
  10599. * The path of the property to increment in the target.
  10600. */
  10601. propertyPath: string;
  10602. /**
  10603. * The value we should increment the property by.
  10604. */
  10605. value: any;
  10606. private _target;
  10607. private _effectiveTarget;
  10608. private _property;
  10609. /**
  10610. * Instantiate the action
  10611. * @param triggerOptions defines the trigger options
  10612. * @param target defines the object containing the property
  10613. * @param propertyPath defines the path of the property to increment in the target
  10614. * @param value defines the value value we should increment the property by
  10615. * @param condition defines the trigger related conditions
  10616. */
  10617. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, condition?: Condition);
  10618. /** @hidden */
  10619. _prepare(): void;
  10620. /**
  10621. * Execute the action and increment the target of the value amount.
  10622. */
  10623. execute(): void;
  10624. /**
  10625. * Serializes the actions and its related information.
  10626. * @param parent defines the object to serialize in
  10627. * @returns the serialized object
  10628. */
  10629. serialize(parent: any): any;
  10630. }
  10631. /**
  10632. * This defines an action responsible to start an animation once triggered.
  10633. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10634. */
  10635. export class PlayAnimationAction extends Action {
  10636. /**
  10637. * Where the animation should start (animation frame)
  10638. */
  10639. from: number;
  10640. /**
  10641. * Where the animation should stop (animation frame)
  10642. */
  10643. to: number;
  10644. /**
  10645. * Define if the animation should loop or stop after the first play.
  10646. */
  10647. loop?: boolean;
  10648. private _target;
  10649. /**
  10650. * Instantiate the action
  10651. * @param triggerOptions defines the trigger options
  10652. * @param target defines the target animation or animation name
  10653. * @param from defines from where the animation should start (animation frame)
  10654. * @param end defines where the animation should stop (animation frame)
  10655. * @param loop defines if the animation should loop or stop after the first play
  10656. * @param condition defines the trigger related conditions
  10657. */
  10658. constructor(triggerOptions: any, target: any, from: number, to: number, loop?: boolean, condition?: Condition);
  10659. /** @hidden */
  10660. _prepare(): void;
  10661. /**
  10662. * Execute the action and play the animation.
  10663. */
  10664. execute(): void;
  10665. /**
  10666. * Serializes the actions and its related information.
  10667. * @param parent defines the object to serialize in
  10668. * @returns the serialized object
  10669. */
  10670. serialize(parent: any): any;
  10671. }
  10672. /**
  10673. * This defines an action responsible to stop an animation once triggered.
  10674. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10675. */
  10676. export class StopAnimationAction extends Action {
  10677. private _target;
  10678. /**
  10679. * Instantiate the action
  10680. * @param triggerOptions defines the trigger options
  10681. * @param target defines the target animation or animation name
  10682. * @param condition defines the trigger related conditions
  10683. */
  10684. constructor(triggerOptions: any, target: any, condition?: Condition);
  10685. /** @hidden */
  10686. _prepare(): void;
  10687. /**
  10688. * Execute the action and stop the animation.
  10689. */
  10690. execute(): void;
  10691. /**
  10692. * Serializes the actions and its related information.
  10693. * @param parent defines the object to serialize in
  10694. * @returns the serialized object
  10695. */
  10696. serialize(parent: any): any;
  10697. }
  10698. /**
  10699. * This defines an action responsible that does nothing once triggered.
  10700. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10701. */
  10702. export class DoNothingAction extends Action {
  10703. /**
  10704. * Instantiate the action
  10705. * @param triggerOptions defines the trigger options
  10706. * @param condition defines the trigger related conditions
  10707. */
  10708. constructor(triggerOptions?: any, condition?: Condition);
  10709. /**
  10710. * Execute the action and do nothing.
  10711. */
  10712. execute(): void;
  10713. /**
  10714. * Serializes the actions and its related information.
  10715. * @param parent defines the object to serialize in
  10716. * @returns the serialized object
  10717. */
  10718. serialize(parent: any): any;
  10719. }
  10720. /**
  10721. * This defines an action responsible to trigger several actions once triggered.
  10722. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10723. */
  10724. export class CombineAction extends Action {
  10725. /**
  10726. * The list of aggregated animations to run.
  10727. */
  10728. children: Action[];
  10729. /**
  10730. * Instantiate the action
  10731. * @param triggerOptions defines the trigger options
  10732. * @param children defines the list of aggregated animations to run
  10733. * @param condition defines the trigger related conditions
  10734. */
  10735. constructor(triggerOptions: any, children: Action[], condition?: Condition);
  10736. /** @hidden */
  10737. _prepare(): void;
  10738. /**
  10739. * Execute the action and executes all the aggregated actions.
  10740. */
  10741. execute(evt: ActionEvent): void;
  10742. /**
  10743. * Serializes the actions and its related information.
  10744. * @param parent defines the object to serialize in
  10745. * @returns the serialized object
  10746. */
  10747. serialize(parent: any): any;
  10748. }
  10749. /**
  10750. * This defines an action responsible to run code (external event) once triggered.
  10751. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10752. */
  10753. export class ExecuteCodeAction extends Action {
  10754. /**
  10755. * The callback function to run.
  10756. */
  10757. func: (evt: ActionEvent) => void;
  10758. /**
  10759. * Instantiate the action
  10760. * @param triggerOptions defines the trigger options
  10761. * @param func defines the callback function to run
  10762. * @param condition defines the trigger related conditions
  10763. */
  10764. constructor(triggerOptions: any, func: (evt: ActionEvent) => void, condition?: Condition);
  10765. /**
  10766. * Execute the action and run the attached code.
  10767. */
  10768. execute(evt: ActionEvent): void;
  10769. }
  10770. /**
  10771. * This defines an action responsible to set the parent property of the target once triggered.
  10772. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10773. */
  10774. export class SetParentAction extends Action {
  10775. private _parent;
  10776. private _target;
  10777. /**
  10778. * Instantiate the action
  10779. * @param triggerOptions defines the trigger options
  10780. * @param target defines the target containing the parent property
  10781. * @param parent defines from where the animation should start (animation frame)
  10782. * @param condition defines the trigger related conditions
  10783. */
  10784. constructor(triggerOptions: any, target: any, parent: any, condition?: Condition);
  10785. /** @hidden */
  10786. _prepare(): void;
  10787. /**
  10788. * Execute the action and set the parent property.
  10789. */
  10790. execute(): void;
  10791. /**
  10792. * Serializes the actions and its related information.
  10793. * @param parent defines the object to serialize in
  10794. * @returns the serialized object
  10795. */
  10796. serialize(parent: any): any;
  10797. }
  10798. }
  10799. declare module "babylonjs/Actions/actionManager" {
  10800. import { Nullable } from "babylonjs/types";
  10801. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  10802. import { Scene } from "babylonjs/scene";
  10803. import { IAction } from "babylonjs/Actions/action";
  10804. import { IActionEvent } from "babylonjs/Actions/actionEvent";
  10805. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  10806. /**
  10807. * Action Manager manages all events to be triggered on a given mesh or the global scene.
  10808. * A single scene can have many Action Managers to handle predefined actions on specific meshes.
  10809. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10810. */
  10811. export class ActionManager extends AbstractActionManager {
  10812. /**
  10813. * Nothing
  10814. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10815. */
  10816. static readonly NothingTrigger: number;
  10817. /**
  10818. * On pick
  10819. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10820. */
  10821. static readonly OnPickTrigger: number;
  10822. /**
  10823. * On left pick
  10824. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10825. */
  10826. static readonly OnLeftPickTrigger: number;
  10827. /**
  10828. * On right pick
  10829. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10830. */
  10831. static readonly OnRightPickTrigger: number;
  10832. /**
  10833. * On center pick
  10834. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10835. */
  10836. static readonly OnCenterPickTrigger: number;
  10837. /**
  10838. * On pick down
  10839. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10840. */
  10841. static readonly OnPickDownTrigger: number;
  10842. /**
  10843. * On double pick
  10844. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10845. */
  10846. static readonly OnDoublePickTrigger: number;
  10847. /**
  10848. * On pick up
  10849. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10850. */
  10851. static readonly OnPickUpTrigger: number;
  10852. /**
  10853. * On pick out.
  10854. * This trigger will only be raised if you also declared a OnPickDown
  10855. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10856. */
  10857. static readonly OnPickOutTrigger: number;
  10858. /**
  10859. * On long press
  10860. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10861. */
  10862. static readonly OnLongPressTrigger: number;
  10863. /**
  10864. * On pointer over
  10865. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10866. */
  10867. static readonly OnPointerOverTrigger: number;
  10868. /**
  10869. * On pointer out
  10870. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10871. */
  10872. static readonly OnPointerOutTrigger: number;
  10873. /**
  10874. * On every frame
  10875. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10876. */
  10877. static readonly OnEveryFrameTrigger: number;
  10878. /**
  10879. * On intersection enter
  10880. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10881. */
  10882. static readonly OnIntersectionEnterTrigger: number;
  10883. /**
  10884. * On intersection exit
  10885. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10886. */
  10887. static readonly OnIntersectionExitTrigger: number;
  10888. /**
  10889. * On key down
  10890. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10891. */
  10892. static readonly OnKeyDownTrigger: number;
  10893. /**
  10894. * On key up
  10895. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10896. */
  10897. static readonly OnKeyUpTrigger: number;
  10898. private _scene;
  10899. /**
  10900. * Creates a new action manager
  10901. * @param scene defines the hosting scene
  10902. */
  10903. constructor(scene: Scene);
  10904. /**
  10905. * Releases all associated resources
  10906. */
  10907. dispose(): void;
  10908. /**
  10909. * Gets hosting scene
  10910. * @returns the hosting scene
  10911. */
  10912. getScene(): Scene;
  10913. /**
  10914. * Does this action manager handles actions of any of the given triggers
  10915. * @param triggers defines the triggers to be tested
  10916. * @return a boolean indicating whether one (or more) of the triggers is handled
  10917. */
  10918. hasSpecificTriggers(triggers: number[]): boolean;
  10919. /**
  10920. * Does this action manager handles actions of any of the given triggers. This function takes two arguments for
  10921. * speed.
  10922. * @param triggerA defines the trigger to be tested
  10923. * @param triggerB defines the trigger to be tested
  10924. * @return a boolean indicating whether one (or more) of the triggers is handled
  10925. */
  10926. hasSpecificTriggers2(triggerA: number, triggerB: number): boolean;
  10927. /**
  10928. * Does this action manager handles actions of a given trigger
  10929. * @param trigger defines the trigger to be tested
  10930. * @param parameterPredicate defines an optional predicate to filter triggers by parameter
  10931. * @return whether the trigger is handled
  10932. */
  10933. hasSpecificTrigger(trigger: number, parameterPredicate?: (parameter: any) => boolean): boolean;
  10934. /**
  10935. * Does this action manager has pointer triggers
  10936. */
  10937. readonly hasPointerTriggers: boolean;
  10938. /**
  10939. * Does this action manager has pick triggers
  10940. */
  10941. readonly hasPickTriggers: boolean;
  10942. /**
  10943. * Registers an action to this action manager
  10944. * @param action defines the action to be registered
  10945. * @return the action amended (prepared) after registration
  10946. */
  10947. registerAction(action: IAction): Nullable<IAction>;
  10948. /**
  10949. * Unregisters an action to this action manager
  10950. * @param action defines the action to be unregistered
  10951. * @return a boolean indicating whether the action has been unregistered
  10952. */
  10953. unregisterAction(action: IAction): Boolean;
  10954. /**
  10955. * Process a specific trigger
  10956. * @param trigger defines the trigger to process
  10957. * @param evt defines the event details to be processed
  10958. */
  10959. processTrigger(trigger: number, evt?: IActionEvent): void;
  10960. /** @hidden */
  10961. _getEffectiveTarget(target: any, propertyPath: string): any;
  10962. /** @hidden */
  10963. _getProperty(propertyPath: string): string;
  10964. /**
  10965. * Serialize this manager to a JSON object
  10966. * @param name defines the property name to store this manager
  10967. * @returns a JSON representation of this manager
  10968. */
  10969. serialize(name: string): any;
  10970. /**
  10971. * Creates a new ActionManager from a JSON data
  10972. * @param parsedActions defines the JSON data to read from
  10973. * @param object defines the hosting mesh
  10974. * @param scene defines the hosting scene
  10975. */
  10976. static Parse(parsedActions: any, object: Nullable<AbstractMesh>, scene: Scene): void;
  10977. /**
  10978. * Get a trigger name by index
  10979. * @param trigger defines the trigger index
  10980. * @returns a trigger name
  10981. */
  10982. static GetTriggerName(trigger: number): string;
  10983. }
  10984. }
  10985. declare module "babylonjs/Culling/ray" {
  10986. import { DeepImmutable, Nullable, float } from "babylonjs/types";
  10987. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  10988. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  10989. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  10990. import { IntersectionInfo } from "babylonjs/Collisions/intersectionInfo";
  10991. import { BoundingBox } from "babylonjs/Culling/boundingBox";
  10992. import { BoundingSphere } from "babylonjs/Culling/boundingSphere";
  10993. import { Plane } from "babylonjs/Maths/math.plane";
  10994. /**
  10995. * Class representing a ray with position and direction
  10996. */
  10997. export class Ray {
  10998. /** origin point */
  10999. origin: Vector3;
  11000. /** direction */
  11001. direction: Vector3;
  11002. /** length of the ray */
  11003. length: number;
  11004. private static readonly TmpVector3;
  11005. private _tmpRay;
  11006. /**
  11007. * Creates a new ray
  11008. * @param origin origin point
  11009. * @param direction direction
  11010. * @param length length of the ray
  11011. */
  11012. constructor(
  11013. /** origin point */
  11014. origin: Vector3,
  11015. /** direction */
  11016. direction: Vector3,
  11017. /** length of the ray */
  11018. length?: number);
  11019. /**
  11020. * Checks if the ray intersects a box
  11021. * @param minimum bound of the box
  11022. * @param maximum bound of the box
  11023. * @param intersectionTreshold extra extend to be added to the box in all direction
  11024. * @returns if the box was hit
  11025. */
  11026. intersectsBoxMinMax(minimum: DeepImmutable<Vector3>, maximum: DeepImmutable<Vector3>, intersectionTreshold?: number): boolean;
  11027. /**
  11028. * Checks if the ray intersects a box
  11029. * @param box the bounding box to check
  11030. * @param intersectionTreshold extra extend to be added to the BoundingBox in all direction
  11031. * @returns if the box was hit
  11032. */
  11033. intersectsBox(box: DeepImmutable<BoundingBox>, intersectionTreshold?: number): boolean;
  11034. /**
  11035. * If the ray hits a sphere
  11036. * @param sphere the bounding sphere to check
  11037. * @param intersectionTreshold extra extend to be added to the BoundingSphere in all direction
  11038. * @returns true if it hits the sphere
  11039. */
  11040. intersectsSphere(sphere: DeepImmutable<BoundingSphere>, intersectionTreshold?: number): boolean;
  11041. /**
  11042. * If the ray hits a triange
  11043. * @param vertex0 triangle vertex
  11044. * @param vertex1 triangle vertex
  11045. * @param vertex2 triangle vertex
  11046. * @returns intersection information if hit
  11047. */
  11048. intersectsTriangle(vertex0: DeepImmutable<Vector3>, vertex1: DeepImmutable<Vector3>, vertex2: DeepImmutable<Vector3>): Nullable<IntersectionInfo>;
  11049. /**
  11050. * Checks if ray intersects a plane
  11051. * @param plane the plane to check
  11052. * @returns the distance away it was hit
  11053. */
  11054. intersectsPlane(plane: DeepImmutable<Plane>): Nullable<number>;
  11055. /**
  11056. * Calculate the intercept of a ray on a given axis
  11057. * @param axis to check 'x' | 'y' | 'z'
  11058. * @param offset from axis interception (i.e. an offset of 1y is intercepted above ground)
  11059. * @returns a vector containing the coordinates where 'axis' is equal to zero (else offset), or null if there is no intercept.
  11060. */
  11061. intersectsAxis(axis: string, offset?: number): Nullable<Vector3>;
  11062. /**
  11063. * Checks if ray intersects a mesh
  11064. * @param mesh the mesh to check
  11065. * @param fastCheck if only the bounding box should checked
  11066. * @returns picking info of the intersecton
  11067. */
  11068. intersectsMesh(mesh: DeepImmutable<AbstractMesh>, fastCheck?: boolean): PickingInfo;
  11069. /**
  11070. * Checks if ray intersects a mesh
  11071. * @param meshes the meshes to check
  11072. * @param fastCheck if only the bounding box should checked
  11073. * @param results array to store result in
  11074. * @returns Array of picking infos
  11075. */
  11076. intersectsMeshes(meshes: Array<DeepImmutable<AbstractMesh>>, fastCheck?: boolean, results?: Array<PickingInfo>): Array<PickingInfo>;
  11077. private _comparePickingInfo;
  11078. private static smallnum;
  11079. private static rayl;
  11080. /**
  11081. * Intersection test between the ray and a given segment whithin a given tolerance (threshold)
  11082. * @param sega the first point of the segment to test the intersection against
  11083. * @param segb the second point of the segment to test the intersection against
  11084. * @param threshold the tolerance margin, if the ray doesn't intersect the segment but is close to the given threshold, the intersection is successful
  11085. * @return the distance from the ray origin to the intersection point if there's intersection, or -1 if there's no intersection
  11086. */
  11087. intersectionSegment(sega: DeepImmutable<Vector3>, segb: DeepImmutable<Vector3>, threshold: number): number;
  11088. /**
  11089. * Update the ray from viewport position
  11090. * @param x position
  11091. * @param y y position
  11092. * @param viewportWidth viewport width
  11093. * @param viewportHeight viewport height
  11094. * @param world world matrix
  11095. * @param view view matrix
  11096. * @param projection projection matrix
  11097. * @returns this ray updated
  11098. */
  11099. update(x: number, y: number, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Ray;
  11100. /**
  11101. * Creates a ray with origin and direction of 0,0,0
  11102. * @returns the new ray
  11103. */
  11104. static Zero(): Ray;
  11105. /**
  11106. * Creates a new ray from screen space and viewport
  11107. * @param x position
  11108. * @param y y position
  11109. * @param viewportWidth viewport width
  11110. * @param viewportHeight viewport height
  11111. * @param world world matrix
  11112. * @param view view matrix
  11113. * @param projection projection matrix
  11114. * @returns new ray
  11115. */
  11116. static CreateNew(x: number, y: number, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Ray;
  11117. /**
  11118. * 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
  11119. * transformed to the given world matrix.
  11120. * @param origin The origin point
  11121. * @param end The end point
  11122. * @param world a matrix to transform the ray to. Default is the identity matrix.
  11123. * @returns the new ray
  11124. */
  11125. static CreateNewFromTo(origin: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, world?: DeepImmutable<Matrix>): Ray;
  11126. /**
  11127. * Transforms a ray by a matrix
  11128. * @param ray ray to transform
  11129. * @param matrix matrix to apply
  11130. * @returns the resulting new ray
  11131. */
  11132. static Transform(ray: DeepImmutable<Ray>, matrix: DeepImmutable<Matrix>): Ray;
  11133. /**
  11134. * Transforms a ray by a matrix
  11135. * @param ray ray to transform
  11136. * @param matrix matrix to apply
  11137. * @param result ray to store result in
  11138. */
  11139. static TransformToRef(ray: DeepImmutable<Ray>, matrix: DeepImmutable<Matrix>, result: Ray): void;
  11140. /**
  11141. * Unproject a ray from screen space to object space
  11142. * @param sourceX defines the screen space x coordinate to use
  11143. * @param sourceY defines the screen space y coordinate to use
  11144. * @param viewportWidth defines the current width of the viewport
  11145. * @param viewportHeight defines the current height of the viewport
  11146. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  11147. * @param view defines the view matrix to use
  11148. * @param projection defines the projection matrix to use
  11149. */
  11150. unprojectRayToRef(sourceX: float, sourceY: float, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): void;
  11151. }
  11152. /**
  11153. * Type used to define predicate used to select faces when a mesh intersection is detected
  11154. */
  11155. export type TrianglePickingPredicate = (p0: Vector3, p1: Vector3, p2: Vector3, ray: Ray) => boolean;
  11156. module "babylonjs/scene" {
  11157. interface Scene {
  11158. /** @hidden */
  11159. _tempPickingRay: Nullable<Ray>;
  11160. /** @hidden */
  11161. _cachedRayForTransform: Ray;
  11162. /** @hidden */
  11163. _pickWithRayInverseMatrix: Matrix;
  11164. /** @hidden */
  11165. _internalPick(rayFunction: (world: Matrix) => Ray, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  11166. /** @hidden */
  11167. _internalMultiPick(rayFunction: (world: Matrix) => Ray, predicate?: (mesh: AbstractMesh) => boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  11168. }
  11169. }
  11170. }
  11171. declare module "babylonjs/sceneComponent" {
  11172. import { Scene } from "babylonjs/scene";
  11173. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  11174. import { SubMesh } from "babylonjs/Meshes/subMesh";
  11175. import { _InstancesBatch } from "babylonjs/Meshes/mesh";
  11176. import { SmartArrayNoDuplicate } from "babylonjs/Misc/smartArray";
  11177. import { Nullable } from "babylonjs/types";
  11178. import { Camera } from "babylonjs/Cameras/camera";
  11179. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  11180. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  11181. import { AbstractScene } from "babylonjs/abstractScene";
  11182. /**
  11183. * Groups all the scene component constants in one place to ease maintenance.
  11184. * @hidden
  11185. */
  11186. export class SceneComponentConstants {
  11187. static readonly NAME_EFFECTLAYER: string;
  11188. static readonly NAME_LAYER: string;
  11189. static readonly NAME_LENSFLARESYSTEM: string;
  11190. static readonly NAME_BOUNDINGBOXRENDERER: string;
  11191. static readonly NAME_PARTICLESYSTEM: string;
  11192. static readonly NAME_GAMEPAD: string;
  11193. static readonly NAME_SIMPLIFICATIONQUEUE: string;
  11194. static readonly NAME_GEOMETRYBUFFERRENDERER: string;
  11195. static readonly NAME_DEPTHRENDERER: string;
  11196. static readonly NAME_POSTPROCESSRENDERPIPELINEMANAGER: string;
  11197. static readonly NAME_SPRITE: string;
  11198. static readonly NAME_OUTLINERENDERER: string;
  11199. static readonly NAME_PROCEDURALTEXTURE: string;
  11200. static readonly NAME_SHADOWGENERATOR: string;
  11201. static readonly NAME_OCTREE: string;
  11202. static readonly NAME_PHYSICSENGINE: string;
  11203. static readonly NAME_AUDIO: string;
  11204. static readonly STEP_ISREADYFORMESH_EFFECTLAYER: number;
  11205. static readonly STEP_BEFOREEVALUATEACTIVEMESH_BOUNDINGBOXRENDERER: number;
  11206. static readonly STEP_EVALUATESUBMESH_BOUNDINGBOXRENDERER: number;
  11207. static readonly STEP_ACTIVEMESH_BOUNDINGBOXRENDERER: number;
  11208. static readonly STEP_CAMERADRAWRENDERTARGET_EFFECTLAYER: number;
  11209. static readonly STEP_BEFORECAMERADRAW_EFFECTLAYER: number;
  11210. static readonly STEP_BEFORECAMERADRAW_LAYER: number;
  11211. static readonly STEP_BEFORERENDERTARGETDRAW_LAYER: number;
  11212. static readonly STEP_BEFORERENDERINGMESH_OUTLINE: number;
  11213. static readonly STEP_AFTERRENDERINGMESH_OUTLINE: number;
  11214. static readonly STEP_AFTERRENDERINGGROUPDRAW_EFFECTLAYER_DRAW: number;
  11215. static readonly STEP_AFTERRENDERINGGROUPDRAW_BOUNDINGBOXRENDERER: number;
  11216. static readonly STEP_BEFORECAMERAUPDATE_SIMPLIFICATIONQUEUE: number;
  11217. static readonly STEP_BEFORECAMERAUPDATE_GAMEPAD: number;
  11218. static readonly STEP_BEFORECLEAR_PROCEDURALTEXTURE: number;
  11219. static readonly STEP_AFTERRENDERTARGETDRAW_LAYER: number;
  11220. static readonly STEP_AFTERCAMERADRAW_EFFECTLAYER: number;
  11221. static readonly STEP_AFTERCAMERADRAW_LENSFLARESYSTEM: number;
  11222. static readonly STEP_AFTERCAMERADRAW_EFFECTLAYER_DRAW: number;
  11223. static readonly STEP_AFTERCAMERADRAW_LAYER: number;
  11224. static readonly STEP_AFTERRENDER_AUDIO: number;
  11225. static readonly STEP_GATHERRENDERTARGETS_SHADOWGENERATOR: number;
  11226. static readonly STEP_GATHERRENDERTARGETS_GEOMETRYBUFFERRENDERER: number;
  11227. static readonly STEP_GATHERRENDERTARGETS_DEPTHRENDERER: number;
  11228. static readonly STEP_GATHERRENDERTARGETS_POSTPROCESSRENDERPIPELINEMANAGER: number;
  11229. static readonly STEP_GATHERACTIVECAMERARENDERTARGETS_DEPTHRENDERER: number;
  11230. static readonly STEP_POINTERMOVE_SPRITE: number;
  11231. static readonly STEP_POINTERDOWN_SPRITE: number;
  11232. static readonly STEP_POINTERUP_SPRITE: number;
  11233. }
  11234. /**
  11235. * This represents a scene component.
  11236. *
  11237. * This is used to decouple the dependency the scene is having on the different workloads like
  11238. * layers, post processes...
  11239. */
  11240. export interface ISceneComponent {
  11241. /**
  11242. * The name of the component. Each component must have a unique name.
  11243. */
  11244. name: string;
  11245. /**
  11246. * The scene the component belongs to.
  11247. */
  11248. scene: Scene;
  11249. /**
  11250. * Register the component to one instance of a scene.
  11251. */
  11252. register(): void;
  11253. /**
  11254. * Rebuilds the elements related to this component in case of
  11255. * context lost for instance.
  11256. */
  11257. rebuild(): void;
  11258. /**
  11259. * Disposes the component and the associated ressources.
  11260. */
  11261. dispose(): void;
  11262. }
  11263. /**
  11264. * This represents a SERIALIZABLE scene component.
  11265. *
  11266. * This extends Scene Component to add Serialization methods on top.
  11267. */
  11268. export interface ISceneSerializableComponent extends ISceneComponent {
  11269. /**
  11270. * Adds all the elements from the container to the scene
  11271. * @param container the container holding the elements
  11272. */
  11273. addFromContainer(container: AbstractScene): void;
  11274. /**
  11275. * Removes all the elements in the container from the scene
  11276. * @param container contains the elements to remove
  11277. * @param dispose if the removed element should be disposed (default: false)
  11278. */
  11279. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  11280. /**
  11281. * Serializes the component data to the specified json object
  11282. * @param serializationObject The object to serialize to
  11283. */
  11284. serialize(serializationObject: any): void;
  11285. }
  11286. /**
  11287. * Strong typing of a Mesh related stage step action
  11288. */
  11289. export type MeshStageAction = (mesh: AbstractMesh, hardwareInstancedRendering: boolean) => boolean;
  11290. /**
  11291. * Strong typing of a Evaluate Sub Mesh related stage step action
  11292. */
  11293. export type EvaluateSubMeshStageAction = (mesh: AbstractMesh, subMesh: SubMesh) => void;
  11294. /**
  11295. * Strong typing of a Active Mesh related stage step action
  11296. */
  11297. export type ActiveMeshStageAction = (sourceMesh: AbstractMesh, mesh: AbstractMesh) => void;
  11298. /**
  11299. * Strong typing of a Camera related stage step action
  11300. */
  11301. export type CameraStageAction = (camera: Camera) => void;
  11302. /**
  11303. * Strong typing of a Camera Frame buffer related stage step action
  11304. */
  11305. export type CameraStageFrameBufferAction = (camera: Camera) => boolean;
  11306. /**
  11307. * Strong typing of a Render Target related stage step action
  11308. */
  11309. export type RenderTargetStageAction = (renderTarget: RenderTargetTexture) => void;
  11310. /**
  11311. * Strong typing of a RenderingGroup related stage step action
  11312. */
  11313. export type RenderingGroupStageAction = (renderingGroupId: number) => void;
  11314. /**
  11315. * Strong typing of a Mesh Render related stage step action
  11316. */
  11317. export type RenderingMeshStageAction = (mesh: AbstractMesh, subMesh: SubMesh, batch: _InstancesBatch) => void;
  11318. /**
  11319. * Strong typing of a simple stage step action
  11320. */
  11321. export type SimpleStageAction = () => void;
  11322. /**
  11323. * Strong typing of a render target action.
  11324. */
  11325. export type RenderTargetsStageAction = (renderTargets: SmartArrayNoDuplicate<RenderTargetTexture>) => void;
  11326. /**
  11327. * Strong typing of a pointer move action.
  11328. */
  11329. export type PointerMoveStageAction = (unTranslatedPointerX: number, unTranslatedPointerY: number, pickResult: Nullable<PickingInfo>, isMeshPicked: boolean, canvas: HTMLCanvasElement) => Nullable<PickingInfo>;
  11330. /**
  11331. * Strong typing of a pointer up/down action.
  11332. */
  11333. export type PointerUpDownStageAction = (unTranslatedPointerX: number, unTranslatedPointerY: number, pickResult: Nullable<PickingInfo>, evt: PointerEvent) => Nullable<PickingInfo>;
  11334. /**
  11335. * Repressentation of a stage in the scene (Basically a list of ordered steps)
  11336. * @hidden
  11337. */
  11338. export class Stage<T extends Function> extends Array<{
  11339. index: number;
  11340. component: ISceneComponent;
  11341. action: T;
  11342. }> {
  11343. /**
  11344. * Hide ctor from the rest of the world.
  11345. * @param items The items to add.
  11346. */
  11347. private constructor();
  11348. /**
  11349. * Creates a new Stage.
  11350. * @returns A new instance of a Stage
  11351. */
  11352. static Create<T extends Function>(): Stage<T>;
  11353. /**
  11354. * Registers a step in an ordered way in the targeted stage.
  11355. * @param index Defines the position to register the step in
  11356. * @param component Defines the component attached to the step
  11357. * @param action Defines the action to launch during the step
  11358. */
  11359. registerStep(index: number, component: ISceneComponent, action: T): void;
  11360. /**
  11361. * Clears all the steps from the stage.
  11362. */
  11363. clear(): void;
  11364. }
  11365. }
  11366. declare module "babylonjs/Sprites/spriteSceneComponent" {
  11367. import { Nullable } from "babylonjs/types";
  11368. import { Observable } from "babylonjs/Misc/observable";
  11369. import { Scene } from "babylonjs/scene";
  11370. import { Sprite } from "babylonjs/Sprites/sprite";
  11371. import { ISpriteManager } from "babylonjs/Sprites/spriteManager";
  11372. import { Ray } from "babylonjs/Culling/ray";
  11373. import { Camera } from "babylonjs/Cameras/camera";
  11374. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  11375. import { ISceneComponent } from "babylonjs/sceneComponent";
  11376. module "babylonjs/scene" {
  11377. interface Scene {
  11378. /** @hidden */
  11379. _pointerOverSprite: Nullable<Sprite>;
  11380. /** @hidden */
  11381. _pickedDownSprite: Nullable<Sprite>;
  11382. /** @hidden */
  11383. _tempSpritePickingRay: Nullable<Ray>;
  11384. /**
  11385. * All of the sprite managers added to this scene
  11386. * @see http://doc.babylonjs.com/babylon101/sprites
  11387. */
  11388. spriteManagers: Array<ISpriteManager>;
  11389. /**
  11390. * An event triggered when sprites rendering is about to start
  11391. * Note: This event can be trigger more than once per frame (because sprites can be rendered by render target textures as well)
  11392. */
  11393. onBeforeSpritesRenderingObservable: Observable<Scene>;
  11394. /**
  11395. * An event triggered when sprites rendering is done
  11396. * Note: This event can be trigger more than once per frame (because sprites can be rendered by render target textures as well)
  11397. */
  11398. onAfterSpritesRenderingObservable: Observable<Scene>;
  11399. /** @hidden */
  11400. _internalPickSprites(ray: Ray, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  11401. /** Launch a ray to try to pick a sprite in the scene
  11402. * @param x position on screen
  11403. * @param y position on screen
  11404. * @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
  11405. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  11406. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  11407. * @returns a PickingInfo
  11408. */
  11409. pickSprite(x: number, y: number, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  11410. /** Use the given ray to pick a sprite in the scene
  11411. * @param ray The ray (in world space) to use to pick meshes
  11412. * @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
  11413. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  11414. * @param camera camera to use. Can be set to null. In this case, the scene.activeCamera will be used
  11415. * @returns a PickingInfo
  11416. */
  11417. pickSpriteWithRay(ray: Ray, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  11418. /** @hidden */
  11419. _internalMultiPickSprites(ray: Ray, predicate?: (sprite: Sprite) => boolean, camera?: Camera): Nullable<PickingInfo[]>;
  11420. /** Launch a ray to try to pick sprites in the scene
  11421. * @param x position on screen
  11422. * @param y position on screen
  11423. * @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
  11424. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  11425. * @returns a PickingInfo array
  11426. */
  11427. multiPickSprite(x: number, y: number, predicate?: (sprite: Sprite) => boolean, camera?: Camera): Nullable<PickingInfo[]>;
  11428. /** Use the given ray to pick sprites in the scene
  11429. * @param ray The ray (in world space) to use to pick meshes
  11430. * @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
  11431. * @param camera camera to use. Can be set to null. In this case, the scene.activeCamera will be used
  11432. * @returns a PickingInfo array
  11433. */
  11434. multiPickSpriteWithRay(ray: Ray, predicate?: (sprite: Sprite) => boolean, camera?: Camera): Nullable<PickingInfo[]>;
  11435. /**
  11436. * Force the sprite under the pointer
  11437. * @param sprite defines the sprite to use
  11438. */
  11439. setPointerOverSprite(sprite: Nullable<Sprite>): void;
  11440. /**
  11441. * Gets the sprite under the pointer
  11442. * @returns a Sprite or null if no sprite is under the pointer
  11443. */
  11444. getPointerOverSprite(): Nullable<Sprite>;
  11445. }
  11446. }
  11447. /**
  11448. * Defines the sprite scene component responsible to manage sprites
  11449. * in a given scene.
  11450. */
  11451. export class SpriteSceneComponent implements ISceneComponent {
  11452. /**
  11453. * The component name helpfull to identify the component in the list of scene components.
  11454. */
  11455. readonly name: string;
  11456. /**
  11457. * The scene the component belongs to.
  11458. */
  11459. scene: Scene;
  11460. /** @hidden */
  11461. private _spritePredicate;
  11462. /**
  11463. * Creates a new instance of the component for the given scene
  11464. * @param scene Defines the scene to register the component in
  11465. */
  11466. constructor(scene: Scene);
  11467. /**
  11468. * Registers the component in a given scene
  11469. */
  11470. register(): void;
  11471. /**
  11472. * Rebuilds the elements related to this component in case of
  11473. * context lost for instance.
  11474. */
  11475. rebuild(): void;
  11476. /**
  11477. * Disposes the component and the associated ressources.
  11478. */
  11479. dispose(): void;
  11480. private _pickSpriteButKeepRay;
  11481. private _pointerMove;
  11482. private _pointerDown;
  11483. private _pointerUp;
  11484. }
  11485. }
  11486. declare module "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration" {
  11487. /** @hidden */
  11488. export var fogFragmentDeclaration: {
  11489. name: string;
  11490. shader: string;
  11491. };
  11492. }
  11493. declare module "babylonjs/Shaders/ShadersInclude/fogFragment" {
  11494. /** @hidden */
  11495. export var fogFragment: {
  11496. name: string;
  11497. shader: string;
  11498. };
  11499. }
  11500. declare module "babylonjs/Shaders/sprites.fragment" {
  11501. import "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration";
  11502. import "babylonjs/Shaders/ShadersInclude/fogFragment";
  11503. /** @hidden */
  11504. export var spritesPixelShader: {
  11505. name: string;
  11506. shader: string;
  11507. };
  11508. }
  11509. declare module "babylonjs/Shaders/ShadersInclude/fogVertexDeclaration" {
  11510. /** @hidden */
  11511. export var fogVertexDeclaration: {
  11512. name: string;
  11513. shader: string;
  11514. };
  11515. }
  11516. declare module "babylonjs/Shaders/sprites.vertex" {
  11517. import "babylonjs/Shaders/ShadersInclude/fogVertexDeclaration";
  11518. /** @hidden */
  11519. export var spritesVertexShader: {
  11520. name: string;
  11521. shader: string;
  11522. };
  11523. }
  11524. declare module "babylonjs/Sprites/spriteManager" {
  11525. import { IDisposable, Scene } from "babylonjs/scene";
  11526. import { Nullable } from "babylonjs/types";
  11527. import { Observable } from "babylonjs/Misc/observable";
  11528. import { Sprite } from "babylonjs/Sprites/sprite";
  11529. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  11530. import { Camera } from "babylonjs/Cameras/camera";
  11531. import { Texture } from "babylonjs/Materials/Textures/texture";
  11532. import "babylonjs/Shaders/sprites.fragment";
  11533. import "babylonjs/Shaders/sprites.vertex";
  11534. import { Ray } from "babylonjs/Culling/ray";
  11535. /**
  11536. * Defines the minimum interface to fullfil in order to be a sprite manager.
  11537. */
  11538. export interface ISpriteManager extends IDisposable {
  11539. /**
  11540. * Restricts the camera to viewing objects with the same layerMask.
  11541. * A camera with a layerMask of 1 will render spriteManager.layerMask & camera.layerMask!== 0
  11542. */
  11543. layerMask: number;
  11544. /**
  11545. * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true
  11546. */
  11547. isPickable: boolean;
  11548. /**
  11549. * Specifies the rendering group id for this mesh (0 by default)
  11550. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-groups
  11551. */
  11552. renderingGroupId: number;
  11553. /**
  11554. * Defines the list of sprites managed by the manager.
  11555. */
  11556. sprites: Array<Sprite>;
  11557. /**
  11558. * Tests the intersection of a sprite with a specific ray.
  11559. * @param ray The ray we are sending to test the collision
  11560. * @param camera The camera space we are sending rays in
  11561. * @param predicate A predicate allowing excluding sprites from the list of object to test
  11562. * @param fastCheck Is the hit test done in a OOBB or AOBB fashion the faster, the less precise
  11563. * @returns picking info or null.
  11564. */
  11565. intersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean): Nullable<PickingInfo>;
  11566. /**
  11567. * Intersects the sprites with a ray
  11568. * @param ray defines the ray to intersect with
  11569. * @param camera defines the current active camera
  11570. * @param predicate defines a predicate used to select candidate sprites
  11571. * @returns null if no hit or a PickingInfo array
  11572. */
  11573. multiIntersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean): Nullable<PickingInfo[]>;
  11574. /**
  11575. * Renders the list of sprites on screen.
  11576. */
  11577. render(): void;
  11578. }
  11579. /**
  11580. * Class used to manage multiple sprites on the same spritesheet
  11581. * @see http://doc.babylonjs.com/babylon101/sprites
  11582. */
  11583. export class SpriteManager implements ISpriteManager {
  11584. /** defines the manager's name */
  11585. name: string;
  11586. /** Gets the list of sprites */
  11587. sprites: Sprite[];
  11588. /** Gets or sets the rendering group id (0 by default) */
  11589. renderingGroupId: number;
  11590. /** Gets or sets camera layer mask */
  11591. layerMask: number;
  11592. /** Gets or sets a boolean indicating if the manager must consider scene fog when rendering */
  11593. fogEnabled: boolean;
  11594. /** Gets or sets a boolean indicating if the sprites are pickable */
  11595. isPickable: boolean;
  11596. /** Defines the default width of a cell in the spritesheet */
  11597. cellWidth: number;
  11598. /** Defines the default height of a cell in the spritesheet */
  11599. cellHeight: number;
  11600. /** Associative array from JSON sprite data file */
  11601. private _cellData;
  11602. /** Array of sprite names from JSON sprite data file */
  11603. private _spriteMap;
  11604. /** True when packed cell data from JSON file is ready*/
  11605. private _packedAndReady;
  11606. /**
  11607. * An event triggered when the manager is disposed.
  11608. */
  11609. onDisposeObservable: Observable<SpriteManager>;
  11610. private _onDisposeObserver;
  11611. /**
  11612. * Callback called when the manager is disposed
  11613. */
  11614. onDispose: () => void;
  11615. private _capacity;
  11616. private _fromPacked;
  11617. private _spriteTexture;
  11618. private _epsilon;
  11619. private _scene;
  11620. private _vertexData;
  11621. private _buffer;
  11622. private _vertexBuffers;
  11623. private _indexBuffer;
  11624. private _effectBase;
  11625. private _effectFog;
  11626. /**
  11627. * Gets or sets the spritesheet texture
  11628. */
  11629. texture: Texture;
  11630. /**
  11631. * Creates a new sprite manager
  11632. * @param name defines the manager's name
  11633. * @param imgUrl defines the sprite sheet url
  11634. * @param capacity defines the maximum allowed number of sprites
  11635. * @param cellSize defines the size of a sprite cell
  11636. * @param scene defines the hosting scene
  11637. * @param epsilon defines the epsilon value to align texture (0.01 by default)
  11638. * @param samplingMode defines the smapling mode to use with spritesheet
  11639. * @param fromPacked set to false; do not alter
  11640. * @param spriteJSON null otherwise a JSON object defining sprite sheet data; do not alter
  11641. */
  11642. constructor(
  11643. /** defines the manager's name */
  11644. name: string, imgUrl: string, capacity: number, cellSize: any, scene: Scene, epsilon?: number, samplingMode?: number, fromPacked?: boolean, spriteJSON?: string | null);
  11645. private _makePacked;
  11646. private _appendSpriteVertex;
  11647. /**
  11648. * Intersects the sprites with a ray
  11649. * @param ray defines the ray to intersect with
  11650. * @param camera defines the current active camera
  11651. * @param predicate defines a predicate used to select candidate sprites
  11652. * @param fastCheck defines if a fast check only must be done (the first potential sprite is will be used and not the closer)
  11653. * @returns null if no hit or a PickingInfo
  11654. */
  11655. intersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean): Nullable<PickingInfo>;
  11656. /**
  11657. * Intersects the sprites with a ray
  11658. * @param ray defines the ray to intersect with
  11659. * @param camera defines the current active camera
  11660. * @param predicate defines a predicate used to select candidate sprites
  11661. * @returns null if no hit or a PickingInfo array
  11662. */
  11663. multiIntersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean): Nullable<PickingInfo[]>;
  11664. /**
  11665. * Render all child sprites
  11666. */
  11667. render(): void;
  11668. /**
  11669. * Release associated resources
  11670. */
  11671. dispose(): void;
  11672. }
  11673. }
  11674. declare module "babylonjs/Sprites/sprite" {
  11675. import { Vector3 } from "babylonjs/Maths/math.vector";
  11676. import { Nullable } from "babylonjs/types";
  11677. import { ActionManager } from "babylonjs/Actions/actionManager";
  11678. import { ISpriteManager } from "babylonjs/Sprites/spriteManager";
  11679. import { Color4 } from "babylonjs/Maths/math.color";
  11680. /**
  11681. * Class used to represent a sprite
  11682. * @see http://doc.babylonjs.com/babylon101/sprites
  11683. */
  11684. export class Sprite {
  11685. /** defines the name */
  11686. name: string;
  11687. /** Gets or sets the current world position */
  11688. position: Vector3;
  11689. /** Gets or sets the main color */
  11690. color: Color4;
  11691. /** Gets or sets the width */
  11692. width: number;
  11693. /** Gets or sets the height */
  11694. height: number;
  11695. /** Gets or sets rotation angle */
  11696. angle: number;
  11697. /** Gets or sets the cell index in the sprite sheet */
  11698. cellIndex: number;
  11699. /** Gets or sets the cell reference in the sprite sheet, uses sprite's filename when added to sprite sheet */
  11700. cellRef: string;
  11701. /** Gets or sets a boolean indicating if UV coordinates should be inverted in U axis */
  11702. invertU: number;
  11703. /** Gets or sets a boolean indicating if UV coordinates should be inverted in B axis */
  11704. invertV: number;
  11705. /** Gets or sets a boolean indicating that this sprite should be disposed after animation ends */
  11706. disposeWhenFinishedAnimating: boolean;
  11707. /** Gets the list of attached animations */
  11708. animations: Animation[];
  11709. /** Gets or sets a boolean indicating if the sprite can be picked */
  11710. isPickable: boolean;
  11711. /**
  11712. * Gets or sets the associated action manager
  11713. */
  11714. actionManager: Nullable<ActionManager>;
  11715. private _animationStarted;
  11716. private _loopAnimation;
  11717. private _fromIndex;
  11718. private _toIndex;
  11719. private _delay;
  11720. private _direction;
  11721. private _manager;
  11722. private _time;
  11723. private _onAnimationEnd;
  11724. /**
  11725. * Gets or sets a boolean indicating if the sprite is visible (renderable). Default is true
  11726. */
  11727. isVisible: boolean;
  11728. /**
  11729. * Gets or sets the sprite size
  11730. */
  11731. size: number;
  11732. /**
  11733. * Creates a new Sprite
  11734. * @param name defines the name
  11735. * @param manager defines the manager
  11736. */
  11737. constructor(
  11738. /** defines the name */
  11739. name: string, manager: ISpriteManager);
  11740. /**
  11741. * Starts an animation
  11742. * @param from defines the initial key
  11743. * @param to defines the end key
  11744. * @param loop defines if the animation must loop
  11745. * @param delay defines the start delay (in ms)
  11746. * @param onAnimationEnd defines a callback to call when animation ends
  11747. */
  11748. playAnimation(from: number, to: number, loop: boolean, delay: number, onAnimationEnd: () => void): void;
  11749. /** Stops current animation (if any) */
  11750. stopAnimation(): void;
  11751. /** @hidden */
  11752. _animate(deltaTime: number): void;
  11753. /** Release associated resources */
  11754. dispose(): void;
  11755. }
  11756. }
  11757. declare module "babylonjs/Collisions/pickingInfo" {
  11758. import { Nullable } from "babylonjs/types";
  11759. import { Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  11760. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  11761. import { Sprite } from "babylonjs/Sprites/sprite";
  11762. import { Ray } from "babylonjs/Culling/ray";
  11763. /**
  11764. * Information about the result of picking within a scene
  11765. * @see https://doc.babylonjs.com/babylon101/picking_collisions
  11766. */
  11767. export class PickingInfo {
  11768. /** @hidden */
  11769. _pickingUnavailable: boolean;
  11770. /**
  11771. * If the pick collided with an object
  11772. */
  11773. hit: boolean;
  11774. /**
  11775. * Distance away where the pick collided
  11776. */
  11777. distance: number;
  11778. /**
  11779. * The location of pick collision
  11780. */
  11781. pickedPoint: Nullable<Vector3>;
  11782. /**
  11783. * The mesh corresponding the the pick collision
  11784. */
  11785. pickedMesh: Nullable<AbstractMesh>;
  11786. /** (See getTextureCoordinates) The barycentric U coordinate that is used when calculating the texture coordinates of the collision.*/
  11787. bu: number;
  11788. /** (See getTextureCoordinates) The barycentric V coordinate that is used when calculating the texture coordinates of the collision.*/
  11789. bv: number;
  11790. /** The index of the face on the mesh that was picked, or the index of the Line if the picked Mesh is a LinesMesh */
  11791. faceId: number;
  11792. /** Id of the the submesh that was picked */
  11793. subMeshId: number;
  11794. /** If a sprite was picked, this will be the sprite the pick collided with */
  11795. pickedSprite: Nullable<Sprite>;
  11796. /**
  11797. * If a mesh was used to do the picking (eg. 6dof controller) this will be populated.
  11798. */
  11799. originMesh: Nullable<AbstractMesh>;
  11800. /**
  11801. * The ray that was used to perform the picking.
  11802. */
  11803. ray: Nullable<Ray>;
  11804. /**
  11805. * Gets the normal correspodning to the face the pick collided with
  11806. * @param useWorldCoordinates If the resulting normal should be relative to the world (default: false)
  11807. * @param useVerticesNormals If the vertices normals should be used to calculate the normal instead of the normal map
  11808. * @returns The normal correspodning to the face the pick collided with
  11809. */
  11810. getNormal(useWorldCoordinates?: boolean, useVerticesNormals?: boolean): Nullable<Vector3>;
  11811. /**
  11812. * Gets the texture coordinates of where the pick occured
  11813. * @returns the vector containing the coordnates of the texture
  11814. */
  11815. getTextureCoordinates(): Nullable<Vector2>;
  11816. }
  11817. }
  11818. declare module "babylonjs/Events/pointerEvents" {
  11819. import { Nullable } from "babylonjs/types";
  11820. import { Vector2 } from "babylonjs/Maths/math.vector";
  11821. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  11822. import { Ray } from "babylonjs/Culling/ray";
  11823. /**
  11824. * Gather the list of pointer event types as constants.
  11825. */
  11826. export class PointerEventTypes {
  11827. /**
  11828. * 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.
  11829. */
  11830. static readonly POINTERDOWN: number;
  11831. /**
  11832. * The pointerup event is fired when a pointer is no longer active.
  11833. */
  11834. static readonly POINTERUP: number;
  11835. /**
  11836. * The pointermove event is fired when a pointer changes coordinates.
  11837. */
  11838. static readonly POINTERMOVE: number;
  11839. /**
  11840. * The pointerwheel event is fired when a mouse wheel has been rotated.
  11841. */
  11842. static readonly POINTERWHEEL: number;
  11843. /**
  11844. * The pointerpick event is fired when a mesh or sprite has been picked by the pointer.
  11845. */
  11846. static readonly POINTERPICK: number;
  11847. /**
  11848. * The pointertap event is fired when a the object has been touched and released without drag.
  11849. */
  11850. static readonly POINTERTAP: number;
  11851. /**
  11852. * The pointerdoubletap event is fired when a the object has been touched and released twice without drag.
  11853. */
  11854. static readonly POINTERDOUBLETAP: number;
  11855. }
  11856. /**
  11857. * Base class of pointer info types.
  11858. */
  11859. export class PointerInfoBase {
  11860. /**
  11861. * Defines the type of event (PointerEventTypes)
  11862. */
  11863. type: number;
  11864. /**
  11865. * Defines the related dom event
  11866. */
  11867. event: PointerEvent | MouseWheelEvent;
  11868. /**
  11869. * Instantiates the base class of pointers info.
  11870. * @param type Defines the type of event (PointerEventTypes)
  11871. * @param event Defines the related dom event
  11872. */
  11873. constructor(
  11874. /**
  11875. * Defines the type of event (PointerEventTypes)
  11876. */
  11877. type: number,
  11878. /**
  11879. * Defines the related dom event
  11880. */
  11881. event: PointerEvent | MouseWheelEvent);
  11882. }
  11883. /**
  11884. * This class is used to store pointer related info for the onPrePointerObservable event.
  11885. * Set the skipOnPointerObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onPointerObservable
  11886. */
  11887. export class PointerInfoPre extends PointerInfoBase {
  11888. /**
  11889. * Ray from a pointer if availible (eg. 6dof controller)
  11890. */
  11891. ray: Nullable<Ray>;
  11892. /**
  11893. * Defines the local position of the pointer on the canvas.
  11894. */
  11895. localPosition: Vector2;
  11896. /**
  11897. * Defines whether the engine should skip the next OnPointerObservable associated to this pre.
  11898. */
  11899. skipOnPointerObservable: boolean;
  11900. /**
  11901. * Instantiates a PointerInfoPre to store pointer related info to the onPrePointerObservable event.
  11902. * @param type Defines the type of event (PointerEventTypes)
  11903. * @param event Defines the related dom event
  11904. * @param localX Defines the local x coordinates of the pointer when the event occured
  11905. * @param localY Defines the local y coordinates of the pointer when the event occured
  11906. */
  11907. constructor(type: number, event: PointerEvent | MouseWheelEvent, localX: number, localY: number);
  11908. }
  11909. /**
  11910. * This type contains all the data related to a pointer event in Babylon.js.
  11911. * 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.
  11912. */
  11913. export class PointerInfo extends PointerInfoBase {
  11914. /**
  11915. * Defines the picking info associated to the info (if any)\
  11916. */
  11917. pickInfo: Nullable<PickingInfo>;
  11918. /**
  11919. * Instantiates a PointerInfo to store pointer related info to the onPointerObservable event.
  11920. * @param type Defines the type of event (PointerEventTypes)
  11921. * @param event Defines the related dom event
  11922. * @param pickInfo Defines the picking info associated to the info (if any)\
  11923. */
  11924. constructor(type: number, event: PointerEvent | MouseWheelEvent,
  11925. /**
  11926. * Defines the picking info associated to the info (if any)\
  11927. */
  11928. pickInfo: Nullable<PickingInfo>);
  11929. }
  11930. /**
  11931. * Data relating to a touch event on the screen.
  11932. */
  11933. export interface PointerTouch {
  11934. /**
  11935. * X coordinate of touch.
  11936. */
  11937. x: number;
  11938. /**
  11939. * Y coordinate of touch.
  11940. */
  11941. y: number;
  11942. /**
  11943. * Id of touch. Unique for each finger.
  11944. */
  11945. pointerId: number;
  11946. /**
  11947. * Event type passed from DOM.
  11948. */
  11949. type: any;
  11950. }
  11951. }
  11952. declare module "babylonjs/Cameras/Inputs/freeCameraMouseInput" {
  11953. import { Observable } from "babylonjs/Misc/observable";
  11954. import { Nullable } from "babylonjs/types";
  11955. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  11956. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  11957. /**
  11958. * Manage the mouse inputs to control the movement of a free camera.
  11959. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  11960. */
  11961. export class FreeCameraMouseInput implements ICameraInput<FreeCamera> {
  11962. /**
  11963. * Define if touch is enabled in the mouse input
  11964. */
  11965. touchEnabled: boolean;
  11966. /**
  11967. * Defines the camera the input is attached to.
  11968. */
  11969. camera: FreeCamera;
  11970. /**
  11971. * Defines the buttons associated with the input to handle camera move.
  11972. */
  11973. buttons: number[];
  11974. /**
  11975. * Defines the pointer angular sensibility along the X and Y axis or how fast is the camera rotating.
  11976. */
  11977. angularSensibility: number;
  11978. private _pointerInput;
  11979. private _onMouseMove;
  11980. private _observer;
  11981. private previousPosition;
  11982. /**
  11983. * Observable for when a pointer move event occurs containing the move offset
  11984. */
  11985. onPointerMovedObservable: Observable<{
  11986. offsetX: number;
  11987. offsetY: number;
  11988. }>;
  11989. /**
  11990. * @hidden
  11991. * If the camera should be rotated automatically based on pointer movement
  11992. */
  11993. _allowCameraRotation: boolean;
  11994. /**
  11995. * Manage the mouse inputs to control the movement of a free camera.
  11996. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  11997. * @param touchEnabled Defines if touch is enabled or not
  11998. */
  11999. constructor(
  12000. /**
  12001. * Define if touch is enabled in the mouse input
  12002. */
  12003. touchEnabled?: boolean);
  12004. /**
  12005. * Attach the input controls to a specific dom element to get the input from.
  12006. * @param element Defines the element the controls should be listened from
  12007. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  12008. */
  12009. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  12010. /**
  12011. * Called on JS contextmenu event.
  12012. * Override this method to provide functionality.
  12013. */
  12014. protected onContextMenu(evt: PointerEvent): void;
  12015. /**
  12016. * Detach the current controls from the specified dom element.
  12017. * @param element Defines the element to stop listening the inputs from
  12018. */
  12019. detachControl(element: Nullable<HTMLElement>): void;
  12020. /**
  12021. * Gets the class name of the current intput.
  12022. * @returns the class name
  12023. */
  12024. getClassName(): string;
  12025. /**
  12026. * Get the friendly name associated with the input class.
  12027. * @returns the input friendly name
  12028. */
  12029. getSimpleName(): string;
  12030. }
  12031. }
  12032. declare module "babylonjs/Cameras/Inputs/freeCameraTouchInput" {
  12033. import { Nullable } from "babylonjs/types";
  12034. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  12035. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  12036. /**
  12037. * Manage the touch inputs to control the movement of a free camera.
  12038. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  12039. */
  12040. export class FreeCameraTouchInput implements ICameraInput<FreeCamera> {
  12041. /**
  12042. * Defines the camera the input is attached to.
  12043. */
  12044. camera: FreeCamera;
  12045. /**
  12046. * Defines the touch sensibility for rotation.
  12047. * The higher the faster.
  12048. */
  12049. touchAngularSensibility: number;
  12050. /**
  12051. * Defines the touch sensibility for move.
  12052. * The higher the faster.
  12053. */
  12054. touchMoveSensibility: number;
  12055. private _offsetX;
  12056. private _offsetY;
  12057. private _pointerPressed;
  12058. private _pointerInput;
  12059. private _observer;
  12060. private _onLostFocus;
  12061. /**
  12062. * Attach the input controls to a specific dom element to get the input from.
  12063. * @param element Defines the element the controls should be listened from
  12064. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  12065. */
  12066. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  12067. /**
  12068. * Detach the current controls from the specified dom element.
  12069. * @param element Defines the element to stop listening the inputs from
  12070. */
  12071. detachControl(element: Nullable<HTMLElement>): void;
  12072. /**
  12073. * Update the current camera state depending on the inputs that have been used this frame.
  12074. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  12075. */
  12076. checkInputs(): void;
  12077. /**
  12078. * Gets the class name of the current intput.
  12079. * @returns the class name
  12080. */
  12081. getClassName(): string;
  12082. /**
  12083. * Get the friendly name associated with the input class.
  12084. * @returns the input friendly name
  12085. */
  12086. getSimpleName(): string;
  12087. }
  12088. }
  12089. declare module "babylonjs/Cameras/freeCameraInputsManager" {
  12090. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  12091. import { CameraInputsManager } from "babylonjs/Cameras/cameraInputsManager";
  12092. import { FreeCameraMouseInput } from "babylonjs/Cameras/Inputs/freeCameraMouseInput";
  12093. import { Nullable } from "babylonjs/types";
  12094. /**
  12095. * Default Inputs manager for the FreeCamera.
  12096. * It groups all the default supported inputs for ease of use.
  12097. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  12098. */
  12099. export class FreeCameraInputsManager extends CameraInputsManager<FreeCamera> {
  12100. /**
  12101. * @hidden
  12102. */
  12103. _mouseInput: Nullable<FreeCameraMouseInput>;
  12104. /**
  12105. * Instantiates a new FreeCameraInputsManager.
  12106. * @param camera Defines the camera the inputs belong to
  12107. */
  12108. constructor(camera: FreeCamera);
  12109. /**
  12110. * Add keyboard input support to the input manager.
  12111. * @returns the current input manager
  12112. */
  12113. addKeyboard(): FreeCameraInputsManager;
  12114. /**
  12115. * Add mouse input support to the input manager.
  12116. * @param touchEnabled if the FreeCameraMouseInput should support touch (default: true)
  12117. * @returns the current input manager
  12118. */
  12119. addMouse(touchEnabled?: boolean): FreeCameraInputsManager;
  12120. /**
  12121. * Removes the mouse input support from the manager
  12122. * @returns the current input manager
  12123. */
  12124. removeMouse(): FreeCameraInputsManager;
  12125. /**
  12126. * Add touch input support to the input manager.
  12127. * @returns the current input manager
  12128. */
  12129. addTouch(): FreeCameraInputsManager;
  12130. /**
  12131. * Remove all attached input methods from a camera
  12132. */
  12133. clear(): void;
  12134. }
  12135. }
  12136. declare module "babylonjs/Cameras/freeCamera" {
  12137. import { Vector3 } from "babylonjs/Maths/math.vector";
  12138. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  12139. import { Scene } from "babylonjs/scene";
  12140. import { TargetCamera } from "babylonjs/Cameras/targetCamera";
  12141. import { FreeCameraInputsManager } from "babylonjs/Cameras/freeCameraInputsManager";
  12142. /**
  12143. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  12144. * Please consider using the new UniversalCamera instead as it adds more functionality like the gamepad.
  12145. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  12146. */
  12147. export class FreeCamera extends TargetCamera {
  12148. /**
  12149. * Define the collision ellipsoid of the camera.
  12150. * This is helpful to simulate a camera body like the player body around the camera
  12151. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  12152. */
  12153. ellipsoid: Vector3;
  12154. /**
  12155. * Define an offset for the position of the ellipsoid around the camera.
  12156. * This can be helpful to determine the center of the body near the gravity center of the body
  12157. * instead of its head.
  12158. */
  12159. ellipsoidOffset: Vector3;
  12160. /**
  12161. * Enable or disable collisions of the camera with the rest of the scene objects.
  12162. */
  12163. checkCollisions: boolean;
  12164. /**
  12165. * Enable or disable gravity on the camera.
  12166. */
  12167. applyGravity: boolean;
  12168. /**
  12169. * Define the input manager associated to the camera.
  12170. */
  12171. inputs: FreeCameraInputsManager;
  12172. /**
  12173. * Gets the input sensibility for a mouse input. (default is 2000.0)
  12174. * Higher values reduce sensitivity.
  12175. */
  12176. /**
  12177. * Sets the input sensibility for a mouse input. (default is 2000.0)
  12178. * Higher values reduce sensitivity.
  12179. */
  12180. angularSensibility: number;
  12181. /**
  12182. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  12183. */
  12184. keysUp: number[];
  12185. /**
  12186. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  12187. */
  12188. keysDown: number[];
  12189. /**
  12190. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  12191. */
  12192. keysLeft: number[];
  12193. /**
  12194. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  12195. */
  12196. keysRight: number[];
  12197. /**
  12198. * Event raised when the camera collide with a mesh in the scene.
  12199. */
  12200. onCollide: (collidedMesh: AbstractMesh) => void;
  12201. private _collider;
  12202. private _needMoveForGravity;
  12203. private _oldPosition;
  12204. private _diffPosition;
  12205. private _newPosition;
  12206. /** @hidden */
  12207. _localDirection: Vector3;
  12208. /** @hidden */
  12209. _transformedDirection: Vector3;
  12210. /**
  12211. * Instantiates a Free Camera.
  12212. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  12213. * Please consider using the new UniversalCamera instead as it adds more functionality like touch to this camera.
  12214. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  12215. * @param name Define the name of the camera in the scene
  12216. * @param position Define the start position of the camera in the scene
  12217. * @param scene Define the scene the camera belongs to
  12218. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  12219. */
  12220. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  12221. /**
  12222. * Attached controls to the current camera.
  12223. * @param element Defines the element the controls should be listened from
  12224. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  12225. */
  12226. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  12227. /**
  12228. * Detach the current controls from the camera.
  12229. * The camera will stop reacting to inputs.
  12230. * @param element Defines the element to stop listening the inputs from
  12231. */
  12232. detachControl(element: HTMLElement): void;
  12233. private _collisionMask;
  12234. /**
  12235. * Define a collision mask to limit the list of object the camera can collide with
  12236. */
  12237. collisionMask: number;
  12238. /** @hidden */
  12239. _collideWithWorld(displacement: Vector3): void;
  12240. private _onCollisionPositionChange;
  12241. /** @hidden */
  12242. _checkInputs(): void;
  12243. /** @hidden */
  12244. _decideIfNeedsToMove(): boolean;
  12245. /** @hidden */
  12246. _updatePosition(): void;
  12247. /**
  12248. * Destroy the camera and release the current resources hold by it.
  12249. */
  12250. dispose(): void;
  12251. /**
  12252. * Gets the current object class name.
  12253. * @return the class name
  12254. */
  12255. getClassName(): string;
  12256. }
  12257. }
  12258. declare module "babylonjs/Gamepads/gamepad" {
  12259. import { Observable } from "babylonjs/Misc/observable";
  12260. /**
  12261. * Represents a gamepad control stick position
  12262. */
  12263. export class StickValues {
  12264. /**
  12265. * The x component of the control stick
  12266. */
  12267. x: number;
  12268. /**
  12269. * The y component of the control stick
  12270. */
  12271. y: number;
  12272. /**
  12273. * Initializes the gamepad x and y control stick values
  12274. * @param x The x component of the gamepad control stick value
  12275. * @param y The y component of the gamepad control stick value
  12276. */
  12277. constructor(
  12278. /**
  12279. * The x component of the control stick
  12280. */
  12281. x: number,
  12282. /**
  12283. * The y component of the control stick
  12284. */
  12285. y: number);
  12286. }
  12287. /**
  12288. * An interface which manages callbacks for gamepad button changes
  12289. */
  12290. export interface GamepadButtonChanges {
  12291. /**
  12292. * Called when a gamepad has been changed
  12293. */
  12294. changed: boolean;
  12295. /**
  12296. * Called when a gamepad press event has been triggered
  12297. */
  12298. pressChanged: boolean;
  12299. /**
  12300. * Called when a touch event has been triggered
  12301. */
  12302. touchChanged: boolean;
  12303. /**
  12304. * Called when a value has changed
  12305. */
  12306. valueChanged: boolean;
  12307. }
  12308. /**
  12309. * Represents a gamepad
  12310. */
  12311. export class Gamepad {
  12312. /**
  12313. * The id of the gamepad
  12314. */
  12315. id: string;
  12316. /**
  12317. * The index of the gamepad
  12318. */
  12319. index: number;
  12320. /**
  12321. * The browser gamepad
  12322. */
  12323. browserGamepad: any;
  12324. /**
  12325. * Specifies what type of gamepad this represents
  12326. */
  12327. type: number;
  12328. private _leftStick;
  12329. private _rightStick;
  12330. /** @hidden */
  12331. _isConnected: boolean;
  12332. private _leftStickAxisX;
  12333. private _leftStickAxisY;
  12334. private _rightStickAxisX;
  12335. private _rightStickAxisY;
  12336. /**
  12337. * Triggered when the left control stick has been changed
  12338. */
  12339. private _onleftstickchanged;
  12340. /**
  12341. * Triggered when the right control stick has been changed
  12342. */
  12343. private _onrightstickchanged;
  12344. /**
  12345. * Represents a gamepad controller
  12346. */
  12347. static GAMEPAD: number;
  12348. /**
  12349. * Represents a generic controller
  12350. */
  12351. static GENERIC: number;
  12352. /**
  12353. * Represents an XBox controller
  12354. */
  12355. static XBOX: number;
  12356. /**
  12357. * Represents a pose-enabled controller
  12358. */
  12359. static POSE_ENABLED: number;
  12360. /**
  12361. * Represents an Dual Shock controller
  12362. */
  12363. static DUALSHOCK: number;
  12364. /**
  12365. * Specifies whether the left control stick should be Y-inverted
  12366. */
  12367. protected _invertLeftStickY: boolean;
  12368. /**
  12369. * Specifies if the gamepad has been connected
  12370. */
  12371. readonly isConnected: boolean;
  12372. /**
  12373. * Initializes the gamepad
  12374. * @param id The id of the gamepad
  12375. * @param index The index of the gamepad
  12376. * @param browserGamepad The browser gamepad
  12377. * @param leftStickX The x component of the left joystick
  12378. * @param leftStickY The y component of the left joystick
  12379. * @param rightStickX The x component of the right joystick
  12380. * @param rightStickY The y component of the right joystick
  12381. */
  12382. constructor(
  12383. /**
  12384. * The id of the gamepad
  12385. */
  12386. id: string,
  12387. /**
  12388. * The index of the gamepad
  12389. */
  12390. index: number,
  12391. /**
  12392. * The browser gamepad
  12393. */
  12394. browserGamepad: any, leftStickX?: number, leftStickY?: number, rightStickX?: number, rightStickY?: number);
  12395. /**
  12396. * Callback triggered when the left joystick has changed
  12397. * @param callback
  12398. */
  12399. onleftstickchanged(callback: (values: StickValues) => void): void;
  12400. /**
  12401. * Callback triggered when the right joystick has changed
  12402. * @param callback
  12403. */
  12404. onrightstickchanged(callback: (values: StickValues) => void): void;
  12405. /**
  12406. * Gets the left joystick
  12407. */
  12408. /**
  12409. * Sets the left joystick values
  12410. */
  12411. leftStick: StickValues;
  12412. /**
  12413. * Gets the right joystick
  12414. */
  12415. /**
  12416. * Sets the right joystick value
  12417. */
  12418. rightStick: StickValues;
  12419. /**
  12420. * Updates the gamepad joystick positions
  12421. */
  12422. update(): void;
  12423. /**
  12424. * Disposes the gamepad
  12425. */
  12426. dispose(): void;
  12427. }
  12428. /**
  12429. * Represents a generic gamepad
  12430. */
  12431. export class GenericPad extends Gamepad {
  12432. private _buttons;
  12433. private _onbuttondown;
  12434. private _onbuttonup;
  12435. /**
  12436. * Observable triggered when a button has been pressed
  12437. */
  12438. onButtonDownObservable: Observable<number>;
  12439. /**
  12440. * Observable triggered when a button has been released
  12441. */
  12442. onButtonUpObservable: Observable<number>;
  12443. /**
  12444. * Callback triggered when a button has been pressed
  12445. * @param callback Called when a button has been pressed
  12446. */
  12447. onbuttondown(callback: (buttonPressed: number) => void): void;
  12448. /**
  12449. * Callback triggered when a button has been released
  12450. * @param callback Called when a button has been released
  12451. */
  12452. onbuttonup(callback: (buttonReleased: number) => void): void;
  12453. /**
  12454. * Initializes the generic gamepad
  12455. * @param id The id of the generic gamepad
  12456. * @param index The index of the generic gamepad
  12457. * @param browserGamepad The browser gamepad
  12458. */
  12459. constructor(id: string, index: number, browserGamepad: any);
  12460. private _setButtonValue;
  12461. /**
  12462. * Updates the generic gamepad
  12463. */
  12464. update(): void;
  12465. /**
  12466. * Disposes the generic gamepad
  12467. */
  12468. dispose(): void;
  12469. }
  12470. }
  12471. declare module "babylonjs/Engines/Extensions/engine.rawTexture" {
  12472. import { Nullable } from "babylonjs/types";
  12473. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  12474. import { Scene } from "babylonjs/scene";
  12475. module "babylonjs/Engines/engine" {
  12476. interface Engine {
  12477. /**
  12478. * Creates a raw texture
  12479. * @param data defines the data to store in the texture
  12480. * @param width defines the width of the texture
  12481. * @param height defines the height of the texture
  12482. * @param format defines the format of the data
  12483. * @param generateMipMaps defines if the engine should generate the mip levels
  12484. * @param invertY defines if data must be stored with Y axis inverted
  12485. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  12486. * @param compression defines the compression used (null by default)
  12487. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  12488. * @returns the raw texture inside an InternalTexture
  12489. */
  12490. createRawTexture(data: Nullable<ArrayBufferView>, width: number, height: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>, type: number): InternalTexture;
  12491. /**
  12492. * Update a raw texture
  12493. * @param texture defines the texture to update
  12494. * @param data defines the data to store in the texture
  12495. * @param format defines the format of the data
  12496. * @param invertY defines if data must be stored with Y axis inverted
  12497. */
  12498. updateRawTexture(texture: Nullable<InternalTexture>, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;
  12499. /**
  12500. * Update a raw texture
  12501. * @param texture defines the texture to update
  12502. * @param data defines the data to store in the texture
  12503. * @param format defines the format of the data
  12504. * @param invertY defines if data must be stored with Y axis inverted
  12505. * @param compression defines the compression used (null by default)
  12506. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  12507. */
  12508. updateRawTexture(texture: Nullable<InternalTexture>, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string>, type: number): void;
  12509. /**
  12510. * Creates a new raw cube texture
  12511. * @param data defines the array of data to use to create each face
  12512. * @param size defines the size of the textures
  12513. * @param format defines the format of the data
  12514. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  12515. * @param generateMipMaps defines if the engine should generate the mip levels
  12516. * @param invertY defines if data must be stored with Y axis inverted
  12517. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  12518. * @param compression defines the compression used (null by default)
  12519. * @returns the cube texture as an InternalTexture
  12520. */
  12521. createRawCubeTexture(data: Nullable<ArrayBufferView[]>, size: number, format: number, type: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>): InternalTexture;
  12522. /**
  12523. * Update a raw cube texture
  12524. * @param texture defines the texture to udpdate
  12525. * @param data defines the data to store
  12526. * @param format defines the data format
  12527. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  12528. * @param invertY defines if data must be stored with Y axis inverted
  12529. */
  12530. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean): void;
  12531. /**
  12532. * Update a raw cube texture
  12533. * @param texture defines the texture to udpdate
  12534. * @param data defines the data to store
  12535. * @param format defines the data format
  12536. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  12537. * @param invertY defines if data must be stored with Y axis inverted
  12538. * @param compression defines the compression used (null by default)
  12539. */
  12540. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression: Nullable<string>): void;
  12541. /**
  12542. * Update a raw cube texture
  12543. * @param texture defines the texture to udpdate
  12544. * @param data defines the data to store
  12545. * @param format defines the data format
  12546. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  12547. * @param invertY defines if data must be stored with Y axis inverted
  12548. * @param compression defines the compression used (null by default)
  12549. * @param level defines which level of the texture to update
  12550. */
  12551. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression: Nullable<string>, level: number): void;
  12552. /**
  12553. * Creates a new raw cube texture from a specified url
  12554. * @param url defines the url where the data is located
  12555. * @param scene defines the current scene
  12556. * @param size defines the size of the textures
  12557. * @param format defines the format of the data
  12558. * @param type defines the type fo the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  12559. * @param noMipmap defines if the engine should avoid generating the mip levels
  12560. * @param callback defines a callback used to extract texture data from loaded data
  12561. * @param mipmapGenerator defines to provide an optional tool to generate mip levels
  12562. * @param onLoad defines a callback called when texture is loaded
  12563. * @param onError defines a callback called if there is an error
  12564. * @returns the cube texture as an InternalTexture
  12565. */
  12566. 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;
  12567. /**
  12568. * Creates a new raw cube texture from a specified url
  12569. * @param url defines the url where the data is located
  12570. * @param scene defines the current scene
  12571. * @param size defines the size of the textures
  12572. * @param format defines the format of the data
  12573. * @param type defines the type fo the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  12574. * @param noMipmap defines if the engine should avoid generating the mip levels
  12575. * @param callback defines a callback used to extract texture data from loaded data
  12576. * @param mipmapGenerator defines to provide an optional tool to generate mip levels
  12577. * @param onLoad defines a callback called when texture is loaded
  12578. * @param onError defines a callback called if there is an error
  12579. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  12580. * @param invertY defines if data must be stored with Y axis inverted
  12581. * @returns the cube texture as an InternalTexture
  12582. */
  12583. 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;
  12584. /**
  12585. * Creates a new raw 3D texture
  12586. * @param data defines the data used to create the texture
  12587. * @param width defines the width of the texture
  12588. * @param height defines the height of the texture
  12589. * @param depth defines the depth of the texture
  12590. * @param format defines the format of the texture
  12591. * @param generateMipMaps defines if the engine must generate mip levels
  12592. * @param invertY defines if data must be stored with Y axis inverted
  12593. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  12594. * @param compression defines the compressed used (can be null)
  12595. * @param textureType defines the compressed used (can be null)
  12596. * @returns a new raw 3D texture (stored in an InternalTexture)
  12597. */
  12598. createRawTexture3D(data: Nullable<ArrayBufferView>, width: number, height: number, depth: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>, textureType: number): InternalTexture;
  12599. /**
  12600. * Update a raw 3D texture
  12601. * @param texture defines the texture to update
  12602. * @param data defines the data to store
  12603. * @param format defines the data format
  12604. * @param invertY defines if data must be stored with Y axis inverted
  12605. */
  12606. updateRawTexture3D(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;
  12607. /**
  12608. * Update a raw 3D texture
  12609. * @param texture defines the texture to update
  12610. * @param data defines the data to store
  12611. * @param format defines the data format
  12612. * @param invertY defines if data must be stored with Y axis inverted
  12613. * @param compression defines the used compression (can be null)
  12614. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  12615. */
  12616. updateRawTexture3D(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string>, textureType: number): void;
  12617. }
  12618. }
  12619. }
  12620. declare module "babylonjs/Materials/Textures/rawTexture" {
  12621. import { Scene } from "babylonjs/scene";
  12622. import { Texture } from "babylonjs/Materials/Textures/texture";
  12623. import "babylonjs/Engines/Extensions/engine.rawTexture";
  12624. /**
  12625. * Raw texture can help creating a texture directly from an array of data.
  12626. * This can be super useful if you either get the data from an uncompressed source or
  12627. * if you wish to create your texture pixel by pixel.
  12628. */
  12629. export class RawTexture extends Texture {
  12630. /**
  12631. * Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  12632. */
  12633. format: number;
  12634. private _engine;
  12635. /**
  12636. * Instantiates a new RawTexture.
  12637. * Raw texture can help creating a texture directly from an array of data.
  12638. * This can be super useful if you either get the data from an uncompressed source or
  12639. * if you wish to create your texture pixel by pixel.
  12640. * @param data define the array of data to use to create the texture
  12641. * @param width define the width of the texture
  12642. * @param height define the height of the texture
  12643. * @param format define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  12644. * @param scene define the scene the texture belongs to
  12645. * @param generateMipMaps define whether mip maps should be generated or not
  12646. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12647. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12648. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  12649. */
  12650. constructor(data: ArrayBufferView, width: number, height: number,
  12651. /**
  12652. * Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  12653. */
  12654. format: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number);
  12655. /**
  12656. * Updates the texture underlying data.
  12657. * @param data Define the new data of the texture
  12658. */
  12659. update(data: ArrayBufferView): void;
  12660. /**
  12661. * Creates a luminance texture from some data.
  12662. * @param data Define the texture data
  12663. * @param width Define the width of the texture
  12664. * @param height Define the height of the texture
  12665. * @param scene Define the scene the texture belongs to
  12666. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12667. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12668. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12669. * @returns the luminance texture
  12670. */
  12671. static CreateLuminanceTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  12672. /**
  12673. * Creates a luminance alpha texture from some data.
  12674. * @param data Define the texture data
  12675. * @param width Define the width of the texture
  12676. * @param height Define the height of the texture
  12677. * @param scene Define the scene the texture belongs to
  12678. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12679. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12680. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12681. * @returns the luminance alpha texture
  12682. */
  12683. static CreateLuminanceAlphaTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  12684. /**
  12685. * Creates an alpha texture from some data.
  12686. * @param data Define the texture data
  12687. * @param width Define the width of the texture
  12688. * @param height Define the height of the texture
  12689. * @param scene Define the scene the texture belongs to
  12690. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12691. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12692. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12693. * @returns the alpha texture
  12694. */
  12695. static CreateAlphaTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  12696. /**
  12697. * Creates a RGB texture from some data.
  12698. * @param data Define the texture data
  12699. * @param width Define the width of the texture
  12700. * @param height Define the height of the texture
  12701. * @param scene Define the scene the texture belongs to
  12702. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12703. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12704. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12705. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  12706. * @returns the RGB alpha texture
  12707. */
  12708. static CreateRGBTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  12709. /**
  12710. * Creates a RGBA texture from some data.
  12711. * @param data Define the texture data
  12712. * @param width Define the width of the texture
  12713. * @param height Define the height of the texture
  12714. * @param scene Define the scene the texture belongs to
  12715. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12716. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12717. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12718. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  12719. * @returns the RGBA texture
  12720. */
  12721. static CreateRGBATexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  12722. /**
  12723. * Creates a R texture from some data.
  12724. * @param data Define the texture data
  12725. * @param width Define the width of the texture
  12726. * @param height Define the height of the texture
  12727. * @param scene Define the scene the texture belongs to
  12728. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12729. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12730. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12731. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  12732. * @returns the R texture
  12733. */
  12734. static CreateRTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  12735. }
  12736. }
  12737. declare module "babylonjs/Maths/math.size" {
  12738. /**
  12739. * Interface for the size containing width and height
  12740. */
  12741. export interface ISize {
  12742. /**
  12743. * Width
  12744. */
  12745. width: number;
  12746. /**
  12747. * Heighht
  12748. */
  12749. height: number;
  12750. }
  12751. /**
  12752. * Size containing widht and height
  12753. */
  12754. export class Size implements ISize {
  12755. /**
  12756. * Width
  12757. */
  12758. width: number;
  12759. /**
  12760. * Height
  12761. */
  12762. height: number;
  12763. /**
  12764. * Creates a Size object from the given width and height (floats).
  12765. * @param width width of the new size
  12766. * @param height height of the new size
  12767. */
  12768. constructor(width: number, height: number);
  12769. /**
  12770. * Returns a string with the Size width and height
  12771. * @returns a string with the Size width and height
  12772. */
  12773. toString(): string;
  12774. /**
  12775. * "Size"
  12776. * @returns the string "Size"
  12777. */
  12778. getClassName(): string;
  12779. /**
  12780. * Returns the Size hash code.
  12781. * @returns a hash code for a unique width and height
  12782. */
  12783. getHashCode(): number;
  12784. /**
  12785. * Updates the current size from the given one.
  12786. * @param src the given size
  12787. */
  12788. copyFrom(src: Size): void;
  12789. /**
  12790. * Updates in place the current Size from the given floats.
  12791. * @param width width of the new size
  12792. * @param height height of the new size
  12793. * @returns the updated Size.
  12794. */
  12795. copyFromFloats(width: number, height: number): Size;
  12796. /**
  12797. * Updates in place the current Size from the given floats.
  12798. * @param width width to set
  12799. * @param height height to set
  12800. * @returns the updated Size.
  12801. */
  12802. set(width: number, height: number): Size;
  12803. /**
  12804. * Multiplies the width and height by numbers
  12805. * @param w factor to multiple the width by
  12806. * @param h factor to multiple the height by
  12807. * @returns a new Size set with the multiplication result of the current Size and the given floats.
  12808. */
  12809. multiplyByFloats(w: number, h: number): Size;
  12810. /**
  12811. * Clones the size
  12812. * @returns a new Size copied from the given one.
  12813. */
  12814. clone(): Size;
  12815. /**
  12816. * True if the current Size and the given one width and height are strictly equal.
  12817. * @param other the other size to compare against
  12818. * @returns True if the current Size and the given one width and height are strictly equal.
  12819. */
  12820. equals(other: Size): boolean;
  12821. /**
  12822. * The surface of the Size : width * height (float).
  12823. */
  12824. readonly surface: number;
  12825. /**
  12826. * Create a new size of zero
  12827. * @returns a new Size set to (0.0, 0.0)
  12828. */
  12829. static Zero(): Size;
  12830. /**
  12831. * Sums the width and height of two sizes
  12832. * @param otherSize size to add to this size
  12833. * @returns a new Size set as the addition result of the current Size and the given one.
  12834. */
  12835. add(otherSize: Size): Size;
  12836. /**
  12837. * Subtracts the width and height of two
  12838. * @param otherSize size to subtract to this size
  12839. * @returns a new Size set as the subtraction result of the given one from the current Size.
  12840. */
  12841. subtract(otherSize: Size): Size;
  12842. /**
  12843. * Creates a new Size set at the linear interpolation "amount" between "start" and "end"
  12844. * @param start starting size to lerp between
  12845. * @param end end size to lerp between
  12846. * @param amount amount to lerp between the start and end values
  12847. * @returns a new Size set at the linear interpolation "amount" between "start" and "end"
  12848. */
  12849. static Lerp(start: Size, end: Size, amount: number): Size;
  12850. }
  12851. }
  12852. declare module "babylonjs/Animations/runtimeAnimation" {
  12853. import { Animation, _IAnimationState } from "babylonjs/Animations/animation";
  12854. import { Animatable } from "babylonjs/Animations/animatable";
  12855. import { Scene } from "babylonjs/scene";
  12856. /**
  12857. * Defines a runtime animation
  12858. */
  12859. export class RuntimeAnimation {
  12860. private _events;
  12861. /**
  12862. * The current frame of the runtime animation
  12863. */
  12864. private _currentFrame;
  12865. /**
  12866. * The animation used by the runtime animation
  12867. */
  12868. private _animation;
  12869. /**
  12870. * The target of the runtime animation
  12871. */
  12872. private _target;
  12873. /**
  12874. * The initiating animatable
  12875. */
  12876. private _host;
  12877. /**
  12878. * The original value of the runtime animation
  12879. */
  12880. private _originalValue;
  12881. /**
  12882. * The original blend value of the runtime animation
  12883. */
  12884. private _originalBlendValue;
  12885. /**
  12886. * The offsets cache of the runtime animation
  12887. */
  12888. private _offsetsCache;
  12889. /**
  12890. * The high limits cache of the runtime animation
  12891. */
  12892. private _highLimitsCache;
  12893. /**
  12894. * Specifies if the runtime animation has been stopped
  12895. */
  12896. private _stopped;
  12897. /**
  12898. * The blending factor of the runtime animation
  12899. */
  12900. private _blendingFactor;
  12901. /**
  12902. * The BabylonJS scene
  12903. */
  12904. private _scene;
  12905. /**
  12906. * The current value of the runtime animation
  12907. */
  12908. private _currentValue;
  12909. /** @hidden */
  12910. _animationState: _IAnimationState;
  12911. /**
  12912. * The active target of the runtime animation
  12913. */
  12914. private _activeTargets;
  12915. private _currentActiveTarget;
  12916. private _directTarget;
  12917. /**
  12918. * The target path of the runtime animation
  12919. */
  12920. private _targetPath;
  12921. /**
  12922. * The weight of the runtime animation
  12923. */
  12924. private _weight;
  12925. /**
  12926. * The ratio offset of the runtime animation
  12927. */
  12928. private _ratioOffset;
  12929. /**
  12930. * The previous delay of the runtime animation
  12931. */
  12932. private _previousDelay;
  12933. /**
  12934. * The previous ratio of the runtime animation
  12935. */
  12936. private _previousRatio;
  12937. private _enableBlending;
  12938. private _keys;
  12939. private _minFrame;
  12940. private _maxFrame;
  12941. private _minValue;
  12942. private _maxValue;
  12943. private _targetIsArray;
  12944. /**
  12945. * Gets the current frame of the runtime animation
  12946. */
  12947. readonly currentFrame: number;
  12948. /**
  12949. * Gets the weight of the runtime animation
  12950. */
  12951. readonly weight: number;
  12952. /**
  12953. * Gets the current value of the runtime animation
  12954. */
  12955. readonly currentValue: any;
  12956. /**
  12957. * Gets the target path of the runtime animation
  12958. */
  12959. readonly targetPath: string;
  12960. /**
  12961. * Gets the actual target of the runtime animation
  12962. */
  12963. readonly target: any;
  12964. /** @hidden */
  12965. _onLoop: () => void;
  12966. /**
  12967. * Create a new RuntimeAnimation object
  12968. * @param target defines the target of the animation
  12969. * @param animation defines the source animation object
  12970. * @param scene defines the hosting scene
  12971. * @param host defines the initiating Animatable
  12972. */
  12973. constructor(target: any, animation: Animation, scene: Scene, host: Animatable);
  12974. private _preparePath;
  12975. /**
  12976. * Gets the animation from the runtime animation
  12977. */
  12978. readonly animation: Animation;
  12979. /**
  12980. * Resets the runtime animation to the beginning
  12981. * @param restoreOriginal defines whether to restore the target property to the original value
  12982. */
  12983. reset(restoreOriginal?: boolean): void;
  12984. /**
  12985. * Specifies if the runtime animation is stopped
  12986. * @returns Boolean specifying if the runtime animation is stopped
  12987. */
  12988. isStopped(): boolean;
  12989. /**
  12990. * Disposes of the runtime animation
  12991. */
  12992. dispose(): void;
  12993. /**
  12994. * Apply the interpolated value to the target
  12995. * @param currentValue defines the value computed by the animation
  12996. * @param weight defines the weight to apply to this value (Defaults to 1.0)
  12997. */
  12998. setValue(currentValue: any, weight: number): void;
  12999. private _getOriginalValues;
  13000. private _setValue;
  13001. /**
  13002. * Gets the loop pmode of the runtime animation
  13003. * @returns Loop Mode
  13004. */
  13005. private _getCorrectLoopMode;
  13006. /**
  13007. * Move the current animation to a given frame
  13008. * @param frame defines the frame to move to
  13009. */
  13010. goToFrame(frame: number): void;
  13011. /**
  13012. * @hidden Internal use only
  13013. */
  13014. _prepareForSpeedRatioChange(newSpeedRatio: number): void;
  13015. /**
  13016. * Execute the current animation
  13017. * @param delay defines the delay to add to the current frame
  13018. * @param from defines the lower bound of the animation range
  13019. * @param to defines the upper bound of the animation range
  13020. * @param loop defines if the current animation must loop
  13021. * @param speedRatio defines the current speed ratio
  13022. * @param weight defines the weight of the animation (default is -1 so no weight)
  13023. * @param onLoop optional callback called when animation loops
  13024. * @returns a boolean indicating if the animation is running
  13025. */
  13026. animate(delay: number, from: number, to: number, loop: boolean, speedRatio: number, weight?: number): boolean;
  13027. }
  13028. }
  13029. declare module "babylonjs/Animations/animatable" {
  13030. import { Animation } from "babylonjs/Animations/animation";
  13031. import { RuntimeAnimation } from "babylonjs/Animations/runtimeAnimation";
  13032. import { Nullable } from "babylonjs/types";
  13033. import { Observable } from "babylonjs/Misc/observable";
  13034. import { Scene } from "babylonjs/scene";
  13035. import { Matrix, Quaternion, Vector3 } from "babylonjs/Maths/math.vector";
  13036. import { Node } from "babylonjs/node";
  13037. /**
  13038. * Class used to store an actual running animation
  13039. */
  13040. export class Animatable {
  13041. /** defines the target object */
  13042. target: any;
  13043. /** defines the starting frame number (default is 0) */
  13044. fromFrame: number;
  13045. /** defines the ending frame number (default is 100) */
  13046. toFrame: number;
  13047. /** defines if the animation must loop (default is false) */
  13048. loopAnimation: boolean;
  13049. /** defines a callback to call when animation ends if it is not looping */
  13050. onAnimationEnd?: (() => void) | null | undefined;
  13051. /** defines a callback to call when animation loops */
  13052. onAnimationLoop?: (() => void) | null | undefined;
  13053. private _localDelayOffset;
  13054. private _pausedDelay;
  13055. private _runtimeAnimations;
  13056. private _paused;
  13057. private _scene;
  13058. private _speedRatio;
  13059. private _weight;
  13060. private _syncRoot;
  13061. /**
  13062. * Gets or sets a boolean indicating if the animatable must be disposed and removed at the end of the animation.
  13063. * This will only apply for non looping animation (default is true)
  13064. */
  13065. disposeOnEnd: boolean;
  13066. /**
  13067. * Gets a boolean indicating if the animation has started
  13068. */
  13069. animationStarted: boolean;
  13070. /**
  13071. * Observer raised when the animation ends
  13072. */
  13073. onAnimationEndObservable: Observable<Animatable>;
  13074. /**
  13075. * Observer raised when the animation loops
  13076. */
  13077. onAnimationLoopObservable: Observable<Animatable>;
  13078. /**
  13079. * Gets the root Animatable used to synchronize and normalize animations
  13080. */
  13081. readonly syncRoot: Nullable<Animatable>;
  13082. /**
  13083. * Gets the current frame of the first RuntimeAnimation
  13084. * Used to synchronize Animatables
  13085. */
  13086. readonly masterFrame: number;
  13087. /**
  13088. * Gets or sets the animatable weight (-1.0 by default meaning not weighted)
  13089. */
  13090. weight: number;
  13091. /**
  13092. * Gets or sets the speed ratio to apply to the animatable (1.0 by default)
  13093. */
  13094. speedRatio: number;
  13095. /**
  13096. * Creates a new Animatable
  13097. * @param scene defines the hosting scene
  13098. * @param target defines the target object
  13099. * @param fromFrame defines the starting frame number (default is 0)
  13100. * @param toFrame defines the ending frame number (default is 100)
  13101. * @param loopAnimation defines if the animation must loop (default is false)
  13102. * @param speedRatio defines the factor to apply to animation speed (default is 1)
  13103. * @param onAnimationEnd defines a callback to call when animation ends if it is not looping
  13104. * @param animations defines a group of animation to add to the new Animatable
  13105. * @param onAnimationLoop defines a callback to call when animation loops
  13106. */
  13107. constructor(scene: Scene,
  13108. /** defines the target object */
  13109. target: any,
  13110. /** defines the starting frame number (default is 0) */
  13111. fromFrame?: number,
  13112. /** defines the ending frame number (default is 100) */
  13113. toFrame?: number,
  13114. /** defines if the animation must loop (default is false) */
  13115. loopAnimation?: boolean, speedRatio?: number,
  13116. /** defines a callback to call when animation ends if it is not looping */
  13117. onAnimationEnd?: (() => void) | null | undefined, animations?: Animation[],
  13118. /** defines a callback to call when animation loops */
  13119. onAnimationLoop?: (() => void) | null | undefined);
  13120. /**
  13121. * Synchronize and normalize current Animatable with a source Animatable
  13122. * This is useful when using animation weights and when animations are not of the same length
  13123. * @param root defines the root Animatable to synchronize with
  13124. * @returns the current Animatable
  13125. */
  13126. syncWith(root: Animatable): Animatable;
  13127. /**
  13128. * Gets the list of runtime animations
  13129. * @returns an array of RuntimeAnimation
  13130. */
  13131. getAnimations(): RuntimeAnimation[];
  13132. /**
  13133. * Adds more animations to the current animatable
  13134. * @param target defines the target of the animations
  13135. * @param animations defines the new animations to add
  13136. */
  13137. appendAnimations(target: any, animations: Animation[]): void;
  13138. /**
  13139. * Gets the source animation for a specific property
  13140. * @param property defines the propertyu to look for
  13141. * @returns null or the source animation for the given property
  13142. */
  13143. getAnimationByTargetProperty(property: string): Nullable<Animation>;
  13144. /**
  13145. * Gets the runtime animation for a specific property
  13146. * @param property defines the propertyu to look for
  13147. * @returns null or the runtime animation for the given property
  13148. */
  13149. getRuntimeAnimationByTargetProperty(property: string): Nullable<RuntimeAnimation>;
  13150. /**
  13151. * Resets the animatable to its original state
  13152. */
  13153. reset(): void;
  13154. /**
  13155. * Allows the animatable to blend with current running animations
  13156. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  13157. * @param blendingSpeed defines the blending speed to use
  13158. */
  13159. enableBlending(blendingSpeed: number): void;
  13160. /**
  13161. * Disable animation blending
  13162. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  13163. */
  13164. disableBlending(): void;
  13165. /**
  13166. * Jump directly to a given frame
  13167. * @param frame defines the frame to jump to
  13168. */
  13169. goToFrame(frame: number): void;
  13170. /**
  13171. * Pause the animation
  13172. */
  13173. pause(): void;
  13174. /**
  13175. * Restart the animation
  13176. */
  13177. restart(): void;
  13178. private _raiseOnAnimationEnd;
  13179. /**
  13180. * Stop and delete the current animation
  13181. * @param animationName defines a string used to only stop some of the runtime animations instead of all
  13182. * @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)
  13183. */
  13184. stop(animationName?: string, targetMask?: (target: any) => boolean): void;
  13185. /**
  13186. * Wait asynchronously for the animation to end
  13187. * @returns a promise which will be fullfilled when the animation ends
  13188. */
  13189. waitAsync(): Promise<Animatable>;
  13190. /** @hidden */
  13191. _animate(delay: number): boolean;
  13192. }
  13193. module "babylonjs/scene" {
  13194. interface Scene {
  13195. /** @hidden */
  13196. _registerTargetForLateAnimationBinding(runtimeAnimation: RuntimeAnimation, originalValue: any): void;
  13197. /** @hidden */
  13198. _processLateAnimationBindingsForMatrices(holder: {
  13199. totalWeight: number;
  13200. animations: RuntimeAnimation[];
  13201. originalValue: Matrix;
  13202. }): any;
  13203. /** @hidden */
  13204. _processLateAnimationBindingsForQuaternions(holder: {
  13205. totalWeight: number;
  13206. animations: RuntimeAnimation[];
  13207. originalValue: Quaternion;
  13208. }, refQuaternion: Quaternion): Quaternion;
  13209. /** @hidden */
  13210. _processLateAnimationBindings(): void;
  13211. /**
  13212. * Will start the animation sequence of a given target
  13213. * @param target defines the target
  13214. * @param from defines from which frame should animation start
  13215. * @param to defines until which frame should animation run.
  13216. * @param weight defines the weight to apply to the animation (1.0 by default)
  13217. * @param loop defines if the animation loops
  13218. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  13219. * @param onAnimationEnd defines the function to be executed when the animation ends
  13220. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  13221. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  13222. * @param onAnimationLoop defines the callback to call when an animation loops
  13223. * @returns the animatable object created for this animation
  13224. */
  13225. beginWeightedAnimation(target: any, from: number, to: number, weight: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable, targetMask?: (target: any) => boolean, onAnimationLoop?: () => void): Animatable;
  13226. /**
  13227. * Will start the animation sequence of a given target
  13228. * @param target defines the target
  13229. * @param from defines from which frame should animation start
  13230. * @param to defines until which frame should animation run.
  13231. * @param loop defines if the animation loops
  13232. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  13233. * @param onAnimationEnd defines the function to be executed when the animation ends
  13234. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  13235. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  13236. * @param targetMask defines if the target should be animate if animations are present (this is called recursively on descendant animatables regardless of return value)
  13237. * @param onAnimationLoop defines the callback to call when an animation loops
  13238. * @returns the animatable object created for this animation
  13239. */
  13240. beginAnimation(target: any, from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable, stopCurrent?: boolean, targetMask?: (target: any) => boolean, onAnimationLoop?: () => void): Animatable;
  13241. /**
  13242. * Will start the animation sequence of a given target and its hierarchy
  13243. * @param target defines the target
  13244. * @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.
  13245. * @param from defines from which frame should animation start
  13246. * @param to defines until which frame should animation run.
  13247. * @param loop defines if the animation loops
  13248. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  13249. * @param onAnimationEnd defines the function to be executed when the animation ends
  13250. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  13251. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  13252. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  13253. * @param onAnimationLoop defines the callback to call when an animation loops
  13254. * @returns the list of created animatables
  13255. */
  13256. 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[];
  13257. /**
  13258. * Begin a new animation on a given node
  13259. * @param target defines the target where the animation will take place
  13260. * @param animations defines the list of animations to start
  13261. * @param from defines the initial value
  13262. * @param to defines the final value
  13263. * @param loop defines if you want animation to loop (off by default)
  13264. * @param speedRatio defines the speed ratio to apply to all animations
  13265. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  13266. * @param onAnimationLoop defines the callback to call when an animation loops
  13267. * @returns the list of created animatables
  13268. */
  13269. beginDirectAnimation(target: any, animations: Animation[], from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, onAnimationLoop?: () => void): Animatable;
  13270. /**
  13271. * Begin a new animation on a given node and its hierarchy
  13272. * @param target defines the root node where the animation will take place
  13273. * @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.
  13274. * @param animations defines the list of animations to start
  13275. * @param from defines the initial value
  13276. * @param to defines the final value
  13277. * @param loop defines if you want animation to loop (off by default)
  13278. * @param speedRatio defines the speed ratio to apply to all animations
  13279. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  13280. * @param onAnimationLoop defines the callback to call when an animation loops
  13281. * @returns the list of animatables created for all nodes
  13282. */
  13283. beginDirectHierarchyAnimation(target: Node, directDescendantsOnly: boolean, animations: Animation[], from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, onAnimationLoop?: () => void): Animatable[];
  13284. /**
  13285. * Gets the animatable associated with a specific target
  13286. * @param target defines the target of the animatable
  13287. * @returns the required animatable if found
  13288. */
  13289. getAnimatableByTarget(target: any): Nullable<Animatable>;
  13290. /**
  13291. * Gets all animatables associated with a given target
  13292. * @param target defines the target to look animatables for
  13293. * @returns an array of Animatables
  13294. */
  13295. getAllAnimatablesByTarget(target: any): Array<Animatable>;
  13296. /**
  13297. * Stops and removes all animations that have been applied to the scene
  13298. */
  13299. stopAllAnimations(): void;
  13300. }
  13301. }
  13302. module "babylonjs/Bones/bone" {
  13303. interface Bone {
  13304. /**
  13305. * Copy an animation range from another bone
  13306. * @param source defines the source bone
  13307. * @param rangeName defines the range name to copy
  13308. * @param frameOffset defines the frame offset
  13309. * @param rescaleAsRequired defines if rescaling must be applied if required
  13310. * @param skelDimensionsRatio defines the scaling ratio
  13311. * @returns true if operation was successful
  13312. */
  13313. copyAnimationRange(source: Bone, rangeName: string, frameOffset: number, rescaleAsRequired: boolean, skelDimensionsRatio: Nullable<Vector3>): boolean;
  13314. }
  13315. }
  13316. }
  13317. declare module "babylonjs/Animations/animationPropertiesOverride" {
  13318. /**
  13319. * Class used to override all child animations of a given target
  13320. */
  13321. export class AnimationPropertiesOverride {
  13322. /**
  13323. * Gets or sets a value indicating if animation blending must be used
  13324. */
  13325. enableBlending: boolean;
  13326. /**
  13327. * Gets or sets the blending speed to use when enableBlending is true
  13328. */
  13329. blendingSpeed: number;
  13330. /**
  13331. * Gets or sets the default loop mode to use
  13332. */
  13333. loopMode: number;
  13334. }
  13335. }
  13336. declare module "babylonjs/Bones/skeleton" {
  13337. import { Bone } from "babylonjs/Bones/bone";
  13338. import { Observable } from "babylonjs/Misc/observable";
  13339. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  13340. import { Scene } from "babylonjs/scene";
  13341. import { Nullable } from "babylonjs/types";
  13342. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  13343. import { RawTexture } from "babylonjs/Materials/Textures/rawTexture";
  13344. import { Animatable } from "babylonjs/Animations/animatable";
  13345. import { AnimationPropertiesOverride } from "babylonjs/Animations/animationPropertiesOverride";
  13346. import { Animation } from "babylonjs/Animations/animation";
  13347. import { AnimationRange } from "babylonjs/Animations/animationRange";
  13348. import { IInspectable } from "babylonjs/Misc/iInspectable";
  13349. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  13350. /**
  13351. * Class used to handle skinning animations
  13352. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  13353. */
  13354. export class Skeleton implements IAnimatable {
  13355. /** defines the skeleton name */
  13356. name: string;
  13357. /** defines the skeleton Id */
  13358. id: string;
  13359. /**
  13360. * Defines the list of child bones
  13361. */
  13362. bones: Bone[];
  13363. /**
  13364. * Defines an estimate of the dimension of the skeleton at rest
  13365. */
  13366. dimensionsAtRest: Vector3;
  13367. /**
  13368. * Defines a boolean indicating if the root matrix is provided by meshes or by the current skeleton (this is the default value)
  13369. */
  13370. needInitialSkinMatrix: boolean;
  13371. /**
  13372. * Defines a mesh that override the matrix used to get the world matrix (null by default).
  13373. */
  13374. overrideMesh: Nullable<AbstractMesh>;
  13375. /**
  13376. * Gets the list of animations attached to this skeleton
  13377. */
  13378. animations: Array<Animation>;
  13379. private _scene;
  13380. private _isDirty;
  13381. private _transformMatrices;
  13382. private _transformMatrixTexture;
  13383. private _meshesWithPoseMatrix;
  13384. private _animatables;
  13385. private _identity;
  13386. private _synchronizedWithMesh;
  13387. private _ranges;
  13388. private _lastAbsoluteTransformsUpdateId;
  13389. private _canUseTextureForBones;
  13390. private _uniqueId;
  13391. /** @hidden */
  13392. _numBonesWithLinkedTransformNode: number;
  13393. /** @hidden */
  13394. _hasWaitingData: Nullable<boolean>;
  13395. /**
  13396. * Specifies if the skeleton should be serialized
  13397. */
  13398. doNotSerialize: boolean;
  13399. private _useTextureToStoreBoneMatrices;
  13400. /**
  13401. * Gets or sets a boolean indicating that bone matrices should be stored as a texture instead of using shader uniforms (default is true).
  13402. * Please note that this option is not available if the hardware does not support it
  13403. */
  13404. useTextureToStoreBoneMatrices: boolean;
  13405. private _animationPropertiesOverride;
  13406. /**
  13407. * Gets or sets the animation properties override
  13408. */
  13409. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  13410. /**
  13411. * List of inspectable custom properties (used by the Inspector)
  13412. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  13413. */
  13414. inspectableCustomProperties: IInspectable[];
  13415. /**
  13416. * An observable triggered before computing the skeleton's matrices
  13417. */
  13418. onBeforeComputeObservable: Observable<Skeleton>;
  13419. /**
  13420. * Gets a boolean indicating that the skeleton effectively stores matrices into a texture
  13421. */
  13422. readonly isUsingTextureForMatrices: boolean;
  13423. /**
  13424. * Gets the unique ID of this skeleton
  13425. */
  13426. readonly uniqueId: number;
  13427. /**
  13428. * Creates a new skeleton
  13429. * @param name defines the skeleton name
  13430. * @param id defines the skeleton Id
  13431. * @param scene defines the hosting scene
  13432. */
  13433. constructor(
  13434. /** defines the skeleton name */
  13435. name: string,
  13436. /** defines the skeleton Id */
  13437. id: string, scene: Scene);
  13438. /**
  13439. * Gets the current object class name.
  13440. * @return the class name
  13441. */
  13442. getClassName(): string;
  13443. /**
  13444. * Returns an array containing the root bones
  13445. * @returns an array containing the root bones
  13446. */
  13447. getChildren(): Array<Bone>;
  13448. /**
  13449. * Gets the list of transform matrices to send to shaders (one matrix per bone)
  13450. * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)
  13451. * @returns a Float32Array containing matrices data
  13452. */
  13453. getTransformMatrices(mesh: AbstractMesh): Float32Array;
  13454. /**
  13455. * Gets the list of transform matrices to send to shaders inside a texture (one matrix per bone)
  13456. * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)
  13457. * @returns a raw texture containing the data
  13458. */
  13459. getTransformMatrixTexture(mesh: AbstractMesh): Nullable<RawTexture>;
  13460. /**
  13461. * Gets the current hosting scene
  13462. * @returns a scene object
  13463. */
  13464. getScene(): Scene;
  13465. /**
  13466. * Gets a string representing the current skeleton data
  13467. * @param fullDetails defines a boolean indicating if we want a verbose version
  13468. * @returns a string representing the current skeleton data
  13469. */
  13470. toString(fullDetails?: boolean): string;
  13471. /**
  13472. * Get bone's index searching by name
  13473. * @param name defines bone's name to search for
  13474. * @return the indice of the bone. Returns -1 if not found
  13475. */
  13476. getBoneIndexByName(name: string): number;
  13477. /**
  13478. * Creater a new animation range
  13479. * @param name defines the name of the range
  13480. * @param from defines the start key
  13481. * @param to defines the end key
  13482. */
  13483. createAnimationRange(name: string, from: number, to: number): void;
  13484. /**
  13485. * Delete a specific animation range
  13486. * @param name defines the name of the range
  13487. * @param deleteFrames defines if frames must be removed as well
  13488. */
  13489. deleteAnimationRange(name: string, deleteFrames?: boolean): void;
  13490. /**
  13491. * Gets a specific animation range
  13492. * @param name defines the name of the range to look for
  13493. * @returns the requested animation range or null if not found
  13494. */
  13495. getAnimationRange(name: string): Nullable<AnimationRange>;
  13496. /**
  13497. * Gets the list of all animation ranges defined on this skeleton
  13498. * @returns an array
  13499. */
  13500. getAnimationRanges(): Nullable<AnimationRange>[];
  13501. /**
  13502. * Copy animation range from a source skeleton.
  13503. * This is not for a complete retargeting, only between very similar skeleton's with only possible bone length differences
  13504. * @param source defines the source skeleton
  13505. * @param name defines the name of the range to copy
  13506. * @param rescaleAsRequired defines if rescaling must be applied if required
  13507. * @returns true if operation was successful
  13508. */
  13509. copyAnimationRange(source: Skeleton, name: string, rescaleAsRequired?: boolean): boolean;
  13510. /**
  13511. * Forces the skeleton to go to rest pose
  13512. */
  13513. returnToRest(): void;
  13514. private _getHighestAnimationFrame;
  13515. /**
  13516. * Begin a specific animation range
  13517. * @param name defines the name of the range to start
  13518. * @param loop defines if looping must be turned on (false by default)
  13519. * @param speedRatio defines the speed ratio to apply (1 by default)
  13520. * @param onAnimationEnd defines a callback which will be called when animation will end
  13521. * @returns a new animatable
  13522. */
  13523. beginAnimation(name: string, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): Nullable<Animatable>;
  13524. /** @hidden */
  13525. _markAsDirty(): void;
  13526. /** @hidden */
  13527. _registerMeshWithPoseMatrix(mesh: AbstractMesh): void;
  13528. /** @hidden */
  13529. _unregisterMeshWithPoseMatrix(mesh: AbstractMesh): void;
  13530. private _computeTransformMatrices;
  13531. /**
  13532. * Build all resources required to render a skeleton
  13533. */
  13534. prepare(): void;
  13535. /**
  13536. * Gets the list of animatables currently running for this skeleton
  13537. * @returns an array of animatables
  13538. */
  13539. getAnimatables(): IAnimatable[];
  13540. /**
  13541. * Clone the current skeleton
  13542. * @param name defines the name of the new skeleton
  13543. * @param id defines the id of the new skeleton
  13544. * @returns the new skeleton
  13545. */
  13546. clone(name: string, id: string): Skeleton;
  13547. /**
  13548. * Enable animation blending for this skeleton
  13549. * @param blendingSpeed defines the blending speed to apply
  13550. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  13551. */
  13552. enableBlending(blendingSpeed?: number): void;
  13553. /**
  13554. * Releases all resources associated with the current skeleton
  13555. */
  13556. dispose(): void;
  13557. /**
  13558. * Serialize the skeleton in a JSON object
  13559. * @returns a JSON object
  13560. */
  13561. serialize(): any;
  13562. /**
  13563. * Creates a new skeleton from serialized data
  13564. * @param parsedSkeleton defines the serialized data
  13565. * @param scene defines the hosting scene
  13566. * @returns a new skeleton
  13567. */
  13568. static Parse(parsedSkeleton: any, scene: Scene): Skeleton;
  13569. /**
  13570. * Compute all node absolute transforms
  13571. * @param forceUpdate defines if computation must be done even if cache is up to date
  13572. */
  13573. computeAbsoluteTransforms(forceUpdate?: boolean): void;
  13574. /**
  13575. * Gets the root pose matrix
  13576. * @returns a matrix
  13577. */
  13578. getPoseMatrix(): Nullable<Matrix>;
  13579. /**
  13580. * Sorts bones per internal index
  13581. */
  13582. sortBones(): void;
  13583. private _sortBones;
  13584. }
  13585. }
  13586. declare module "babylonjs/Bones/bone" {
  13587. import { Skeleton } from "babylonjs/Bones/skeleton";
  13588. import { Vector3, Quaternion, Matrix } from "babylonjs/Maths/math.vector";
  13589. import { Nullable } from "babylonjs/types";
  13590. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  13591. import { TransformNode } from "babylonjs/Meshes/transformNode";
  13592. import { Node } from "babylonjs/node";
  13593. import { Space } from "babylonjs/Maths/math.axis";
  13594. import { AnimationPropertiesOverride } from "babylonjs/Animations/animationPropertiesOverride";
  13595. /**
  13596. * Class used to store bone information
  13597. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  13598. */
  13599. export class Bone extends Node {
  13600. /**
  13601. * defines the bone name
  13602. */
  13603. name: string;
  13604. private static _tmpVecs;
  13605. private static _tmpQuat;
  13606. private static _tmpMats;
  13607. /**
  13608. * Gets the list of child bones
  13609. */
  13610. children: Bone[];
  13611. /** Gets the animations associated with this bone */
  13612. animations: import("babylonjs/Animations/animation").Animation[];
  13613. /**
  13614. * Gets or sets bone length
  13615. */
  13616. length: number;
  13617. /**
  13618. * @hidden Internal only
  13619. * Set this value to map this bone to a different index in the transform matrices
  13620. * Set this value to -1 to exclude the bone from the transform matrices
  13621. */
  13622. _index: Nullable<number>;
  13623. private _skeleton;
  13624. private _localMatrix;
  13625. private _restPose;
  13626. private _baseMatrix;
  13627. private _absoluteTransform;
  13628. private _invertedAbsoluteTransform;
  13629. private _parent;
  13630. private _scalingDeterminant;
  13631. private _worldTransform;
  13632. private _localScaling;
  13633. private _localRotation;
  13634. private _localPosition;
  13635. private _needToDecompose;
  13636. private _needToCompose;
  13637. /** @hidden */
  13638. _linkedTransformNode: Nullable<TransformNode>;
  13639. /** @hidden */
  13640. _waitingTransformNodeId: Nullable<string>;
  13641. /** @hidden */
  13642. /** @hidden */
  13643. _matrix: Matrix;
  13644. /**
  13645. * Create a new bone
  13646. * @param name defines the bone name
  13647. * @param skeleton defines the parent skeleton
  13648. * @param parentBone defines the parent (can be null if the bone is the root)
  13649. * @param localMatrix defines the local matrix
  13650. * @param restPose defines the rest pose matrix
  13651. * @param baseMatrix defines the base matrix
  13652. * @param index defines index of the bone in the hiearchy
  13653. */
  13654. constructor(
  13655. /**
  13656. * defines the bone name
  13657. */
  13658. name: string, skeleton: Skeleton, parentBone?: Nullable<Bone>, localMatrix?: Nullable<Matrix>, restPose?: Nullable<Matrix>, baseMatrix?: Nullable<Matrix>, index?: Nullable<number>);
  13659. /**
  13660. * Gets the current object class name.
  13661. * @return the class name
  13662. */
  13663. getClassName(): string;
  13664. /**
  13665. * Gets the parent skeleton
  13666. * @returns a skeleton
  13667. */
  13668. getSkeleton(): Skeleton;
  13669. /**
  13670. * Gets parent bone
  13671. * @returns a bone or null if the bone is the root of the bone hierarchy
  13672. */
  13673. getParent(): Nullable<Bone>;
  13674. /**
  13675. * Returns an array containing the root bones
  13676. * @returns an array containing the root bones
  13677. */
  13678. getChildren(): Array<Bone>;
  13679. /**
  13680. * Sets the parent bone
  13681. * @param parent defines the parent (can be null if the bone is the root)
  13682. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  13683. */
  13684. setParent(parent: Nullable<Bone>, updateDifferenceMatrix?: boolean): void;
  13685. /**
  13686. * Gets the local matrix
  13687. * @returns a matrix
  13688. */
  13689. getLocalMatrix(): Matrix;
  13690. /**
  13691. * Gets the base matrix (initial matrix which remains unchanged)
  13692. * @returns a matrix
  13693. */
  13694. getBaseMatrix(): Matrix;
  13695. /**
  13696. * Gets the rest pose matrix
  13697. * @returns a matrix
  13698. */
  13699. getRestPose(): Matrix;
  13700. /**
  13701. * Gets a matrix used to store world matrix (ie. the matrix sent to shaders)
  13702. */
  13703. getWorldMatrix(): Matrix;
  13704. /**
  13705. * Sets the local matrix to rest pose matrix
  13706. */
  13707. returnToRest(): void;
  13708. /**
  13709. * Gets the inverse of the absolute transform matrix.
  13710. * This matrix will be multiplied by local matrix to get the difference matrix (ie. the difference between original state and current state)
  13711. * @returns a matrix
  13712. */
  13713. getInvertedAbsoluteTransform(): Matrix;
  13714. /**
  13715. * Gets the absolute transform matrix (ie base matrix * parent world matrix)
  13716. * @returns a matrix
  13717. */
  13718. getAbsoluteTransform(): Matrix;
  13719. /**
  13720. * Links with the given transform node.
  13721. * The local matrix of this bone is copied from the transform node every frame.
  13722. * @param transformNode defines the transform node to link to
  13723. */
  13724. linkTransformNode(transformNode: Nullable<TransformNode>): void;
  13725. /**
  13726. * Gets the node used to drive the bone's transformation
  13727. * @returns a transform node or null
  13728. */
  13729. getTransformNode(): Nullable<TransformNode>;
  13730. /** Gets or sets current position (in local space) */
  13731. position: Vector3;
  13732. /** Gets or sets current rotation (in local space) */
  13733. rotation: Vector3;
  13734. /** Gets or sets current rotation quaternion (in local space) */
  13735. rotationQuaternion: Quaternion;
  13736. /** Gets or sets current scaling (in local space) */
  13737. scaling: Vector3;
  13738. /**
  13739. * Gets the animation properties override
  13740. */
  13741. readonly animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  13742. private _decompose;
  13743. private _compose;
  13744. /**
  13745. * Update the base and local matrices
  13746. * @param matrix defines the new base or local matrix
  13747. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  13748. * @param updateLocalMatrix defines if the local matrix should be updated
  13749. */
  13750. updateMatrix(matrix: Matrix, updateDifferenceMatrix?: boolean, updateLocalMatrix?: boolean): void;
  13751. /** @hidden */
  13752. _updateDifferenceMatrix(rootMatrix?: Matrix, updateChildren?: boolean): void;
  13753. /**
  13754. * Flag the bone as dirty (Forcing it to update everything)
  13755. */
  13756. markAsDirty(): void;
  13757. /** @hidden */
  13758. _markAsDirtyAndCompose(): void;
  13759. private _markAsDirtyAndDecompose;
  13760. /**
  13761. * Translate the bone in local or world space
  13762. * @param vec The amount to translate the bone
  13763. * @param space The space that the translation is in
  13764. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13765. */
  13766. translate(vec: Vector3, space?: Space, mesh?: AbstractMesh): void;
  13767. /**
  13768. * Set the postion of the bone in local or world space
  13769. * @param position The position to set the bone
  13770. * @param space The space that the position is in
  13771. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13772. */
  13773. setPosition(position: Vector3, space?: Space, mesh?: AbstractMesh): void;
  13774. /**
  13775. * Set the absolute position of the bone (world space)
  13776. * @param position The position to set the bone
  13777. * @param mesh The mesh that this bone is attached to
  13778. */
  13779. setAbsolutePosition(position: Vector3, mesh?: AbstractMesh): void;
  13780. /**
  13781. * Scale the bone on the x, y and z axes (in local space)
  13782. * @param x The amount to scale the bone on the x axis
  13783. * @param y The amount to scale the bone on the y axis
  13784. * @param z The amount to scale the bone on the z axis
  13785. * @param scaleChildren sets this to true if children of the bone should be scaled as well (false by default)
  13786. */
  13787. scale(x: number, y: number, z: number, scaleChildren?: boolean): void;
  13788. /**
  13789. * Set the bone scaling in local space
  13790. * @param scale defines the scaling vector
  13791. */
  13792. setScale(scale: Vector3): void;
  13793. /**
  13794. * Gets the current scaling in local space
  13795. * @returns the current scaling vector
  13796. */
  13797. getScale(): Vector3;
  13798. /**
  13799. * Gets the current scaling in local space and stores it in a target vector
  13800. * @param result defines the target vector
  13801. */
  13802. getScaleToRef(result: Vector3): void;
  13803. /**
  13804. * Set the yaw, pitch, and roll of the bone in local or world space
  13805. * @param yaw The rotation of the bone on the y axis
  13806. * @param pitch The rotation of the bone on the x axis
  13807. * @param roll The rotation of the bone on the z axis
  13808. * @param space The space that the axes of rotation are in
  13809. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13810. */
  13811. setYawPitchRoll(yaw: number, pitch: number, roll: number, space?: Space, mesh?: AbstractMesh): void;
  13812. /**
  13813. * Add a rotation to the bone on an axis in local or world space
  13814. * @param axis The axis to rotate the bone on
  13815. * @param amount The amount to rotate the bone
  13816. * @param space The space that the axis is in
  13817. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13818. */
  13819. rotate(axis: Vector3, amount: number, space?: Space, mesh?: AbstractMesh): void;
  13820. /**
  13821. * Set the rotation of the bone to a particular axis angle in local or world space
  13822. * @param axis The axis to rotate the bone on
  13823. * @param angle The angle that the bone should be rotated to
  13824. * @param space The space that the axis is in
  13825. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13826. */
  13827. setAxisAngle(axis: Vector3, angle: number, space?: Space, mesh?: AbstractMesh): void;
  13828. /**
  13829. * Set the euler rotation of the bone in local of world space
  13830. * @param rotation The euler rotation that the bone should be set to
  13831. * @param space The space that the rotation is in
  13832. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13833. */
  13834. setRotation(rotation: Vector3, space?: Space, mesh?: AbstractMesh): void;
  13835. /**
  13836. * Set the quaternion rotation of the bone in local of world space
  13837. * @param quat The quaternion rotation that the bone should be set to
  13838. * @param space The space that the rotation is in
  13839. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13840. */
  13841. setRotationQuaternion(quat: Quaternion, space?: Space, mesh?: AbstractMesh): void;
  13842. /**
  13843. * Set the rotation matrix of the bone in local of world space
  13844. * @param rotMat The rotation matrix that the bone should be set to
  13845. * @param space The space that the rotation is in
  13846. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13847. */
  13848. setRotationMatrix(rotMat: Matrix, space?: Space, mesh?: AbstractMesh): void;
  13849. private _rotateWithMatrix;
  13850. private _getNegativeRotationToRef;
  13851. /**
  13852. * Get the position of the bone in local or world space
  13853. * @param space The space that the returned position is in
  13854. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13855. * @returns The position of the bone
  13856. */
  13857. getPosition(space?: Space, mesh?: Nullable<AbstractMesh>): Vector3;
  13858. /**
  13859. * Copy the position of the bone to a vector3 in local or world space
  13860. * @param space The space that the returned position is in
  13861. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13862. * @param result The vector3 to copy the position to
  13863. */
  13864. getPositionToRef(space: Space | undefined, mesh: Nullable<AbstractMesh>, result: Vector3): void;
  13865. /**
  13866. * Get the absolute position of the bone (world space)
  13867. * @param mesh The mesh that this bone is attached to
  13868. * @returns The absolute position of the bone
  13869. */
  13870. getAbsolutePosition(mesh?: Nullable<AbstractMesh>): Vector3;
  13871. /**
  13872. * Copy the absolute position of the bone (world space) to the result param
  13873. * @param mesh The mesh that this bone is attached to
  13874. * @param result The vector3 to copy the absolute position to
  13875. */
  13876. getAbsolutePositionToRef(mesh: AbstractMesh, result: Vector3): void;
  13877. /**
  13878. * Compute the absolute transforms of this bone and its children
  13879. */
  13880. computeAbsoluteTransforms(): void;
  13881. /**
  13882. * Get the world direction from an axis that is in the local space of the bone
  13883. * @param localAxis The local direction that is used to compute the world direction
  13884. * @param mesh The mesh that this bone is attached to
  13885. * @returns The world direction
  13886. */
  13887. getDirection(localAxis: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  13888. /**
  13889. * Copy the world direction to a vector3 from an axis that is in the local space of the bone
  13890. * @param localAxis The local direction that is used to compute the world direction
  13891. * @param mesh The mesh that this bone is attached to
  13892. * @param result The vector3 that the world direction will be copied to
  13893. */
  13894. getDirectionToRef(localAxis: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  13895. /**
  13896. * Get the euler rotation of the bone in local or world space
  13897. * @param space The space that the rotation should be in
  13898. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13899. * @returns The euler rotation
  13900. */
  13901. getRotation(space?: Space, mesh?: Nullable<AbstractMesh>): Vector3;
  13902. /**
  13903. * Copy the euler rotation of the bone to a vector3. The rotation can be in either local or world space
  13904. * @param space The space that the rotation should be in
  13905. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13906. * @param result The vector3 that the rotation should be copied to
  13907. */
  13908. getRotationToRef(space: Space | undefined, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  13909. /**
  13910. * Get the quaternion rotation of the bone in either local or world space
  13911. * @param space The space that the rotation should be in
  13912. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13913. * @returns The quaternion rotation
  13914. */
  13915. getRotationQuaternion(space?: Space, mesh?: Nullable<AbstractMesh>): Quaternion;
  13916. /**
  13917. * Copy the quaternion rotation of the bone to a quaternion. The rotation can be in either local or world space
  13918. * @param space The space that the rotation should be in
  13919. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13920. * @param result The quaternion that the rotation should be copied to
  13921. */
  13922. getRotationQuaternionToRef(space: Space | undefined, mesh: AbstractMesh | null | undefined, result: Quaternion): void;
  13923. /**
  13924. * Get the rotation matrix of the bone in local or world space
  13925. * @param space The space that the rotation should be in
  13926. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13927. * @returns The rotation matrix
  13928. */
  13929. getRotationMatrix(space: Space | undefined, mesh: AbstractMesh): Matrix;
  13930. /**
  13931. * Copy the rotation matrix of the bone to a matrix. The rotation can be in either local or world space
  13932. * @param space The space that the rotation should be in
  13933. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13934. * @param result The quaternion that the rotation should be copied to
  13935. */
  13936. getRotationMatrixToRef(space: Space | undefined, mesh: AbstractMesh, result: Matrix): void;
  13937. /**
  13938. * Get the world position of a point that is in the local space of the bone
  13939. * @param position The local position
  13940. * @param mesh The mesh that this bone is attached to
  13941. * @returns The world position
  13942. */
  13943. getAbsolutePositionFromLocal(position: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  13944. /**
  13945. * Get the world position of a point that is in the local space of the bone and copy it to the result param
  13946. * @param position The local position
  13947. * @param mesh The mesh that this bone is attached to
  13948. * @param result The vector3 that the world position should be copied to
  13949. */
  13950. getAbsolutePositionFromLocalToRef(position: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  13951. /**
  13952. * Get the local position of a point that is in world space
  13953. * @param position The world position
  13954. * @param mesh The mesh that this bone is attached to
  13955. * @returns The local position
  13956. */
  13957. getLocalPositionFromAbsolute(position: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  13958. /**
  13959. * Get the local position of a point that is in world space and copy it to the result param
  13960. * @param position The world position
  13961. * @param mesh The mesh that this bone is attached to
  13962. * @param result The vector3 that the local position should be copied to
  13963. */
  13964. getLocalPositionFromAbsoluteToRef(position: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  13965. }
  13966. }
  13967. declare module "babylonjs/Meshes/transformNode" {
  13968. import { DeepImmutable } from "babylonjs/types";
  13969. import { Observable } from "babylonjs/Misc/observable";
  13970. import { Nullable } from "babylonjs/types";
  13971. import { Camera } from "babylonjs/Cameras/camera";
  13972. import { Scene } from "babylonjs/scene";
  13973. import { Quaternion, Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  13974. import { Node } from "babylonjs/node";
  13975. import { Bone } from "babylonjs/Bones/bone";
  13976. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  13977. import { Space } from "babylonjs/Maths/math.axis";
  13978. /**
  13979. * 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.
  13980. * @see https://doc.babylonjs.com/how_to/transformnode
  13981. */
  13982. export class TransformNode extends Node {
  13983. /**
  13984. * Object will not rotate to face the camera
  13985. */
  13986. static BILLBOARDMODE_NONE: number;
  13987. /**
  13988. * Object will rotate to face the camera but only on the x axis
  13989. */
  13990. static BILLBOARDMODE_X: number;
  13991. /**
  13992. * Object will rotate to face the camera but only on the y axis
  13993. */
  13994. static BILLBOARDMODE_Y: number;
  13995. /**
  13996. * Object will rotate to face the camera but only on the z axis
  13997. */
  13998. static BILLBOARDMODE_Z: number;
  13999. /**
  14000. * Object will rotate to face the camera
  14001. */
  14002. static BILLBOARDMODE_ALL: number;
  14003. /**
  14004. * Object will rotate to face the camera's position instead of orientation
  14005. */
  14006. static BILLBOARDMODE_USE_POSITION: number;
  14007. private _forward;
  14008. private _forwardInverted;
  14009. private _up;
  14010. private _right;
  14011. private _rightInverted;
  14012. private _position;
  14013. private _rotation;
  14014. private _rotationQuaternion;
  14015. protected _scaling: Vector3;
  14016. protected _isDirty: boolean;
  14017. private _transformToBoneReferal;
  14018. private _isAbsoluteSynced;
  14019. private _billboardMode;
  14020. /**
  14021. * Gets or sets the billboard mode. Default is 0.
  14022. *
  14023. * | Value | Type | Description |
  14024. * | --- | --- | --- |
  14025. * | 0 | BILLBOARDMODE_NONE | |
  14026. * | 1 | BILLBOARDMODE_X | |
  14027. * | 2 | BILLBOARDMODE_Y | |
  14028. * | 4 | BILLBOARDMODE_Z | |
  14029. * | 7 | BILLBOARDMODE_ALL | |
  14030. *
  14031. */
  14032. billboardMode: number;
  14033. private _preserveParentRotationForBillboard;
  14034. /**
  14035. * Gets or sets a boolean indicating that parent rotation should be preserved when using billboards.
  14036. * This could be useful for glTF objects where parent rotation helps converting from right handed to left handed
  14037. */
  14038. preserveParentRotationForBillboard: boolean;
  14039. /**
  14040. * 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
  14041. */
  14042. scalingDeterminant: number;
  14043. private _infiniteDistance;
  14044. /**
  14045. * Gets or sets the distance of the object to max, often used by skybox
  14046. */
  14047. infiniteDistance: boolean;
  14048. /**
  14049. * Gets or sets a boolean indicating that non uniform scaling (when at least one component is different from others) should be ignored.
  14050. * By default the system will update normals to compensate
  14051. */
  14052. ignoreNonUniformScaling: boolean;
  14053. /**
  14054. * 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
  14055. */
  14056. reIntegrateRotationIntoRotationQuaternion: boolean;
  14057. /** @hidden */
  14058. _poseMatrix: Nullable<Matrix>;
  14059. /** @hidden */
  14060. _localMatrix: Matrix;
  14061. private _usePivotMatrix;
  14062. private _absolutePosition;
  14063. private _absoluteScaling;
  14064. private _absoluteRotationQuaternion;
  14065. private _pivotMatrix;
  14066. private _pivotMatrixInverse;
  14067. protected _postMultiplyPivotMatrix: boolean;
  14068. protected _isWorldMatrixFrozen: boolean;
  14069. /** @hidden */
  14070. _indexInSceneTransformNodesArray: number;
  14071. /**
  14072. * An event triggered after the world matrix is updated
  14073. */
  14074. onAfterWorldMatrixUpdateObservable: Observable<TransformNode>;
  14075. constructor(name: string, scene?: Nullable<Scene>, isPure?: boolean);
  14076. /**
  14077. * Gets a string identifying the name of the class
  14078. * @returns "TransformNode" string
  14079. */
  14080. getClassName(): string;
  14081. /**
  14082. * Gets or set the node position (default is (0.0, 0.0, 0.0))
  14083. */
  14084. position: Vector3;
  14085. /**
  14086. * 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)).
  14087. * If rotation quaternion is set, this Vector3 will be ignored and copy from the quaternion
  14088. */
  14089. rotation: Vector3;
  14090. /**
  14091. * 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)).
  14092. */
  14093. scaling: Vector3;
  14094. /**
  14095. * 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).
  14096. * If set, only the rotationQuaternion is then used to compute the node rotation (ie. node.rotation will be ignored)
  14097. */
  14098. rotationQuaternion: Nullable<Quaternion>;
  14099. /**
  14100. * The forward direction of that transform in world space.
  14101. */
  14102. readonly forward: Vector3;
  14103. /**
  14104. * The up direction of that transform in world space.
  14105. */
  14106. readonly up: Vector3;
  14107. /**
  14108. * The right direction of that transform in world space.
  14109. */
  14110. readonly right: Vector3;
  14111. /**
  14112. * Copies the parameter passed Matrix into the mesh Pose matrix.
  14113. * @param matrix the matrix to copy the pose from
  14114. * @returns this TransformNode.
  14115. */
  14116. updatePoseMatrix(matrix: Matrix): TransformNode;
  14117. /**
  14118. * Returns the mesh Pose matrix.
  14119. * @returns the pose matrix
  14120. */
  14121. getPoseMatrix(): Matrix;
  14122. /** @hidden */
  14123. _isSynchronized(): boolean;
  14124. /** @hidden */
  14125. _initCache(): void;
  14126. /**
  14127. * Flag the transform node as dirty (Forcing it to update everything)
  14128. * @param property if set to "rotation" the objects rotationQuaternion will be set to null
  14129. * @returns this transform node
  14130. */
  14131. markAsDirty(property: string): TransformNode;
  14132. /**
  14133. * Returns the current mesh absolute position.
  14134. * Returns a Vector3.
  14135. */
  14136. readonly absolutePosition: Vector3;
  14137. /**
  14138. * Returns the current mesh absolute scaling.
  14139. * Returns a Vector3.
  14140. */
  14141. readonly absoluteScaling: Vector3;
  14142. /**
  14143. * Returns the current mesh absolute rotation.
  14144. * Returns a Quaternion.
  14145. */
  14146. readonly absoluteRotationQuaternion: Quaternion;
  14147. /**
  14148. * Sets a new matrix to apply before all other transformation
  14149. * @param matrix defines the transform matrix
  14150. * @returns the current TransformNode
  14151. */
  14152. setPreTransformMatrix(matrix: Matrix): TransformNode;
  14153. /**
  14154. * Sets a new pivot matrix to the current node
  14155. * @param matrix defines the new pivot matrix to use
  14156. * @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
  14157. * @returns the current TransformNode
  14158. */
  14159. setPivotMatrix(matrix: DeepImmutable<Matrix>, postMultiplyPivotMatrix?: boolean): TransformNode;
  14160. /**
  14161. * Returns the mesh pivot matrix.
  14162. * Default : Identity.
  14163. * @returns the matrix
  14164. */
  14165. getPivotMatrix(): Matrix;
  14166. /**
  14167. * Instantiate (when possible) or clone that node with its hierarchy
  14168. * @param newParent defines the new parent to use for the instance (or clone)
  14169. * @returns an instance (or a clone) of the current node with its hiearchy
  14170. */
  14171. instantiateHierarychy(newParent?: Nullable<TransformNode>): Nullable<TransformNode>;
  14172. /**
  14173. * Prevents the World matrix to be computed any longer
  14174. * @param newWorldMatrix defines an optional matrix to use as world matrix
  14175. * @returns the TransformNode.
  14176. */
  14177. freezeWorldMatrix(newWorldMatrix?: Nullable<Matrix>): TransformNode;
  14178. /**
  14179. * Allows back the World matrix computation.
  14180. * @returns the TransformNode.
  14181. */
  14182. unfreezeWorldMatrix(): this;
  14183. /**
  14184. * True if the World matrix has been frozen.
  14185. */
  14186. readonly isWorldMatrixFrozen: boolean;
  14187. /**
  14188. * Retuns the mesh absolute position in the World.
  14189. * @returns a Vector3.
  14190. */
  14191. getAbsolutePosition(): Vector3;
  14192. /**
  14193. * Sets the mesh absolute position in the World from a Vector3 or an Array(3).
  14194. * @param absolutePosition the absolute position to set
  14195. * @returns the TransformNode.
  14196. */
  14197. setAbsolutePosition(absolutePosition: Vector3): TransformNode;
  14198. /**
  14199. * Sets the mesh position in its local space.
  14200. * @param vector3 the position to set in localspace
  14201. * @returns the TransformNode.
  14202. */
  14203. setPositionWithLocalVector(vector3: Vector3): TransformNode;
  14204. /**
  14205. * Returns the mesh position in the local space from the current World matrix values.
  14206. * @returns a new Vector3.
  14207. */
  14208. getPositionExpressedInLocalSpace(): Vector3;
  14209. /**
  14210. * Translates the mesh along the passed Vector3 in its local space.
  14211. * @param vector3 the distance to translate in localspace
  14212. * @returns the TransformNode.
  14213. */
  14214. locallyTranslate(vector3: Vector3): TransformNode;
  14215. private static _lookAtVectorCache;
  14216. /**
  14217. * Orients a mesh towards a target point. Mesh must be drawn facing user.
  14218. * @param targetPoint the position (must be in same space as current mesh) to look at
  14219. * @param yawCor optional yaw (y-axis) correction in radians
  14220. * @param pitchCor optional pitch (x-axis) correction in radians
  14221. * @param rollCor optional roll (z-axis) correction in radians
  14222. * @param space the choosen space of the target
  14223. * @returns the TransformNode.
  14224. */
  14225. lookAt(targetPoint: Vector3, yawCor?: number, pitchCor?: number, rollCor?: number, space?: Space): TransformNode;
  14226. /**
  14227. * Returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  14228. * This Vector3 is expressed in the World space.
  14229. * @param localAxis axis to rotate
  14230. * @returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  14231. */
  14232. getDirection(localAxis: Vector3): Vector3;
  14233. /**
  14234. * Sets the Vector3 "result" as the rotated Vector3 "localAxis" in the same rotation than the mesh.
  14235. * localAxis is expressed in the mesh local space.
  14236. * result is computed in the Wordl space from the mesh World matrix.
  14237. * @param localAxis axis to rotate
  14238. * @param result the resulting transformnode
  14239. * @returns this TransformNode.
  14240. */
  14241. getDirectionToRef(localAxis: Vector3, result: Vector3): TransformNode;
  14242. /**
  14243. * Sets this transform node rotation to the given local axis.
  14244. * @param localAxis the axis in local space
  14245. * @param yawCor optional yaw (y-axis) correction in radians
  14246. * @param pitchCor optional pitch (x-axis) correction in radians
  14247. * @param rollCor optional roll (z-axis) correction in radians
  14248. * @returns this TransformNode
  14249. */
  14250. setDirection(localAxis: Vector3, yawCor?: number, pitchCor?: number, rollCor?: number): TransformNode;
  14251. /**
  14252. * Sets a new pivot point to the current node
  14253. * @param point defines the new pivot point to use
  14254. * @param space defines if the point is in world or local space (local by default)
  14255. * @returns the current TransformNode
  14256. */
  14257. setPivotPoint(point: Vector3, space?: Space): TransformNode;
  14258. /**
  14259. * Returns a new Vector3 set with the mesh pivot point coordinates in the local space.
  14260. * @returns the pivot point
  14261. */
  14262. getPivotPoint(): Vector3;
  14263. /**
  14264. * Sets the passed Vector3 "result" with the coordinates of the mesh pivot point in the local space.
  14265. * @param result the vector3 to store the result
  14266. * @returns this TransformNode.
  14267. */
  14268. getPivotPointToRef(result: Vector3): TransformNode;
  14269. /**
  14270. * Returns a new Vector3 set with the mesh pivot point World coordinates.
  14271. * @returns a new Vector3 set with the mesh pivot point World coordinates.
  14272. */
  14273. getAbsolutePivotPoint(): Vector3;
  14274. /**
  14275. * Sets the Vector3 "result" coordinates with the mesh pivot point World coordinates.
  14276. * @param result vector3 to store the result
  14277. * @returns this TransformNode.
  14278. */
  14279. getAbsolutePivotPointToRef(result: Vector3): TransformNode;
  14280. /**
  14281. * Defines the passed node as the parent of the current node.
  14282. * The node will remain exactly where it is and its position / rotation will be updated accordingly
  14283. * @see https://doc.babylonjs.com/how_to/parenting
  14284. * @param node the node ot set as the parent
  14285. * @returns this TransformNode.
  14286. */
  14287. setParent(node: Nullable<Node>): TransformNode;
  14288. private _nonUniformScaling;
  14289. /**
  14290. * True if the scaling property of this object is non uniform eg. (1,2,1)
  14291. */
  14292. readonly nonUniformScaling: boolean;
  14293. /** @hidden */
  14294. _updateNonUniformScalingState(value: boolean): boolean;
  14295. /**
  14296. * Attach the current TransformNode to another TransformNode associated with a bone
  14297. * @param bone Bone affecting the TransformNode
  14298. * @param affectedTransformNode TransformNode associated with the bone
  14299. * @returns this object
  14300. */
  14301. attachToBone(bone: Bone, affectedTransformNode: TransformNode): TransformNode;
  14302. /**
  14303. * Detach the transform node if its associated with a bone
  14304. * @returns this object
  14305. */
  14306. detachFromBone(): TransformNode;
  14307. private static _rotationAxisCache;
  14308. /**
  14309. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in the given space.
  14310. * space (default LOCAL) can be either Space.LOCAL, either Space.WORLD.
  14311. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  14312. * The passed axis is also normalized.
  14313. * @param axis the axis to rotate around
  14314. * @param amount the amount to rotate in radians
  14315. * @param space Space to rotate in (Default: local)
  14316. * @returns the TransformNode.
  14317. */
  14318. rotate(axis: Vector3, amount: number, space?: Space): TransformNode;
  14319. /**
  14320. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in world space.
  14321. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  14322. * The passed axis is also normalized. .
  14323. * Method is based on http://www.euclideanspace.com/maths/geometry/affine/aroundPoint/index.htm
  14324. * @param point the point to rotate around
  14325. * @param axis the axis to rotate around
  14326. * @param amount the amount to rotate in radians
  14327. * @returns the TransformNode
  14328. */
  14329. rotateAround(point: Vector3, axis: Vector3, amount: number): TransformNode;
  14330. /**
  14331. * Translates the mesh along the axis vector for the passed distance in the given space.
  14332. * space (default LOCAL) can be either Space.LOCAL, either Space.WORLD.
  14333. * @param axis the axis to translate in
  14334. * @param distance the distance to translate
  14335. * @param space Space to rotate in (Default: local)
  14336. * @returns the TransformNode.
  14337. */
  14338. translate(axis: Vector3, distance: number, space?: Space): TransformNode;
  14339. /**
  14340. * Adds a rotation step to the mesh current rotation.
  14341. * x, y, z are Euler angles expressed in radians.
  14342. * This methods updates the current mesh rotation, either mesh.rotation, either mesh.rotationQuaternion if it's set.
  14343. * This means this rotation is made in the mesh local space only.
  14344. * It's useful to set a custom rotation order different from the BJS standard one YXZ.
  14345. * Example : this rotates the mesh first around its local X axis, then around its local Z axis, finally around its local Y axis.
  14346. * ```javascript
  14347. * mesh.addRotation(x1, 0, 0).addRotation(0, 0, z2).addRotation(0, 0, y3);
  14348. * ```
  14349. * Note that `addRotation()` accumulates the passed rotation values to the current ones and computes the .rotation or .rotationQuaternion updated values.
  14350. * 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.
  14351. * @param x Rotation to add
  14352. * @param y Rotation to add
  14353. * @param z Rotation to add
  14354. * @returns the TransformNode.
  14355. */
  14356. addRotation(x: number, y: number, z: number): TransformNode;
  14357. /**
  14358. * @hidden
  14359. */
  14360. protected _getEffectiveParent(): Nullable<Node>;
  14361. /**
  14362. * Computes the world matrix of the node
  14363. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  14364. * @returns the world matrix
  14365. */
  14366. computeWorldMatrix(force?: boolean): Matrix;
  14367. protected _afterComputeWorldMatrix(): void;
  14368. /**
  14369. * If you'd like to be called back after the mesh position, rotation or scaling has been updated.
  14370. * @param func callback function to add
  14371. *
  14372. * @returns the TransformNode.
  14373. */
  14374. registerAfterWorldMatrixUpdate(func: (mesh: TransformNode) => void): TransformNode;
  14375. /**
  14376. * Removes a registered callback function.
  14377. * @param func callback function to remove
  14378. * @returns the TransformNode.
  14379. */
  14380. unregisterAfterWorldMatrixUpdate(func: (mesh: TransformNode) => void): TransformNode;
  14381. /**
  14382. * Gets the position of the current mesh in camera space
  14383. * @param camera defines the camera to use
  14384. * @returns a position
  14385. */
  14386. getPositionInCameraSpace(camera?: Nullable<Camera>): Vector3;
  14387. /**
  14388. * Returns the distance from the mesh to the active camera
  14389. * @param camera defines the camera to use
  14390. * @returns the distance
  14391. */
  14392. getDistanceToCamera(camera?: Nullable<Camera>): number;
  14393. /**
  14394. * Clone the current transform node
  14395. * @param name Name of the new clone
  14396. * @param newParent New parent for the clone
  14397. * @param doNotCloneChildren Do not clone children hierarchy
  14398. * @returns the new transform node
  14399. */
  14400. clone(name: string, newParent: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<TransformNode>;
  14401. /**
  14402. * Serializes the objects information.
  14403. * @param currentSerializationObject defines the object to serialize in
  14404. * @returns the serialized object
  14405. */
  14406. serialize(currentSerializationObject?: any): any;
  14407. /**
  14408. * Returns a new TransformNode object parsed from the source provided.
  14409. * @param parsedTransformNode is the source.
  14410. * @param scene the scne the object belongs to
  14411. * @param rootUrl is a string, it's the root URL to prefix the `delayLoadingFile` property with
  14412. * @returns a new TransformNode object parsed from the source provided.
  14413. */
  14414. static Parse(parsedTransformNode: any, scene: Scene, rootUrl: string): TransformNode;
  14415. /**
  14416. * Get all child-transformNodes of this node
  14417. * @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
  14418. * @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
  14419. * @returns an array of TransformNode
  14420. */
  14421. getChildTransformNodes(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): TransformNode[];
  14422. /**
  14423. * Releases resources associated with this transform node.
  14424. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  14425. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  14426. */
  14427. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  14428. /**
  14429. * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)
  14430. * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box. Default is false
  14431. * @param ignoreRotation ignore rotation when computing the scale (ie. object will be axis aligned). Default is false
  14432. * @param predicate predicate that is passed in to getHierarchyBoundingVectors when selecting which object should be included when scaling
  14433. * @returns the current mesh
  14434. */
  14435. normalizeToUnitCube(includeDescendants?: boolean, ignoreRotation?: boolean, predicate?: Nullable<(node: AbstractMesh) => boolean>): TransformNode;
  14436. private _syncAbsoluteScalingAndRotation;
  14437. }
  14438. }
  14439. declare module "babylonjs/Gamepads/Controllers/poseEnabledController" {
  14440. import { Observable } from "babylonjs/Misc/observable";
  14441. import { Nullable } from "babylonjs/types";
  14442. import { Quaternion, Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  14443. import { TransformNode } from "babylonjs/Meshes/transformNode";
  14444. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  14445. import { Ray } from "babylonjs/Culling/ray";
  14446. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  14447. import { PoseControlled, DevicePose } from "babylonjs/Cameras/VR/webVRCamera";
  14448. import { TargetCamera } from "babylonjs/Cameras/targetCamera";
  14449. /**
  14450. * Defines the types of pose enabled controllers that are supported
  14451. */
  14452. export enum PoseEnabledControllerType {
  14453. /**
  14454. * HTC Vive
  14455. */
  14456. VIVE = 0,
  14457. /**
  14458. * Oculus Rift
  14459. */
  14460. OCULUS = 1,
  14461. /**
  14462. * Windows mixed reality
  14463. */
  14464. WINDOWS = 2,
  14465. /**
  14466. * Samsung gear VR
  14467. */
  14468. GEAR_VR = 3,
  14469. /**
  14470. * Google Daydream
  14471. */
  14472. DAYDREAM = 4,
  14473. /**
  14474. * Generic
  14475. */
  14476. GENERIC = 5
  14477. }
  14478. /**
  14479. * Defines the MutableGamepadButton interface for the state of a gamepad button
  14480. */
  14481. export interface MutableGamepadButton {
  14482. /**
  14483. * Value of the button/trigger
  14484. */
  14485. value: number;
  14486. /**
  14487. * If the button/trigger is currently touched
  14488. */
  14489. touched: boolean;
  14490. /**
  14491. * If the button/trigger is currently pressed
  14492. */
  14493. pressed: boolean;
  14494. }
  14495. /**
  14496. * Defines the ExtendedGamepadButton interface for a gamepad button which includes state provided by a pose controller
  14497. * @hidden
  14498. */
  14499. export interface ExtendedGamepadButton extends GamepadButton {
  14500. /**
  14501. * If the button/trigger is currently pressed
  14502. */
  14503. readonly pressed: boolean;
  14504. /**
  14505. * If the button/trigger is currently touched
  14506. */
  14507. readonly touched: boolean;
  14508. /**
  14509. * Value of the button/trigger
  14510. */
  14511. readonly value: number;
  14512. }
  14513. /** @hidden */
  14514. export interface _GamePadFactory {
  14515. /**
  14516. * Returns wether or not the current gamepad can be created for this type of controller.
  14517. * @param gamepadInfo Defines the gamepad info as receveid from the controller APIs.
  14518. * @returns true if it can be created, otherwise false
  14519. */
  14520. canCreate(gamepadInfo: any): boolean;
  14521. /**
  14522. * Creates a new instance of the Gamepad.
  14523. * @param gamepadInfo Defines the gamepad info as receveid from the controller APIs.
  14524. * @returns the new gamepad instance
  14525. */
  14526. create(gamepadInfo: any): Gamepad;
  14527. }
  14528. /**
  14529. * Defines the PoseEnabledControllerHelper object that is used initialize a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  14530. */
  14531. export class PoseEnabledControllerHelper {
  14532. /** @hidden */
  14533. static _ControllerFactories: _GamePadFactory[];
  14534. /** @hidden */
  14535. static _DefaultControllerFactory: Nullable<(gamepadInfo: any) => Gamepad>;
  14536. /**
  14537. * Initializes a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  14538. * @param vrGamepad the gamepad to initialized
  14539. * @returns a vr controller of the type the gamepad identified as
  14540. */
  14541. static InitiateController(vrGamepad: any): Gamepad;
  14542. }
  14543. /**
  14544. * Defines the PoseEnabledController object that contains state of a vr capable controller
  14545. */
  14546. export class PoseEnabledController extends Gamepad implements PoseControlled {
  14547. /**
  14548. * If the controller is used in a webXR session
  14549. */
  14550. isXR: boolean;
  14551. private _deviceRoomPosition;
  14552. private _deviceRoomRotationQuaternion;
  14553. /**
  14554. * The device position in babylon space
  14555. */
  14556. devicePosition: Vector3;
  14557. /**
  14558. * The device rotation in babylon space
  14559. */
  14560. deviceRotationQuaternion: Quaternion;
  14561. /**
  14562. * The scale factor of the device in babylon space
  14563. */
  14564. deviceScaleFactor: number;
  14565. /**
  14566. * (Likely devicePosition should be used instead) The device position in its room space
  14567. */
  14568. position: Vector3;
  14569. /**
  14570. * (Likely deviceRotationQuaternion should be used instead) The device rotation in its room space
  14571. */
  14572. rotationQuaternion: Quaternion;
  14573. /**
  14574. * The type of controller (Eg. Windows mixed reality)
  14575. */
  14576. controllerType: PoseEnabledControllerType;
  14577. protected _calculatedPosition: Vector3;
  14578. private _calculatedRotation;
  14579. /**
  14580. * The raw pose from the device
  14581. */
  14582. rawPose: DevicePose;
  14583. private _trackPosition;
  14584. private _maxRotationDistFromHeadset;
  14585. private _draggedRoomRotation;
  14586. /**
  14587. * @hidden
  14588. */
  14589. _disableTrackPosition(fixedPosition: Vector3): void;
  14590. /**
  14591. * Internal, the mesh attached to the controller
  14592. * @hidden
  14593. */
  14594. _mesh: Nullable<AbstractMesh>;
  14595. private _poseControlledCamera;
  14596. private _leftHandSystemQuaternion;
  14597. /**
  14598. * Internal, matrix used to convert room space to babylon space
  14599. * @hidden
  14600. */
  14601. _deviceToWorld: Matrix;
  14602. /**
  14603. * Node to be used when casting a ray from the controller
  14604. * @hidden
  14605. */
  14606. _pointingPoseNode: Nullable<TransformNode>;
  14607. /**
  14608. * Name of the child mesh that can be used to cast a ray from the controller
  14609. */
  14610. static readonly POINTING_POSE: string;
  14611. /**
  14612. * Creates a new PoseEnabledController from a gamepad
  14613. * @param browserGamepad the gamepad that the PoseEnabledController should be created from
  14614. */
  14615. constructor(browserGamepad: any);
  14616. private _workingMatrix;
  14617. /**
  14618. * Updates the state of the pose enbaled controller and mesh based on the current position and rotation of the controller
  14619. */
  14620. update(): void;
  14621. /**
  14622. * Updates only the pose device and mesh without doing any button event checking
  14623. */
  14624. protected _updatePoseAndMesh(): void;
  14625. /**
  14626. * Updates the state of the pose enbaled controller based on the raw pose data from the device
  14627. * @param poseData raw pose fromthe device
  14628. */
  14629. updateFromDevice(poseData: DevicePose): void;
  14630. /**
  14631. * @hidden
  14632. */
  14633. _meshAttachedObservable: Observable<AbstractMesh>;
  14634. /**
  14635. * Attaches a mesh to the controller
  14636. * @param mesh the mesh to be attached
  14637. */
  14638. attachToMesh(mesh: AbstractMesh): void;
  14639. /**
  14640. * Attaches the controllers mesh to a camera
  14641. * @param camera the camera the mesh should be attached to
  14642. */
  14643. attachToPoseControlledCamera(camera: TargetCamera): void;
  14644. /**
  14645. * Disposes of the controller
  14646. */
  14647. dispose(): void;
  14648. /**
  14649. * The mesh that is attached to the controller
  14650. */
  14651. readonly mesh: Nullable<AbstractMesh>;
  14652. /**
  14653. * Gets the ray of the controller in the direction the controller is pointing
  14654. * @param length the length the resulting ray should be
  14655. * @returns a ray in the direction the controller is pointing
  14656. */
  14657. getForwardRay(length?: number): Ray;
  14658. }
  14659. }
  14660. declare module "babylonjs/Gamepads/Controllers/webVRController" {
  14661. import { Observable } from "babylonjs/Misc/observable";
  14662. import { Scene } from "babylonjs/scene";
  14663. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  14664. import { PoseEnabledController, ExtendedGamepadButton, MutableGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  14665. import { StickValues, GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  14666. /**
  14667. * Defines the WebVRController object that represents controllers tracked in 3D space
  14668. */
  14669. export abstract class WebVRController extends PoseEnabledController {
  14670. /**
  14671. * Internal, the default controller model for the controller
  14672. */
  14673. protected _defaultModel: AbstractMesh;
  14674. /**
  14675. * Fired when the trigger state has changed
  14676. */
  14677. onTriggerStateChangedObservable: Observable<ExtendedGamepadButton>;
  14678. /**
  14679. * Fired when the main button state has changed
  14680. */
  14681. onMainButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  14682. /**
  14683. * Fired when the secondary button state has changed
  14684. */
  14685. onSecondaryButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  14686. /**
  14687. * Fired when the pad state has changed
  14688. */
  14689. onPadStateChangedObservable: Observable<ExtendedGamepadButton>;
  14690. /**
  14691. * Fired when controllers stick values have changed
  14692. */
  14693. onPadValuesChangedObservable: Observable<StickValues>;
  14694. /**
  14695. * Array of button availible on the controller
  14696. */
  14697. protected _buttons: Array<MutableGamepadButton>;
  14698. private _onButtonStateChange;
  14699. /**
  14700. * Fired when a controller button's state has changed
  14701. * @param callback the callback containing the button that was modified
  14702. */
  14703. onButtonStateChange(callback: (controlledIndex: number, buttonIndex: number, state: ExtendedGamepadButton) => void): void;
  14704. /**
  14705. * X and Y axis corresponding to the controllers joystick
  14706. */
  14707. pad: StickValues;
  14708. /**
  14709. * 'left' or 'right', see https://w3c.github.io/gamepad/extensions.html#gamepadhand-enum
  14710. */
  14711. hand: string;
  14712. /**
  14713. * The default controller model for the controller
  14714. */
  14715. readonly defaultModel: AbstractMesh;
  14716. /**
  14717. * Creates a new WebVRController from a gamepad
  14718. * @param vrGamepad the gamepad that the WebVRController should be created from
  14719. */
  14720. constructor(vrGamepad: any);
  14721. /**
  14722. * Updates the state of the controller and mesh based on the current position and rotation of the controller
  14723. */
  14724. update(): void;
  14725. /**
  14726. * Function to be called when a button is modified
  14727. */
  14728. protected abstract _handleButtonChange(buttonIdx: number, value: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  14729. /**
  14730. * Loads a mesh and attaches it to the controller
  14731. * @param scene the scene the mesh should be added to
  14732. * @param meshLoaded callback for when the mesh has been loaded
  14733. */
  14734. abstract initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  14735. private _setButtonValue;
  14736. private _changes;
  14737. private _checkChanges;
  14738. /**
  14739. * Disposes of th webVRCOntroller
  14740. */
  14741. dispose(): void;
  14742. }
  14743. }
  14744. declare module "babylonjs/Lights/hemisphericLight" {
  14745. import { Nullable } from "babylonjs/types";
  14746. import { Scene } from "babylonjs/scene";
  14747. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  14748. import { Color3 } from "babylonjs/Maths/math.color";
  14749. import { Effect } from "babylonjs/Materials/effect";
  14750. import { Light } from "babylonjs/Lights/light";
  14751. import { IShadowGenerator } from "babylonjs/Lights/Shadows/shadowGenerator";
  14752. /**
  14753. * The HemisphericLight simulates the ambient environment light,
  14754. * so the passed direction is the light reflection direction, not the incoming direction.
  14755. */
  14756. export class HemisphericLight extends Light {
  14757. /**
  14758. * The groundColor is the light in the opposite direction to the one specified during creation.
  14759. * 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.
  14760. */
  14761. groundColor: Color3;
  14762. /**
  14763. * The light reflection direction, not the incoming direction.
  14764. */
  14765. direction: Vector3;
  14766. /**
  14767. * Creates a HemisphericLight object in the scene according to the passed direction (Vector3).
  14768. * The HemisphericLight simulates the ambient environment light, so the passed direction is the light reflection direction, not the incoming direction.
  14769. * The HemisphericLight can't cast shadows.
  14770. * Documentation : https://doc.babylonjs.com/babylon101/lights
  14771. * @param name The friendly name of the light
  14772. * @param direction The direction of the light reflection
  14773. * @param scene The scene the light belongs to
  14774. */
  14775. constructor(name: string, direction: Vector3, scene: Scene);
  14776. protected _buildUniformLayout(): void;
  14777. /**
  14778. * Returns the string "HemisphericLight".
  14779. * @return The class name
  14780. */
  14781. getClassName(): string;
  14782. /**
  14783. * Sets the HemisphericLight direction towards the passed target (Vector3).
  14784. * Returns the updated direction.
  14785. * @param target The target the direction should point to
  14786. * @return The computed direction
  14787. */
  14788. setDirectionToTarget(target: Vector3): Vector3;
  14789. /**
  14790. * Returns the shadow generator associated to the light.
  14791. * @returns Always null for hemispheric lights because it does not support shadows.
  14792. */
  14793. getShadowGenerator(): Nullable<IShadowGenerator>;
  14794. /**
  14795. * Sets the passed Effect object with the HemisphericLight normalized direction and color and the passed name (string).
  14796. * @param effect The effect to update
  14797. * @param lightIndex The index of the light in the effect to update
  14798. * @returns The hemispheric light
  14799. */
  14800. transferToEffect(effect: Effect, lightIndex: string): HemisphericLight;
  14801. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): this;
  14802. /**
  14803. * Computes the world matrix of the node
  14804. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  14805. * @param useWasUpdatedFlag defines a reserved property
  14806. * @returns the world matrix
  14807. */
  14808. computeWorldMatrix(): Matrix;
  14809. /**
  14810. * Returns the integer 3.
  14811. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  14812. */
  14813. getTypeID(): number;
  14814. /**
  14815. * Prepares the list of defines specific to the light type.
  14816. * @param defines the list of defines
  14817. * @param lightIndex defines the index of the light for the effect
  14818. */
  14819. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  14820. }
  14821. }
  14822. declare module "babylonjs/Shaders/vrMultiviewToSingleview.fragment" {
  14823. /** @hidden */
  14824. export var vrMultiviewToSingleviewPixelShader: {
  14825. name: string;
  14826. shader: string;
  14827. };
  14828. }
  14829. declare module "babylonjs/Materials/Textures/MultiviewRenderTarget" {
  14830. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  14831. import { Scene } from "babylonjs/scene";
  14832. /**
  14833. * Renders to multiple views with a single draw call
  14834. * @see https://www.khronos.org/registry/webgl/extensions/WEBGL_multiview/
  14835. */
  14836. export class MultiviewRenderTarget extends RenderTargetTexture {
  14837. /**
  14838. * Creates a multiview render target
  14839. * @param scene scene used with the render target
  14840. * @param size the size of the render target (used for each view)
  14841. */
  14842. constructor(scene: Scene, size?: number | {
  14843. width: number;
  14844. height: number;
  14845. } | {
  14846. ratio: number;
  14847. });
  14848. /**
  14849. * @hidden
  14850. * @param faceIndex the face index, if its a cube texture
  14851. */
  14852. _bindFrameBuffer(faceIndex?: number): void;
  14853. /**
  14854. * Gets the number of views the corresponding to the texture (eg. a MultiviewRenderTarget will have > 1)
  14855. * @returns the view count
  14856. */
  14857. getViewCount(): number;
  14858. }
  14859. }
  14860. declare module "babylonjs/Maths/math.frustum" {
  14861. import { Matrix } from "babylonjs/Maths/math.vector";
  14862. import { DeepImmutable } from "babylonjs/types";
  14863. import { Plane } from "babylonjs/Maths/math.plane";
  14864. /**
  14865. * Reprasents a camera frustum
  14866. */
  14867. export class Frustum {
  14868. /**
  14869. * Gets the planes representing the frustum
  14870. * @param transform matrix to be applied to the returned planes
  14871. * @returns a new array of 6 Frustum planes computed by the given transformation matrix.
  14872. */
  14873. static GetPlanes(transform: DeepImmutable<Matrix>): Plane[];
  14874. /**
  14875. * Gets the near frustum plane transformed by the transform matrix
  14876. * @param transform transformation matrix to be applied to the resulting frustum plane
  14877. * @param frustumPlane the resuling frustum plane
  14878. */
  14879. static GetNearPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  14880. /**
  14881. * Gets the far frustum plane transformed by the transform matrix
  14882. * @param transform transformation matrix to be applied to the resulting frustum plane
  14883. * @param frustumPlane the resuling frustum plane
  14884. */
  14885. static GetFarPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  14886. /**
  14887. * Gets the left frustum plane transformed by the transform matrix
  14888. * @param transform transformation matrix to be applied to the resulting frustum plane
  14889. * @param frustumPlane the resuling frustum plane
  14890. */
  14891. static GetLeftPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  14892. /**
  14893. * Gets the right frustum plane transformed by the transform matrix
  14894. * @param transform transformation matrix to be applied to the resulting frustum plane
  14895. * @param frustumPlane the resuling frustum plane
  14896. */
  14897. static GetRightPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  14898. /**
  14899. * Gets the top frustum plane transformed by the transform matrix
  14900. * @param transform transformation matrix to be applied to the resulting frustum plane
  14901. * @param frustumPlane the resuling frustum plane
  14902. */
  14903. static GetTopPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  14904. /**
  14905. * Gets the bottom frustum plane transformed by the transform matrix
  14906. * @param transform transformation matrix to be applied to the resulting frustum plane
  14907. * @param frustumPlane the resuling frustum plane
  14908. */
  14909. static GetBottomPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  14910. /**
  14911. * Sets the given array "frustumPlanes" with the 6 Frustum planes computed by the given transformation matrix.
  14912. * @param transform transformation matrix to be applied to the resulting frustum planes
  14913. * @param frustumPlanes the resuling frustum planes
  14914. */
  14915. static GetPlanesToRef(transform: DeepImmutable<Matrix>, frustumPlanes: Plane[]): void;
  14916. }
  14917. }
  14918. declare module "babylonjs/Engines/Extensions/engine.multiview" {
  14919. import { Camera } from "babylonjs/Cameras/camera";
  14920. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  14921. import { Nullable } from "babylonjs/types";
  14922. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  14923. import { Matrix } from "babylonjs/Maths/math.vector";
  14924. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  14925. module "babylonjs/Engines/engine" {
  14926. interface Engine {
  14927. /**
  14928. * Creates a new multiview render target
  14929. * @param width defines the width of the texture
  14930. * @param height defines the height of the texture
  14931. * @returns the created multiview texture
  14932. */
  14933. createMultiviewRenderTargetTexture(width: number, height: number): InternalTexture;
  14934. /**
  14935. * Binds a multiview framebuffer to be drawn to
  14936. * @param multiviewTexture texture to bind
  14937. */
  14938. bindMultiviewFramebuffer(multiviewTexture: InternalTexture): void;
  14939. }
  14940. }
  14941. module "babylonjs/Cameras/camera" {
  14942. interface Camera {
  14943. /**
  14944. * @hidden
  14945. * 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)
  14946. */
  14947. _useMultiviewToSingleView: boolean;
  14948. /**
  14949. * @hidden
  14950. * 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)
  14951. */
  14952. _multiviewTexture: Nullable<RenderTargetTexture>;
  14953. /**
  14954. * @hidden
  14955. * ensures the multiview texture of the camera exists and has the specified width/height
  14956. * @param width height to set on the multiview texture
  14957. * @param height width to set on the multiview texture
  14958. */
  14959. _resizeOrCreateMultiviewTexture(width: number, height: number): void;
  14960. }
  14961. }
  14962. module "babylonjs/scene" {
  14963. interface Scene {
  14964. /** @hidden */
  14965. _transformMatrixR: Matrix;
  14966. /** @hidden */
  14967. _multiviewSceneUbo: Nullable<UniformBuffer>;
  14968. /** @hidden */
  14969. _createMultiviewUbo(): void;
  14970. /** @hidden */
  14971. _updateMultiviewUbo(viewR?: Matrix, projectionR?: Matrix): void;
  14972. /** @hidden */
  14973. _renderMultiviewToSingleView(camera: Camera): void;
  14974. }
  14975. }
  14976. }
  14977. declare module "babylonjs/PostProcesses/vrMultiviewToSingleviewPostProcess" {
  14978. import { Camera } from "babylonjs/Cameras/camera";
  14979. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  14980. import "babylonjs/Shaders/vrMultiviewToSingleview.fragment";
  14981. import "babylonjs/Engines/Extensions/engine.multiview";
  14982. /**
  14983. * VRMultiviewToSingleview used to convert multiview texture arrays to standard textures for scenarios such as webVR
  14984. * This will not be used for webXR as it supports displaying texture arrays directly
  14985. */
  14986. export class VRMultiviewToSingleviewPostProcess extends PostProcess {
  14987. /**
  14988. * Initializes a VRMultiviewToSingleview
  14989. * @param name name of the post process
  14990. * @param camera camera to be applied to
  14991. * @param scaleFactor scaling factor to the size of the output texture
  14992. */
  14993. constructor(name: string, camera: Camera, scaleFactor: number);
  14994. }
  14995. }
  14996. declare module "babylonjs/Cameras/RigModes/webVRRigMode" { }
  14997. declare module "babylonjs/Engines/Extensions/engine.webVR" {
  14998. import { Nullable } from "babylonjs/types";
  14999. import { Size } from "babylonjs/Maths/math.size";
  15000. import { Observable } from "babylonjs/Misc/observable";
  15001. module "babylonjs/Engines/engine" {
  15002. interface Engine {
  15003. /** @hidden */
  15004. _vrDisplay: any;
  15005. /** @hidden */
  15006. _vrSupported: boolean;
  15007. /** @hidden */
  15008. _oldSize: Size;
  15009. /** @hidden */
  15010. _oldHardwareScaleFactor: number;
  15011. /** @hidden */
  15012. _vrExclusivePointerMode: boolean;
  15013. /** @hidden */
  15014. _webVRInitPromise: Promise<IDisplayChangedEventArgs>;
  15015. /** @hidden */
  15016. _onVRDisplayPointerRestricted: () => void;
  15017. /** @hidden */
  15018. _onVRDisplayPointerUnrestricted: () => void;
  15019. /** @hidden */
  15020. _onVrDisplayConnect: Nullable<(display: any) => void>;
  15021. /** @hidden */
  15022. _onVrDisplayDisconnect: Nullable<() => void>;
  15023. /** @hidden */
  15024. _onVrDisplayPresentChange: Nullable<() => void>;
  15025. /**
  15026. * Observable signaled when VR display mode changes
  15027. */
  15028. onVRDisplayChangedObservable: Observable<IDisplayChangedEventArgs>;
  15029. /**
  15030. * Observable signaled when VR request present is complete
  15031. */
  15032. onVRRequestPresentComplete: Observable<boolean>;
  15033. /**
  15034. * Observable signaled when VR request present starts
  15035. */
  15036. onVRRequestPresentStart: Observable<Engine>;
  15037. /**
  15038. * Gets a boolean indicating that the engine is currently in VR exclusive mode for the pointers
  15039. * @see https://docs.microsoft.com/en-us/microsoft-edge/webvr/essentials#mouse-input
  15040. */
  15041. isInVRExclusivePointerMode: boolean;
  15042. /**
  15043. * Gets a boolean indicating if a webVR device was detected
  15044. * @returns true if a webVR device was detected
  15045. */
  15046. isVRDevicePresent(): boolean;
  15047. /**
  15048. * Gets the current webVR device
  15049. * @returns the current webVR device (or null)
  15050. */
  15051. getVRDevice(): any;
  15052. /**
  15053. * Initializes a webVR display and starts listening to display change events
  15054. * The onVRDisplayChangedObservable will be notified upon these changes
  15055. * @returns A promise containing a VRDisplay and if vr is supported
  15056. */
  15057. initWebVRAsync(): Promise<IDisplayChangedEventArgs>;
  15058. /** @hidden */
  15059. _getVRDisplaysAsync(): Promise<IDisplayChangedEventArgs>;
  15060. /**
  15061. * Call this function to switch to webVR mode
  15062. * Will do nothing if webVR is not supported or if there is no webVR device
  15063. * @see http://doc.babylonjs.com/how_to/webvr_camera
  15064. */
  15065. enableVR(): void;
  15066. /** @hidden */
  15067. _onVRFullScreenTriggered(): void;
  15068. }
  15069. }
  15070. }
  15071. declare module "babylonjs/Cameras/VR/webVRCamera" {
  15072. import { Nullable } from "babylonjs/types";
  15073. import { Observable } from "babylonjs/Misc/observable";
  15074. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  15075. import { Scene } from "babylonjs/scene";
  15076. import { Quaternion, Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  15077. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  15078. import { Node } from "babylonjs/node";
  15079. import { Ray } from "babylonjs/Culling/ray";
  15080. import "babylonjs/Cameras/RigModes/webVRRigMode";
  15081. import "babylonjs/Engines/Extensions/engine.webVR";
  15082. /**
  15083. * This is a copy of VRPose. See https://developer.mozilla.org/en-US/docs/Web/API/VRPose
  15084. * IMPORTANT!! The data is right-hand data.
  15085. * @export
  15086. * @interface DevicePose
  15087. */
  15088. export interface DevicePose {
  15089. /**
  15090. * The position of the device, values in array are [x,y,z].
  15091. */
  15092. readonly position: Nullable<Float32Array>;
  15093. /**
  15094. * The linearVelocity of the device, values in array are [x,y,z].
  15095. */
  15096. readonly linearVelocity: Nullable<Float32Array>;
  15097. /**
  15098. * The linearAcceleration of the device, values in array are [x,y,z].
  15099. */
  15100. readonly linearAcceleration: Nullable<Float32Array>;
  15101. /**
  15102. * The orientation of the device in a quaternion array, values in array are [x,y,z,w].
  15103. */
  15104. readonly orientation: Nullable<Float32Array>;
  15105. /**
  15106. * The angularVelocity of the device, values in array are [x,y,z].
  15107. */
  15108. readonly angularVelocity: Nullable<Float32Array>;
  15109. /**
  15110. * The angularAcceleration of the device, values in array are [x,y,z].
  15111. */
  15112. readonly angularAcceleration: Nullable<Float32Array>;
  15113. }
  15114. /**
  15115. * Interface representing a pose controlled object in Babylon.
  15116. * A pose controlled object has both regular pose values as well as pose values
  15117. * from an external device such as a VR head mounted display
  15118. */
  15119. export interface PoseControlled {
  15120. /**
  15121. * The position of the object in babylon space.
  15122. */
  15123. position: Vector3;
  15124. /**
  15125. * The rotation quaternion of the object in babylon space.
  15126. */
  15127. rotationQuaternion: Quaternion;
  15128. /**
  15129. * The position of the device in babylon space.
  15130. */
  15131. devicePosition?: Vector3;
  15132. /**
  15133. * The rotation quaternion of the device in babylon space.
  15134. */
  15135. deviceRotationQuaternion: Quaternion;
  15136. /**
  15137. * The raw pose coming from the device.
  15138. */
  15139. rawPose: Nullable<DevicePose>;
  15140. /**
  15141. * The scale of the device to be used when translating from device space to babylon space.
  15142. */
  15143. deviceScaleFactor: number;
  15144. /**
  15145. * Updates the poseControlled values based on the input device pose.
  15146. * @param poseData the pose data to update the object with
  15147. */
  15148. updateFromDevice(poseData: DevicePose): void;
  15149. }
  15150. /**
  15151. * Set of options to customize the webVRCamera
  15152. */
  15153. export interface WebVROptions {
  15154. /**
  15155. * Sets if the webVR camera should be tracked to the vrDevice. (default: true)
  15156. */
  15157. trackPosition?: boolean;
  15158. /**
  15159. * Sets the scale of the vrDevice in babylon space. (default: 1)
  15160. */
  15161. positionScale?: number;
  15162. /**
  15163. * If there are more than one VRDisplays, this will choose the display matching this name. (default: pick first vrDisplay)
  15164. */
  15165. displayName?: string;
  15166. /**
  15167. * Should the native controller meshes be initialized. (default: true)
  15168. */
  15169. controllerMeshes?: boolean;
  15170. /**
  15171. * Creating a default HemiLight only on controllers. (default: true)
  15172. */
  15173. defaultLightingOnControllers?: boolean;
  15174. /**
  15175. * If you don't want to use the default VR button of the helper. (default: false)
  15176. */
  15177. useCustomVRButton?: boolean;
  15178. /**
  15179. * If you'd like to provide your own button to the VRHelper. (default: standard babylon vr button)
  15180. */
  15181. customVRButton?: HTMLButtonElement;
  15182. /**
  15183. * To change the length of the ray for gaze/controllers. Will be scaled by positionScale. (default: 100)
  15184. */
  15185. rayLength?: number;
  15186. /**
  15187. * To change the default offset from the ground to account for user's height in meters. Will be scaled by positionScale. (default: 1.7)
  15188. */
  15189. defaultHeight?: number;
  15190. /**
  15191. * If multiview should be used if availible (default: false)
  15192. */
  15193. useMultiview?: boolean;
  15194. }
  15195. /**
  15196. * This represents a WebVR camera.
  15197. * The WebVR camera is Babylon's simple interface to interaction with Windows Mixed Reality, HTC Vive and Oculus Rift.
  15198. * @example http://doc.babylonjs.com/how_to/webvr_camera
  15199. */
  15200. export class WebVRFreeCamera extends FreeCamera implements PoseControlled {
  15201. private webVROptions;
  15202. /**
  15203. * @hidden
  15204. * The vrDisplay tied to the camera. See https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay
  15205. */
  15206. _vrDevice: any;
  15207. /**
  15208. * The rawPose of the vrDevice.
  15209. */
  15210. rawPose: Nullable<DevicePose>;
  15211. private _onVREnabled;
  15212. private _specsVersion;
  15213. private _attached;
  15214. private _frameData;
  15215. protected _descendants: Array<Node>;
  15216. private _deviceRoomPosition;
  15217. /** @hidden */
  15218. _deviceRoomRotationQuaternion: Quaternion;
  15219. private _standingMatrix;
  15220. /**
  15221. * Represents device position in babylon space.
  15222. */
  15223. devicePosition: Vector3;
  15224. /**
  15225. * Represents device rotation in babylon space.
  15226. */
  15227. deviceRotationQuaternion: Quaternion;
  15228. /**
  15229. * The scale of the device to be used when translating from device space to babylon space.
  15230. */
  15231. deviceScaleFactor: number;
  15232. private _deviceToWorld;
  15233. private _worldToDevice;
  15234. /**
  15235. * References to the webVR controllers for the vrDevice.
  15236. */
  15237. controllers: Array<WebVRController>;
  15238. /**
  15239. * Emits an event when a controller is attached.
  15240. */
  15241. onControllersAttachedObservable: Observable<WebVRController[]>;
  15242. /**
  15243. * Emits an event when a controller's mesh has been loaded;
  15244. */
  15245. onControllerMeshLoadedObservable: Observable<WebVRController>;
  15246. /**
  15247. * Emits an event when the HMD's pose has been updated.
  15248. */
  15249. onPoseUpdatedFromDeviceObservable: Observable<any>;
  15250. private _poseSet;
  15251. /**
  15252. * If the rig cameras be used as parent instead of this camera.
  15253. */
  15254. rigParenting: boolean;
  15255. private _lightOnControllers;
  15256. private _defaultHeight?;
  15257. /**
  15258. * Instantiates a WebVRFreeCamera.
  15259. * @param name The name of the WebVRFreeCamera
  15260. * @param position The starting anchor position for the camera
  15261. * @param scene The scene the camera belongs to
  15262. * @param webVROptions a set of customizable options for the webVRCamera
  15263. */
  15264. constructor(name: string, position: Vector3, scene: Scene, webVROptions?: WebVROptions);
  15265. /**
  15266. * Gets the device distance from the ground in meters.
  15267. * @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.
  15268. */
  15269. deviceDistanceToRoomGround(): number;
  15270. /**
  15271. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  15272. * @param callback will be called when the standing matrix is set. Callback parameter is if the standing matrix is supported.
  15273. */
  15274. useStandingMatrix(callback?: (bool: boolean) => void): void;
  15275. /**
  15276. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  15277. * @returns A promise with a boolean set to if the standing matrix is supported.
  15278. */
  15279. useStandingMatrixAsync(): Promise<boolean>;
  15280. /**
  15281. * Disposes the camera
  15282. */
  15283. dispose(): void;
  15284. /**
  15285. * Gets a vrController by name.
  15286. * @param name The name of the controller to retreive
  15287. * @returns the controller matching the name specified or null if not found
  15288. */
  15289. getControllerByName(name: string): Nullable<WebVRController>;
  15290. private _leftController;
  15291. /**
  15292. * The controller corresponding to the users left hand.
  15293. */
  15294. readonly leftController: Nullable<WebVRController>;
  15295. private _rightController;
  15296. /**
  15297. * The controller corresponding to the users right hand.
  15298. */
  15299. readonly rightController: Nullable<WebVRController>;
  15300. /**
  15301. * Casts a ray forward from the vrCamera's gaze.
  15302. * @param length Length of the ray (default: 100)
  15303. * @returns the ray corresponding to the gaze
  15304. */
  15305. getForwardRay(length?: number): Ray;
  15306. /**
  15307. * @hidden
  15308. * Updates the camera based on device's frame data
  15309. */
  15310. _checkInputs(): void;
  15311. /**
  15312. * Updates the poseControlled values based on the input device pose.
  15313. * @param poseData Pose coming from the device
  15314. */
  15315. updateFromDevice(poseData: DevicePose): void;
  15316. private _htmlElementAttached;
  15317. private _detachIfAttached;
  15318. /**
  15319. * WebVR's attach control will start broadcasting frames to the device.
  15320. * Note that in certain browsers (chrome for example) this function must be called
  15321. * within a user-interaction callback. Example:
  15322. * <pre> scene.onPointerDown = function() { camera.attachControl(canvas); }</pre>
  15323. *
  15324. * @param element html element to attach the vrDevice to
  15325. * @param noPreventDefault prevent the default html element operation when attaching the vrDevice
  15326. */
  15327. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  15328. /**
  15329. * Detaches the camera from the html element and disables VR
  15330. *
  15331. * @param element html element to detach from
  15332. */
  15333. detachControl(element: HTMLElement): void;
  15334. /**
  15335. * @returns the name of this class
  15336. */
  15337. getClassName(): string;
  15338. /**
  15339. * Calls resetPose on the vrDisplay
  15340. * See: https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay/resetPose
  15341. */
  15342. resetToCurrentRotation(): void;
  15343. /**
  15344. * @hidden
  15345. * Updates the rig cameras (left and right eye)
  15346. */
  15347. _updateRigCameras(): void;
  15348. private _workingVector;
  15349. private _oneVector;
  15350. private _workingMatrix;
  15351. private updateCacheCalled;
  15352. private _correctPositionIfNotTrackPosition;
  15353. /**
  15354. * @hidden
  15355. * Updates the cached values of the camera
  15356. * @param ignoreParentClass ignores updating the parent class's cache (default: false)
  15357. */
  15358. _updateCache(ignoreParentClass?: boolean): void;
  15359. /**
  15360. * @hidden
  15361. * Get current device position in babylon world
  15362. */
  15363. _computeDevicePosition(): void;
  15364. /**
  15365. * Updates the current device position and rotation in the babylon world
  15366. */
  15367. update(): void;
  15368. /**
  15369. * @hidden
  15370. * Gets the view matrix of this camera (Always set to identity as left and right eye cameras contain the actual view matrix)
  15371. * @returns an identity matrix
  15372. */
  15373. _getViewMatrix(): Matrix;
  15374. private _tmpMatrix;
  15375. /**
  15376. * This function is called by the two RIG cameras.
  15377. * 'this' is the left or right camera (and NOT (!!!) the WebVRFreeCamera instance)
  15378. * @hidden
  15379. */
  15380. _getWebVRViewMatrix(): Matrix;
  15381. /** @hidden */
  15382. _getWebVRProjectionMatrix(): Matrix;
  15383. private _onGamepadConnectedObserver;
  15384. private _onGamepadDisconnectedObserver;
  15385. private _updateCacheWhenTrackingDisabledObserver;
  15386. /**
  15387. * Initializes the controllers and their meshes
  15388. */
  15389. initControllers(): void;
  15390. }
  15391. }
  15392. declare module "babylonjs/PostProcesses/postProcess" {
  15393. import { Nullable } from "babylonjs/types";
  15394. import { SmartArray } from "babylonjs/Misc/smartArray";
  15395. import { Observable } from "babylonjs/Misc/observable";
  15396. import { Vector2 } from "babylonjs/Maths/math.vector";
  15397. import { Camera } from "babylonjs/Cameras/camera";
  15398. import { Effect } from "babylonjs/Materials/effect";
  15399. import "babylonjs/Shaders/postprocess.vertex";
  15400. import { IInspectable } from "babylonjs/Misc/iInspectable";
  15401. import { Engine } from "babylonjs/Engines/engine";
  15402. import { Color4 } from "babylonjs/Maths/math.color";
  15403. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  15404. /**
  15405. * Size options for a post process
  15406. */
  15407. export type PostProcessOptions = {
  15408. width: number;
  15409. height: number;
  15410. };
  15411. /**
  15412. * PostProcess can be used to apply a shader to a texture after it has been rendered
  15413. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  15414. */
  15415. export class PostProcess {
  15416. /** Name of the PostProcess. */
  15417. name: string;
  15418. /**
  15419. * Gets or sets the unique id of the post process
  15420. */
  15421. uniqueId: number;
  15422. /**
  15423. * Width of the texture to apply the post process on
  15424. */
  15425. width: number;
  15426. /**
  15427. * Height of the texture to apply the post process on
  15428. */
  15429. height: number;
  15430. /**
  15431. * Internal, reference to the location where this postprocess was output to. (Typically the texture on the next postprocess in the chain)
  15432. * @hidden
  15433. */
  15434. _outputTexture: Nullable<InternalTexture>;
  15435. /**
  15436. * Sampling mode used by the shader
  15437. * See https://doc.babylonjs.com/classes/3.1/texture
  15438. */
  15439. renderTargetSamplingMode: number;
  15440. /**
  15441. * Clear color to use when screen clearing
  15442. */
  15443. clearColor: Color4;
  15444. /**
  15445. * If the buffer needs to be cleared before applying the post process. (default: true)
  15446. * Should be set to false if shader will overwrite all previous pixels.
  15447. */
  15448. autoClear: boolean;
  15449. /**
  15450. * Type of alpha mode to use when performing the post process (default: Engine.ALPHA_DISABLE)
  15451. */
  15452. alphaMode: number;
  15453. /**
  15454. * Sets the setAlphaBlendConstants of the babylon engine
  15455. */
  15456. alphaConstants: Color4;
  15457. /**
  15458. * Animations to be used for the post processing
  15459. */
  15460. animations: import("babylonjs/Animations/animation").Animation[];
  15461. /**
  15462. * Enable Pixel Perfect mode where texture is not scaled to be power of 2.
  15463. * Can only be used on a single postprocess or on the last one of a chain. (default: false)
  15464. */
  15465. enablePixelPerfectMode: boolean;
  15466. /**
  15467. * Force the postprocess to be applied without taking in account viewport
  15468. */
  15469. forceFullscreenViewport: boolean;
  15470. /**
  15471. * List of inspectable custom properties (used by the Inspector)
  15472. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  15473. */
  15474. inspectableCustomProperties: IInspectable[];
  15475. /**
  15476. * Scale mode for the post process (default: Engine.SCALEMODE_FLOOR)
  15477. *
  15478. * | Value | Type | Description |
  15479. * | ----- | ----------------------------------- | ----------- |
  15480. * | 1 | SCALEMODE_FLOOR | [engine.scalemode_floor](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_floor) |
  15481. * | 2 | SCALEMODE_NEAREST | [engine.scalemode_nearest](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_nearest) |
  15482. * | 3 | SCALEMODE_CEILING | [engine.scalemode_ceiling](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_ceiling) |
  15483. *
  15484. */
  15485. scaleMode: number;
  15486. /**
  15487. * Force textures to be a power of two (default: false)
  15488. */
  15489. alwaysForcePOT: boolean;
  15490. private _samples;
  15491. /**
  15492. * Number of sample textures (default: 1)
  15493. */
  15494. samples: number;
  15495. /**
  15496. * Modify the scale of the post process to be the same as the viewport (default: false)
  15497. */
  15498. adaptScaleToCurrentViewport: boolean;
  15499. private _camera;
  15500. private _scene;
  15501. private _engine;
  15502. private _options;
  15503. private _reusable;
  15504. private _textureType;
  15505. /**
  15506. * Smart array of input and output textures for the post process.
  15507. * @hidden
  15508. */
  15509. _textures: SmartArray<import("babylonjs/Materials/Textures/internalTexture").InternalTexture>;
  15510. /**
  15511. * The index in _textures that corresponds to the output texture.
  15512. * @hidden
  15513. */
  15514. _currentRenderTextureInd: number;
  15515. private _effect;
  15516. private _samplers;
  15517. private _fragmentUrl;
  15518. private _vertexUrl;
  15519. private _parameters;
  15520. private _scaleRatio;
  15521. protected _indexParameters: any;
  15522. private _shareOutputWithPostProcess;
  15523. private _texelSize;
  15524. private _forcedOutputTexture;
  15525. /**
  15526. * Returns the fragment url or shader name used in the post process.
  15527. * @returns the fragment url or name in the shader store.
  15528. */
  15529. getEffectName(): string;
  15530. /**
  15531. * An event triggered when the postprocess is activated.
  15532. */
  15533. onActivateObservable: Observable<Camera>;
  15534. private _onActivateObserver;
  15535. /**
  15536. * A function that is added to the onActivateObservable
  15537. */
  15538. onActivate: Nullable<(camera: Camera) => void>;
  15539. /**
  15540. * An event triggered when the postprocess changes its size.
  15541. */
  15542. onSizeChangedObservable: Observable<PostProcess>;
  15543. private _onSizeChangedObserver;
  15544. /**
  15545. * A function that is added to the onSizeChangedObservable
  15546. */
  15547. onSizeChanged: (postProcess: PostProcess) => void;
  15548. /**
  15549. * An event triggered when the postprocess applies its effect.
  15550. */
  15551. onApplyObservable: Observable<Effect>;
  15552. private _onApplyObserver;
  15553. /**
  15554. * A function that is added to the onApplyObservable
  15555. */
  15556. onApply: (effect: Effect) => void;
  15557. /**
  15558. * An event triggered before rendering the postprocess
  15559. */
  15560. onBeforeRenderObservable: Observable<Effect>;
  15561. private _onBeforeRenderObserver;
  15562. /**
  15563. * A function that is added to the onBeforeRenderObservable
  15564. */
  15565. onBeforeRender: (effect: Effect) => void;
  15566. /**
  15567. * An event triggered after rendering the postprocess
  15568. */
  15569. onAfterRenderObservable: Observable<Effect>;
  15570. private _onAfterRenderObserver;
  15571. /**
  15572. * A function that is added to the onAfterRenderObservable
  15573. */
  15574. onAfterRender: (efect: Effect) => void;
  15575. /**
  15576. * 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
  15577. * render it's output into this texture and this texture will be used as textureSampler in the fragment shader of this post process.
  15578. */
  15579. inputTexture: InternalTexture;
  15580. /**
  15581. * Gets the camera which post process is applied to.
  15582. * @returns The camera the post process is applied to.
  15583. */
  15584. getCamera(): Camera;
  15585. /**
  15586. * Gets the texel size of the postprocess.
  15587. * See https://en.wikipedia.org/wiki/Texel_(graphics)
  15588. */
  15589. readonly texelSize: Vector2;
  15590. /**
  15591. * Creates a new instance PostProcess
  15592. * @param name The name of the PostProcess.
  15593. * @param fragmentUrl The url of the fragment shader to be used.
  15594. * @param parameters Array of the names of uniform non-sampler2D variables that will be passed to the shader.
  15595. * @param samplers Array of the names of uniform sampler2D variables that will be passed to the shader.
  15596. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  15597. * @param camera The camera to apply the render pass to.
  15598. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  15599. * @param engine The engine which the post process will be applied. (default: current engine)
  15600. * @param reusable If the post process can be reused on the same frame. (default: false)
  15601. * @param defines String of defines that will be set when running the fragment shader. (default: null)
  15602. * @param textureType Type of textures used when performing the post process. (default: 0)
  15603. * @param vertexUrl The url of the vertex shader to be used. (default: "postprocess")
  15604. * @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
  15605. * @param blockCompilation If the shader should not be compiled imediatly. (default: false)
  15606. */
  15607. constructor(
  15608. /** Name of the PostProcess. */
  15609. 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);
  15610. /**
  15611. * Gets a string idenfifying the name of the class
  15612. * @returns "PostProcess" string
  15613. */
  15614. getClassName(): string;
  15615. /**
  15616. * Gets the engine which this post process belongs to.
  15617. * @returns The engine the post process was enabled with.
  15618. */
  15619. getEngine(): Engine;
  15620. /**
  15621. * The effect that is created when initializing the post process.
  15622. * @returns The created effect corresponding the the postprocess.
  15623. */
  15624. getEffect(): Effect;
  15625. /**
  15626. * To avoid multiple redundant textures for multiple post process, the output the output texture for this post process can be shared with another.
  15627. * @param postProcess The post process to share the output with.
  15628. * @returns This post process.
  15629. */
  15630. shareOutputWith(postProcess: PostProcess): PostProcess;
  15631. /**
  15632. * Reverses the effect of calling shareOutputWith and returns the post process back to its original state.
  15633. * This should be called if the post process that shares output with this post process is disabled/disposed.
  15634. */
  15635. useOwnOutput(): void;
  15636. /**
  15637. * Updates the effect with the current post process compile time values and recompiles the shader.
  15638. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  15639. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  15640. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  15641. * @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
  15642. * @param onCompiled Called when the shader has been compiled.
  15643. * @param onError Called if there is an error when compiling a shader.
  15644. */
  15645. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  15646. /**
  15647. * The post process is reusable if it can be used multiple times within one frame.
  15648. * @returns If the post process is reusable
  15649. */
  15650. isReusable(): boolean;
  15651. /** invalidate frameBuffer to hint the postprocess to create a depth buffer */
  15652. markTextureDirty(): void;
  15653. /**
  15654. * Activates the post process by intializing the textures to be used when executed. Notifies onActivateObservable.
  15655. * 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.
  15656. * @param camera The camera that will be used in the post process. This camera will be used when calling onActivateObservable.
  15657. * @param sourceTexture The source texture to be inspected to get the width and height if not specified in the post process constructor. (default: null)
  15658. * @param forceDepthStencil If true, a depth and stencil buffer will be generated. (default: false)
  15659. * @returns The target texture that was bound to be written to.
  15660. */
  15661. activate(camera: Nullable<Camera>, sourceTexture?: Nullable<InternalTexture>, forceDepthStencil?: boolean): InternalTexture;
  15662. /**
  15663. * If the post process is supported.
  15664. */
  15665. readonly isSupported: boolean;
  15666. /**
  15667. * The aspect ratio of the output texture.
  15668. */
  15669. readonly aspectRatio: number;
  15670. /**
  15671. * Get a value indicating if the post-process is ready to be used
  15672. * @returns true if the post-process is ready (shader is compiled)
  15673. */
  15674. isReady(): boolean;
  15675. /**
  15676. * Binds all textures and uniforms to the shader, this will be run on every pass.
  15677. * @returns the effect corresponding to this post process. Null if not compiled or not ready.
  15678. */
  15679. apply(): Nullable<Effect>;
  15680. private _disposeTextures;
  15681. /**
  15682. * Disposes the post process.
  15683. * @param camera The camera to dispose the post process on.
  15684. */
  15685. dispose(camera?: Camera): void;
  15686. }
  15687. }
  15688. declare module "babylonjs/Shaders/ShadersInclude/kernelBlurVaryingDeclaration" {
  15689. /** @hidden */
  15690. export var kernelBlurVaryingDeclaration: {
  15691. name: string;
  15692. shader: string;
  15693. };
  15694. }
  15695. declare module "babylonjs/Shaders/ShadersInclude/kernelBlurFragment" {
  15696. /** @hidden */
  15697. export var kernelBlurFragment: {
  15698. name: string;
  15699. shader: string;
  15700. };
  15701. }
  15702. declare module "babylonjs/Shaders/ShadersInclude/kernelBlurFragment2" {
  15703. /** @hidden */
  15704. export var kernelBlurFragment2: {
  15705. name: string;
  15706. shader: string;
  15707. };
  15708. }
  15709. declare module "babylonjs/Shaders/kernelBlur.fragment" {
  15710. import "babylonjs/Shaders/ShadersInclude/kernelBlurVaryingDeclaration";
  15711. import "babylonjs/Shaders/ShadersInclude/packingFunctions";
  15712. import "babylonjs/Shaders/ShadersInclude/kernelBlurFragment";
  15713. import "babylonjs/Shaders/ShadersInclude/kernelBlurFragment2";
  15714. /** @hidden */
  15715. export var kernelBlurPixelShader: {
  15716. name: string;
  15717. shader: string;
  15718. };
  15719. }
  15720. declare module "babylonjs/Shaders/ShadersInclude/kernelBlurVertex" {
  15721. /** @hidden */
  15722. export var kernelBlurVertex: {
  15723. name: string;
  15724. shader: string;
  15725. };
  15726. }
  15727. declare module "babylonjs/Shaders/kernelBlur.vertex" {
  15728. import "babylonjs/Shaders/ShadersInclude/kernelBlurVaryingDeclaration";
  15729. import "babylonjs/Shaders/ShadersInclude/kernelBlurVertex";
  15730. /** @hidden */
  15731. export var kernelBlurVertexShader: {
  15732. name: string;
  15733. shader: string;
  15734. };
  15735. }
  15736. declare module "babylonjs/PostProcesses/blurPostProcess" {
  15737. import { Vector2 } from "babylonjs/Maths/math.vector";
  15738. import { Nullable } from "babylonjs/types";
  15739. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  15740. import { Camera } from "babylonjs/Cameras/camera";
  15741. import { Effect } from "babylonjs/Materials/effect";
  15742. import { Engine } from "babylonjs/Engines/engine";
  15743. import "babylonjs/Shaders/kernelBlur.fragment";
  15744. import "babylonjs/Shaders/kernelBlur.vertex";
  15745. /**
  15746. * The Blur Post Process which blurs an image based on a kernel and direction.
  15747. * Can be used twice in x and y directions to perform a guassian blur in two passes.
  15748. */
  15749. export class BlurPostProcess extends PostProcess {
  15750. /** The direction in which to blur the image. */
  15751. direction: Vector2;
  15752. private blockCompilation;
  15753. protected _kernel: number;
  15754. protected _idealKernel: number;
  15755. protected _packedFloat: boolean;
  15756. private _staticDefines;
  15757. /**
  15758. * Sets the length in pixels of the blur sample region
  15759. */
  15760. /**
  15761. * Gets the length in pixels of the blur sample region
  15762. */
  15763. kernel: number;
  15764. /**
  15765. * Sets wether or not the blur needs to unpack/repack floats
  15766. */
  15767. /**
  15768. * Gets wether or not the blur is unpacking/repacking floats
  15769. */
  15770. packedFloat: boolean;
  15771. /**
  15772. * Creates a new instance BlurPostProcess
  15773. * @param name The name of the effect.
  15774. * @param direction The direction in which to blur the image.
  15775. * @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.
  15776. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  15777. * @param camera The camera to apply the render pass to.
  15778. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  15779. * @param engine The engine which the post process will be applied. (default: current engine)
  15780. * @param reusable If the post process can be reused on the same frame. (default: false)
  15781. * @param textureType Type of textures used when performing the post process. (default: 0)
  15782. * @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)
  15783. */
  15784. constructor(name: string,
  15785. /** The direction in which to blur the image. */
  15786. direction: Vector2, kernel: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, defines?: string, blockCompilation?: boolean);
  15787. /**
  15788. * Updates the effect with the current post process compile time values and recompiles the shader.
  15789. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  15790. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  15791. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  15792. * @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
  15793. * @param onCompiled Called when the shader has been compiled.
  15794. * @param onError Called if there is an error when compiling a shader.
  15795. */
  15796. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  15797. protected _updateParameters(onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  15798. /**
  15799. * Best kernels are odd numbers that when divided by 2, their integer part is even, so 5, 9 or 13.
  15800. * Other odd kernels optimize correctly but require proportionally more samples, even kernels are
  15801. * possible but will produce minor visual artifacts. Since each new kernel requires a new shader we
  15802. * want to minimize kernel changes, having gaps between physical kernels is helpful in that regard.
  15803. * The gaps between physical kernels are compensated for in the weighting of the samples
  15804. * @param idealKernel Ideal blur kernel.
  15805. * @return Nearest best kernel.
  15806. */
  15807. protected _nearestBestKernel(idealKernel: number): number;
  15808. /**
  15809. * Calculates the value of a Gaussian distribution with sigma 3 at a given point.
  15810. * @param x The point on the Gaussian distribution to sample.
  15811. * @return the value of the Gaussian function at x.
  15812. */
  15813. protected _gaussianWeight(x: number): number;
  15814. /**
  15815. * Generates a string that can be used as a floating point number in GLSL.
  15816. * @param x Value to print.
  15817. * @param decimalFigures Number of decimal places to print the number to (excluding trailing 0s).
  15818. * @return GLSL float string.
  15819. */
  15820. protected _glslFloat(x: number, decimalFigures?: number): string;
  15821. }
  15822. }
  15823. declare module "babylonjs/Materials/Textures/mirrorTexture" {
  15824. import { Scene } from "babylonjs/scene";
  15825. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  15826. import { Plane } from "babylonjs/Maths/math.plane";
  15827. /**
  15828. * Mirror texture can be used to simulate the view from a mirror in a scene.
  15829. * It will dynamically be rendered every frame to adapt to the camera point of view.
  15830. * You can then easily use it as a reflectionTexture on a flat surface.
  15831. * In case the surface is not a plane, please consider relying on reflection probes.
  15832. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  15833. */
  15834. export class MirrorTexture extends RenderTargetTexture {
  15835. private scene;
  15836. /**
  15837. * Define the reflection plane we want to use. The mirrorPlane is usually set to the constructed reflector.
  15838. * 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.
  15839. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  15840. */
  15841. mirrorPlane: Plane;
  15842. /**
  15843. * Define the blur ratio used to blur the reflection if needed.
  15844. */
  15845. blurRatio: number;
  15846. /**
  15847. * Define the adaptive blur kernel used to blur the reflection if needed.
  15848. * This will autocompute the closest best match for the `blurKernel`
  15849. */
  15850. adaptiveBlurKernel: number;
  15851. /**
  15852. * Define the blur kernel used to blur the reflection if needed.
  15853. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  15854. */
  15855. blurKernel: number;
  15856. /**
  15857. * Define the blur kernel on the X Axis used to blur the reflection if needed.
  15858. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  15859. */
  15860. blurKernelX: number;
  15861. /**
  15862. * Define the blur kernel on the Y Axis used to blur the reflection if needed.
  15863. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  15864. */
  15865. blurKernelY: number;
  15866. private _autoComputeBlurKernel;
  15867. protected _onRatioRescale(): void;
  15868. private _updateGammaSpace;
  15869. private _imageProcessingConfigChangeObserver;
  15870. private _transformMatrix;
  15871. private _mirrorMatrix;
  15872. private _savedViewMatrix;
  15873. private _blurX;
  15874. private _blurY;
  15875. private _adaptiveBlurKernel;
  15876. private _blurKernelX;
  15877. private _blurKernelY;
  15878. private _blurRatio;
  15879. /**
  15880. * Instantiates a Mirror Texture.
  15881. * Mirror texture can be used to simulate the view from a mirror in a scene.
  15882. * It will dynamically be rendered every frame to adapt to the camera point of view.
  15883. * You can then easily use it as a reflectionTexture on a flat surface.
  15884. * In case the surface is not a plane, please consider relying on reflection probes.
  15885. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  15886. * @param name
  15887. * @param size
  15888. * @param scene
  15889. * @param generateMipMaps
  15890. * @param type
  15891. * @param samplingMode
  15892. * @param generateDepthBuffer
  15893. */
  15894. constructor(name: string, size: number | {
  15895. width: number;
  15896. height: number;
  15897. } | {
  15898. ratio: number;
  15899. }, scene: Scene, generateMipMaps?: boolean, type?: number, samplingMode?: number, generateDepthBuffer?: boolean);
  15900. private _preparePostProcesses;
  15901. /**
  15902. * Clone the mirror texture.
  15903. * @returns the cloned texture
  15904. */
  15905. clone(): MirrorTexture;
  15906. /**
  15907. * Serialize the texture to a JSON representation you could use in Parse later on
  15908. * @returns the serialized JSON representation
  15909. */
  15910. serialize(): any;
  15911. /**
  15912. * Dispose the texture and release its associated resources.
  15913. */
  15914. dispose(): void;
  15915. }
  15916. }
  15917. declare module "babylonjs/Materials/Textures/texture" {
  15918. import { Observable } from "babylonjs/Misc/observable";
  15919. import { Nullable } from "babylonjs/types";
  15920. import { Scene } from "babylonjs/scene";
  15921. import { Matrix } from "babylonjs/Maths/math.vector";
  15922. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  15923. import { IInspectable } from "babylonjs/Misc/iInspectable";
  15924. import { Engine } from "babylonjs/Engines/engine";
  15925. /**
  15926. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  15927. * @see http://doc.babylonjs.com/babylon101/materials#texture
  15928. */
  15929. export class Texture extends BaseTexture {
  15930. /** @hidden */
  15931. static _CubeTextureParser: (jsonTexture: any, scene: Scene, rootUrl: string) => import("babylonjs/Materials/Textures/cubeTexture").CubeTexture;
  15932. /** @hidden */
  15933. static _CreateMirror: (name: string, renderTargetSize: number, scene: Scene, generateMipMaps: boolean) => import("babylonjs/Materials/Textures/mirrorTexture").MirrorTexture;
  15934. /** @hidden */
  15935. static _CreateRenderTargetTexture: (name: string, renderTargetSize: number, scene: Scene, generateMipMaps: boolean) => import("babylonjs/Materials/Textures/renderTargetTexture").RenderTargetTexture;
  15936. /** nearest is mag = nearest and min = nearest and mip = linear */
  15937. static readonly NEAREST_SAMPLINGMODE: number;
  15938. /** nearest is mag = nearest and min = nearest and mip = linear */
  15939. static readonly NEAREST_NEAREST_MIPLINEAR: number;
  15940. /** Bilinear is mag = linear and min = linear and mip = nearest */
  15941. static readonly BILINEAR_SAMPLINGMODE: number;
  15942. /** Bilinear is mag = linear and min = linear and mip = nearest */
  15943. static readonly LINEAR_LINEAR_MIPNEAREST: number;
  15944. /** Trilinear is mag = linear and min = linear and mip = linear */
  15945. static readonly TRILINEAR_SAMPLINGMODE: number;
  15946. /** Trilinear is mag = linear and min = linear and mip = linear */
  15947. static readonly LINEAR_LINEAR_MIPLINEAR: number;
  15948. /** mag = nearest and min = nearest and mip = nearest */
  15949. static readonly NEAREST_NEAREST_MIPNEAREST: number;
  15950. /** mag = nearest and min = linear and mip = nearest */
  15951. static readonly NEAREST_LINEAR_MIPNEAREST: number;
  15952. /** mag = nearest and min = linear and mip = linear */
  15953. static readonly NEAREST_LINEAR_MIPLINEAR: number;
  15954. /** mag = nearest and min = linear and mip = none */
  15955. static readonly NEAREST_LINEAR: number;
  15956. /** mag = nearest and min = nearest and mip = none */
  15957. static readonly NEAREST_NEAREST: number;
  15958. /** mag = linear and min = nearest and mip = nearest */
  15959. static readonly LINEAR_NEAREST_MIPNEAREST: number;
  15960. /** mag = linear and min = nearest and mip = linear */
  15961. static readonly LINEAR_NEAREST_MIPLINEAR: number;
  15962. /** mag = linear and min = linear and mip = none */
  15963. static readonly LINEAR_LINEAR: number;
  15964. /** mag = linear and min = nearest and mip = none */
  15965. static readonly LINEAR_NEAREST: number;
  15966. /** Explicit coordinates mode */
  15967. static readonly EXPLICIT_MODE: number;
  15968. /** Spherical coordinates mode */
  15969. static readonly SPHERICAL_MODE: number;
  15970. /** Planar coordinates mode */
  15971. static readonly PLANAR_MODE: number;
  15972. /** Cubic coordinates mode */
  15973. static readonly CUBIC_MODE: number;
  15974. /** Projection coordinates mode */
  15975. static readonly PROJECTION_MODE: number;
  15976. /** Inverse Cubic coordinates mode */
  15977. static readonly SKYBOX_MODE: number;
  15978. /** Inverse Cubic coordinates mode */
  15979. static readonly INVCUBIC_MODE: number;
  15980. /** Equirectangular coordinates mode */
  15981. static readonly EQUIRECTANGULAR_MODE: number;
  15982. /** Equirectangular Fixed coordinates mode */
  15983. static readonly FIXED_EQUIRECTANGULAR_MODE: number;
  15984. /** Equirectangular Fixed Mirrored coordinates mode */
  15985. static readonly FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  15986. /** Texture is not repeating outside of 0..1 UVs */
  15987. static readonly CLAMP_ADDRESSMODE: number;
  15988. /** Texture is repeating outside of 0..1 UVs */
  15989. static readonly WRAP_ADDRESSMODE: number;
  15990. /** Texture is repeating and mirrored */
  15991. static readonly MIRROR_ADDRESSMODE: number;
  15992. /**
  15993. * 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
  15994. */
  15995. static UseSerializedUrlIfAny: boolean;
  15996. /**
  15997. * Define the url of the texture.
  15998. */
  15999. url: Nullable<string>;
  16000. /**
  16001. * Define an offset on the texture to offset the u coordinates of the UVs
  16002. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  16003. */
  16004. uOffset: number;
  16005. /**
  16006. * Define an offset on the texture to offset the v coordinates of the UVs
  16007. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  16008. */
  16009. vOffset: number;
  16010. /**
  16011. * Define an offset on the texture to scale the u coordinates of the UVs
  16012. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  16013. */
  16014. uScale: number;
  16015. /**
  16016. * Define an offset on the texture to scale the v coordinates of the UVs
  16017. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  16018. */
  16019. vScale: number;
  16020. /**
  16021. * Define an offset on the texture to rotate around the u coordinates of the UVs
  16022. * @see http://doc.babylonjs.com/how_to/more_materials
  16023. */
  16024. uAng: number;
  16025. /**
  16026. * Define an offset on the texture to rotate around the v coordinates of the UVs
  16027. * @see http://doc.babylonjs.com/how_to/more_materials
  16028. */
  16029. vAng: number;
  16030. /**
  16031. * Define an offset on the texture to rotate around the w coordinates of the UVs (in case of 3d texture)
  16032. * @see http://doc.babylonjs.com/how_to/more_materials
  16033. */
  16034. wAng: number;
  16035. /**
  16036. * Defines the center of rotation (U)
  16037. */
  16038. uRotationCenter: number;
  16039. /**
  16040. * Defines the center of rotation (V)
  16041. */
  16042. vRotationCenter: number;
  16043. /**
  16044. * Defines the center of rotation (W)
  16045. */
  16046. wRotationCenter: number;
  16047. /**
  16048. * Are mip maps generated for this texture or not.
  16049. */
  16050. readonly noMipmap: boolean;
  16051. /**
  16052. * List of inspectable custom properties (used by the Inspector)
  16053. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  16054. */
  16055. inspectableCustomProperties: Nullable<IInspectable[]>;
  16056. private _noMipmap;
  16057. /** @hidden */
  16058. _invertY: boolean;
  16059. private _rowGenerationMatrix;
  16060. private _cachedTextureMatrix;
  16061. private _projectionModeMatrix;
  16062. private _t0;
  16063. private _t1;
  16064. private _t2;
  16065. private _cachedUOffset;
  16066. private _cachedVOffset;
  16067. private _cachedUScale;
  16068. private _cachedVScale;
  16069. private _cachedUAng;
  16070. private _cachedVAng;
  16071. private _cachedWAng;
  16072. private _cachedProjectionMatrixId;
  16073. private _cachedCoordinatesMode;
  16074. /** @hidden */
  16075. protected _initialSamplingMode: number;
  16076. /** @hidden */
  16077. _buffer: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob>;
  16078. private _deleteBuffer;
  16079. protected _format: Nullable<number>;
  16080. private _delayedOnLoad;
  16081. private _delayedOnError;
  16082. /**
  16083. * Observable triggered once the texture has been loaded.
  16084. */
  16085. onLoadObservable: Observable<Texture>;
  16086. protected _isBlocking: boolean;
  16087. /**
  16088. * Is the texture preventing material to render while loading.
  16089. * If false, a default texture will be used instead of the loading one during the preparation step.
  16090. */
  16091. isBlocking: boolean;
  16092. /**
  16093. * Get the current sampling mode associated with the texture.
  16094. */
  16095. readonly samplingMode: number;
  16096. /**
  16097. * Gets a boolean indicating if the texture needs to be inverted on the y axis during loading
  16098. */
  16099. readonly invertY: boolean;
  16100. /**
  16101. * Instantiates a new texture.
  16102. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  16103. * @see http://doc.babylonjs.com/babylon101/materials#texture
  16104. * @param url define the url of the picture to load as a texture
  16105. * @param scene define the scene or engine the texture will belong to
  16106. * @param noMipmap define if the texture will require mip maps or not
  16107. * @param invertY define if the texture needs to be inverted on the y axis during loading
  16108. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  16109. * @param onLoad define a callback triggered when the texture has been loaded
  16110. * @param onError define a callback triggered when an error occurred during the loading session
  16111. * @param buffer define the buffer to load the texture from in case the texture is loaded from a buffer representation
  16112. * @param deleteBuffer define if the buffer we are loading the texture from should be deleted after load
  16113. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  16114. */
  16115. constructor(url: Nullable<string>, sceneOrEngine: Nullable<Scene | Engine>, noMipmap?: boolean, invertY?: boolean, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>, buffer?: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob>, deleteBuffer?: boolean, format?: number);
  16116. /**
  16117. * Update the url (and optional buffer) of this texture if url was null during construction.
  16118. * @param url the url of the texture
  16119. * @param buffer the buffer of the texture (defaults to null)
  16120. * @param onLoad callback called when the texture is loaded (defaults to null)
  16121. */
  16122. updateURL(url: string, buffer?: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob>, onLoad?: () => void): void;
  16123. /**
  16124. * Finish the loading sequence of a texture flagged as delayed load.
  16125. * @hidden
  16126. */
  16127. delayLoad(): void;
  16128. private _prepareRowForTextureGeneration;
  16129. /**
  16130. * Get the current texture matrix which includes the requested offsetting, tiling and rotation components.
  16131. * @returns the transform matrix of the texture.
  16132. */
  16133. getTextureMatrix(): Matrix;
  16134. /**
  16135. * Get the current matrix used to apply reflection. This is useful to rotate an environment texture for instance.
  16136. * @returns The reflection texture transform
  16137. */
  16138. getReflectionTextureMatrix(): Matrix;
  16139. /**
  16140. * Clones the texture.
  16141. * @returns the cloned texture
  16142. */
  16143. clone(): Texture;
  16144. /**
  16145. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  16146. * @returns The JSON representation of the texture
  16147. */
  16148. serialize(): any;
  16149. /**
  16150. * Get the current class name of the texture useful for serialization or dynamic coding.
  16151. * @returns "Texture"
  16152. */
  16153. getClassName(): string;
  16154. /**
  16155. * Dispose the texture and release its associated resources.
  16156. */
  16157. dispose(): void;
  16158. /**
  16159. * Parse the JSON representation of a texture in order to recreate the texture in the given scene.
  16160. * @param parsedTexture Define the JSON representation of the texture
  16161. * @param scene Define the scene the parsed texture should be instantiated in
  16162. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  16163. * @returns The parsed texture if successful
  16164. */
  16165. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): Nullable<BaseTexture>;
  16166. /**
  16167. * Creates a texture from its base 64 representation.
  16168. * @param data Define the base64 payload without the data: prefix
  16169. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  16170. * @param scene Define the scene the texture should belong to
  16171. * @param noMipmap Forces the texture to not create mip map information if true
  16172. * @param invertY define if the texture needs to be inverted on the y axis during loading
  16173. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  16174. * @param onLoad define a callback triggered when the texture has been loaded
  16175. * @param onError define a callback triggered when an error occurred during the loading session
  16176. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  16177. * @returns the created texture
  16178. */
  16179. static CreateFromBase64String(data: string, name: string, scene: Scene, noMipmap?: boolean, invertY?: boolean, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<() => void>, format?: number): Texture;
  16180. /**
  16181. * Creates a texture from its data: representation. (data: will be added in case only the payload has been passed in)
  16182. * @param data Define the base64 payload without the data: prefix
  16183. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  16184. * @param buffer define the buffer to load the texture from in case the texture is loaded from a buffer representation
  16185. * @param scene Define the scene the texture should belong to
  16186. * @param deleteBuffer define if the buffer we are loading the texture from should be deleted after load
  16187. * @param noMipmap Forces the texture to not create mip map information if true
  16188. * @param invertY define if the texture needs to be inverted on the y axis during loading
  16189. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  16190. * @param onLoad define a callback triggered when the texture has been loaded
  16191. * @param onError define a callback triggered when an error occurred during the loading session
  16192. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  16193. * @returns the created texture
  16194. */
  16195. 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;
  16196. }
  16197. }
  16198. declare module "babylonjs/PostProcesses/postProcessManager" {
  16199. import { Nullable } from "babylonjs/types";
  16200. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  16201. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  16202. import { Scene } from "babylonjs/scene";
  16203. /**
  16204. * PostProcessManager is used to manage one or more post processes or post process pipelines
  16205. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  16206. */
  16207. export class PostProcessManager {
  16208. private _scene;
  16209. private _indexBuffer;
  16210. private _vertexBuffers;
  16211. /**
  16212. * Creates a new instance PostProcess
  16213. * @param scene The scene that the post process is associated with.
  16214. */
  16215. constructor(scene: Scene);
  16216. private _prepareBuffers;
  16217. private _buildIndexBuffer;
  16218. /**
  16219. * Rebuilds the vertex buffers of the manager.
  16220. * @hidden
  16221. */
  16222. _rebuild(): void;
  16223. /**
  16224. * Prepares a frame to be run through a post process.
  16225. * @param sourceTexture The input texture to the post procesess. (default: null)
  16226. * @param postProcesses An array of post processes to be run. (default: null)
  16227. * @returns True if the post processes were able to be run.
  16228. * @hidden
  16229. */
  16230. _prepareFrame(sourceTexture?: Nullable<InternalTexture>, postProcesses?: Nullable<PostProcess[]>): boolean;
  16231. /**
  16232. * Manually render a set of post processes to a texture.
  16233. * @param postProcesses An array of post processes to be run.
  16234. * @param targetTexture The target texture to render to.
  16235. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight
  16236. * @param faceIndex defines the face to render to if a cubemap is defined as the target
  16237. * @param lodLevel defines which lod of the texture to render to
  16238. */
  16239. directRender(postProcesses: PostProcess[], targetTexture?: Nullable<InternalTexture>, forceFullscreenViewport?: boolean, faceIndex?: number, lodLevel?: number): void;
  16240. /**
  16241. * Finalize the result of the output of the postprocesses.
  16242. * @param doNotPresent If true the result will not be displayed to the screen.
  16243. * @param targetTexture The target texture to render to.
  16244. * @param faceIndex The index of the face to bind the target texture to.
  16245. * @param postProcesses The array of post processes to render.
  16246. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight (default: false)
  16247. * @hidden
  16248. */
  16249. _finalizeFrame(doNotPresent?: boolean, targetTexture?: InternalTexture, faceIndex?: number, postProcesses?: Array<PostProcess>, forceFullscreenViewport?: boolean): void;
  16250. /**
  16251. * Disposes of the post process manager.
  16252. */
  16253. dispose(): void;
  16254. }
  16255. }
  16256. declare module "babylonjs/Misc/gradients" {
  16257. import { Color3, Color4 } from "babylonjs/Maths/math.color";
  16258. /** Interface used by value gradients (color, factor, ...) */
  16259. export interface IValueGradient {
  16260. /**
  16261. * Gets or sets the gradient value (between 0 and 1)
  16262. */
  16263. gradient: number;
  16264. }
  16265. /** Class used to store color4 gradient */
  16266. export class ColorGradient implements IValueGradient {
  16267. /**
  16268. * Gets or sets the gradient value (between 0 and 1)
  16269. */
  16270. gradient: number;
  16271. /**
  16272. * Gets or sets first associated color
  16273. */
  16274. color1: Color4;
  16275. /**
  16276. * Gets or sets second associated color
  16277. */
  16278. color2?: Color4;
  16279. /**
  16280. * Will get a color picked randomly between color1 and color2.
  16281. * If color2 is undefined then color1 will be used
  16282. * @param result defines the target Color4 to store the result in
  16283. */
  16284. getColorToRef(result: Color4): void;
  16285. }
  16286. /** Class used to store color 3 gradient */
  16287. export class Color3Gradient implements IValueGradient {
  16288. /**
  16289. * Gets or sets the gradient value (between 0 and 1)
  16290. */
  16291. gradient: number;
  16292. /**
  16293. * Gets or sets the associated color
  16294. */
  16295. color: Color3;
  16296. }
  16297. /** Class used to store factor gradient */
  16298. export class FactorGradient implements IValueGradient {
  16299. /**
  16300. * Gets or sets the gradient value (between 0 and 1)
  16301. */
  16302. gradient: number;
  16303. /**
  16304. * Gets or sets first associated factor
  16305. */
  16306. factor1: number;
  16307. /**
  16308. * Gets or sets second associated factor
  16309. */
  16310. factor2?: number;
  16311. /**
  16312. * Will get a number picked randomly between factor1 and factor2.
  16313. * If factor2 is undefined then factor1 will be used
  16314. * @returns the picked number
  16315. */
  16316. getFactor(): number;
  16317. }
  16318. /**
  16319. * Helper used to simplify some generic gradient tasks
  16320. */
  16321. export class GradientHelper {
  16322. /**
  16323. * Gets the current gradient from an array of IValueGradient
  16324. * @param ratio defines the current ratio to get
  16325. * @param gradients defines the array of IValueGradient
  16326. * @param updateFunc defines the callback function used to get the final value from the selected gradients
  16327. */
  16328. static GetCurrentGradient(ratio: number, gradients: IValueGradient[], updateFunc: (current: IValueGradient, next: IValueGradient, scale: number) => void): void;
  16329. }
  16330. }
  16331. declare module "babylonjs/Materials/Textures/Procedurals/proceduralTextureSceneComponent" {
  16332. import { Scene } from "babylonjs/scene";
  16333. import { ISceneComponent } from "babylonjs/sceneComponent";
  16334. import { ProceduralTexture } from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  16335. module "babylonjs/abstractScene" {
  16336. interface AbstractScene {
  16337. /**
  16338. * The list of procedural textures added to the scene
  16339. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  16340. */
  16341. proceduralTextures: Array<ProceduralTexture>;
  16342. }
  16343. }
  16344. /**
  16345. * Defines the Procedural Texture scene component responsible to manage any Procedural Texture
  16346. * in a given scene.
  16347. */
  16348. export class ProceduralTextureSceneComponent implements ISceneComponent {
  16349. /**
  16350. * The component name helpfull to identify the component in the list of scene components.
  16351. */
  16352. readonly name: string;
  16353. /**
  16354. * The scene the component belongs to.
  16355. */
  16356. scene: Scene;
  16357. /**
  16358. * Creates a new instance of the component for the given scene
  16359. * @param scene Defines the scene to register the component in
  16360. */
  16361. constructor(scene: Scene);
  16362. /**
  16363. * Registers the component in a given scene
  16364. */
  16365. register(): void;
  16366. /**
  16367. * Rebuilds the elements related to this component in case of
  16368. * context lost for instance.
  16369. */
  16370. rebuild(): void;
  16371. /**
  16372. * Disposes the component and the associated ressources.
  16373. */
  16374. dispose(): void;
  16375. private _beforeClear;
  16376. }
  16377. }
  16378. declare module "babylonjs/Engines/Extensions/engine.renderTarget" {
  16379. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  16380. import { RenderTargetCreationOptions } from "babylonjs/Materials/Textures/renderTargetCreationOptions";
  16381. module "babylonjs/Engines/engine" {
  16382. interface Engine {
  16383. /**
  16384. * Creates a new render target cube texture
  16385. * @param size defines the size of the texture
  16386. * @param options defines the options used to create the texture
  16387. * @returns a new render target cube texture stored in an InternalTexture
  16388. */
  16389. createRenderTargetCubeTexture(size: number, options?: Partial<RenderTargetCreationOptions>): InternalTexture;
  16390. }
  16391. }
  16392. }
  16393. declare module "babylonjs/Shaders/procedural.vertex" {
  16394. /** @hidden */
  16395. export var proceduralVertexShader: {
  16396. name: string;
  16397. shader: string;
  16398. };
  16399. }
  16400. declare module "babylonjs/Materials/Textures/Procedurals/proceduralTexture" {
  16401. import { Observable } from "babylonjs/Misc/observable";
  16402. import { Nullable } from "babylonjs/types";
  16403. import { Scene } from "babylonjs/scene";
  16404. import { Matrix, Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  16405. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  16406. import { Effect } from "babylonjs/Materials/effect";
  16407. import { Texture } from "babylonjs/Materials/Textures/texture";
  16408. import "babylonjs/Engines/Extensions/engine.renderTarget";
  16409. import "babylonjs/Shaders/procedural.vertex";
  16410. /**
  16411. * 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.
  16412. * This is the base class of any Procedural texture and contains most of the shareable code.
  16413. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  16414. */
  16415. export class ProceduralTexture extends Texture {
  16416. isCube: boolean;
  16417. /**
  16418. * Define if the texture is enabled or not (disabled texture will not render)
  16419. */
  16420. isEnabled: boolean;
  16421. /**
  16422. * Define if the texture must be cleared before rendering (default is true)
  16423. */
  16424. autoClear: boolean;
  16425. /**
  16426. * Callback called when the texture is generated
  16427. */
  16428. onGenerated: () => void;
  16429. /**
  16430. * Event raised when the texture is generated
  16431. */
  16432. onGeneratedObservable: Observable<ProceduralTexture>;
  16433. /** @hidden */
  16434. _generateMipMaps: boolean;
  16435. /** @hidden **/
  16436. _effect: Effect;
  16437. /** @hidden */
  16438. _textures: {
  16439. [key: string]: Texture;
  16440. };
  16441. private _size;
  16442. private _currentRefreshId;
  16443. private _refreshRate;
  16444. private _vertexBuffers;
  16445. private _indexBuffer;
  16446. private _uniforms;
  16447. private _samplers;
  16448. private _fragment;
  16449. private _floats;
  16450. private _ints;
  16451. private _floatsArrays;
  16452. private _colors3;
  16453. private _colors4;
  16454. private _vectors2;
  16455. private _vectors3;
  16456. private _matrices;
  16457. private _fallbackTexture;
  16458. private _fallbackTextureUsed;
  16459. private _engine;
  16460. private _cachedDefines;
  16461. private _contentUpdateId;
  16462. private _contentData;
  16463. /**
  16464. * Instantiates a new procedural texture.
  16465. * 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.
  16466. * This is the base class of any Procedural texture and contains most of the shareable code.
  16467. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  16468. * @param name Define the name of the texture
  16469. * @param size Define the size of the texture to create
  16470. * @param fragment Define the fragment shader to use to generate the texture or null if it is defined later
  16471. * @param scene Define the scene the texture belongs to
  16472. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  16473. * @param generateMipMaps Define if the texture should creates mip maps or not
  16474. * @param isCube Define if the texture is a cube texture or not (this will render each faces of the cube)
  16475. */
  16476. constructor(name: string, size: any, fragment: any, scene: Nullable<Scene>, fallbackTexture?: Nullable<Texture>, generateMipMaps?: boolean, isCube?: boolean);
  16477. /**
  16478. * The effect that is created when initializing the post process.
  16479. * @returns The created effect corresponding the the postprocess.
  16480. */
  16481. getEffect(): Effect;
  16482. /**
  16483. * Gets texture content (Use this function wisely as reading from a texture can be slow)
  16484. * @returns an ArrayBufferView (Uint8Array or Float32Array)
  16485. */
  16486. getContent(): Nullable<ArrayBufferView>;
  16487. private _createIndexBuffer;
  16488. /** @hidden */
  16489. _rebuild(): void;
  16490. /**
  16491. * Resets the texture in order to recreate its associated resources.
  16492. * This can be called in case of context loss
  16493. */
  16494. reset(): void;
  16495. protected _getDefines(): string;
  16496. /**
  16497. * Is the texture ready to be used ? (rendered at least once)
  16498. * @returns true if ready, otherwise, false.
  16499. */
  16500. isReady(): boolean;
  16501. /**
  16502. * Resets the refresh counter of the texture and start bak from scratch.
  16503. * Could be useful to regenerate the texture if it is setup to render only once.
  16504. */
  16505. resetRefreshCounter(): void;
  16506. /**
  16507. * Set the fragment shader to use in order to render the texture.
  16508. * @param fragment This can be set to a path (into the shader store) or to a json object containing a fragmentElement property.
  16509. */
  16510. setFragment(fragment: any): void;
  16511. /**
  16512. * Define the refresh rate of the texture or the rendering frequency.
  16513. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  16514. */
  16515. refreshRate: number;
  16516. /** @hidden */
  16517. _shouldRender(): boolean;
  16518. /**
  16519. * Get the size the texture is rendering at.
  16520. * @returns the size (texture is always squared)
  16521. */
  16522. getRenderSize(): number;
  16523. /**
  16524. * Resize the texture to new value.
  16525. * @param size Define the new size the texture should have
  16526. * @param generateMipMaps Define whether the new texture should create mip maps
  16527. */
  16528. resize(size: number, generateMipMaps: boolean): void;
  16529. private _checkUniform;
  16530. /**
  16531. * Set a texture in the shader program used to render.
  16532. * @param name Define the name of the uniform samplers as defined in the shader
  16533. * @param texture Define the texture to bind to this sampler
  16534. * @return the texture itself allowing "fluent" like uniform updates
  16535. */
  16536. setTexture(name: string, texture: Texture): ProceduralTexture;
  16537. /**
  16538. * Set a float in the shader.
  16539. * @param name Define the name of the uniform as defined in the shader
  16540. * @param value Define the value to give to the uniform
  16541. * @return the texture itself allowing "fluent" like uniform updates
  16542. */
  16543. setFloat(name: string, value: number): ProceduralTexture;
  16544. /**
  16545. * Set a int in the shader.
  16546. * @param name Define the name of the uniform as defined in the shader
  16547. * @param value Define the value to give to the uniform
  16548. * @return the texture itself allowing "fluent" like uniform updates
  16549. */
  16550. setInt(name: string, value: number): ProceduralTexture;
  16551. /**
  16552. * Set an array of floats in the shader.
  16553. * @param name Define the name of the uniform as defined in the shader
  16554. * @param value Define the value to give to the uniform
  16555. * @return the texture itself allowing "fluent" like uniform updates
  16556. */
  16557. setFloats(name: string, value: number[]): ProceduralTexture;
  16558. /**
  16559. * Set a vec3 in the shader from a Color3.
  16560. * @param name Define the name of the uniform as defined in the shader
  16561. * @param value Define the value to give to the uniform
  16562. * @return the texture itself allowing "fluent" like uniform updates
  16563. */
  16564. setColor3(name: string, value: Color3): ProceduralTexture;
  16565. /**
  16566. * Set a vec4 in the shader from a Color4.
  16567. * @param name Define the name of the uniform as defined in the shader
  16568. * @param value Define the value to give to the uniform
  16569. * @return the texture itself allowing "fluent" like uniform updates
  16570. */
  16571. setColor4(name: string, value: Color4): ProceduralTexture;
  16572. /**
  16573. * Set a vec2 in the shader from a Vector2.
  16574. * @param name Define the name of the uniform as defined in the shader
  16575. * @param value Define the value to give to the uniform
  16576. * @return the texture itself allowing "fluent" like uniform updates
  16577. */
  16578. setVector2(name: string, value: Vector2): ProceduralTexture;
  16579. /**
  16580. * Set a vec3 in the shader from a Vector3.
  16581. * @param name Define the name of the uniform as defined in the shader
  16582. * @param value Define the value to give to the uniform
  16583. * @return the texture itself allowing "fluent" like uniform updates
  16584. */
  16585. setVector3(name: string, value: Vector3): ProceduralTexture;
  16586. /**
  16587. * Set a mat4 in the shader from a MAtrix.
  16588. * @param name Define the name of the uniform as defined in the shader
  16589. * @param value Define the value to give to the uniform
  16590. * @return the texture itself allowing "fluent" like uniform updates
  16591. */
  16592. setMatrix(name: string, value: Matrix): ProceduralTexture;
  16593. /**
  16594. * Render the texture to its associated render target.
  16595. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  16596. */
  16597. render(useCameraPostProcess?: boolean): void;
  16598. /**
  16599. * Clone the texture.
  16600. * @returns the cloned texture
  16601. */
  16602. clone(): ProceduralTexture;
  16603. /**
  16604. * Dispose the texture and release its asoociated resources.
  16605. */
  16606. dispose(): void;
  16607. }
  16608. }
  16609. declare module "babylonjs/Particles/baseParticleSystem" {
  16610. import { Nullable } from "babylonjs/types";
  16611. import { Vector2, Vector3 } from "babylonjs/Maths/math.vector";
  16612. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  16613. import { ImageProcessingConfiguration, ImageProcessingConfigurationDefines } from "babylonjs/Materials/imageProcessingConfiguration";
  16614. import { ProceduralTexture } from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  16615. import { RawTexture } from "babylonjs/Materials/Textures/rawTexture";
  16616. import { Scene } from "babylonjs/scene";
  16617. import { ColorGradient, FactorGradient, Color3Gradient, IValueGradient } from "babylonjs/Misc/gradients";
  16618. import { BoxParticleEmitter, IParticleEmitterType, PointParticleEmitter, HemisphericParticleEmitter, SphereParticleEmitter, SphereDirectedParticleEmitter, CylinderParticleEmitter, CylinderDirectedParticleEmitter, ConeParticleEmitter } from "babylonjs/Particles/EmitterTypes/index";
  16619. import { Texture } from "babylonjs/Materials/Textures/texture";
  16620. import { Color4 } from "babylonjs/Maths/math.color";
  16621. import { Animation } from "babylonjs/Animations/animation";
  16622. /**
  16623. * This represents the base class for particle system in Babylon.
  16624. * 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.
  16625. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  16626. * @example https://doc.babylonjs.com/babylon101/particles
  16627. */
  16628. export class BaseParticleSystem {
  16629. /**
  16630. * Source color is added to the destination color without alpha affecting the result
  16631. */
  16632. static BLENDMODE_ONEONE: number;
  16633. /**
  16634. * Blend current color and particle color using particle’s alpha
  16635. */
  16636. static BLENDMODE_STANDARD: number;
  16637. /**
  16638. * Add current color and particle color multiplied by particle’s alpha
  16639. */
  16640. static BLENDMODE_ADD: number;
  16641. /**
  16642. * Multiply current color with particle color
  16643. */
  16644. static BLENDMODE_MULTIPLY: number;
  16645. /**
  16646. * Multiply current color with particle color then add current color and particle color multiplied by particle’s alpha
  16647. */
  16648. static BLENDMODE_MULTIPLYADD: number;
  16649. /**
  16650. * List of animations used by the particle system.
  16651. */
  16652. animations: Animation[];
  16653. /**
  16654. * The id of the Particle system.
  16655. */
  16656. id: string;
  16657. /**
  16658. * The friendly name of the Particle system.
  16659. */
  16660. name: string;
  16661. /**
  16662. * The rendering group used by the Particle system to chose when to render.
  16663. */
  16664. renderingGroupId: number;
  16665. /**
  16666. * The emitter represents the Mesh or position we are attaching the particle system to.
  16667. */
  16668. emitter: Nullable<AbstractMesh | Vector3>;
  16669. /**
  16670. * The maximum number of particles to emit per frame
  16671. */
  16672. emitRate: number;
  16673. /**
  16674. * If you want to launch only a few particles at once, that can be done, as well.
  16675. */
  16676. manualEmitCount: number;
  16677. /**
  16678. * The overall motion speed (0.01 is default update speed, faster updates = faster animation)
  16679. */
  16680. updateSpeed: number;
  16681. /**
  16682. * The amount of time the particle system is running (depends of the overall update speed).
  16683. */
  16684. targetStopDuration: number;
  16685. /**
  16686. * Specifies whether the particle system will be disposed once it reaches the end of the animation.
  16687. */
  16688. disposeOnStop: boolean;
  16689. /**
  16690. * Minimum power of emitting particles.
  16691. */
  16692. minEmitPower: number;
  16693. /**
  16694. * Maximum power of emitting particles.
  16695. */
  16696. maxEmitPower: number;
  16697. /**
  16698. * Minimum life time of emitting particles.
  16699. */
  16700. minLifeTime: number;
  16701. /**
  16702. * Maximum life time of emitting particles.
  16703. */
  16704. maxLifeTime: number;
  16705. /**
  16706. * Minimum Size of emitting particles.
  16707. */
  16708. minSize: number;
  16709. /**
  16710. * Maximum Size of emitting particles.
  16711. */
  16712. maxSize: number;
  16713. /**
  16714. * Minimum scale of emitting particles on X axis.
  16715. */
  16716. minScaleX: number;
  16717. /**
  16718. * Maximum scale of emitting particles on X axis.
  16719. */
  16720. maxScaleX: number;
  16721. /**
  16722. * Minimum scale of emitting particles on Y axis.
  16723. */
  16724. minScaleY: number;
  16725. /**
  16726. * Maximum scale of emitting particles on Y axis.
  16727. */
  16728. maxScaleY: number;
  16729. /**
  16730. * Gets or sets the minimal initial rotation in radians.
  16731. */
  16732. minInitialRotation: number;
  16733. /**
  16734. * Gets or sets the maximal initial rotation in radians.
  16735. */
  16736. maxInitialRotation: number;
  16737. /**
  16738. * Minimum angular speed of emitting particles (Z-axis rotation for each particle).
  16739. */
  16740. minAngularSpeed: number;
  16741. /**
  16742. * Maximum angular speed of emitting particles (Z-axis rotation for each particle).
  16743. */
  16744. maxAngularSpeed: number;
  16745. /**
  16746. * The texture used to render each particle. (this can be a spritesheet)
  16747. */
  16748. particleTexture: Nullable<Texture>;
  16749. /**
  16750. * The layer mask we are rendering the particles through.
  16751. */
  16752. layerMask: number;
  16753. /**
  16754. * This can help using your own shader to render the particle system.
  16755. * The according effect will be created
  16756. */
  16757. customShader: any;
  16758. /**
  16759. * By default particle system starts as soon as they are created. This prevents the
  16760. * automatic start to happen and let you decide when to start emitting particles.
  16761. */
  16762. preventAutoStart: boolean;
  16763. private _noiseTexture;
  16764. /**
  16765. * Gets or sets a texture used to add random noise to particle positions
  16766. */
  16767. noiseTexture: Nullable<ProceduralTexture>;
  16768. /** Gets or sets the strength to apply to the noise value (default is (10, 10, 10)) */
  16769. noiseStrength: Vector3;
  16770. /**
  16771. * Callback triggered when the particle animation is ending.
  16772. */
  16773. onAnimationEnd: Nullable<() => void>;
  16774. /**
  16775. * Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE or ParticleSystem.BLENDMODE_STANDARD.
  16776. */
  16777. blendMode: number;
  16778. /**
  16779. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  16780. * to override the particles.
  16781. */
  16782. forceDepthWrite: boolean;
  16783. /** 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 */
  16784. preWarmCycles: number;
  16785. /** Gets or sets a value indicating the time step multiplier to use in pre-warm mode (default is 1) */
  16786. preWarmStepOffset: number;
  16787. /**
  16788. * 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)
  16789. */
  16790. spriteCellChangeSpeed: number;
  16791. /**
  16792. * If using a spritesheet (isAnimationSheetEnabled) defines the first sprite cell to display
  16793. */
  16794. startSpriteCellID: number;
  16795. /**
  16796. * If using a spritesheet (isAnimationSheetEnabled) defines the last sprite cell to display
  16797. */
  16798. endSpriteCellID: number;
  16799. /**
  16800. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell width to use
  16801. */
  16802. spriteCellWidth: number;
  16803. /**
  16804. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell height to use
  16805. */
  16806. spriteCellHeight: number;
  16807. /**
  16808. * This allows the system to random pick the start cell ID between startSpriteCellID and endSpriteCellID
  16809. */
  16810. spriteRandomStartCell: boolean;
  16811. /** Gets or sets a Vector2 used to move the pivot (by default (0,0)) */
  16812. translationPivot: Vector2;
  16813. /** @hidden */
  16814. protected _isAnimationSheetEnabled: boolean;
  16815. /**
  16816. * Gets or sets a boolean indicating that hosted animations (in the system.animations array) must be started when system.start() is called
  16817. */
  16818. beginAnimationOnStart: boolean;
  16819. /**
  16820. * Gets or sets the frame to start the animation from when beginAnimationOnStart is true
  16821. */
  16822. beginAnimationFrom: number;
  16823. /**
  16824. * Gets or sets the frame to end the animation on when beginAnimationOnStart is true
  16825. */
  16826. beginAnimationTo: number;
  16827. /**
  16828. * Gets or sets a boolean indicating if animations must loop when beginAnimationOnStart is true
  16829. */
  16830. beginAnimationLoop: boolean;
  16831. /**
  16832. * Gets or sets a world offset applied to all particles
  16833. */
  16834. worldOffset: Vector3;
  16835. /**
  16836. * Gets or sets whether an animation sprite sheet is enabled or not on the particle system
  16837. */
  16838. isAnimationSheetEnabled: boolean;
  16839. /**
  16840. * Get hosting scene
  16841. * @returns the scene
  16842. */
  16843. getScene(): Scene;
  16844. /**
  16845. * You can use gravity if you want to give an orientation to your particles.
  16846. */
  16847. gravity: Vector3;
  16848. protected _colorGradients: Nullable<Array<ColorGradient>>;
  16849. protected _sizeGradients: Nullable<Array<FactorGradient>>;
  16850. protected _lifeTimeGradients: Nullable<Array<FactorGradient>>;
  16851. protected _angularSpeedGradients: Nullable<Array<FactorGradient>>;
  16852. protected _velocityGradients: Nullable<Array<FactorGradient>>;
  16853. protected _limitVelocityGradients: Nullable<Array<FactorGradient>>;
  16854. protected _dragGradients: Nullable<Array<FactorGradient>>;
  16855. protected _emitRateGradients: Nullable<Array<FactorGradient>>;
  16856. protected _startSizeGradients: Nullable<Array<FactorGradient>>;
  16857. protected _rampGradients: Nullable<Array<Color3Gradient>>;
  16858. protected _colorRemapGradients: Nullable<Array<FactorGradient>>;
  16859. protected _alphaRemapGradients: Nullable<Array<FactorGradient>>;
  16860. protected _hasTargetStopDurationDependantGradient(): boolean | null;
  16861. /**
  16862. * Defines the delay in milliseconds before starting the system (0 by default)
  16863. */
  16864. startDelay: number;
  16865. /**
  16866. * Gets the current list of drag gradients.
  16867. * You must use addDragGradient and removeDragGradient to udpate this list
  16868. * @returns the list of drag gradients
  16869. */
  16870. getDragGradients(): Nullable<Array<FactorGradient>>;
  16871. /** Gets or sets a value indicating the damping to apply if the limit velocity factor is reached */
  16872. limitVelocityDamping: number;
  16873. /**
  16874. * Gets the current list of limit velocity gradients.
  16875. * You must use addLimitVelocityGradient and removeLimitVelocityGradient to udpate this list
  16876. * @returns the list of limit velocity gradients
  16877. */
  16878. getLimitVelocityGradients(): Nullable<Array<FactorGradient>>;
  16879. /**
  16880. * Gets the current list of color gradients.
  16881. * You must use addColorGradient and removeColorGradient to udpate this list
  16882. * @returns the list of color gradients
  16883. */
  16884. getColorGradients(): Nullable<Array<ColorGradient>>;
  16885. /**
  16886. * Gets the current list of size gradients.
  16887. * You must use addSizeGradient and removeSizeGradient to udpate this list
  16888. * @returns the list of size gradients
  16889. */
  16890. getSizeGradients(): Nullable<Array<FactorGradient>>;
  16891. /**
  16892. * Gets the current list of color remap gradients.
  16893. * You must use addColorRemapGradient and removeColorRemapGradient to udpate this list
  16894. * @returns the list of color remap gradients
  16895. */
  16896. getColorRemapGradients(): Nullable<Array<FactorGradient>>;
  16897. /**
  16898. * Gets the current list of alpha remap gradients.
  16899. * You must use addAlphaRemapGradient and removeAlphaRemapGradient to udpate this list
  16900. * @returns the list of alpha remap gradients
  16901. */
  16902. getAlphaRemapGradients(): Nullable<Array<FactorGradient>>;
  16903. /**
  16904. * Gets the current list of life time gradients.
  16905. * You must use addLifeTimeGradient and removeLifeTimeGradient to udpate this list
  16906. * @returns the list of life time gradients
  16907. */
  16908. getLifeTimeGradients(): Nullable<Array<FactorGradient>>;
  16909. /**
  16910. * Gets the current list of angular speed gradients.
  16911. * You must use addAngularSpeedGradient and removeAngularSpeedGradient to udpate this list
  16912. * @returns the list of angular speed gradients
  16913. */
  16914. getAngularSpeedGradients(): Nullable<Array<FactorGradient>>;
  16915. /**
  16916. * Gets the current list of velocity gradients.
  16917. * You must use addVelocityGradient and removeVelocityGradient to udpate this list
  16918. * @returns the list of velocity gradients
  16919. */
  16920. getVelocityGradients(): Nullable<Array<FactorGradient>>;
  16921. /**
  16922. * Gets the current list of start size gradients.
  16923. * You must use addStartSizeGradient and removeStartSizeGradient to udpate this list
  16924. * @returns the list of start size gradients
  16925. */
  16926. getStartSizeGradients(): Nullable<Array<FactorGradient>>;
  16927. /**
  16928. * Gets the current list of emit rate gradients.
  16929. * You must use addEmitRateGradient and removeEmitRateGradient to udpate this list
  16930. * @returns the list of emit rate gradients
  16931. */
  16932. getEmitRateGradients(): Nullable<Array<FactorGradient>>;
  16933. /**
  16934. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  16935. * This only works when particleEmitterTyps is a BoxParticleEmitter
  16936. */
  16937. direction1: Vector3;
  16938. /**
  16939. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  16940. * This only works when particleEmitterTyps is a BoxParticleEmitter
  16941. */
  16942. direction2: Vector3;
  16943. /**
  16944. * 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.
  16945. * This only works when particleEmitterTyps is a BoxParticleEmitter
  16946. */
  16947. minEmitBox: Vector3;
  16948. /**
  16949. * 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.
  16950. * This only works when particleEmitterTyps is a BoxParticleEmitter
  16951. */
  16952. maxEmitBox: Vector3;
  16953. /**
  16954. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  16955. */
  16956. color1: Color4;
  16957. /**
  16958. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  16959. */
  16960. color2: Color4;
  16961. /**
  16962. * Color the particle will have at the end of its lifetime
  16963. */
  16964. colorDead: Color4;
  16965. /**
  16966. * An optional mask to filter some colors out of the texture, or filter a part of the alpha channel
  16967. */
  16968. textureMask: Color4;
  16969. /**
  16970. * The particle emitter type defines the emitter used by the particle system.
  16971. * It can be for example box, sphere, or cone...
  16972. */
  16973. particleEmitterType: IParticleEmitterType;
  16974. /** @hidden */
  16975. _isSubEmitter: boolean;
  16976. /**
  16977. * Gets or sets the billboard mode to use when isBillboardBased = true.
  16978. * Value can be: ParticleSystem.BILLBOARDMODE_ALL, ParticleSystem.BILLBOARDMODE_Y, ParticleSystem.BILLBOARDMODE_STRETCHED
  16979. */
  16980. billboardMode: number;
  16981. protected _isBillboardBased: boolean;
  16982. /**
  16983. * Gets or sets a boolean indicating if the particles must be rendered as billboard or aligned with the direction
  16984. */
  16985. isBillboardBased: boolean;
  16986. /**
  16987. * The scene the particle system belongs to.
  16988. */
  16989. protected _scene: Scene;
  16990. /**
  16991. * Local cache of defines for image processing.
  16992. */
  16993. protected _imageProcessingConfigurationDefines: ImageProcessingConfigurationDefines;
  16994. /**
  16995. * Default configuration related to image processing available in the standard Material.
  16996. */
  16997. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  16998. /**
  16999. * Gets the image processing configuration used either in this material.
  17000. */
  17001. /**
  17002. * Sets the Default image processing configuration used either in the this material.
  17003. *
  17004. * If sets to null, the scene one is in use.
  17005. */
  17006. imageProcessingConfiguration: ImageProcessingConfiguration;
  17007. /**
  17008. * Attaches a new image processing configuration to the Standard Material.
  17009. * @param configuration
  17010. */
  17011. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  17012. /** @hidden */
  17013. protected _reset(): void;
  17014. /** @hidden */
  17015. protected _removeGradientAndTexture(gradient: number, gradients: Nullable<IValueGradient[]>, texture: Nullable<RawTexture>): BaseParticleSystem;
  17016. /**
  17017. * Instantiates a particle system.
  17018. * 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.
  17019. * @param name The name of the particle system
  17020. */
  17021. constructor(name: string);
  17022. /**
  17023. * Creates a Point Emitter for the particle system (emits directly from the emitter position)
  17024. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  17025. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  17026. * @returns the emitter
  17027. */
  17028. createPointEmitter(direction1: Vector3, direction2: Vector3): PointParticleEmitter;
  17029. /**
  17030. * Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)
  17031. * @param radius The radius of the hemisphere to emit from
  17032. * @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  17033. * @returns the emitter
  17034. */
  17035. createHemisphericEmitter(radius?: number, radiusRange?: number): HemisphericParticleEmitter;
  17036. /**
  17037. * Creates a Sphere Emitter for the particle system (emits along the sphere radius)
  17038. * @param radius The radius of the sphere to emit from
  17039. * @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  17040. * @returns the emitter
  17041. */
  17042. createSphereEmitter(radius?: number, radiusRange?: number): SphereParticleEmitter;
  17043. /**
  17044. * Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)
  17045. * @param radius The radius of the sphere to emit from
  17046. * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere
  17047. * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere
  17048. * @returns the emitter
  17049. */
  17050. createDirectedSphereEmitter(radius?: number, direction1?: Vector3, direction2?: Vector3): SphereDirectedParticleEmitter;
  17051. /**
  17052. * Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)
  17053. * @param radius The radius of the emission cylinder
  17054. * @param height The height of the emission cylinder
  17055. * @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius
  17056. * @param directionRandomizer How much to randomize the particle direction [0-1]
  17057. * @returns the emitter
  17058. */
  17059. createCylinderEmitter(radius?: number, height?: number, radiusRange?: number, directionRandomizer?: number): CylinderParticleEmitter;
  17060. /**
  17061. * Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)
  17062. * @param radius The radius of the cylinder to emit from
  17063. * @param height The height of the emission cylinder
  17064. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  17065. * @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder
  17066. * @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder
  17067. * @returns the emitter
  17068. */
  17069. createDirectedCylinderEmitter(radius?: number, height?: number, radiusRange?: number, direction1?: Vector3, direction2?: Vector3): CylinderDirectedParticleEmitter;
  17070. /**
  17071. * Creates a Cone Emitter for the particle system (emits from the cone to the particle position)
  17072. * @param radius The radius of the cone to emit from
  17073. * @param angle The base angle of the cone
  17074. * @returns the emitter
  17075. */
  17076. createConeEmitter(radius?: number, angle?: number): ConeParticleEmitter;
  17077. /**
  17078. * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)
  17079. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  17080. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  17081. * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  17082. * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  17083. * @returns the emitter
  17084. */
  17085. createBoxEmitter(direction1: Vector3, direction2: Vector3, minEmitBox: Vector3, maxEmitBox: Vector3): BoxParticleEmitter;
  17086. }
  17087. }
  17088. declare module "babylonjs/Particles/subEmitter" {
  17089. import { Scene } from "babylonjs/scene";
  17090. import { ParticleSystem } from "babylonjs/Particles/particleSystem";
  17091. /**
  17092. * Type of sub emitter
  17093. */
  17094. export enum SubEmitterType {
  17095. /**
  17096. * Attached to the particle over it's lifetime
  17097. */
  17098. ATTACHED = 0,
  17099. /**
  17100. * Created when the particle dies
  17101. */
  17102. END = 1
  17103. }
  17104. /**
  17105. * Sub emitter class used to emit particles from an existing particle
  17106. */
  17107. export class SubEmitter {
  17108. /**
  17109. * the particle system to be used by the sub emitter
  17110. */
  17111. particleSystem: ParticleSystem;
  17112. /**
  17113. * Type of the submitter (Default: END)
  17114. */
  17115. type: SubEmitterType;
  17116. /**
  17117. * 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)
  17118. * Note: This only is supported when using an emitter of type Mesh
  17119. */
  17120. inheritDirection: boolean;
  17121. /**
  17122. * How much of the attached particles speed should be added to the sub emitted particle (default: 0)
  17123. */
  17124. inheritedVelocityAmount: number;
  17125. /**
  17126. * Creates a sub emitter
  17127. * @param particleSystem the particle system to be used by the sub emitter
  17128. */
  17129. constructor(
  17130. /**
  17131. * the particle system to be used by the sub emitter
  17132. */
  17133. particleSystem: ParticleSystem);
  17134. /**
  17135. * Clones the sub emitter
  17136. * @returns the cloned sub emitter
  17137. */
  17138. clone(): SubEmitter;
  17139. /**
  17140. * Serialize current object to a JSON object
  17141. * @returns the serialized object
  17142. */
  17143. serialize(): any;
  17144. /** @hidden */
  17145. static _ParseParticleSystem(system: any, scene: Scene, rootUrl: string): ParticleSystem;
  17146. /**
  17147. * Creates a new SubEmitter from a serialized JSON version
  17148. * @param serializationObject defines the JSON object to read from
  17149. * @param scene defines the hosting scene
  17150. * @param rootUrl defines the rootUrl for data loading
  17151. * @returns a new SubEmitter
  17152. */
  17153. static Parse(serializationObject: any, scene: Scene, rootUrl: string): SubEmitter;
  17154. /** Release associated resources */
  17155. dispose(): void;
  17156. }
  17157. }
  17158. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration" {
  17159. /** @hidden */
  17160. export var clipPlaneFragmentDeclaration: {
  17161. name: string;
  17162. shader: string;
  17163. };
  17164. }
  17165. declare module "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration" {
  17166. /** @hidden */
  17167. export var imageProcessingDeclaration: {
  17168. name: string;
  17169. shader: string;
  17170. };
  17171. }
  17172. declare module "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions" {
  17173. /** @hidden */
  17174. export var imageProcessingFunctions: {
  17175. name: string;
  17176. shader: string;
  17177. };
  17178. }
  17179. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneFragment" {
  17180. /** @hidden */
  17181. export var clipPlaneFragment: {
  17182. name: string;
  17183. shader: string;
  17184. };
  17185. }
  17186. declare module "babylonjs/Shaders/particles.fragment" {
  17187. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  17188. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  17189. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  17190. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  17191. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  17192. /** @hidden */
  17193. export var particlesPixelShader: {
  17194. name: string;
  17195. shader: string;
  17196. };
  17197. }
  17198. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration" {
  17199. /** @hidden */
  17200. export var clipPlaneVertexDeclaration: {
  17201. name: string;
  17202. shader: string;
  17203. };
  17204. }
  17205. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneVertex" {
  17206. /** @hidden */
  17207. export var clipPlaneVertex: {
  17208. name: string;
  17209. shader: string;
  17210. };
  17211. }
  17212. declare module "babylonjs/Shaders/particles.vertex" {
  17213. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  17214. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  17215. /** @hidden */
  17216. export var particlesVertexShader: {
  17217. name: string;
  17218. shader: string;
  17219. };
  17220. }
  17221. declare module "babylonjs/Particles/particleSystem" {
  17222. import { Nullable } from "babylonjs/types";
  17223. import { FactorGradient, Color3Gradient } from "babylonjs/Misc/gradients";
  17224. import { Observable } from "babylonjs/Misc/observable";
  17225. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  17226. import { Effect } from "babylonjs/Materials/effect";
  17227. import { Scene, IDisposable } from "babylonjs/scene";
  17228. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  17229. import { BaseParticleSystem } from "babylonjs/Particles/baseParticleSystem";
  17230. import { Particle } from "babylonjs/Particles/particle";
  17231. import { SubEmitter } from "babylonjs/Particles/subEmitter";
  17232. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  17233. import "babylonjs/Shaders/particles.fragment";
  17234. import "babylonjs/Shaders/particles.vertex";
  17235. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  17236. /**
  17237. * This represents a particle system in Babylon.
  17238. * 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.
  17239. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  17240. * @example https://doc.babylonjs.com/babylon101/particles
  17241. */
  17242. export class ParticleSystem extends BaseParticleSystem implements IDisposable, IAnimatable, IParticleSystem {
  17243. /**
  17244. * Billboard mode will only apply to Y axis
  17245. */
  17246. static readonly BILLBOARDMODE_Y: number;
  17247. /**
  17248. * Billboard mode will apply to all axes
  17249. */
  17250. static readonly BILLBOARDMODE_ALL: number;
  17251. /**
  17252. * Special billboard mode where the particle will be biilboard to the camera but rotated to align with direction
  17253. */
  17254. static readonly BILLBOARDMODE_STRETCHED: number;
  17255. /**
  17256. * This function can be defined to provide custom update for active particles.
  17257. * This function will be called instead of regular update (age, position, color, etc.).
  17258. * Do not forget that this function will be called on every frame so try to keep it simple and fast :)
  17259. */
  17260. updateFunction: (particles: Particle[]) => void;
  17261. private _emitterWorldMatrix;
  17262. /**
  17263. * This function can be defined to specify initial direction for every new particle.
  17264. * It by default use the emitterType defined function
  17265. */
  17266. startDirectionFunction: (worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle) => void;
  17267. /**
  17268. * This function can be defined to specify initial position for every new particle.
  17269. * It by default use the emitterType defined function
  17270. */
  17271. startPositionFunction: (worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle) => void;
  17272. /**
  17273. * @hidden
  17274. */
  17275. _inheritedVelocityOffset: Vector3;
  17276. /**
  17277. * An event triggered when the system is disposed
  17278. */
  17279. onDisposeObservable: Observable<ParticleSystem>;
  17280. private _onDisposeObserver;
  17281. /**
  17282. * Sets a callback that will be triggered when the system is disposed
  17283. */
  17284. onDispose: () => void;
  17285. private _particles;
  17286. private _epsilon;
  17287. private _capacity;
  17288. private _stockParticles;
  17289. private _newPartsExcess;
  17290. private _vertexData;
  17291. private _vertexBuffer;
  17292. private _vertexBuffers;
  17293. private _spriteBuffer;
  17294. private _indexBuffer;
  17295. private _effect;
  17296. private _customEffect;
  17297. private _cachedDefines;
  17298. private _scaledColorStep;
  17299. private _colorDiff;
  17300. private _scaledDirection;
  17301. private _scaledGravity;
  17302. private _currentRenderId;
  17303. private _alive;
  17304. private _useInstancing;
  17305. private _started;
  17306. private _stopped;
  17307. private _actualFrame;
  17308. private _scaledUpdateSpeed;
  17309. private _vertexBufferSize;
  17310. /** @hidden */
  17311. _currentEmitRateGradient: Nullable<FactorGradient>;
  17312. /** @hidden */
  17313. _currentEmitRate1: number;
  17314. /** @hidden */
  17315. _currentEmitRate2: number;
  17316. /** @hidden */
  17317. _currentStartSizeGradient: Nullable<FactorGradient>;
  17318. /** @hidden */
  17319. _currentStartSize1: number;
  17320. /** @hidden */
  17321. _currentStartSize2: number;
  17322. private readonly _rawTextureWidth;
  17323. private _rampGradientsTexture;
  17324. private _useRampGradients;
  17325. /** Gets or sets a boolean indicating that ramp gradients must be used
  17326. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  17327. */
  17328. useRampGradients: boolean;
  17329. /**
  17330. * 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.
  17331. * 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: [])
  17332. */
  17333. subEmitters: Array<ParticleSystem | SubEmitter | Array<SubEmitter>>;
  17334. private _subEmitters;
  17335. /**
  17336. * @hidden
  17337. * If the particle systems emitter should be disposed when the particle system is disposed
  17338. */
  17339. _disposeEmitterOnDispose: boolean;
  17340. /**
  17341. * The current active Sub-systems, this property is used by the root particle system only.
  17342. */
  17343. activeSubSystems: Array<ParticleSystem>;
  17344. private _rootParticleSystem;
  17345. /**
  17346. * Gets the current list of active particles
  17347. */
  17348. readonly particles: Particle[];
  17349. /**
  17350. * Returns the string "ParticleSystem"
  17351. * @returns a string containing the class name
  17352. */
  17353. getClassName(): string;
  17354. /**
  17355. * Instantiates a particle system.
  17356. * 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.
  17357. * @param name The name of the particle system
  17358. * @param capacity The max number of particles alive at the same time
  17359. * @param scene The scene the particle system belongs to
  17360. * @param customEffect a custom effect used to change the way particles are rendered by default
  17361. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  17362. * @param epsilon Offset used to render the particles
  17363. */
  17364. constructor(name: string, capacity: number, scene: Scene, customEffect?: Nullable<Effect>, isAnimationSheetEnabled?: boolean, epsilon?: number);
  17365. private _addFactorGradient;
  17366. private _removeFactorGradient;
  17367. /**
  17368. * Adds a new life time gradient
  17369. * @param gradient defines the gradient to use (between 0 and 1)
  17370. * @param factor defines the life time factor to affect to the specified gradient
  17371. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17372. * @returns the current particle system
  17373. */
  17374. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17375. /**
  17376. * Remove a specific life time gradient
  17377. * @param gradient defines the gradient to remove
  17378. * @returns the current particle system
  17379. */
  17380. removeLifeTimeGradient(gradient: number): IParticleSystem;
  17381. /**
  17382. * Adds a new size gradient
  17383. * @param gradient defines the gradient to use (between 0 and 1)
  17384. * @param factor defines the size factor to affect to the specified gradient
  17385. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17386. * @returns the current particle system
  17387. */
  17388. addSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17389. /**
  17390. * Remove a specific size gradient
  17391. * @param gradient defines the gradient to remove
  17392. * @returns the current particle system
  17393. */
  17394. removeSizeGradient(gradient: number): IParticleSystem;
  17395. /**
  17396. * Adds a new color remap gradient
  17397. * @param gradient defines the gradient to use (between 0 and 1)
  17398. * @param min defines the color remap minimal range
  17399. * @param max defines the color remap maximal range
  17400. * @returns the current particle system
  17401. */
  17402. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  17403. /**
  17404. * Remove a specific color remap gradient
  17405. * @param gradient defines the gradient to remove
  17406. * @returns the current particle system
  17407. */
  17408. removeColorRemapGradient(gradient: number): IParticleSystem;
  17409. /**
  17410. * Adds a new alpha remap gradient
  17411. * @param gradient defines the gradient to use (between 0 and 1)
  17412. * @param min defines the alpha remap minimal range
  17413. * @param max defines the alpha remap maximal range
  17414. * @returns the current particle system
  17415. */
  17416. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  17417. /**
  17418. * Remove a specific alpha remap gradient
  17419. * @param gradient defines the gradient to remove
  17420. * @returns the current particle system
  17421. */
  17422. removeAlphaRemapGradient(gradient: number): IParticleSystem;
  17423. /**
  17424. * Adds a new angular speed gradient
  17425. * @param gradient defines the gradient to use (between 0 and 1)
  17426. * @param factor defines the angular speed to affect to the specified gradient
  17427. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17428. * @returns the current particle system
  17429. */
  17430. addAngularSpeedGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17431. /**
  17432. * Remove a specific angular speed gradient
  17433. * @param gradient defines the gradient to remove
  17434. * @returns the current particle system
  17435. */
  17436. removeAngularSpeedGradient(gradient: number): IParticleSystem;
  17437. /**
  17438. * Adds a new velocity gradient
  17439. * @param gradient defines the gradient to use (between 0 and 1)
  17440. * @param factor defines the velocity to affect to the specified gradient
  17441. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17442. * @returns the current particle system
  17443. */
  17444. addVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17445. /**
  17446. * Remove a specific velocity gradient
  17447. * @param gradient defines the gradient to remove
  17448. * @returns the current particle system
  17449. */
  17450. removeVelocityGradient(gradient: number): IParticleSystem;
  17451. /**
  17452. * Adds a new limit velocity gradient
  17453. * @param gradient defines the gradient to use (between 0 and 1)
  17454. * @param factor defines the limit velocity value to affect to the specified gradient
  17455. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17456. * @returns the current particle system
  17457. */
  17458. addLimitVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17459. /**
  17460. * Remove a specific limit velocity gradient
  17461. * @param gradient defines the gradient to remove
  17462. * @returns the current particle system
  17463. */
  17464. removeLimitVelocityGradient(gradient: number): IParticleSystem;
  17465. /**
  17466. * Adds a new drag gradient
  17467. * @param gradient defines the gradient to use (between 0 and 1)
  17468. * @param factor defines the drag value to affect to the specified gradient
  17469. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17470. * @returns the current particle system
  17471. */
  17472. addDragGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17473. /**
  17474. * Remove a specific drag gradient
  17475. * @param gradient defines the gradient to remove
  17476. * @returns the current particle system
  17477. */
  17478. removeDragGradient(gradient: number): IParticleSystem;
  17479. /**
  17480. * Adds a new emit rate gradient (please note that this will only work if you set the targetStopDuration property)
  17481. * @param gradient defines the gradient to use (between 0 and 1)
  17482. * @param factor defines the emit rate value to affect to the specified gradient
  17483. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17484. * @returns the current particle system
  17485. */
  17486. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17487. /**
  17488. * Remove a specific emit rate gradient
  17489. * @param gradient defines the gradient to remove
  17490. * @returns the current particle system
  17491. */
  17492. removeEmitRateGradient(gradient: number): IParticleSystem;
  17493. /**
  17494. * Adds a new start size gradient (please note that this will only work if you set the targetStopDuration property)
  17495. * @param gradient defines the gradient to use (between 0 and 1)
  17496. * @param factor defines the start size value to affect to the specified gradient
  17497. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17498. * @returns the current particle system
  17499. */
  17500. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17501. /**
  17502. * Remove a specific start size gradient
  17503. * @param gradient defines the gradient to remove
  17504. * @returns the current particle system
  17505. */
  17506. removeStartSizeGradient(gradient: number): IParticleSystem;
  17507. private _createRampGradientTexture;
  17508. /**
  17509. * Gets the current list of ramp gradients.
  17510. * You must use addRampGradient and removeRampGradient to udpate this list
  17511. * @returns the list of ramp gradients
  17512. */
  17513. getRampGradients(): Nullable<Array<Color3Gradient>>;
  17514. /**
  17515. * Adds a new ramp gradient used to remap particle colors
  17516. * @param gradient defines the gradient to use (between 0 and 1)
  17517. * @param color defines the color to affect to the specified gradient
  17518. * @returns the current particle system
  17519. */
  17520. addRampGradient(gradient: number, color: Color3): ParticleSystem;
  17521. /**
  17522. * Remove a specific ramp gradient
  17523. * @param gradient defines the gradient to remove
  17524. * @returns the current particle system
  17525. */
  17526. removeRampGradient(gradient: number): ParticleSystem;
  17527. /**
  17528. * Adds a new color gradient
  17529. * @param gradient defines the gradient to use (between 0 and 1)
  17530. * @param color1 defines the color to affect to the specified gradient
  17531. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  17532. * @returns this particle system
  17533. */
  17534. addColorGradient(gradient: number, color1: Color4, color2?: Color4): IParticleSystem;
  17535. /**
  17536. * Remove a specific color gradient
  17537. * @param gradient defines the gradient to remove
  17538. * @returns this particle system
  17539. */
  17540. removeColorGradient(gradient: number): IParticleSystem;
  17541. private _fetchR;
  17542. protected _reset(): void;
  17543. private _resetEffect;
  17544. private _createVertexBuffers;
  17545. private _createIndexBuffer;
  17546. /**
  17547. * Gets the maximum number of particles active at the same time.
  17548. * @returns The max number of active particles.
  17549. */
  17550. getCapacity(): number;
  17551. /**
  17552. * Gets whether there are still active particles in the system.
  17553. * @returns True if it is alive, otherwise false.
  17554. */
  17555. isAlive(): boolean;
  17556. /**
  17557. * Gets if the system has been started. (Note: this will still be true after stop is called)
  17558. * @returns True if it has been started, otherwise false.
  17559. */
  17560. isStarted(): boolean;
  17561. private _prepareSubEmitterInternalArray;
  17562. /**
  17563. * Starts the particle system and begins to emit
  17564. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  17565. */
  17566. start(delay?: number): void;
  17567. /**
  17568. * Stops the particle system.
  17569. * @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.
  17570. */
  17571. stop(stopSubEmitters?: boolean): void;
  17572. /**
  17573. * Remove all active particles
  17574. */
  17575. reset(): void;
  17576. /**
  17577. * @hidden (for internal use only)
  17578. */
  17579. _appendParticleVertex(index: number, particle: Particle, offsetX: number, offsetY: number): void;
  17580. /**
  17581. * "Recycles" one of the particle by copying it back to the "stock" of particles and removing it from the active list.
  17582. * Its lifetime will start back at 0.
  17583. */
  17584. recycleParticle: (particle: Particle) => void;
  17585. private _stopSubEmitters;
  17586. private _createParticle;
  17587. private _removeFromRoot;
  17588. private _emitFromParticle;
  17589. private _update;
  17590. /** @hidden */
  17591. static _GetAttributeNamesOrOptions(isAnimationSheetEnabled?: boolean, isBillboardBased?: boolean, useRampGradients?: boolean): string[];
  17592. /** @hidden */
  17593. static _GetEffectCreationOptions(isAnimationSheetEnabled?: boolean): string[];
  17594. /** @hidden */
  17595. private _getEffect;
  17596. /**
  17597. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  17598. * @param preWarmOnly will prevent the system from updating the vertex buffer (default is false)
  17599. */
  17600. animate(preWarmOnly?: boolean): void;
  17601. private _appendParticleVertices;
  17602. /**
  17603. * Rebuilds the particle system.
  17604. */
  17605. rebuild(): void;
  17606. /**
  17607. * Is this system ready to be used/rendered
  17608. * @return true if the system is ready
  17609. */
  17610. isReady(): boolean;
  17611. private _render;
  17612. /**
  17613. * Renders the particle system in its current state.
  17614. * @returns the current number of particles
  17615. */
  17616. render(): number;
  17617. /**
  17618. * Disposes the particle system and free the associated resources
  17619. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  17620. */
  17621. dispose(disposeTexture?: boolean): void;
  17622. /**
  17623. * Clones the particle system.
  17624. * @param name The name of the cloned object
  17625. * @param newEmitter The new emitter to use
  17626. * @returns the cloned particle system
  17627. */
  17628. clone(name: string, newEmitter: any): ParticleSystem;
  17629. /**
  17630. * Serializes the particle system to a JSON object.
  17631. * @returns the JSON object
  17632. */
  17633. serialize(): any;
  17634. /** @hidden */
  17635. static _Serialize(serializationObject: any, particleSystem: IParticleSystem): void;
  17636. /** @hidden */
  17637. static _Parse(parsedParticleSystem: any, particleSystem: IParticleSystem, scene: Scene, rootUrl: string): void;
  17638. /**
  17639. * Parses a JSON object to create a particle system.
  17640. * @param parsedParticleSystem The JSON object to parse
  17641. * @param scene The scene to create the particle system in
  17642. * @param rootUrl The root url to use to load external dependencies like texture
  17643. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  17644. * @returns the Parsed particle system
  17645. */
  17646. static Parse(parsedParticleSystem: any, scene: Scene, rootUrl: string, doNotStart?: boolean): ParticleSystem;
  17647. }
  17648. }
  17649. declare module "babylonjs/Particles/particle" {
  17650. import { Nullable } from "babylonjs/types";
  17651. import { Vector2, Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  17652. import { Color4 } from "babylonjs/Maths/math.color";
  17653. import { ParticleSystem } from "babylonjs/Particles/particleSystem";
  17654. import { SubEmitter } from "babylonjs/Particles/subEmitter";
  17655. import { ColorGradient, FactorGradient } from "babylonjs/Misc/gradients";
  17656. /**
  17657. * A particle represents one of the element emitted by a particle system.
  17658. * This is mainly define by its coordinates, direction, velocity and age.
  17659. */
  17660. export class Particle {
  17661. /**
  17662. * The particle system the particle belongs to.
  17663. */
  17664. particleSystem: ParticleSystem;
  17665. private static _Count;
  17666. /**
  17667. * Unique ID of the particle
  17668. */
  17669. id: number;
  17670. /**
  17671. * The world position of the particle in the scene.
  17672. */
  17673. position: Vector3;
  17674. /**
  17675. * The world direction of the particle in the scene.
  17676. */
  17677. direction: Vector3;
  17678. /**
  17679. * The color of the particle.
  17680. */
  17681. color: Color4;
  17682. /**
  17683. * The color change of the particle per step.
  17684. */
  17685. colorStep: Color4;
  17686. /**
  17687. * Defines how long will the life of the particle be.
  17688. */
  17689. lifeTime: number;
  17690. /**
  17691. * The current age of the particle.
  17692. */
  17693. age: number;
  17694. /**
  17695. * The current size of the particle.
  17696. */
  17697. size: number;
  17698. /**
  17699. * The current scale of the particle.
  17700. */
  17701. scale: Vector2;
  17702. /**
  17703. * The current angle of the particle.
  17704. */
  17705. angle: number;
  17706. /**
  17707. * Defines how fast is the angle changing.
  17708. */
  17709. angularSpeed: number;
  17710. /**
  17711. * Defines the cell index used by the particle to be rendered from a sprite.
  17712. */
  17713. cellIndex: number;
  17714. /**
  17715. * The information required to support color remapping
  17716. */
  17717. remapData: Vector4;
  17718. /** @hidden */
  17719. _randomCellOffset?: number;
  17720. /** @hidden */
  17721. _initialDirection: Nullable<Vector3>;
  17722. /** @hidden */
  17723. _attachedSubEmitters: Nullable<Array<SubEmitter>>;
  17724. /** @hidden */
  17725. _initialStartSpriteCellID: number;
  17726. /** @hidden */
  17727. _initialEndSpriteCellID: number;
  17728. /** @hidden */
  17729. _currentColorGradient: Nullable<ColorGradient>;
  17730. /** @hidden */
  17731. _currentColor1: Color4;
  17732. /** @hidden */
  17733. _currentColor2: Color4;
  17734. /** @hidden */
  17735. _currentSizeGradient: Nullable<FactorGradient>;
  17736. /** @hidden */
  17737. _currentSize1: number;
  17738. /** @hidden */
  17739. _currentSize2: number;
  17740. /** @hidden */
  17741. _currentAngularSpeedGradient: Nullable<FactorGradient>;
  17742. /** @hidden */
  17743. _currentAngularSpeed1: number;
  17744. /** @hidden */
  17745. _currentAngularSpeed2: number;
  17746. /** @hidden */
  17747. _currentVelocityGradient: Nullable<FactorGradient>;
  17748. /** @hidden */
  17749. _currentVelocity1: number;
  17750. /** @hidden */
  17751. _currentVelocity2: number;
  17752. /** @hidden */
  17753. _currentLimitVelocityGradient: Nullable<FactorGradient>;
  17754. /** @hidden */
  17755. _currentLimitVelocity1: number;
  17756. /** @hidden */
  17757. _currentLimitVelocity2: number;
  17758. /** @hidden */
  17759. _currentDragGradient: Nullable<FactorGradient>;
  17760. /** @hidden */
  17761. _currentDrag1: number;
  17762. /** @hidden */
  17763. _currentDrag2: number;
  17764. /** @hidden */
  17765. _randomNoiseCoordinates1: Vector3;
  17766. /** @hidden */
  17767. _randomNoiseCoordinates2: Vector3;
  17768. /**
  17769. * Creates a new instance Particle
  17770. * @param particleSystem the particle system the particle belongs to
  17771. */
  17772. constructor(
  17773. /**
  17774. * The particle system the particle belongs to.
  17775. */
  17776. particleSystem: ParticleSystem);
  17777. private updateCellInfoFromSystem;
  17778. /**
  17779. * Defines how the sprite cell index is updated for the particle
  17780. */
  17781. updateCellIndex(): void;
  17782. /** @hidden */
  17783. _inheritParticleInfoToSubEmitter(subEmitter: SubEmitter): void;
  17784. /** @hidden */
  17785. _inheritParticleInfoToSubEmitters(): void;
  17786. /** @hidden */
  17787. _reset(): void;
  17788. /**
  17789. * Copy the properties of particle to another one.
  17790. * @param other the particle to copy the information to.
  17791. */
  17792. copyTo(other: Particle): void;
  17793. }
  17794. }
  17795. declare module "babylonjs/Particles/EmitterTypes/IParticleEmitterType" {
  17796. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  17797. import { Effect } from "babylonjs/Materials/effect";
  17798. import { Particle } from "babylonjs/Particles/particle";
  17799. /**
  17800. * Particle emitter represents a volume emitting particles.
  17801. * This is the responsibility of the implementation to define the volume shape like cone/sphere/box.
  17802. */
  17803. export interface IParticleEmitterType {
  17804. /**
  17805. * Called by the particle System when the direction is computed for the created particle.
  17806. * @param worldMatrix is the world matrix of the particle system
  17807. * @param directionToUpdate is the direction vector to update with the result
  17808. * @param particle is the particle we are computed the direction for
  17809. */
  17810. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  17811. /**
  17812. * Called by the particle System when the position is computed for the created particle.
  17813. * @param worldMatrix is the world matrix of the particle system
  17814. * @param positionToUpdate is the position vector to update with the result
  17815. * @param particle is the particle we are computed the position for
  17816. */
  17817. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  17818. /**
  17819. * Clones the current emitter and returns a copy of it
  17820. * @returns the new emitter
  17821. */
  17822. clone(): IParticleEmitterType;
  17823. /**
  17824. * Called by the GPUParticleSystem to setup the update shader
  17825. * @param effect defines the update shader
  17826. */
  17827. applyToShader(effect: Effect): void;
  17828. /**
  17829. * Returns a string to use to update the GPU particles update shader
  17830. * @returns the effect defines string
  17831. */
  17832. getEffectDefines(): string;
  17833. /**
  17834. * Returns a string representing the class name
  17835. * @returns a string containing the class name
  17836. */
  17837. getClassName(): string;
  17838. /**
  17839. * Serializes the particle system to a JSON object.
  17840. * @returns the JSON object
  17841. */
  17842. serialize(): any;
  17843. /**
  17844. * Parse properties from a JSON object
  17845. * @param serializationObject defines the JSON object
  17846. */
  17847. parse(serializationObject: any): void;
  17848. }
  17849. }
  17850. declare module "babylonjs/Particles/EmitterTypes/boxParticleEmitter" {
  17851. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  17852. import { Effect } from "babylonjs/Materials/effect";
  17853. import { Particle } from "babylonjs/Particles/particle";
  17854. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  17855. /**
  17856. * Particle emitter emitting particles from the inside of a box.
  17857. * It emits the particles randomly between 2 given directions.
  17858. */
  17859. export class BoxParticleEmitter implements IParticleEmitterType {
  17860. /**
  17861. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  17862. */
  17863. direction1: Vector3;
  17864. /**
  17865. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  17866. */
  17867. direction2: Vector3;
  17868. /**
  17869. * 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.
  17870. */
  17871. minEmitBox: Vector3;
  17872. /**
  17873. * 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.
  17874. */
  17875. maxEmitBox: Vector3;
  17876. /**
  17877. * Creates a new instance BoxParticleEmitter
  17878. */
  17879. constructor();
  17880. /**
  17881. * Called by the particle System when the direction is computed for the created particle.
  17882. * @param worldMatrix is the world matrix of the particle system
  17883. * @param directionToUpdate is the direction vector to update with the result
  17884. * @param particle is the particle we are computed the direction for
  17885. */
  17886. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  17887. /**
  17888. * Called by the particle System when the position is computed for the created particle.
  17889. * @param worldMatrix is the world matrix of the particle system
  17890. * @param positionToUpdate is the position vector to update with the result
  17891. * @param particle is the particle we are computed the position for
  17892. */
  17893. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  17894. /**
  17895. * Clones the current emitter and returns a copy of it
  17896. * @returns the new emitter
  17897. */
  17898. clone(): BoxParticleEmitter;
  17899. /**
  17900. * Called by the GPUParticleSystem to setup the update shader
  17901. * @param effect defines the update shader
  17902. */
  17903. applyToShader(effect: Effect): void;
  17904. /**
  17905. * Returns a string to use to update the GPU particles update shader
  17906. * @returns a string containng the defines string
  17907. */
  17908. getEffectDefines(): string;
  17909. /**
  17910. * Returns the string "BoxParticleEmitter"
  17911. * @returns a string containing the class name
  17912. */
  17913. getClassName(): string;
  17914. /**
  17915. * Serializes the particle system to a JSON object.
  17916. * @returns the JSON object
  17917. */
  17918. serialize(): any;
  17919. /**
  17920. * Parse properties from a JSON object
  17921. * @param serializationObject defines the JSON object
  17922. */
  17923. parse(serializationObject: any): void;
  17924. }
  17925. }
  17926. declare module "babylonjs/Particles/EmitterTypes/coneParticleEmitter" {
  17927. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  17928. import { Effect } from "babylonjs/Materials/effect";
  17929. import { Particle } from "babylonjs/Particles/particle";
  17930. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  17931. /**
  17932. * Particle emitter emitting particles from the inside of a cone.
  17933. * It emits the particles alongside the cone volume from the base to the particle.
  17934. * The emission direction might be randomized.
  17935. */
  17936. export class ConeParticleEmitter implements IParticleEmitterType {
  17937. /** defines how much to randomize the particle direction [0-1] (default is 0) */
  17938. directionRandomizer: number;
  17939. private _radius;
  17940. private _angle;
  17941. private _height;
  17942. /**
  17943. * Gets or sets a value indicating where on the radius the start position should be picked (1 = everywhere, 0 = only surface)
  17944. */
  17945. radiusRange: number;
  17946. /**
  17947. * Gets or sets a value indicating where on the height the start position should be picked (1 = everywhere, 0 = only surface)
  17948. */
  17949. heightRange: number;
  17950. /**
  17951. * Gets or sets a value indicating if all the particles should be emitted from the spawn point only (the base of the cone)
  17952. */
  17953. emitFromSpawnPointOnly: boolean;
  17954. /**
  17955. * Gets or sets the radius of the emission cone
  17956. */
  17957. radius: number;
  17958. /**
  17959. * Gets or sets the angle of the emission cone
  17960. */
  17961. angle: number;
  17962. private _buildHeight;
  17963. /**
  17964. * Creates a new instance ConeParticleEmitter
  17965. * @param radius the radius of the emission cone (1 by default)
  17966. * @param angle the cone base angle (PI by default)
  17967. * @param directionRandomizer defines how much to randomize the particle direction [0-1] (default is 0)
  17968. */
  17969. constructor(radius?: number, angle?: number,
  17970. /** defines how much to randomize the particle direction [0-1] (default is 0) */
  17971. directionRandomizer?: number);
  17972. /**
  17973. * Called by the particle System when the direction is computed for the created particle.
  17974. * @param worldMatrix is the world matrix of the particle system
  17975. * @param directionToUpdate is the direction vector to update with the result
  17976. * @param particle is the particle we are computed the direction for
  17977. */
  17978. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  17979. /**
  17980. * Called by the particle System when the position is computed for the created particle.
  17981. * @param worldMatrix is the world matrix of the particle system
  17982. * @param positionToUpdate is the position vector to update with the result
  17983. * @param particle is the particle we are computed the position for
  17984. */
  17985. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  17986. /**
  17987. * Clones the current emitter and returns a copy of it
  17988. * @returns the new emitter
  17989. */
  17990. clone(): ConeParticleEmitter;
  17991. /**
  17992. * Called by the GPUParticleSystem to setup the update shader
  17993. * @param effect defines the update shader
  17994. */
  17995. applyToShader(effect: Effect): void;
  17996. /**
  17997. * Returns a string to use to update the GPU particles update shader
  17998. * @returns a string containng the defines string
  17999. */
  18000. getEffectDefines(): string;
  18001. /**
  18002. * Returns the string "ConeParticleEmitter"
  18003. * @returns a string containing the class name
  18004. */
  18005. getClassName(): string;
  18006. /**
  18007. * Serializes the particle system to a JSON object.
  18008. * @returns the JSON object
  18009. */
  18010. serialize(): any;
  18011. /**
  18012. * Parse properties from a JSON object
  18013. * @param serializationObject defines the JSON object
  18014. */
  18015. parse(serializationObject: any): void;
  18016. }
  18017. }
  18018. declare module "babylonjs/Particles/EmitterTypes/cylinderParticleEmitter" {
  18019. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  18020. import { Effect } from "babylonjs/Materials/effect";
  18021. import { Particle } from "babylonjs/Particles/particle";
  18022. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18023. /**
  18024. * Particle emitter emitting particles from the inside of a cylinder.
  18025. * It emits the particles alongside the cylinder radius. The emission direction might be randomized.
  18026. */
  18027. export class CylinderParticleEmitter implements IParticleEmitterType {
  18028. /**
  18029. * The radius of the emission cylinder.
  18030. */
  18031. radius: number;
  18032. /**
  18033. * The height of the emission cylinder.
  18034. */
  18035. height: number;
  18036. /**
  18037. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18038. */
  18039. radiusRange: number;
  18040. /**
  18041. * How much to randomize the particle direction [0-1].
  18042. */
  18043. directionRandomizer: number;
  18044. /**
  18045. * Creates a new instance CylinderParticleEmitter
  18046. * @param radius the radius of the emission cylinder (1 by default)
  18047. * @param height the height of the emission cylinder (1 by default)
  18048. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  18049. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  18050. */
  18051. constructor(
  18052. /**
  18053. * The radius of the emission cylinder.
  18054. */
  18055. radius?: number,
  18056. /**
  18057. * The height of the emission cylinder.
  18058. */
  18059. height?: number,
  18060. /**
  18061. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18062. */
  18063. radiusRange?: number,
  18064. /**
  18065. * How much to randomize the particle direction [0-1].
  18066. */
  18067. directionRandomizer?: number);
  18068. /**
  18069. * Called by the particle System when the direction is computed for the created particle.
  18070. * @param worldMatrix is the world matrix of the particle system
  18071. * @param directionToUpdate is the direction vector to update with the result
  18072. * @param particle is the particle we are computed the direction for
  18073. */
  18074. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18075. /**
  18076. * Called by the particle System when the position is computed for the created particle.
  18077. * @param worldMatrix is the world matrix of the particle system
  18078. * @param positionToUpdate is the position vector to update with the result
  18079. * @param particle is the particle we are computed the position for
  18080. */
  18081. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18082. /**
  18083. * Clones the current emitter and returns a copy of it
  18084. * @returns the new emitter
  18085. */
  18086. clone(): CylinderParticleEmitter;
  18087. /**
  18088. * Called by the GPUParticleSystem to setup the update shader
  18089. * @param effect defines the update shader
  18090. */
  18091. applyToShader(effect: Effect): void;
  18092. /**
  18093. * Returns a string to use to update the GPU particles update shader
  18094. * @returns a string containng the defines string
  18095. */
  18096. getEffectDefines(): string;
  18097. /**
  18098. * Returns the string "CylinderParticleEmitter"
  18099. * @returns a string containing the class name
  18100. */
  18101. getClassName(): string;
  18102. /**
  18103. * Serializes the particle system to a JSON object.
  18104. * @returns the JSON object
  18105. */
  18106. serialize(): any;
  18107. /**
  18108. * Parse properties from a JSON object
  18109. * @param serializationObject defines the JSON object
  18110. */
  18111. parse(serializationObject: any): void;
  18112. }
  18113. /**
  18114. * Particle emitter emitting particles from the inside of a cylinder.
  18115. * It emits the particles randomly between two vectors.
  18116. */
  18117. export class CylinderDirectedParticleEmitter extends CylinderParticleEmitter {
  18118. /**
  18119. * The min limit of the emission direction.
  18120. */
  18121. direction1: Vector3;
  18122. /**
  18123. * The max limit of the emission direction.
  18124. */
  18125. direction2: Vector3;
  18126. /**
  18127. * Creates a new instance CylinderDirectedParticleEmitter
  18128. * @param radius the radius of the emission cylinder (1 by default)
  18129. * @param height the height of the emission cylinder (1 by default)
  18130. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  18131. * @param direction1 the min limit of the emission direction (up vector by default)
  18132. * @param direction2 the max limit of the emission direction (up vector by default)
  18133. */
  18134. constructor(radius?: number, height?: number, radiusRange?: number,
  18135. /**
  18136. * The min limit of the emission direction.
  18137. */
  18138. direction1?: Vector3,
  18139. /**
  18140. * The max limit of the emission direction.
  18141. */
  18142. direction2?: Vector3);
  18143. /**
  18144. * Called by the particle System when the direction is computed for the created particle.
  18145. * @param worldMatrix is the world matrix of the particle system
  18146. * @param directionToUpdate is the direction vector to update with the result
  18147. * @param particle is the particle we are computed the direction for
  18148. */
  18149. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18150. /**
  18151. * Clones the current emitter and returns a copy of it
  18152. * @returns the new emitter
  18153. */
  18154. clone(): CylinderDirectedParticleEmitter;
  18155. /**
  18156. * Called by the GPUParticleSystem to setup the update shader
  18157. * @param effect defines the update shader
  18158. */
  18159. applyToShader(effect: Effect): void;
  18160. /**
  18161. * Returns a string to use to update the GPU particles update shader
  18162. * @returns a string containng the defines string
  18163. */
  18164. getEffectDefines(): string;
  18165. /**
  18166. * Returns the string "CylinderDirectedParticleEmitter"
  18167. * @returns a string containing the class name
  18168. */
  18169. getClassName(): string;
  18170. /**
  18171. * Serializes the particle system to a JSON object.
  18172. * @returns the JSON object
  18173. */
  18174. serialize(): any;
  18175. /**
  18176. * Parse properties from a JSON object
  18177. * @param serializationObject defines the JSON object
  18178. */
  18179. parse(serializationObject: any): void;
  18180. }
  18181. }
  18182. declare module "babylonjs/Particles/EmitterTypes/hemisphericParticleEmitter" {
  18183. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  18184. import { Effect } from "babylonjs/Materials/effect";
  18185. import { Particle } from "babylonjs/Particles/particle";
  18186. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18187. /**
  18188. * Particle emitter emitting particles from the inside of a hemisphere.
  18189. * It emits the particles alongside the hemisphere radius. The emission direction might be randomized.
  18190. */
  18191. export class HemisphericParticleEmitter implements IParticleEmitterType {
  18192. /**
  18193. * The radius of the emission hemisphere.
  18194. */
  18195. radius: number;
  18196. /**
  18197. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18198. */
  18199. radiusRange: number;
  18200. /**
  18201. * How much to randomize the particle direction [0-1].
  18202. */
  18203. directionRandomizer: number;
  18204. /**
  18205. * Creates a new instance HemisphericParticleEmitter
  18206. * @param radius the radius of the emission hemisphere (1 by default)
  18207. * @param radiusRange the range of the emission hemisphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  18208. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  18209. */
  18210. constructor(
  18211. /**
  18212. * The radius of the emission hemisphere.
  18213. */
  18214. radius?: number,
  18215. /**
  18216. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18217. */
  18218. radiusRange?: number,
  18219. /**
  18220. * How much to randomize the particle direction [0-1].
  18221. */
  18222. directionRandomizer?: number);
  18223. /**
  18224. * Called by the particle System when the direction is computed for the created particle.
  18225. * @param worldMatrix is the world matrix of the particle system
  18226. * @param directionToUpdate is the direction vector to update with the result
  18227. * @param particle is the particle we are computed the direction for
  18228. */
  18229. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18230. /**
  18231. * Called by the particle System when the position is computed for the created particle.
  18232. * @param worldMatrix is the world matrix of the particle system
  18233. * @param positionToUpdate is the position vector to update with the result
  18234. * @param particle is the particle we are computed the position for
  18235. */
  18236. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18237. /**
  18238. * Clones the current emitter and returns a copy of it
  18239. * @returns the new emitter
  18240. */
  18241. clone(): HemisphericParticleEmitter;
  18242. /**
  18243. * Called by the GPUParticleSystem to setup the update shader
  18244. * @param effect defines the update shader
  18245. */
  18246. applyToShader(effect: Effect): void;
  18247. /**
  18248. * Returns a string to use to update the GPU particles update shader
  18249. * @returns a string containng the defines string
  18250. */
  18251. getEffectDefines(): string;
  18252. /**
  18253. * Returns the string "HemisphericParticleEmitter"
  18254. * @returns a string containing the class name
  18255. */
  18256. getClassName(): string;
  18257. /**
  18258. * Serializes the particle system to a JSON object.
  18259. * @returns the JSON object
  18260. */
  18261. serialize(): any;
  18262. /**
  18263. * Parse properties from a JSON object
  18264. * @param serializationObject defines the JSON object
  18265. */
  18266. parse(serializationObject: any): void;
  18267. }
  18268. }
  18269. declare module "babylonjs/Particles/EmitterTypes/pointParticleEmitter" {
  18270. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  18271. import { Effect } from "babylonjs/Materials/effect";
  18272. import { Particle } from "babylonjs/Particles/particle";
  18273. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18274. /**
  18275. * Particle emitter emitting particles from a point.
  18276. * It emits the particles randomly between 2 given directions.
  18277. */
  18278. export class PointParticleEmitter implements IParticleEmitterType {
  18279. /**
  18280. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  18281. */
  18282. direction1: Vector3;
  18283. /**
  18284. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  18285. */
  18286. direction2: Vector3;
  18287. /**
  18288. * Creates a new instance PointParticleEmitter
  18289. */
  18290. constructor();
  18291. /**
  18292. * Called by the particle System when the direction is computed for the created particle.
  18293. * @param worldMatrix is the world matrix of the particle system
  18294. * @param directionToUpdate is the direction vector to update with the result
  18295. * @param particle is the particle we are computed the direction for
  18296. */
  18297. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18298. /**
  18299. * Called by the particle System when the position is computed for the created particle.
  18300. * @param worldMatrix is the world matrix of the particle system
  18301. * @param positionToUpdate is the position vector to update with the result
  18302. * @param particle is the particle we are computed the position for
  18303. */
  18304. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18305. /**
  18306. * Clones the current emitter and returns a copy of it
  18307. * @returns the new emitter
  18308. */
  18309. clone(): PointParticleEmitter;
  18310. /**
  18311. * Called by the GPUParticleSystem to setup the update shader
  18312. * @param effect defines the update shader
  18313. */
  18314. applyToShader(effect: Effect): void;
  18315. /**
  18316. * Returns a string to use to update the GPU particles update shader
  18317. * @returns a string containng the defines string
  18318. */
  18319. getEffectDefines(): string;
  18320. /**
  18321. * Returns the string "PointParticleEmitter"
  18322. * @returns a string containing the class name
  18323. */
  18324. getClassName(): string;
  18325. /**
  18326. * Serializes the particle system to a JSON object.
  18327. * @returns the JSON object
  18328. */
  18329. serialize(): any;
  18330. /**
  18331. * Parse properties from a JSON object
  18332. * @param serializationObject defines the JSON object
  18333. */
  18334. parse(serializationObject: any): void;
  18335. }
  18336. }
  18337. declare module "babylonjs/Particles/EmitterTypes/sphereParticleEmitter" {
  18338. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  18339. import { Effect } from "babylonjs/Materials/effect";
  18340. import { Particle } from "babylonjs/Particles/particle";
  18341. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18342. /**
  18343. * Particle emitter emitting particles from the inside of a sphere.
  18344. * It emits the particles alongside the sphere radius. The emission direction might be randomized.
  18345. */
  18346. export class SphereParticleEmitter implements IParticleEmitterType {
  18347. /**
  18348. * The radius of the emission sphere.
  18349. */
  18350. radius: number;
  18351. /**
  18352. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18353. */
  18354. radiusRange: number;
  18355. /**
  18356. * How much to randomize the particle direction [0-1].
  18357. */
  18358. directionRandomizer: number;
  18359. /**
  18360. * Creates a new instance SphereParticleEmitter
  18361. * @param radius the radius of the emission sphere (1 by default)
  18362. * @param radiusRange the range of the emission sphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  18363. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  18364. */
  18365. constructor(
  18366. /**
  18367. * The radius of the emission sphere.
  18368. */
  18369. radius?: number,
  18370. /**
  18371. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18372. */
  18373. radiusRange?: number,
  18374. /**
  18375. * How much to randomize the particle direction [0-1].
  18376. */
  18377. directionRandomizer?: number);
  18378. /**
  18379. * Called by the particle System when the direction is computed for the created particle.
  18380. * @param worldMatrix is the world matrix of the particle system
  18381. * @param directionToUpdate is the direction vector to update with the result
  18382. * @param particle is the particle we are computed the direction for
  18383. */
  18384. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18385. /**
  18386. * Called by the particle System when the position is computed for the created particle.
  18387. * @param worldMatrix is the world matrix of the particle system
  18388. * @param positionToUpdate is the position vector to update with the result
  18389. * @param particle is the particle we are computed the position for
  18390. */
  18391. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18392. /**
  18393. * Clones the current emitter and returns a copy of it
  18394. * @returns the new emitter
  18395. */
  18396. clone(): SphereParticleEmitter;
  18397. /**
  18398. * Called by the GPUParticleSystem to setup the update shader
  18399. * @param effect defines the update shader
  18400. */
  18401. applyToShader(effect: Effect): void;
  18402. /**
  18403. * Returns a string to use to update the GPU particles update shader
  18404. * @returns a string containng the defines string
  18405. */
  18406. getEffectDefines(): string;
  18407. /**
  18408. * Returns the string "SphereParticleEmitter"
  18409. * @returns a string containing the class name
  18410. */
  18411. getClassName(): string;
  18412. /**
  18413. * Serializes the particle system to a JSON object.
  18414. * @returns the JSON object
  18415. */
  18416. serialize(): any;
  18417. /**
  18418. * Parse properties from a JSON object
  18419. * @param serializationObject defines the JSON object
  18420. */
  18421. parse(serializationObject: any): void;
  18422. }
  18423. /**
  18424. * Particle emitter emitting particles from the inside of a sphere.
  18425. * It emits the particles randomly between two vectors.
  18426. */
  18427. export class SphereDirectedParticleEmitter extends SphereParticleEmitter {
  18428. /**
  18429. * The min limit of the emission direction.
  18430. */
  18431. direction1: Vector3;
  18432. /**
  18433. * The max limit of the emission direction.
  18434. */
  18435. direction2: Vector3;
  18436. /**
  18437. * Creates a new instance SphereDirectedParticleEmitter
  18438. * @param radius the radius of the emission sphere (1 by default)
  18439. * @param direction1 the min limit of the emission direction (up vector by default)
  18440. * @param direction2 the max limit of the emission direction (up vector by default)
  18441. */
  18442. constructor(radius?: number,
  18443. /**
  18444. * The min limit of the emission direction.
  18445. */
  18446. direction1?: Vector3,
  18447. /**
  18448. * The max limit of the emission direction.
  18449. */
  18450. direction2?: Vector3);
  18451. /**
  18452. * Called by the particle System when the direction is computed for the created particle.
  18453. * @param worldMatrix is the world matrix of the particle system
  18454. * @param directionToUpdate is the direction vector to update with the result
  18455. * @param particle is the particle we are computed the direction for
  18456. */
  18457. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18458. /**
  18459. * Clones the current emitter and returns a copy of it
  18460. * @returns the new emitter
  18461. */
  18462. clone(): SphereDirectedParticleEmitter;
  18463. /**
  18464. * Called by the GPUParticleSystem to setup the update shader
  18465. * @param effect defines the update shader
  18466. */
  18467. applyToShader(effect: Effect): void;
  18468. /**
  18469. * Returns a string to use to update the GPU particles update shader
  18470. * @returns a string containng the defines string
  18471. */
  18472. getEffectDefines(): string;
  18473. /**
  18474. * Returns the string "SphereDirectedParticleEmitter"
  18475. * @returns a string containing the class name
  18476. */
  18477. getClassName(): string;
  18478. /**
  18479. * Serializes the particle system to a JSON object.
  18480. * @returns the JSON object
  18481. */
  18482. serialize(): any;
  18483. /**
  18484. * Parse properties from a JSON object
  18485. * @param serializationObject defines the JSON object
  18486. */
  18487. parse(serializationObject: any): void;
  18488. }
  18489. }
  18490. declare module "babylonjs/Particles/EmitterTypes/index" {
  18491. export * from "babylonjs/Particles/EmitterTypes/boxParticleEmitter";
  18492. export * from "babylonjs/Particles/EmitterTypes/coneParticleEmitter";
  18493. export * from "babylonjs/Particles/EmitterTypes/cylinderParticleEmitter";
  18494. export * from "babylonjs/Particles/EmitterTypes/hemisphericParticleEmitter";
  18495. export * from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18496. export * from "babylonjs/Particles/EmitterTypes/pointParticleEmitter";
  18497. export * from "babylonjs/Particles/EmitterTypes/sphereParticleEmitter";
  18498. }
  18499. declare module "babylonjs/Particles/IParticleSystem" {
  18500. import { Nullable } from "babylonjs/types";
  18501. import { Vector2, Vector3 } from "babylonjs/Maths/math.vector";
  18502. import { Color3, Color4 } from "babylonjs/Maths/math.color";
  18503. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  18504. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  18505. import { Texture } from "babylonjs/Materials/Textures/texture";
  18506. import { BoxParticleEmitter, IParticleEmitterType, PointParticleEmitter, HemisphericParticleEmitter, SphereParticleEmitter, SphereDirectedParticleEmitter, CylinderParticleEmitter, ConeParticleEmitter } from "babylonjs/Particles/EmitterTypes/index";
  18507. import { Scene } from "babylonjs/scene";
  18508. import { ColorGradient, FactorGradient, Color3Gradient } from "babylonjs/Misc/gradients";
  18509. import { Animation } from "babylonjs/Animations/animation";
  18510. /**
  18511. * Interface representing a particle system in Babylon.js.
  18512. * This groups the common functionalities that needs to be implemented in order to create a particle system.
  18513. * A particle system represents a way to manage particles from their emission to their animation and rendering.
  18514. */
  18515. export interface IParticleSystem {
  18516. /**
  18517. * List of animations used by the particle system.
  18518. */
  18519. animations: Animation[];
  18520. /**
  18521. * The id of the Particle system.
  18522. */
  18523. id: string;
  18524. /**
  18525. * The name of the Particle system.
  18526. */
  18527. name: string;
  18528. /**
  18529. * The emitter represents the Mesh or position we are attaching the particle system to.
  18530. */
  18531. emitter: Nullable<AbstractMesh | Vector3>;
  18532. /**
  18533. * Gets or sets a boolean indicating if the particles must be rendered as billboard or aligned with the direction
  18534. */
  18535. isBillboardBased: boolean;
  18536. /**
  18537. * The rendering group used by the Particle system to chose when to render.
  18538. */
  18539. renderingGroupId: number;
  18540. /**
  18541. * The layer mask we are rendering the particles through.
  18542. */
  18543. layerMask: number;
  18544. /**
  18545. * The overall motion speed (0.01 is default update speed, faster updates = faster animation)
  18546. */
  18547. updateSpeed: number;
  18548. /**
  18549. * The amount of time the particle system is running (depends of the overall update speed).
  18550. */
  18551. targetStopDuration: number;
  18552. /**
  18553. * The texture used to render each particle. (this can be a spritesheet)
  18554. */
  18555. particleTexture: Nullable<Texture>;
  18556. /**
  18557. * Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE, ParticleSystem.BLENDMODE_STANDARD or ParticleSystem.BLENDMODE_ADD.
  18558. */
  18559. blendMode: number;
  18560. /**
  18561. * Minimum life time of emitting particles.
  18562. */
  18563. minLifeTime: number;
  18564. /**
  18565. * Maximum life time of emitting particles.
  18566. */
  18567. maxLifeTime: number;
  18568. /**
  18569. * Minimum Size of emitting particles.
  18570. */
  18571. minSize: number;
  18572. /**
  18573. * Maximum Size of emitting particles.
  18574. */
  18575. maxSize: number;
  18576. /**
  18577. * Minimum scale of emitting particles on X axis.
  18578. */
  18579. minScaleX: number;
  18580. /**
  18581. * Maximum scale of emitting particles on X axis.
  18582. */
  18583. maxScaleX: number;
  18584. /**
  18585. * Minimum scale of emitting particles on Y axis.
  18586. */
  18587. minScaleY: number;
  18588. /**
  18589. * Maximum scale of emitting particles on Y axis.
  18590. */
  18591. maxScaleY: number;
  18592. /**
  18593. * Random color of each particle after it has been emitted, between color1 and color2 vectors.
  18594. */
  18595. color1: Color4;
  18596. /**
  18597. * Random color of each particle after it has been emitted, between color1 and color2 vectors.
  18598. */
  18599. color2: Color4;
  18600. /**
  18601. * Color the particle will have at the end of its lifetime.
  18602. */
  18603. colorDead: Color4;
  18604. /**
  18605. * The maximum number of particles to emit per frame until we reach the activeParticleCount value
  18606. */
  18607. emitRate: number;
  18608. /**
  18609. * You can use gravity if you want to give an orientation to your particles.
  18610. */
  18611. gravity: Vector3;
  18612. /**
  18613. * Minimum power of emitting particles.
  18614. */
  18615. minEmitPower: number;
  18616. /**
  18617. * Maximum power of emitting particles.
  18618. */
  18619. maxEmitPower: number;
  18620. /**
  18621. * Minimum angular speed of emitting particles (Z-axis rotation for each particle).
  18622. */
  18623. minAngularSpeed: number;
  18624. /**
  18625. * Maximum angular speed of emitting particles (Z-axis rotation for each particle).
  18626. */
  18627. maxAngularSpeed: number;
  18628. /**
  18629. * Gets or sets the minimal initial rotation in radians.
  18630. */
  18631. minInitialRotation: number;
  18632. /**
  18633. * Gets or sets the maximal initial rotation in radians.
  18634. */
  18635. maxInitialRotation: number;
  18636. /**
  18637. * The particle emitter type defines the emitter used by the particle system.
  18638. * It can be for example box, sphere, or cone...
  18639. */
  18640. particleEmitterType: Nullable<IParticleEmitterType>;
  18641. /**
  18642. * Defines the delay in milliseconds before starting the system (0 by default)
  18643. */
  18644. startDelay: number;
  18645. /**
  18646. * 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
  18647. */
  18648. preWarmCycles: number;
  18649. /**
  18650. * Gets or sets a value indicating the time step multiplier to use in pre-warm mode (default is 1)
  18651. */
  18652. preWarmStepOffset: number;
  18653. /**
  18654. * 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)
  18655. */
  18656. spriteCellChangeSpeed: number;
  18657. /**
  18658. * If using a spritesheet (isAnimationSheetEnabled) defines the first sprite cell to display
  18659. */
  18660. startSpriteCellID: number;
  18661. /**
  18662. * If using a spritesheet (isAnimationSheetEnabled) defines the last sprite cell to display
  18663. */
  18664. endSpriteCellID: number;
  18665. /**
  18666. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell width to use
  18667. */
  18668. spriteCellWidth: number;
  18669. /**
  18670. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell height to use
  18671. */
  18672. spriteCellHeight: number;
  18673. /**
  18674. * This allows the system to random pick the start cell ID between startSpriteCellID and endSpriteCellID
  18675. */
  18676. spriteRandomStartCell: boolean;
  18677. /**
  18678. * Gets or sets a boolean indicating if a spritesheet is used to animate the particles texture
  18679. */
  18680. isAnimationSheetEnabled: boolean;
  18681. /** Gets or sets a Vector2 used to move the pivot (by default (0,0)) */
  18682. translationPivot: Vector2;
  18683. /**
  18684. * Gets or sets a texture used to add random noise to particle positions
  18685. */
  18686. noiseTexture: Nullable<BaseTexture>;
  18687. /** Gets or sets the strength to apply to the noise value (default is (10, 10, 10)) */
  18688. noiseStrength: Vector3;
  18689. /**
  18690. * Gets or sets the billboard mode to use when isBillboardBased = true.
  18691. * Value can be: ParticleSystem.BILLBOARDMODE_ALL, ParticleSystem.BILLBOARDMODE_Y, ParticleSystem.BILLBOARDMODE_STRETCHED
  18692. */
  18693. billboardMode: number;
  18694. /** Gets or sets a value indicating the damping to apply if the limit velocity factor is reached */
  18695. limitVelocityDamping: number;
  18696. /**
  18697. * Gets or sets a boolean indicating that hosted animations (in the system.animations array) must be started when system.start() is called
  18698. */
  18699. beginAnimationOnStart: boolean;
  18700. /**
  18701. * Gets or sets the frame to start the animation from when beginAnimationOnStart is true
  18702. */
  18703. beginAnimationFrom: number;
  18704. /**
  18705. * Gets or sets the frame to end the animation on when beginAnimationOnStart is true
  18706. */
  18707. beginAnimationTo: number;
  18708. /**
  18709. * Gets or sets a boolean indicating if animations must loop when beginAnimationOnStart is true
  18710. */
  18711. beginAnimationLoop: boolean;
  18712. /**
  18713. * Specifies whether the particle system will be disposed once it reaches the end of the animation.
  18714. */
  18715. disposeOnStop: boolean;
  18716. /**
  18717. * Gets the maximum number of particles active at the same time.
  18718. * @returns The max number of active particles.
  18719. */
  18720. getCapacity(): number;
  18721. /**
  18722. * Gets if the system has been started. (Note: this will still be true after stop is called)
  18723. * @returns True if it has been started, otherwise false.
  18724. */
  18725. isStarted(): boolean;
  18726. /**
  18727. * Animates the particle system for this frame.
  18728. */
  18729. animate(): void;
  18730. /**
  18731. * Renders the particle system in its current state.
  18732. * @returns the current number of particles
  18733. */
  18734. render(): number;
  18735. /**
  18736. * Dispose the particle system and frees its associated resources.
  18737. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  18738. */
  18739. dispose(disposeTexture?: boolean): void;
  18740. /**
  18741. * Clones the particle system.
  18742. * @param name The name of the cloned object
  18743. * @param newEmitter The new emitter to use
  18744. * @returns the cloned particle system
  18745. */
  18746. clone(name: string, newEmitter: any): Nullable<IParticleSystem>;
  18747. /**
  18748. * Serializes the particle system to a JSON object.
  18749. * @returns the JSON object
  18750. */
  18751. serialize(): any;
  18752. /**
  18753. * Rebuild the particle system
  18754. */
  18755. rebuild(): void;
  18756. /**
  18757. * Starts the particle system and begins to emit
  18758. * @param delay defines the delay in milliseconds before starting the system (0 by default)
  18759. */
  18760. start(delay?: number): void;
  18761. /**
  18762. * Stops the particle system.
  18763. */
  18764. stop(): void;
  18765. /**
  18766. * Remove all active particles
  18767. */
  18768. reset(): void;
  18769. /**
  18770. * Is this system ready to be used/rendered
  18771. * @return true if the system is ready
  18772. */
  18773. isReady(): boolean;
  18774. /**
  18775. * Adds a new color gradient
  18776. * @param gradient defines the gradient to use (between 0 and 1)
  18777. * @param color1 defines the color to affect to the specified gradient
  18778. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  18779. * @returns the current particle system
  18780. */
  18781. addColorGradient(gradient: number, color1: Color4, color2?: Color4): IParticleSystem;
  18782. /**
  18783. * Remove a specific color gradient
  18784. * @param gradient defines the gradient to remove
  18785. * @returns the current particle system
  18786. */
  18787. removeColorGradient(gradient: number): IParticleSystem;
  18788. /**
  18789. * Adds a new size gradient
  18790. * @param gradient defines the gradient to use (between 0 and 1)
  18791. * @param factor defines the size factor to affect to the specified gradient
  18792. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  18793. * @returns the current particle system
  18794. */
  18795. addSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  18796. /**
  18797. * Remove a specific size gradient
  18798. * @param gradient defines the gradient to remove
  18799. * @returns the current particle system
  18800. */
  18801. removeSizeGradient(gradient: number): IParticleSystem;
  18802. /**
  18803. * Gets the current list of color gradients.
  18804. * You must use addColorGradient and removeColorGradient to udpate this list
  18805. * @returns the list of color gradients
  18806. */
  18807. getColorGradients(): Nullable<Array<ColorGradient>>;
  18808. /**
  18809. * Gets the current list of size gradients.
  18810. * You must use addSizeGradient and removeSizeGradient to udpate this list
  18811. * @returns the list of size gradients
  18812. */
  18813. getSizeGradients(): Nullable<Array<FactorGradient>>;
  18814. /**
  18815. * Gets the current list of angular speed gradients.
  18816. * You must use addAngularSpeedGradient and removeAngularSpeedGradient to udpate this list
  18817. * @returns the list of angular speed gradients
  18818. */
  18819. getAngularSpeedGradients(): Nullable<Array<FactorGradient>>;
  18820. /**
  18821. * Adds a new angular speed gradient
  18822. * @param gradient defines the gradient to use (between 0 and 1)
  18823. * @param factor defines the angular speed to affect to the specified gradient
  18824. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  18825. * @returns the current particle system
  18826. */
  18827. addAngularSpeedGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  18828. /**
  18829. * Remove a specific angular speed gradient
  18830. * @param gradient defines the gradient to remove
  18831. * @returns the current particle system
  18832. */
  18833. removeAngularSpeedGradient(gradient: number): IParticleSystem;
  18834. /**
  18835. * Gets the current list of velocity gradients.
  18836. * You must use addVelocityGradient and removeVelocityGradient to udpate this list
  18837. * @returns the list of velocity gradients
  18838. */
  18839. getVelocityGradients(): Nullable<Array<FactorGradient>>;
  18840. /**
  18841. * Adds a new velocity gradient
  18842. * @param gradient defines the gradient to use (between 0 and 1)
  18843. * @param factor defines the velocity to affect to the specified gradient
  18844. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  18845. * @returns the current particle system
  18846. */
  18847. addVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  18848. /**
  18849. * Remove a specific velocity gradient
  18850. * @param gradient defines the gradient to remove
  18851. * @returns the current particle system
  18852. */
  18853. removeVelocityGradient(gradient: number): IParticleSystem;
  18854. /**
  18855. * Gets the current list of limit velocity gradients.
  18856. * You must use addLimitVelocityGradient and removeLimitVelocityGradient to udpate this list
  18857. * @returns the list of limit velocity gradients
  18858. */
  18859. getLimitVelocityGradients(): Nullable<Array<FactorGradient>>;
  18860. /**
  18861. * Adds a new limit velocity gradient
  18862. * @param gradient defines the gradient to use (between 0 and 1)
  18863. * @param factor defines the limit velocity to affect to the specified gradient
  18864. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  18865. * @returns the current particle system
  18866. */
  18867. addLimitVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  18868. /**
  18869. * Remove a specific limit velocity gradient
  18870. * @param gradient defines the gradient to remove
  18871. * @returns the current particle system
  18872. */
  18873. removeLimitVelocityGradient(gradient: number): IParticleSystem;
  18874. /**
  18875. * Adds a new drag gradient
  18876. * @param gradient defines the gradient to use (between 0 and 1)
  18877. * @param factor defines the drag to affect to the specified gradient
  18878. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  18879. * @returns the current particle system
  18880. */
  18881. addDragGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  18882. /**
  18883. * Remove a specific drag gradient
  18884. * @param gradient defines the gradient to remove
  18885. * @returns the current particle system
  18886. */
  18887. removeDragGradient(gradient: number): IParticleSystem;
  18888. /**
  18889. * Gets the current list of drag gradients.
  18890. * You must use addDragGradient and removeDragGradient to udpate this list
  18891. * @returns the list of drag gradients
  18892. */
  18893. getDragGradients(): Nullable<Array<FactorGradient>>;
  18894. /**
  18895. * Adds a new emit rate gradient (please note that this will only work if you set the targetStopDuration property)
  18896. * @param gradient defines the gradient to use (between 0 and 1)
  18897. * @param factor defines the emit rate to affect to the specified gradient
  18898. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  18899. * @returns the current particle system
  18900. */
  18901. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  18902. /**
  18903. * Remove a specific emit rate gradient
  18904. * @param gradient defines the gradient to remove
  18905. * @returns the current particle system
  18906. */
  18907. removeEmitRateGradient(gradient: number): IParticleSystem;
  18908. /**
  18909. * Gets the current list of emit rate gradients.
  18910. * You must use addEmitRateGradient and removeEmitRateGradient to udpate this list
  18911. * @returns the list of emit rate gradients
  18912. */
  18913. getEmitRateGradients(): Nullable<Array<FactorGradient>>;
  18914. /**
  18915. * Adds a new start size gradient (please note that this will only work if you set the targetStopDuration property)
  18916. * @param gradient defines the gradient to use (between 0 and 1)
  18917. * @param factor defines the start size to affect to the specified gradient
  18918. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  18919. * @returns the current particle system
  18920. */
  18921. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  18922. /**
  18923. * Remove a specific start size gradient
  18924. * @param gradient defines the gradient to remove
  18925. * @returns the current particle system
  18926. */
  18927. removeStartSizeGradient(gradient: number): IParticleSystem;
  18928. /**
  18929. * Gets the current list of start size gradients.
  18930. * You must use addStartSizeGradient and removeStartSizeGradient to udpate this list
  18931. * @returns the list of start size gradients
  18932. */
  18933. getStartSizeGradients(): Nullable<Array<FactorGradient>>;
  18934. /**
  18935. * Adds a new life time gradient
  18936. * @param gradient defines the gradient to use (between 0 and 1)
  18937. * @param factor defines the life time factor to affect to the specified gradient
  18938. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  18939. * @returns the current particle system
  18940. */
  18941. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  18942. /**
  18943. * Remove a specific life time gradient
  18944. * @param gradient defines the gradient to remove
  18945. * @returns the current particle system
  18946. */
  18947. removeLifeTimeGradient(gradient: number): IParticleSystem;
  18948. /**
  18949. * Gets the current list of life time gradients.
  18950. * You must use addLifeTimeGradient and removeLifeTimeGradient to udpate this list
  18951. * @returns the list of life time gradients
  18952. */
  18953. getLifeTimeGradients(): Nullable<Array<FactorGradient>>;
  18954. /**
  18955. * Gets the current list of color gradients.
  18956. * You must use addColorGradient and removeColorGradient to udpate this list
  18957. * @returns the list of color gradients
  18958. */
  18959. getColorGradients(): Nullable<Array<ColorGradient>>;
  18960. /**
  18961. * Adds a new ramp gradient used to remap particle colors
  18962. * @param gradient defines the gradient to use (between 0 and 1)
  18963. * @param color defines the color to affect to the specified gradient
  18964. * @returns the current particle system
  18965. */
  18966. addRampGradient(gradient: number, color: Color3): IParticleSystem;
  18967. /**
  18968. * Gets the current list of ramp gradients.
  18969. * You must use addRampGradient and removeRampGradient to udpate this list
  18970. * @returns the list of ramp gradients
  18971. */
  18972. getRampGradients(): Nullable<Array<Color3Gradient>>;
  18973. /** Gets or sets a boolean indicating that ramp gradients must be used
  18974. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  18975. */
  18976. useRampGradients: boolean;
  18977. /**
  18978. * Adds a new color remap gradient
  18979. * @param gradient defines the gradient to use (between 0 and 1)
  18980. * @param min defines the color remap minimal range
  18981. * @param max defines the color remap maximal range
  18982. * @returns the current particle system
  18983. */
  18984. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  18985. /**
  18986. * Gets the current list of color remap gradients.
  18987. * You must use addColorRemapGradient and removeColorRemapGradient to udpate this list
  18988. * @returns the list of color remap gradients
  18989. */
  18990. getColorRemapGradients(): Nullable<Array<FactorGradient>>;
  18991. /**
  18992. * Adds a new alpha remap gradient
  18993. * @param gradient defines the gradient to use (between 0 and 1)
  18994. * @param min defines the alpha remap minimal range
  18995. * @param max defines the alpha remap maximal range
  18996. * @returns the current particle system
  18997. */
  18998. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  18999. /**
  19000. * Gets the current list of alpha remap gradients.
  19001. * You must use addAlphaRemapGradient and removeAlphaRemapGradient to udpate this list
  19002. * @returns the list of alpha remap gradients
  19003. */
  19004. getAlphaRemapGradients(): Nullable<Array<FactorGradient>>;
  19005. /**
  19006. * Creates a Point Emitter for the particle system (emits directly from the emitter position)
  19007. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  19008. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  19009. * @returns the emitter
  19010. */
  19011. createPointEmitter(direction1: Vector3, direction2: Vector3): PointParticleEmitter;
  19012. /**
  19013. * Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)
  19014. * @param radius The radius of the hemisphere to emit from
  19015. * @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  19016. * @returns the emitter
  19017. */
  19018. createHemisphericEmitter(radius: number, radiusRange: number): HemisphericParticleEmitter;
  19019. /**
  19020. * Creates a Sphere Emitter for the particle system (emits along the sphere radius)
  19021. * @param radius The radius of the sphere to emit from
  19022. * @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  19023. * @returns the emitter
  19024. */
  19025. createSphereEmitter(radius: number, radiusRange: number): SphereParticleEmitter;
  19026. /**
  19027. * Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)
  19028. * @param radius The radius of the sphere to emit from
  19029. * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere
  19030. * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere
  19031. * @returns the emitter
  19032. */
  19033. createDirectedSphereEmitter(radius: number, direction1: Vector3, direction2: Vector3): SphereDirectedParticleEmitter;
  19034. /**
  19035. * Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)
  19036. * @param radius The radius of the emission cylinder
  19037. * @param height The height of the emission cylinder
  19038. * @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius
  19039. * @param directionRandomizer How much to randomize the particle direction [0-1]
  19040. * @returns the emitter
  19041. */
  19042. createCylinderEmitter(radius: number, height: number, radiusRange: number, directionRandomizer: number): CylinderParticleEmitter;
  19043. /**
  19044. * Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)
  19045. * @param radius The radius of the cylinder to emit from
  19046. * @param height The height of the emission cylinder
  19047. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  19048. * @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder
  19049. * @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder
  19050. * @returns the emitter
  19051. */
  19052. createDirectedCylinderEmitter(radius: number, height: number, radiusRange: number, direction1: Vector3, direction2: Vector3): SphereDirectedParticleEmitter;
  19053. /**
  19054. * Creates a Cone Emitter for the particle system (emits from the cone to the particle position)
  19055. * @param radius The radius of the cone to emit from
  19056. * @param angle The base angle of the cone
  19057. * @returns the emitter
  19058. */
  19059. createConeEmitter(radius: number, angle: number): ConeParticleEmitter;
  19060. /**
  19061. * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)
  19062. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  19063. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  19064. * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  19065. * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  19066. * @returns the emitter
  19067. */
  19068. createBoxEmitter(direction1: Vector3, direction2: Vector3, minEmitBox: Vector3, maxEmitBox: Vector3): BoxParticleEmitter;
  19069. /**
  19070. * Get hosting scene
  19071. * @returns the scene
  19072. */
  19073. getScene(): Scene;
  19074. }
  19075. }
  19076. declare module "babylonjs/Meshes/instancedMesh" {
  19077. import { Nullable, FloatArray, IndicesArray } from "babylonjs/types";
  19078. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  19079. import { Camera } from "babylonjs/Cameras/camera";
  19080. import { Node } from "babylonjs/node";
  19081. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  19082. import { Mesh } from "babylonjs/Meshes/mesh";
  19083. import { Material } from "babylonjs/Materials/material";
  19084. import { Skeleton } from "babylonjs/Bones/skeleton";
  19085. import { Light } from "babylonjs/Lights/light";
  19086. /**
  19087. * Creates an instance based on a source mesh.
  19088. */
  19089. export class InstancedMesh extends AbstractMesh {
  19090. private _sourceMesh;
  19091. private _currentLOD;
  19092. /** @hidden */
  19093. _indexInSourceMeshInstanceArray: number;
  19094. constructor(name: string, source: Mesh);
  19095. /**
  19096. * Returns the string "InstancedMesh".
  19097. */
  19098. getClassName(): string;
  19099. /** Gets the list of lights affecting that mesh */
  19100. readonly lightSources: Light[];
  19101. _resyncLightSources(): void;
  19102. _resyncLighSource(light: Light): void;
  19103. _removeLightSource(light: Light, dispose: boolean): void;
  19104. /**
  19105. * If the source mesh receives shadows
  19106. */
  19107. readonly receiveShadows: boolean;
  19108. /**
  19109. * The material of the source mesh
  19110. */
  19111. readonly material: Nullable<Material>;
  19112. /**
  19113. * Visibility of the source mesh
  19114. */
  19115. readonly visibility: number;
  19116. /**
  19117. * Skeleton of the source mesh
  19118. */
  19119. readonly skeleton: Nullable<Skeleton>;
  19120. /**
  19121. * Rendering ground id of the source mesh
  19122. */
  19123. renderingGroupId: number;
  19124. /**
  19125. * Returns the total number of vertices (integer).
  19126. */
  19127. getTotalVertices(): number;
  19128. /**
  19129. * Returns a positive integer : the total number of indices in this mesh geometry.
  19130. * @returns the numner of indices or zero if the mesh has no geometry.
  19131. */
  19132. getTotalIndices(): number;
  19133. /**
  19134. * The source mesh of the instance
  19135. */
  19136. readonly sourceMesh: Mesh;
  19137. /**
  19138. * Is this node ready to be used/rendered
  19139. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  19140. * @return {boolean} is it ready
  19141. */
  19142. isReady(completeCheck?: boolean): boolean;
  19143. /**
  19144. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  19145. * @param kind kind of verticies to retreive (eg. positons, normals, uvs, etc.)
  19146. * @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.
  19147. * @returns a float array or a Float32Array of the requested kind of data : positons, normals, uvs, etc.
  19148. */
  19149. getVerticesData(kind: string, copyWhenShared?: boolean): Nullable<FloatArray>;
  19150. /**
  19151. * Sets the vertex data of the mesh geometry for the requested `kind`.
  19152. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  19153. * The `data` are either a numeric array either a Float32Array.
  19154. * The parameter `updatable` is passed as is to the underlying Geometry object constructor (if initianilly none) or updater.
  19155. * 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).
  19156. * Note that a new underlying VertexBuffer object is created each call.
  19157. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  19158. *
  19159. * Possible `kind` values :
  19160. * - VertexBuffer.PositionKind
  19161. * - VertexBuffer.UVKind
  19162. * - VertexBuffer.UV2Kind
  19163. * - VertexBuffer.UV3Kind
  19164. * - VertexBuffer.UV4Kind
  19165. * - VertexBuffer.UV5Kind
  19166. * - VertexBuffer.UV6Kind
  19167. * - VertexBuffer.ColorKind
  19168. * - VertexBuffer.MatricesIndicesKind
  19169. * - VertexBuffer.MatricesIndicesExtraKind
  19170. * - VertexBuffer.MatricesWeightsKind
  19171. * - VertexBuffer.MatricesWeightsExtraKind
  19172. *
  19173. * Returns the Mesh.
  19174. */
  19175. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh;
  19176. /**
  19177. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  19178. * If the mesh has no geometry, it is simply returned as it is.
  19179. * The `data` are either a numeric array either a Float32Array.
  19180. * No new underlying VertexBuffer object is created.
  19181. * 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.
  19182. * If the parameter `makeItUnique` is true, a new global geometry is created from this positions and is set to the mesh.
  19183. *
  19184. * Possible `kind` values :
  19185. * - VertexBuffer.PositionKind
  19186. * - VertexBuffer.UVKind
  19187. * - VertexBuffer.UV2Kind
  19188. * - VertexBuffer.UV3Kind
  19189. * - VertexBuffer.UV4Kind
  19190. * - VertexBuffer.UV5Kind
  19191. * - VertexBuffer.UV6Kind
  19192. * - VertexBuffer.ColorKind
  19193. * - VertexBuffer.MatricesIndicesKind
  19194. * - VertexBuffer.MatricesIndicesExtraKind
  19195. * - VertexBuffer.MatricesWeightsKind
  19196. * - VertexBuffer.MatricesWeightsExtraKind
  19197. *
  19198. * Returns the Mesh.
  19199. */
  19200. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): Mesh;
  19201. /**
  19202. * Sets the mesh indices.
  19203. * Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array).
  19204. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  19205. * This method creates a new index buffer each call.
  19206. * Returns the Mesh.
  19207. */
  19208. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>): Mesh;
  19209. /**
  19210. * Boolean : True if the mesh owns the requested kind of data.
  19211. */
  19212. isVerticesDataPresent(kind: string): boolean;
  19213. /**
  19214. * Returns an array of indices (IndicesArray).
  19215. */
  19216. getIndices(): Nullable<IndicesArray>;
  19217. readonly _positions: Nullable<Vector3[]>;
  19218. /**
  19219. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  19220. * This means the mesh underlying bounding box and sphere are recomputed.
  19221. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  19222. * @returns the current mesh
  19223. */
  19224. refreshBoundingInfo(applySkeleton?: boolean): InstancedMesh;
  19225. /** @hidden */
  19226. _preActivate(): InstancedMesh;
  19227. /** @hidden */
  19228. _activate(renderId: number, intermediateRendering: boolean): boolean;
  19229. /** @hidden */
  19230. _postActivate(): void;
  19231. getWorldMatrix(): Matrix;
  19232. readonly isAnInstance: boolean;
  19233. /**
  19234. * Returns the current associated LOD AbstractMesh.
  19235. */
  19236. getLOD(camera: Camera): AbstractMesh;
  19237. /** @hidden */
  19238. _syncSubMeshes(): InstancedMesh;
  19239. /** @hidden */
  19240. _generatePointsArray(): boolean;
  19241. /**
  19242. * Creates a new InstancedMesh from the current mesh.
  19243. * - name (string) : the cloned mesh name
  19244. * - newParent (optional Node) : the optional Node to parent the clone to.
  19245. * - doNotCloneChildren (optional boolean, default `false`) : if `true` the model children aren't cloned.
  19246. *
  19247. * Returns the clone.
  19248. */
  19249. clone(name: string, newParent?: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<AbstractMesh>;
  19250. /**
  19251. * Disposes the InstancedMesh.
  19252. * Returns nothing.
  19253. */
  19254. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  19255. }
  19256. }
  19257. declare module "babylonjs/Materials/shaderMaterial" {
  19258. import { Scene } from "babylonjs/scene";
  19259. import { Matrix, Vector3, Vector2, Vector4 } from "babylonjs/Maths/math.vector";
  19260. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  19261. import { Mesh } from "babylonjs/Meshes/mesh";
  19262. import { BaseSubMesh } from "babylonjs/Meshes/subMesh";
  19263. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  19264. import { Texture } from "babylonjs/Materials/Textures/texture";
  19265. import { Material } from "babylonjs/Materials/material";
  19266. import { Color3, Color4 } from "babylonjs/Maths/math.color";
  19267. /**
  19268. * Defines the options associated with the creation of a shader material.
  19269. */
  19270. export interface IShaderMaterialOptions {
  19271. /**
  19272. * Does the material work in alpha blend mode
  19273. */
  19274. needAlphaBlending: boolean;
  19275. /**
  19276. * Does the material work in alpha test mode
  19277. */
  19278. needAlphaTesting: boolean;
  19279. /**
  19280. * The list of attribute names used in the shader
  19281. */
  19282. attributes: string[];
  19283. /**
  19284. * The list of unifrom names used in the shader
  19285. */
  19286. uniforms: string[];
  19287. /**
  19288. * The list of UBO names used in the shader
  19289. */
  19290. uniformBuffers: string[];
  19291. /**
  19292. * The list of sampler names used in the shader
  19293. */
  19294. samplers: string[];
  19295. /**
  19296. * The list of defines used in the shader
  19297. */
  19298. defines: string[];
  19299. }
  19300. /**
  19301. * 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.
  19302. *
  19303. * This returned material effects how the mesh will look based on the code in the shaders.
  19304. *
  19305. * @see http://doc.babylonjs.com/how_to/shader_material
  19306. */
  19307. export class ShaderMaterial extends Material {
  19308. private _shaderPath;
  19309. private _options;
  19310. private _textures;
  19311. private _textureArrays;
  19312. private _floats;
  19313. private _ints;
  19314. private _floatsArrays;
  19315. private _colors3;
  19316. private _colors3Arrays;
  19317. private _colors4;
  19318. private _colors4Arrays;
  19319. private _vectors2;
  19320. private _vectors3;
  19321. private _vectors4;
  19322. private _matrices;
  19323. private _matrices3x3;
  19324. private _matrices2x2;
  19325. private _vectors2Arrays;
  19326. private _vectors3Arrays;
  19327. private _vectors4Arrays;
  19328. private _cachedWorldViewMatrix;
  19329. private _cachedWorldViewProjectionMatrix;
  19330. private _renderId;
  19331. /**
  19332. * Instantiate a new shader material.
  19333. * 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.
  19334. * This returned material effects how the mesh will look based on the code in the shaders.
  19335. * @see http://doc.babylonjs.com/how_to/shader_material
  19336. * @param name Define the name of the material in the scene
  19337. * @param scene Define the scene the material belongs to
  19338. * @param shaderPath Defines the route to the shader code in one of three ways:
  19339. * * object: { vertex: "custom", fragment: "custom" }, used with Effect.ShadersStore["customVertexShader"] and Effect.ShadersStore["customFragmentShader"]
  19340. * * object: { vertexElement: "vertexShaderCode", fragmentElement: "fragmentShaderCode" }, used with shader code in script tags
  19341. * * object: { vertexSource: "vertex shader code string", fragmentSource: "fragment shader code string" } using with strings containing the shaders code
  19342. * * string: "./COMMON_NAME", used with external files COMMON_NAME.vertex.fx and COMMON_NAME.fragment.fx in index.html folder.
  19343. * @param options Define the options used to create the shader
  19344. */
  19345. constructor(name: string, scene: Scene, shaderPath: any, options?: Partial<IShaderMaterialOptions>);
  19346. /**
  19347. * Gets the options used to compile the shader.
  19348. * They can be modified to trigger a new compilation
  19349. */
  19350. readonly options: IShaderMaterialOptions;
  19351. /**
  19352. * Gets the current class name of the material e.g. "ShaderMaterial"
  19353. * Mainly use in serialization.
  19354. * @returns the class name
  19355. */
  19356. getClassName(): string;
  19357. /**
  19358. * Specifies if the material will require alpha blending
  19359. * @returns a boolean specifying if alpha blending is needed
  19360. */
  19361. needAlphaBlending(): boolean;
  19362. /**
  19363. * Specifies if this material should be rendered in alpha test mode
  19364. * @returns a boolean specifying if an alpha test is needed.
  19365. */
  19366. needAlphaTesting(): boolean;
  19367. private _checkUniform;
  19368. /**
  19369. * Set a texture in the shader.
  19370. * @param name Define the name of the uniform samplers as defined in the shader
  19371. * @param texture Define the texture to bind to this sampler
  19372. * @return the material itself allowing "fluent" like uniform updates
  19373. */
  19374. setTexture(name: string, texture: Texture): ShaderMaterial;
  19375. /**
  19376. * Set a texture array in the shader.
  19377. * @param name Define the name of the uniform sampler array as defined in the shader
  19378. * @param textures Define the list of textures to bind to this sampler
  19379. * @return the material itself allowing "fluent" like uniform updates
  19380. */
  19381. setTextureArray(name: string, textures: Texture[]): ShaderMaterial;
  19382. /**
  19383. * Set a float in the shader.
  19384. * @param name Define the name of the uniform as defined in the shader
  19385. * @param value Define the value to give to the uniform
  19386. * @return the material itself allowing "fluent" like uniform updates
  19387. */
  19388. setFloat(name: string, value: number): ShaderMaterial;
  19389. /**
  19390. * Set a int in the shader.
  19391. * @param name Define the name of the uniform as defined in the shader
  19392. * @param value Define the value to give to the uniform
  19393. * @return the material itself allowing "fluent" like uniform updates
  19394. */
  19395. setInt(name: string, value: number): ShaderMaterial;
  19396. /**
  19397. * Set an array of floats in the shader.
  19398. * @param name Define the name of the uniform as defined in the shader
  19399. * @param value Define the value to give to the uniform
  19400. * @return the material itself allowing "fluent" like uniform updates
  19401. */
  19402. setFloats(name: string, value: number[]): ShaderMaterial;
  19403. /**
  19404. * Set a vec3 in the shader from a Color3.
  19405. * @param name Define the name of the uniform as defined in the shader
  19406. * @param value Define the value to give to the uniform
  19407. * @return the material itself allowing "fluent" like uniform updates
  19408. */
  19409. setColor3(name: string, value: Color3): ShaderMaterial;
  19410. /**
  19411. * Set a vec3 array in the shader from a Color3 array.
  19412. * @param name Define the name of the uniform as defined in the shader
  19413. * @param value Define the value to give to the uniform
  19414. * @return the material itself allowing "fluent" like uniform updates
  19415. */
  19416. setColor3Array(name: string, value: Color3[]): ShaderMaterial;
  19417. /**
  19418. * Set a vec4 in the shader from a Color4.
  19419. * @param name Define the name of the uniform as defined in the shader
  19420. * @param value Define the value to give to the uniform
  19421. * @return the material itself allowing "fluent" like uniform updates
  19422. */
  19423. setColor4(name: string, value: Color4): ShaderMaterial;
  19424. /**
  19425. * Set a vec4 array in the shader from a Color4 array.
  19426. * @param name Define the name of the uniform as defined in the shader
  19427. * @param value Define the value to give to the uniform
  19428. * @return the material itself allowing "fluent" like uniform updates
  19429. */
  19430. setColor4Array(name: string, value: Color4[]): ShaderMaterial;
  19431. /**
  19432. * Set a vec2 in the shader from a Vector2.
  19433. * @param name Define the name of the uniform as defined in the shader
  19434. * @param value Define the value to give to the uniform
  19435. * @return the material itself allowing "fluent" like uniform updates
  19436. */
  19437. setVector2(name: string, value: Vector2): ShaderMaterial;
  19438. /**
  19439. * Set a vec3 in the shader from a Vector3.
  19440. * @param name Define the name of the uniform as defined in the shader
  19441. * @param value Define the value to give to the uniform
  19442. * @return the material itself allowing "fluent" like uniform updates
  19443. */
  19444. setVector3(name: string, value: Vector3): ShaderMaterial;
  19445. /**
  19446. * Set a vec4 in the shader from a Vector4.
  19447. * @param name Define the name of the uniform as defined in the shader
  19448. * @param value Define the value to give to the uniform
  19449. * @return the material itself allowing "fluent" like uniform updates
  19450. */
  19451. setVector4(name: string, value: Vector4): ShaderMaterial;
  19452. /**
  19453. * Set a mat4 in the shader from a Matrix.
  19454. * @param name Define the name of the uniform as defined in the shader
  19455. * @param value Define the value to give to the uniform
  19456. * @return the material itself allowing "fluent" like uniform updates
  19457. */
  19458. setMatrix(name: string, value: Matrix): ShaderMaterial;
  19459. /**
  19460. * Set a mat3 in the shader from a Float32Array.
  19461. * @param name Define the name of the uniform as defined in the shader
  19462. * @param value Define the value to give to the uniform
  19463. * @return the material itself allowing "fluent" like uniform updates
  19464. */
  19465. setMatrix3x3(name: string, value: Float32Array): ShaderMaterial;
  19466. /**
  19467. * Set a mat2 in the shader from a Float32Array.
  19468. * @param name Define the name of the uniform as defined in the shader
  19469. * @param value Define the value to give to the uniform
  19470. * @return the material itself allowing "fluent" like uniform updates
  19471. */
  19472. setMatrix2x2(name: string, value: Float32Array): ShaderMaterial;
  19473. /**
  19474. * Set a vec2 array in the shader from a number array.
  19475. * @param name Define the name of the uniform as defined in the shader
  19476. * @param value Define the value to give to the uniform
  19477. * @return the material itself allowing "fluent" like uniform updates
  19478. */
  19479. setArray2(name: string, value: number[]): ShaderMaterial;
  19480. /**
  19481. * Set a vec3 array in the shader from a number array.
  19482. * @param name Define the name of the uniform as defined in the shader
  19483. * @param value Define the value to give to the uniform
  19484. * @return the material itself allowing "fluent" like uniform updates
  19485. */
  19486. setArray3(name: string, value: number[]): ShaderMaterial;
  19487. /**
  19488. * Set a vec4 array in the shader from a number array.
  19489. * @param name Define the name of the uniform as defined in the shader
  19490. * @param value Define the value to give to the uniform
  19491. * @return the material itself allowing "fluent" like uniform updates
  19492. */
  19493. setArray4(name: string, value: number[]): ShaderMaterial;
  19494. private _checkCache;
  19495. /**
  19496. * Specifies that the submesh is ready to be used
  19497. * @param mesh defines the mesh to check
  19498. * @param subMesh defines which submesh to check
  19499. * @param useInstances specifies that instances should be used
  19500. * @returns a boolean indicating that the submesh is ready or not
  19501. */
  19502. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  19503. /**
  19504. * Checks if the material is ready to render the requested mesh
  19505. * @param mesh Define the mesh to render
  19506. * @param useInstances Define whether or not the material is used with instances
  19507. * @returns true if ready, otherwise false
  19508. */
  19509. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  19510. /**
  19511. * Binds the world matrix to the material
  19512. * @param world defines the world transformation matrix
  19513. */
  19514. bindOnlyWorldMatrix(world: Matrix): void;
  19515. /**
  19516. * Binds the material to the mesh
  19517. * @param world defines the world transformation matrix
  19518. * @param mesh defines the mesh to bind the material to
  19519. */
  19520. bind(world: Matrix, mesh?: Mesh): void;
  19521. /**
  19522. * Gets the active textures from the material
  19523. * @returns an array of textures
  19524. */
  19525. getActiveTextures(): BaseTexture[];
  19526. /**
  19527. * Specifies if the material uses a texture
  19528. * @param texture defines the texture to check against the material
  19529. * @returns a boolean specifying if the material uses the texture
  19530. */
  19531. hasTexture(texture: BaseTexture): boolean;
  19532. /**
  19533. * Makes a duplicate of the material, and gives it a new name
  19534. * @param name defines the new name for the duplicated material
  19535. * @returns the cloned material
  19536. */
  19537. clone(name: string): ShaderMaterial;
  19538. /**
  19539. * Disposes the material
  19540. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  19541. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  19542. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  19543. */
  19544. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  19545. /**
  19546. * Serializes this material in a JSON representation
  19547. * @returns the serialized material object
  19548. */
  19549. serialize(): any;
  19550. /**
  19551. * Creates a shader material from parsed shader material data
  19552. * @param source defines the JSON represnetation of the material
  19553. * @param scene defines the hosting scene
  19554. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  19555. * @returns a new material
  19556. */
  19557. static Parse(source: any, scene: Scene, rootUrl: string): ShaderMaterial;
  19558. }
  19559. }
  19560. declare module "babylonjs/Shaders/color.fragment" {
  19561. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  19562. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  19563. /** @hidden */
  19564. export var colorPixelShader: {
  19565. name: string;
  19566. shader: string;
  19567. };
  19568. }
  19569. declare module "babylonjs/Shaders/color.vertex" {
  19570. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  19571. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  19572. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  19573. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  19574. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  19575. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  19576. /** @hidden */
  19577. export var colorVertexShader: {
  19578. name: string;
  19579. shader: string;
  19580. };
  19581. }
  19582. declare module "babylonjs/Meshes/linesMesh" {
  19583. import { Nullable } from "babylonjs/types";
  19584. import { Scene } from "babylonjs/scene";
  19585. import { Color3 } from "babylonjs/Maths/math.color";
  19586. import { Node } from "babylonjs/node";
  19587. import { SubMesh } from "babylonjs/Meshes/subMesh";
  19588. import { Mesh } from "babylonjs/Meshes/mesh";
  19589. import { InstancedMesh } from "babylonjs/Meshes/instancedMesh";
  19590. import { Effect } from "babylonjs/Materials/effect";
  19591. import { Material } from "babylonjs/Materials/material";
  19592. import "babylonjs/Shaders/color.fragment";
  19593. import "babylonjs/Shaders/color.vertex";
  19594. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  19595. /**
  19596. * Line mesh
  19597. * @see https://doc.babylonjs.com/babylon101/parametric_shapes
  19598. */
  19599. export class LinesMesh extends Mesh {
  19600. /**
  19601. * If vertex color should be applied to the mesh
  19602. */
  19603. readonly useVertexColor?: boolean | undefined;
  19604. /**
  19605. * If vertex alpha should be applied to the mesh
  19606. */
  19607. readonly useVertexAlpha?: boolean | undefined;
  19608. /**
  19609. * Color of the line (Default: White)
  19610. */
  19611. color: Color3;
  19612. /**
  19613. * Alpha of the line (Default: 1)
  19614. */
  19615. alpha: number;
  19616. /**
  19617. * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.
  19618. * This margin is expressed in world space coordinates, so its value may vary.
  19619. * Default value is 0.1
  19620. */
  19621. intersectionThreshold: number;
  19622. private _colorShader;
  19623. private color4;
  19624. /**
  19625. * Creates a new LinesMesh
  19626. * @param name defines the name
  19627. * @param scene defines the hosting scene
  19628. * @param parent defines the parent mesh if any
  19629. * @param source defines the optional source LinesMesh used to clone data from
  19630. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  19631. * When false, achieved by calling a clone(), also passing False.
  19632. * This will make creation of children, recursive.
  19633. * @param useVertexColor defines if this LinesMesh supports vertex color
  19634. * @param useVertexAlpha defines if this LinesMesh supports vertex alpha
  19635. */
  19636. constructor(name: string, scene?: Nullable<Scene>, parent?: Nullable<Node>, source?: Nullable<LinesMesh>, doNotCloneChildren?: boolean,
  19637. /**
  19638. * If vertex color should be applied to the mesh
  19639. */
  19640. useVertexColor?: boolean | undefined,
  19641. /**
  19642. * If vertex alpha should be applied to the mesh
  19643. */
  19644. useVertexAlpha?: boolean | undefined);
  19645. private _addClipPlaneDefine;
  19646. private _removeClipPlaneDefine;
  19647. isReady(): boolean;
  19648. /**
  19649. * Returns the string "LineMesh"
  19650. */
  19651. getClassName(): string;
  19652. /**
  19653. * @hidden
  19654. */
  19655. /**
  19656. * @hidden
  19657. */
  19658. material: Material;
  19659. /**
  19660. * @hidden
  19661. */
  19662. readonly checkCollisions: boolean;
  19663. /** @hidden */
  19664. _bind(subMesh: SubMesh, effect: Effect, fillMode: number): Mesh;
  19665. /** @hidden */
  19666. _draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): Mesh;
  19667. /**
  19668. * Disposes of the line mesh
  19669. * @param doNotRecurse If children should be disposed
  19670. */
  19671. dispose(doNotRecurse?: boolean): void;
  19672. /**
  19673. * Returns a new LineMesh object cloned from the current one.
  19674. */
  19675. clone(name: string, newParent?: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<AbstractMesh>;
  19676. /**
  19677. * Creates a new InstancedLinesMesh object from the mesh model.
  19678. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  19679. * @param name defines the name of the new instance
  19680. * @returns a new InstancedLinesMesh
  19681. */
  19682. createInstance(name: string): InstancedLinesMesh;
  19683. }
  19684. /**
  19685. * Creates an instance based on a source LinesMesh
  19686. */
  19687. export class InstancedLinesMesh extends InstancedMesh {
  19688. /**
  19689. * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.
  19690. * This margin is expressed in world space coordinates, so its value may vary.
  19691. * Initilized with the intersectionThreshold value of the source LinesMesh
  19692. */
  19693. intersectionThreshold: number;
  19694. constructor(name: string, source: LinesMesh);
  19695. /**
  19696. * Returns the string "InstancedLinesMesh".
  19697. */
  19698. getClassName(): string;
  19699. }
  19700. }
  19701. declare module "babylonjs/Shaders/line.fragment" {
  19702. /** @hidden */
  19703. export var linePixelShader: {
  19704. name: string;
  19705. shader: string;
  19706. };
  19707. }
  19708. declare module "babylonjs/Shaders/line.vertex" {
  19709. /** @hidden */
  19710. export var lineVertexShader: {
  19711. name: string;
  19712. shader: string;
  19713. };
  19714. }
  19715. declare module "babylonjs/Rendering/edgesRenderer" {
  19716. import { Nullable } from "babylonjs/types";
  19717. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  19718. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  19719. import { Vector3 } from "babylonjs/Maths/math.vector";
  19720. import { IDisposable } from "babylonjs/scene";
  19721. import { ShaderMaterial } from "babylonjs/Materials/shaderMaterial";
  19722. import "babylonjs/Shaders/line.fragment";
  19723. import "babylonjs/Shaders/line.vertex";
  19724. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  19725. module "babylonjs/Meshes/abstractMesh" {
  19726. interface AbstractMesh {
  19727. /**
  19728. * Gets the edgesRenderer associated with the mesh
  19729. */
  19730. edgesRenderer: Nullable<EdgesRenderer>;
  19731. }
  19732. }
  19733. module "babylonjs/Meshes/linesMesh" {
  19734. interface LinesMesh {
  19735. /**
  19736. * Enables the edge rendering mode on the mesh.
  19737. * This mode makes the mesh edges visible
  19738. * @param epsilon defines the maximal distance between two angles to detect a face
  19739. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  19740. * @returns the currentAbstractMesh
  19741. * @see https://www.babylonjs-playground.com/#19O9TU#0
  19742. */
  19743. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): AbstractMesh;
  19744. }
  19745. }
  19746. module "babylonjs/Meshes/linesMesh" {
  19747. interface InstancedLinesMesh {
  19748. /**
  19749. * Enables the edge rendering mode on the mesh.
  19750. * This mode makes the mesh edges visible
  19751. * @param epsilon defines the maximal distance between two angles to detect a face
  19752. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  19753. * @returns the current InstancedLinesMesh
  19754. * @see https://www.babylonjs-playground.com/#19O9TU#0
  19755. */
  19756. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): InstancedLinesMesh;
  19757. }
  19758. }
  19759. /**
  19760. * Defines the minimum contract an Edges renderer should follow.
  19761. */
  19762. export interface IEdgesRenderer extends IDisposable {
  19763. /**
  19764. * Gets or sets a boolean indicating if the edgesRenderer is active
  19765. */
  19766. isEnabled: boolean;
  19767. /**
  19768. * Renders the edges of the attached mesh,
  19769. */
  19770. render(): void;
  19771. /**
  19772. * Checks wether or not the edges renderer is ready to render.
  19773. * @return true if ready, otherwise false.
  19774. */
  19775. isReady(): boolean;
  19776. }
  19777. /**
  19778. * This class is used to generate edges of the mesh that could then easily be rendered in a scene.
  19779. */
  19780. export class EdgesRenderer implements IEdgesRenderer {
  19781. /**
  19782. * Define the size of the edges with an orthographic camera
  19783. */
  19784. edgesWidthScalerForOrthographic: number;
  19785. /**
  19786. * Define the size of the edges with a perspective camera
  19787. */
  19788. edgesWidthScalerForPerspective: number;
  19789. protected _source: AbstractMesh;
  19790. protected _linesPositions: number[];
  19791. protected _linesNormals: number[];
  19792. protected _linesIndices: number[];
  19793. protected _epsilon: number;
  19794. protected _indicesCount: number;
  19795. protected _lineShader: ShaderMaterial;
  19796. protected _ib: DataBuffer;
  19797. protected _buffers: {
  19798. [key: string]: Nullable<VertexBuffer>;
  19799. };
  19800. protected _checkVerticesInsteadOfIndices: boolean;
  19801. private _meshRebuildObserver;
  19802. private _meshDisposeObserver;
  19803. /** Gets or sets a boolean indicating if the edgesRenderer is active */
  19804. isEnabled: boolean;
  19805. /**
  19806. * Creates an instance of the EdgesRenderer. It is primarily use to display edges of a mesh.
  19807. * Beware when you use this class with complex objects as the adjacencies computation can be really long
  19808. * @param source Mesh used to create edges
  19809. * @param epsilon sum of angles in adjacency to check for edge
  19810. * @param checkVerticesInsteadOfIndices bases the edges detection on vertices vs indices
  19811. * @param generateEdgesLines - should generate Lines or only prepare resources.
  19812. */
  19813. constructor(source: AbstractMesh, epsilon?: number, checkVerticesInsteadOfIndices?: boolean, generateEdgesLines?: boolean);
  19814. protected _prepareRessources(): void;
  19815. /** @hidden */
  19816. _rebuild(): void;
  19817. /**
  19818. * Releases the required resources for the edges renderer
  19819. */
  19820. dispose(): void;
  19821. protected _processEdgeForAdjacencies(pa: number, pb: number, p0: number, p1: number, p2: number): number;
  19822. protected _processEdgeForAdjacenciesWithVertices(pa: Vector3, pb: Vector3, p0: Vector3, p1: Vector3, p2: Vector3): number;
  19823. /**
  19824. * Checks if the pair of p0 and p1 is en edge
  19825. * @param faceIndex
  19826. * @param edge
  19827. * @param faceNormals
  19828. * @param p0
  19829. * @param p1
  19830. * @private
  19831. */
  19832. protected _checkEdge(faceIndex: number, edge: number, faceNormals: Array<Vector3>, p0: Vector3, p1: Vector3): void;
  19833. /**
  19834. * push line into the position, normal and index buffer
  19835. * @protected
  19836. */
  19837. protected createLine(p0: Vector3, p1: Vector3, offset: number): void;
  19838. /**
  19839. * Generates lines edges from adjacencjes
  19840. * @private
  19841. */
  19842. _generateEdgesLines(): void;
  19843. /**
  19844. * Checks wether or not the edges renderer is ready to render.
  19845. * @return true if ready, otherwise false.
  19846. */
  19847. isReady(): boolean;
  19848. /**
  19849. * Renders the edges of the attached mesh,
  19850. */
  19851. render(): void;
  19852. }
  19853. /**
  19854. * LineEdgesRenderer for LineMeshes to remove unnecessary triangulation
  19855. */
  19856. export class LineEdgesRenderer extends EdgesRenderer {
  19857. /**
  19858. * This constructor turns off auto generating edges line in Edges Renderer to make it here.
  19859. * @param source LineMesh used to generate edges
  19860. * @param epsilon not important (specified angle for edge detection)
  19861. * @param checkVerticesInsteadOfIndices not important for LineMesh
  19862. */
  19863. constructor(source: AbstractMesh, epsilon?: number, checkVerticesInsteadOfIndices?: boolean);
  19864. /**
  19865. * Generate edges for each line in LinesMesh. Every Line should be rendered as edge.
  19866. */
  19867. _generateEdgesLines(): void;
  19868. }
  19869. }
  19870. declare module "babylonjs/Rendering/renderingGroup" {
  19871. import { SmartArray } from "babylonjs/Misc/smartArray";
  19872. import { SubMesh } from "babylonjs/Meshes/subMesh";
  19873. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  19874. import { Nullable } from "babylonjs/types";
  19875. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  19876. import { IEdgesRenderer } from "babylonjs/Rendering/edgesRenderer";
  19877. import { ISpriteManager } from "babylonjs/Sprites/spriteManager";
  19878. import { Material } from "babylonjs/Materials/material";
  19879. import { Scene } from "babylonjs/scene";
  19880. /**
  19881. * This represents the object necessary to create a rendering group.
  19882. * This is exclusively used and created by the rendering manager.
  19883. * To modify the behavior, you use the available helpers in your scene or meshes.
  19884. * @hidden
  19885. */
  19886. export class RenderingGroup {
  19887. index: number;
  19888. private static _zeroVector;
  19889. private _scene;
  19890. private _opaqueSubMeshes;
  19891. private _transparentSubMeshes;
  19892. private _alphaTestSubMeshes;
  19893. private _depthOnlySubMeshes;
  19894. private _particleSystems;
  19895. private _spriteManagers;
  19896. private _opaqueSortCompareFn;
  19897. private _alphaTestSortCompareFn;
  19898. private _transparentSortCompareFn;
  19899. private _renderOpaque;
  19900. private _renderAlphaTest;
  19901. private _renderTransparent;
  19902. /** @hidden */
  19903. _edgesRenderers: SmartArray<IEdgesRenderer>;
  19904. onBeforeTransparentRendering: () => void;
  19905. /**
  19906. * Set the opaque sort comparison function.
  19907. * If null the sub meshes will be render in the order they were created
  19908. */
  19909. opaqueSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  19910. /**
  19911. * Set the alpha test sort comparison function.
  19912. * If null the sub meshes will be render in the order they were created
  19913. */
  19914. alphaTestSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  19915. /**
  19916. * Set the transparent sort comparison function.
  19917. * If null the sub meshes will be render in the order they were created
  19918. */
  19919. transparentSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  19920. /**
  19921. * Creates a new rendering group.
  19922. * @param index The rendering group index
  19923. * @param opaqueSortCompareFn The opaque sort comparison function. If null no order is applied
  19924. * @param alphaTestSortCompareFn The alpha test sort comparison function. If null no order is applied
  19925. * @param transparentSortCompareFn The transparent sort comparison function. If null back to front + alpha index sort is applied
  19926. */
  19927. 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>);
  19928. /**
  19929. * Render all the sub meshes contained in the group.
  19930. * @param customRenderFunction Used to override the default render behaviour of the group.
  19931. * @returns true if rendered some submeshes.
  19932. */
  19933. render(customRenderFunction: Nullable<(opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>) => void>, renderSprites: boolean, renderParticles: boolean, activeMeshes: Nullable<AbstractMesh[]>): void;
  19934. /**
  19935. * Renders the opaque submeshes in the order from the opaqueSortCompareFn.
  19936. * @param subMeshes The submeshes to render
  19937. */
  19938. private renderOpaqueSorted;
  19939. /**
  19940. * Renders the opaque submeshes in the order from the alphatestSortCompareFn.
  19941. * @param subMeshes The submeshes to render
  19942. */
  19943. private renderAlphaTestSorted;
  19944. /**
  19945. * Renders the opaque submeshes in the order from the transparentSortCompareFn.
  19946. * @param subMeshes The submeshes to render
  19947. */
  19948. private renderTransparentSorted;
  19949. /**
  19950. * Renders the submeshes in a specified order.
  19951. * @param subMeshes The submeshes to sort before render
  19952. * @param sortCompareFn The comparison function use to sort
  19953. * @param cameraPosition The camera position use to preprocess the submeshes to help sorting
  19954. * @param transparent Specifies to activate blending if true
  19955. */
  19956. private static renderSorted;
  19957. /**
  19958. * Renders the submeshes in the order they were dispatched (no sort applied).
  19959. * @param subMeshes The submeshes to render
  19960. */
  19961. private static renderUnsorted;
  19962. /**
  19963. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  19964. * are rendered back to front if in the same alpha index.
  19965. *
  19966. * @param a The first submesh
  19967. * @param b The second submesh
  19968. * @returns The result of the comparison
  19969. */
  19970. static defaultTransparentSortCompare(a: SubMesh, b: SubMesh): number;
  19971. /**
  19972. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  19973. * are rendered back to front.
  19974. *
  19975. * @param a The first submesh
  19976. * @param b The second submesh
  19977. * @returns The result of the comparison
  19978. */
  19979. static backToFrontSortCompare(a: SubMesh, b: SubMesh): number;
  19980. /**
  19981. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  19982. * are rendered front to back (prevent overdraw).
  19983. *
  19984. * @param a The first submesh
  19985. * @param b The second submesh
  19986. * @returns The result of the comparison
  19987. */
  19988. static frontToBackSortCompare(a: SubMesh, b: SubMesh): number;
  19989. /**
  19990. * Resets the different lists of submeshes to prepare a new frame.
  19991. */
  19992. prepare(): void;
  19993. dispose(): void;
  19994. /**
  19995. * Inserts the submesh in its correct queue depending on its material.
  19996. * @param subMesh The submesh to dispatch
  19997. * @param [mesh] Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  19998. * @param [material] Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  19999. */
  20000. dispatch(subMesh: SubMesh, mesh?: AbstractMesh, material?: Nullable<Material>): void;
  20001. dispatchSprites(spriteManager: ISpriteManager): void;
  20002. dispatchParticles(particleSystem: IParticleSystem): void;
  20003. private _renderParticles;
  20004. private _renderSprites;
  20005. }
  20006. }
  20007. declare module "babylonjs/Rendering/renderingManager" {
  20008. import { Nullable } from "babylonjs/types";
  20009. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  20010. import { SubMesh } from "babylonjs/Meshes/subMesh";
  20011. import { SmartArray } from "babylonjs/Misc/smartArray";
  20012. import { ISpriteManager } from "babylonjs/Sprites/spriteManager";
  20013. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  20014. import { Material } from "babylonjs/Materials/material";
  20015. import { Scene } from "babylonjs/scene";
  20016. import { Camera } from "babylonjs/Cameras/camera";
  20017. /**
  20018. * Interface describing the different options available in the rendering manager
  20019. * regarding Auto Clear between groups.
  20020. */
  20021. export interface IRenderingManagerAutoClearSetup {
  20022. /**
  20023. * Defines whether or not autoclear is enable.
  20024. */
  20025. autoClear: boolean;
  20026. /**
  20027. * Defines whether or not to autoclear the depth buffer.
  20028. */
  20029. depth: boolean;
  20030. /**
  20031. * Defines whether or not to autoclear the stencil buffer.
  20032. */
  20033. stencil: boolean;
  20034. }
  20035. /**
  20036. * This class is used by the onRenderingGroupObservable
  20037. */
  20038. export class RenderingGroupInfo {
  20039. /**
  20040. * The Scene that being rendered
  20041. */
  20042. scene: Scene;
  20043. /**
  20044. * The camera currently used for the rendering pass
  20045. */
  20046. camera: Nullable<Camera>;
  20047. /**
  20048. * The ID of the renderingGroup being processed
  20049. */
  20050. renderingGroupId: number;
  20051. }
  20052. /**
  20053. * This is the manager responsible of all the rendering for meshes sprites and particles.
  20054. * It is enable to manage the different groups as well as the different necessary sort functions.
  20055. * This should not be used directly aside of the few static configurations
  20056. */
  20057. export class RenderingManager {
  20058. /**
  20059. * The max id used for rendering groups (not included)
  20060. */
  20061. static MAX_RENDERINGGROUPS: number;
  20062. /**
  20063. * The min id used for rendering groups (included)
  20064. */
  20065. static MIN_RENDERINGGROUPS: number;
  20066. /**
  20067. * Used to globally prevent autoclearing scenes.
  20068. */
  20069. static AUTOCLEAR: boolean;
  20070. /**
  20071. * @hidden
  20072. */
  20073. _useSceneAutoClearSetup: boolean;
  20074. private _scene;
  20075. private _renderingGroups;
  20076. private _depthStencilBufferAlreadyCleaned;
  20077. private _autoClearDepthStencil;
  20078. private _customOpaqueSortCompareFn;
  20079. private _customAlphaTestSortCompareFn;
  20080. private _customTransparentSortCompareFn;
  20081. private _renderingGroupInfo;
  20082. /**
  20083. * Instantiates a new rendering group for a particular scene
  20084. * @param scene Defines the scene the groups belongs to
  20085. */
  20086. constructor(scene: Scene);
  20087. private _clearDepthStencilBuffer;
  20088. /**
  20089. * Renders the entire managed groups. This is used by the scene or the different rennder targets.
  20090. * @hidden
  20091. */
  20092. render(customRenderFunction: Nullable<(opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>) => void>, activeMeshes: Nullable<AbstractMesh[]>, renderParticles: boolean, renderSprites: boolean): void;
  20093. /**
  20094. * Resets the different information of the group to prepare a new frame
  20095. * @hidden
  20096. */
  20097. reset(): void;
  20098. /**
  20099. * Dispose and release the group and its associated resources.
  20100. * @hidden
  20101. */
  20102. dispose(): void;
  20103. /**
  20104. * Clear the info related to rendering groups preventing retention points during dispose.
  20105. */
  20106. freeRenderingGroups(): void;
  20107. private _prepareRenderingGroup;
  20108. /**
  20109. * Add a sprite manager to the rendering manager in order to render it this frame.
  20110. * @param spriteManager Define the sprite manager to render
  20111. */
  20112. dispatchSprites(spriteManager: ISpriteManager): void;
  20113. /**
  20114. * Add a particle system to the rendering manager in order to render it this frame.
  20115. * @param particleSystem Define the particle system to render
  20116. */
  20117. dispatchParticles(particleSystem: IParticleSystem): void;
  20118. /**
  20119. * Add a submesh to the manager in order to render it this frame
  20120. * @param subMesh The submesh to dispatch
  20121. * @param mesh Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  20122. * @param material Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  20123. */
  20124. dispatch(subMesh: SubMesh, mesh?: AbstractMesh, material?: Nullable<Material>): void;
  20125. /**
  20126. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  20127. * This allowed control for front to back rendering or reversly depending of the special needs.
  20128. *
  20129. * @param renderingGroupId The rendering group id corresponding to its index
  20130. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  20131. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  20132. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  20133. */
  20134. 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;
  20135. /**
  20136. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  20137. *
  20138. * @param renderingGroupId The rendering group id corresponding to its index
  20139. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  20140. * @param depth Automatically clears depth between groups if true and autoClear is true.
  20141. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  20142. */
  20143. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean, depth?: boolean, stencil?: boolean): void;
  20144. /**
  20145. * Gets the current auto clear configuration for one rendering group of the rendering
  20146. * manager.
  20147. * @param index the rendering group index to get the information for
  20148. * @returns The auto clear setup for the requested rendering group
  20149. */
  20150. getAutoClearDepthStencilSetup(index: number): IRenderingManagerAutoClearSetup;
  20151. }
  20152. }
  20153. declare module "babylonjs/Materials/Textures/renderTargetTexture" {
  20154. import { Observable } from "babylonjs/Misc/observable";
  20155. import { SmartArray } from "babylonjs/Misc/smartArray";
  20156. import { Nullable } from "babylonjs/types";
  20157. import { Camera } from "babylonjs/Cameras/camera";
  20158. import { Scene } from "babylonjs/scene";
  20159. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  20160. import { Color4 } from "babylonjs/Maths/math.color";
  20161. import { RenderTargetCreationOptions } from "babylonjs/Materials/Textures/renderTargetCreationOptions";
  20162. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  20163. import { SubMesh } from "babylonjs/Meshes/subMesh";
  20164. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  20165. import { Texture } from "babylonjs/Materials/Textures/texture";
  20166. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  20167. import { RenderingManager } from "babylonjs/Rendering/renderingManager";
  20168. import "babylonjs/Engines/Extensions/engine.renderTarget";
  20169. import { Engine } from "babylonjs/Engines/engine";
  20170. /**
  20171. * This Helps creating a texture that will be created from a camera in your scene.
  20172. * It is basically a dynamic texture that could be used to create special effects for instance.
  20173. * Actually, It is the base of lot of effects in the framework like post process, shadows, effect layers and rendering pipelines...
  20174. */
  20175. export class RenderTargetTexture extends Texture {
  20176. isCube: boolean;
  20177. /**
  20178. * The texture will only be rendered once which can be useful to improve performance if everything in your render is static for instance.
  20179. */
  20180. static readonly REFRESHRATE_RENDER_ONCE: number;
  20181. /**
  20182. * The texture will only be rendered rendered every frame and is recomended for dynamic contents.
  20183. */
  20184. static readonly REFRESHRATE_RENDER_ONEVERYFRAME: number;
  20185. /**
  20186. * The texture will be rendered every 2 frames which could be enough if your dynamic objects are not
  20187. * the central point of your effect and can save a lot of performances.
  20188. */
  20189. static readonly REFRESHRATE_RENDER_ONEVERYTWOFRAMES: number;
  20190. /**
  20191. * Use this predicate to dynamically define the list of mesh you want to render.
  20192. * If set, the renderList property will be overwritten.
  20193. */
  20194. renderListPredicate: (AbstractMesh: AbstractMesh) => boolean;
  20195. private _renderList;
  20196. /**
  20197. * Use this list to define the list of mesh you want to render.
  20198. */
  20199. renderList: Nullable<Array<AbstractMesh>>;
  20200. private _hookArray;
  20201. /**
  20202. * Define if particles should be rendered in your texture.
  20203. */
  20204. renderParticles: boolean;
  20205. /**
  20206. * Define if sprites should be rendered in your texture.
  20207. */
  20208. renderSprites: boolean;
  20209. /**
  20210. * Override the default coordinates mode to projection for RTT as it is the most common case for rendered textures.
  20211. */
  20212. coordinatesMode: number;
  20213. /**
  20214. * Define the camera used to render the texture.
  20215. */
  20216. activeCamera: Nullable<Camera>;
  20217. /**
  20218. * Override the render function of the texture with your own one.
  20219. */
  20220. customRenderFunction: (opaqueSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>, beforeTransparents?: () => void) => void;
  20221. /**
  20222. * Define if camera post processes should be use while rendering the texture.
  20223. */
  20224. useCameraPostProcesses: boolean;
  20225. /**
  20226. * Define if the camera viewport should be respected while rendering the texture or if the render should be done to the entire texture.
  20227. */
  20228. ignoreCameraViewport: boolean;
  20229. private _postProcessManager;
  20230. private _postProcesses;
  20231. private _resizeObserver;
  20232. /**
  20233. * An event triggered when the texture is unbind.
  20234. */
  20235. onBeforeBindObservable: Observable<RenderTargetTexture>;
  20236. /**
  20237. * An event triggered when the texture is unbind.
  20238. */
  20239. onAfterUnbindObservable: Observable<RenderTargetTexture>;
  20240. private _onAfterUnbindObserver;
  20241. /**
  20242. * Set a after unbind callback in the texture.
  20243. * This has been kept for backward compatibility and use of onAfterUnbindObservable is recommended.
  20244. */
  20245. onAfterUnbind: () => void;
  20246. /**
  20247. * An event triggered before rendering the texture
  20248. */
  20249. onBeforeRenderObservable: Observable<number>;
  20250. private _onBeforeRenderObserver;
  20251. /**
  20252. * Set a before render callback in the texture.
  20253. * This has been kept for backward compatibility and use of onBeforeRenderObservable is recommended.
  20254. */
  20255. onBeforeRender: (faceIndex: number) => void;
  20256. /**
  20257. * An event triggered after rendering the texture
  20258. */
  20259. onAfterRenderObservable: Observable<number>;
  20260. private _onAfterRenderObserver;
  20261. /**
  20262. * Set a after render callback in the texture.
  20263. * This has been kept for backward compatibility and use of onAfterRenderObservable is recommended.
  20264. */
  20265. onAfterRender: (faceIndex: number) => void;
  20266. /**
  20267. * An event triggered after the texture clear
  20268. */
  20269. onClearObservable: Observable<Engine>;
  20270. private _onClearObserver;
  20271. /**
  20272. * Set a clear callback in the texture.
  20273. * This has been kept for backward compatibility and use of onClearObservable is recommended.
  20274. */
  20275. onClear: (Engine: Engine) => void;
  20276. /**
  20277. * An event triggered when the texture is resized.
  20278. */
  20279. onResizeObservable: Observable<RenderTargetTexture>;
  20280. /**
  20281. * Define the clear color of the Render Target if it should be different from the scene.
  20282. */
  20283. clearColor: Color4;
  20284. protected _size: number | {
  20285. width: number;
  20286. height: number;
  20287. };
  20288. protected _initialSizeParameter: number | {
  20289. width: number;
  20290. height: number;
  20291. } | {
  20292. ratio: number;
  20293. };
  20294. protected _sizeRatio: Nullable<number>;
  20295. /** @hidden */
  20296. _generateMipMaps: boolean;
  20297. protected _renderingManager: RenderingManager;
  20298. /** @hidden */
  20299. _waitingRenderList: string[];
  20300. protected _doNotChangeAspectRatio: boolean;
  20301. protected _currentRefreshId: number;
  20302. protected _refreshRate: number;
  20303. protected _textureMatrix: Matrix;
  20304. protected _samples: number;
  20305. protected _renderTargetOptions: RenderTargetCreationOptions;
  20306. /**
  20307. * Gets render target creation options that were used.
  20308. */
  20309. readonly renderTargetOptions: RenderTargetCreationOptions;
  20310. protected _engine: Engine;
  20311. protected _onRatioRescale(): void;
  20312. /**
  20313. * Gets or sets the center of the bounding box associated with the texture (when in cube mode)
  20314. * It must define where the camera used to render the texture is set
  20315. */
  20316. boundingBoxPosition: Vector3;
  20317. private _boundingBoxSize;
  20318. /**
  20319. * Gets or sets the size of the bounding box associated with the texture (when in cube mode)
  20320. * When defined, the cubemap will switch to local mode
  20321. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  20322. * @example https://www.babylonjs-playground.com/#RNASML
  20323. */
  20324. boundingBoxSize: Vector3;
  20325. /**
  20326. * In case the RTT has been created with a depth texture, get the associated
  20327. * depth texture.
  20328. * Otherwise, return null.
  20329. */
  20330. depthStencilTexture: Nullable<InternalTexture>;
  20331. /**
  20332. * Instantiate a render target texture. This is mainly used to render of screen the scene to for instance apply post processse
  20333. * or used a shadow, depth texture...
  20334. * @param name The friendly name of the texture
  20335. * @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)
  20336. * @param scene The scene the RTT belongs to. The latest created scene will be used if not precised.
  20337. * @param generateMipMaps True if mip maps need to be generated after render.
  20338. * @param doNotChangeAspectRatio True to not change the aspect ratio of the scene in the RTT
  20339. * @param type The type of the buffer in the RTT (int, half float, float...)
  20340. * @param isCube True if a cube texture needs to be created
  20341. * @param samplingMode The sampling mode to be usedwith the render target (Linear, Nearest...)
  20342. * @param generateDepthBuffer True to generate a depth buffer
  20343. * @param generateStencilBuffer True to generate a stencil buffer
  20344. * @param isMulti True if multiple textures need to be created (Draw Buffers)
  20345. * @param format The internal format of the buffer in the RTT (RED, RG, RGB, RGBA, ALPHA...)
  20346. * @param delayAllocation if the texture allocation should be delayed (default: false)
  20347. */
  20348. constructor(name: string, size: number | {
  20349. width: number;
  20350. height: number;
  20351. } | {
  20352. ratio: number;
  20353. }, scene: Nullable<Scene>, generateMipMaps?: boolean, doNotChangeAspectRatio?: boolean, type?: number, isCube?: boolean, samplingMode?: number, generateDepthBuffer?: boolean, generateStencilBuffer?: boolean, isMulti?: boolean, format?: number, delayAllocation?: boolean);
  20354. /**
  20355. * Creates a depth stencil texture.
  20356. * This is only available in WebGL 2 or with the depth texture extension available.
  20357. * @param comparisonFunction Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode
  20358. * @param bilinearFiltering Specifies whether or not bilinear filtering is enable on the texture
  20359. * @param generateStencil Specifies whether or not a stencil should be allocated in the texture
  20360. */
  20361. createDepthStencilTexture(comparisonFunction?: number, bilinearFiltering?: boolean, generateStencil?: boolean): void;
  20362. private _processSizeParameter;
  20363. /**
  20364. * Define the number of samples to use in case of MSAA.
  20365. * It defaults to one meaning no MSAA has been enabled.
  20366. */
  20367. samples: number;
  20368. /**
  20369. * Resets the refresh counter of the texture and start bak from scratch.
  20370. * Could be useful to regenerate the texture if it is setup to render only once.
  20371. */
  20372. resetRefreshCounter(): void;
  20373. /**
  20374. * Define the refresh rate of the texture or the rendering frequency.
  20375. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  20376. */
  20377. refreshRate: number;
  20378. /**
  20379. * Adds a post process to the render target rendering passes.
  20380. * @param postProcess define the post process to add
  20381. */
  20382. addPostProcess(postProcess: PostProcess): void;
  20383. /**
  20384. * Clear all the post processes attached to the render target
  20385. * @param dispose define if the cleared post processesshould also be disposed (false by default)
  20386. */
  20387. clearPostProcesses(dispose?: boolean): void;
  20388. /**
  20389. * Remove one of the post process from the list of attached post processes to the texture
  20390. * @param postProcess define the post process to remove from the list
  20391. */
  20392. removePostProcess(postProcess: PostProcess): void;
  20393. /** @hidden */
  20394. _shouldRender(): boolean;
  20395. /**
  20396. * Gets the actual render size of the texture.
  20397. * @returns the width of the render size
  20398. */
  20399. getRenderSize(): number;
  20400. /**
  20401. * Gets the actual render width of the texture.
  20402. * @returns the width of the render size
  20403. */
  20404. getRenderWidth(): number;
  20405. /**
  20406. * Gets the actual render height of the texture.
  20407. * @returns the height of the render size
  20408. */
  20409. getRenderHeight(): number;
  20410. /**
  20411. * Get if the texture can be rescaled or not.
  20412. */
  20413. readonly canRescale: boolean;
  20414. /**
  20415. * Resize the texture using a ratio.
  20416. * @param ratio the ratio to apply to the texture size in order to compute the new target size
  20417. */
  20418. scale(ratio: number): void;
  20419. /**
  20420. * Get the texture reflection matrix used to rotate/transform the reflection.
  20421. * @returns the reflection matrix
  20422. */
  20423. getReflectionTextureMatrix(): Matrix;
  20424. /**
  20425. * Resize the texture to a new desired size.
  20426. * Be carrefull as it will recreate all the data in the new texture.
  20427. * @param size Define the new size. It can be:
  20428. * - a number for squared texture,
  20429. * - an object containing { width: number, height: number }
  20430. * - or an object containing a ratio { ratio: number }
  20431. */
  20432. resize(size: number | {
  20433. width: number;
  20434. height: number;
  20435. } | {
  20436. ratio: number;
  20437. }): void;
  20438. /**
  20439. * Renders all the objects from the render list into the texture.
  20440. * @param useCameraPostProcess Define if camera post processes should be used during the rendering
  20441. * @param dumpForDebug Define if the rendering result should be dumped (copied) for debugging purpose
  20442. */
  20443. render(useCameraPostProcess?: boolean, dumpForDebug?: boolean): void;
  20444. private _bestReflectionRenderTargetDimension;
  20445. /**
  20446. * @hidden
  20447. * @param faceIndex face index to bind to if this is a cubetexture
  20448. */
  20449. _bindFrameBuffer(faceIndex?: number): void;
  20450. protected unbindFrameBuffer(engine: Engine, faceIndex: number): void;
  20451. private renderToTarget;
  20452. /**
  20453. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  20454. * This allowed control for front to back rendering or reversly depending of the special needs.
  20455. *
  20456. * @param renderingGroupId The rendering group id corresponding to its index
  20457. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  20458. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  20459. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  20460. */
  20461. 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;
  20462. /**
  20463. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  20464. *
  20465. * @param renderingGroupId The rendering group id corresponding to its index
  20466. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  20467. */
  20468. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void;
  20469. /**
  20470. * Clones the texture.
  20471. * @returns the cloned texture
  20472. */
  20473. clone(): RenderTargetTexture;
  20474. /**
  20475. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  20476. * @returns The JSON representation of the texture
  20477. */
  20478. serialize(): any;
  20479. /**
  20480. * This will remove the attached framebuffer objects. The texture will not be able to be used as render target anymore
  20481. */
  20482. disposeFramebufferObjects(): void;
  20483. /**
  20484. * Dispose the texture and release its associated resources.
  20485. */
  20486. dispose(): void;
  20487. /** @hidden */
  20488. _rebuild(): void;
  20489. /**
  20490. * Clear the info related to rendering groups preventing retention point in material dispose.
  20491. */
  20492. freeRenderingGroups(): void;
  20493. /**
  20494. * Gets the number of views the corresponding to the texture (eg. a MultiviewRenderTarget will have > 1)
  20495. * @returns the view count
  20496. */
  20497. getViewCount(): number;
  20498. }
  20499. }
  20500. declare module "babylonjs/Materials/material" {
  20501. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  20502. import { SmartArray } from "babylonjs/Misc/smartArray";
  20503. import { Observable } from "babylonjs/Misc/observable";
  20504. import { Nullable } from "babylonjs/types";
  20505. import { Scene } from "babylonjs/scene";
  20506. import { Matrix } from "babylonjs/Maths/math.vector";
  20507. import { BaseSubMesh, SubMesh } from "babylonjs/Meshes/subMesh";
  20508. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  20509. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  20510. import { Effect } from "babylonjs/Materials/effect";
  20511. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  20512. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  20513. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  20514. import { IInspectable } from "babylonjs/Misc/iInspectable";
  20515. import { Mesh } from "babylonjs/Meshes/mesh";
  20516. import { Animation } from "babylonjs/Animations/animation";
  20517. /**
  20518. * Base class for the main features of a material in Babylon.js
  20519. */
  20520. export class Material implements IAnimatable {
  20521. /**
  20522. * Returns the triangle fill mode
  20523. */
  20524. static readonly TriangleFillMode: number;
  20525. /**
  20526. * Returns the wireframe mode
  20527. */
  20528. static readonly WireFrameFillMode: number;
  20529. /**
  20530. * Returns the point fill mode
  20531. */
  20532. static readonly PointFillMode: number;
  20533. /**
  20534. * Returns the point list draw mode
  20535. */
  20536. static readonly PointListDrawMode: number;
  20537. /**
  20538. * Returns the line list draw mode
  20539. */
  20540. static readonly LineListDrawMode: number;
  20541. /**
  20542. * Returns the line loop draw mode
  20543. */
  20544. static readonly LineLoopDrawMode: number;
  20545. /**
  20546. * Returns the line strip draw mode
  20547. */
  20548. static readonly LineStripDrawMode: number;
  20549. /**
  20550. * Returns the triangle strip draw mode
  20551. */
  20552. static readonly TriangleStripDrawMode: number;
  20553. /**
  20554. * Returns the triangle fan draw mode
  20555. */
  20556. static readonly TriangleFanDrawMode: number;
  20557. /**
  20558. * Stores the clock-wise side orientation
  20559. */
  20560. static readonly ClockWiseSideOrientation: number;
  20561. /**
  20562. * Stores the counter clock-wise side orientation
  20563. */
  20564. static readonly CounterClockWiseSideOrientation: number;
  20565. /**
  20566. * The dirty texture flag value
  20567. */
  20568. static readonly TextureDirtyFlag: number;
  20569. /**
  20570. * The dirty light flag value
  20571. */
  20572. static readonly LightDirtyFlag: number;
  20573. /**
  20574. * The dirty fresnel flag value
  20575. */
  20576. static readonly FresnelDirtyFlag: number;
  20577. /**
  20578. * The dirty attribute flag value
  20579. */
  20580. static readonly AttributesDirtyFlag: number;
  20581. /**
  20582. * The dirty misc flag value
  20583. */
  20584. static readonly MiscDirtyFlag: number;
  20585. /**
  20586. * The all dirty flag value
  20587. */
  20588. static readonly AllDirtyFlag: number;
  20589. /**
  20590. * The ID of the material
  20591. */
  20592. id: string;
  20593. /**
  20594. * Gets or sets the unique id of the material
  20595. */
  20596. uniqueId: number;
  20597. /**
  20598. * The name of the material
  20599. */
  20600. name: string;
  20601. /**
  20602. * Gets or sets user defined metadata
  20603. */
  20604. metadata: any;
  20605. /**
  20606. * For internal use only. Please do not use.
  20607. */
  20608. reservedDataStore: any;
  20609. /**
  20610. * Specifies if the ready state should be checked on each call
  20611. */
  20612. checkReadyOnEveryCall: boolean;
  20613. /**
  20614. * Specifies if the ready state should be checked once
  20615. */
  20616. checkReadyOnlyOnce: boolean;
  20617. /**
  20618. * The state of the material
  20619. */
  20620. state: string;
  20621. /**
  20622. * The alpha value of the material
  20623. */
  20624. protected _alpha: number;
  20625. /**
  20626. * List of inspectable custom properties (used by the Inspector)
  20627. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  20628. */
  20629. inspectableCustomProperties: IInspectable[];
  20630. /**
  20631. * Sets the alpha value of the material
  20632. */
  20633. /**
  20634. * Gets the alpha value of the material
  20635. */
  20636. alpha: number;
  20637. /**
  20638. * Specifies if back face culling is enabled
  20639. */
  20640. protected _backFaceCulling: boolean;
  20641. /**
  20642. * Sets the back-face culling state
  20643. */
  20644. /**
  20645. * Gets the back-face culling state
  20646. */
  20647. backFaceCulling: boolean;
  20648. /**
  20649. * Stores the value for side orientation
  20650. */
  20651. sideOrientation: number;
  20652. /**
  20653. * Callback triggered when the material is compiled
  20654. */
  20655. onCompiled: Nullable<(effect: Effect) => void>;
  20656. /**
  20657. * Callback triggered when an error occurs
  20658. */
  20659. onError: Nullable<(effect: Effect, errors: string) => void>;
  20660. /**
  20661. * Callback triggered to get the render target textures
  20662. */
  20663. getRenderTargetTextures: Nullable<() => SmartArray<RenderTargetTexture>>;
  20664. /**
  20665. * Gets a boolean indicating that current material needs to register RTT
  20666. */
  20667. readonly hasRenderTargetTextures: boolean;
  20668. /**
  20669. * Specifies if the material should be serialized
  20670. */
  20671. doNotSerialize: boolean;
  20672. /**
  20673. * @hidden
  20674. */
  20675. _storeEffectOnSubMeshes: boolean;
  20676. /**
  20677. * Stores the animations for the material
  20678. */
  20679. animations: Nullable<Array<Animation>>;
  20680. /**
  20681. * An event triggered when the material is disposed
  20682. */
  20683. onDisposeObservable: Observable<Material>;
  20684. /**
  20685. * An observer which watches for dispose events
  20686. */
  20687. private _onDisposeObserver;
  20688. private _onUnBindObservable;
  20689. /**
  20690. * Called during a dispose event
  20691. */
  20692. onDispose: () => void;
  20693. private _onBindObservable;
  20694. /**
  20695. * An event triggered when the material is bound
  20696. */
  20697. readonly onBindObservable: Observable<AbstractMesh>;
  20698. /**
  20699. * An observer which watches for bind events
  20700. */
  20701. private _onBindObserver;
  20702. /**
  20703. * Called during a bind event
  20704. */
  20705. onBind: (Mesh: AbstractMesh) => void;
  20706. /**
  20707. * An event triggered when the material is unbound
  20708. */
  20709. readonly onUnBindObservable: Observable<Material>;
  20710. /**
  20711. * Stores the value of the alpha mode
  20712. */
  20713. private _alphaMode;
  20714. /**
  20715. * Sets the value of the alpha mode.
  20716. *
  20717. * | Value | Type | Description |
  20718. * | --- | --- | --- |
  20719. * | 0 | ALPHA_DISABLE | |
  20720. * | 1 | ALPHA_ADD | |
  20721. * | 2 | ALPHA_COMBINE | |
  20722. * | 3 | ALPHA_SUBTRACT | |
  20723. * | 4 | ALPHA_MULTIPLY | |
  20724. * | 5 | ALPHA_MAXIMIZED | |
  20725. * | 6 | ALPHA_ONEONE | |
  20726. * | 7 | ALPHA_PREMULTIPLIED | |
  20727. * | 8 | ALPHA_PREMULTIPLIED_PORTERDUFF | |
  20728. * | 9 | ALPHA_INTERPOLATE | |
  20729. * | 10 | ALPHA_SCREENMODE | |
  20730. *
  20731. */
  20732. /**
  20733. * Gets the value of the alpha mode
  20734. */
  20735. alphaMode: number;
  20736. /**
  20737. * Stores the state of the need depth pre-pass value
  20738. */
  20739. private _needDepthPrePass;
  20740. /**
  20741. * Sets the need depth pre-pass value
  20742. */
  20743. /**
  20744. * Gets the depth pre-pass value
  20745. */
  20746. needDepthPrePass: boolean;
  20747. /**
  20748. * Specifies if depth writing should be disabled
  20749. */
  20750. disableDepthWrite: boolean;
  20751. /**
  20752. * Specifies if depth writing should be forced
  20753. */
  20754. forceDepthWrite: boolean;
  20755. /**
  20756. * Specifies if there should be a separate pass for culling
  20757. */
  20758. separateCullingPass: boolean;
  20759. /**
  20760. * Stores the state specifing if fog should be enabled
  20761. */
  20762. private _fogEnabled;
  20763. /**
  20764. * Sets the state for enabling fog
  20765. */
  20766. /**
  20767. * Gets the value of the fog enabled state
  20768. */
  20769. fogEnabled: boolean;
  20770. /**
  20771. * Stores the size of points
  20772. */
  20773. pointSize: number;
  20774. /**
  20775. * Stores the z offset value
  20776. */
  20777. zOffset: number;
  20778. /**
  20779. * Gets a value specifying if wireframe mode is enabled
  20780. */
  20781. /**
  20782. * Sets the state of wireframe mode
  20783. */
  20784. wireframe: boolean;
  20785. /**
  20786. * Gets the value specifying if point clouds are enabled
  20787. */
  20788. /**
  20789. * Sets the state of point cloud mode
  20790. */
  20791. pointsCloud: boolean;
  20792. /**
  20793. * Gets the material fill mode
  20794. */
  20795. /**
  20796. * Sets the material fill mode
  20797. */
  20798. fillMode: number;
  20799. /**
  20800. * @hidden
  20801. * Stores the effects for the material
  20802. */
  20803. _effect: Nullable<Effect>;
  20804. /**
  20805. * @hidden
  20806. * Specifies if the material was previously ready
  20807. */
  20808. _wasPreviouslyReady: boolean;
  20809. /**
  20810. * Specifies if uniform buffers should be used
  20811. */
  20812. private _useUBO;
  20813. /**
  20814. * Stores a reference to the scene
  20815. */
  20816. private _scene;
  20817. /**
  20818. * Stores the fill mode state
  20819. */
  20820. private _fillMode;
  20821. /**
  20822. * Specifies if the depth write state should be cached
  20823. */
  20824. private _cachedDepthWriteState;
  20825. /**
  20826. * Stores the uniform buffer
  20827. */
  20828. protected _uniformBuffer: UniformBuffer;
  20829. /** @hidden */
  20830. _indexInSceneMaterialArray: number;
  20831. /** @hidden */
  20832. meshMap: Nullable<{
  20833. [id: string]: AbstractMesh | undefined;
  20834. }>;
  20835. /**
  20836. * Creates a material instance
  20837. * @param name defines the name of the material
  20838. * @param scene defines the scene to reference
  20839. * @param doNotAdd specifies if the material should be added to the scene
  20840. */
  20841. constructor(name: string, scene: Scene, doNotAdd?: boolean);
  20842. /**
  20843. * Returns a string representation of the current material
  20844. * @param fullDetails defines a boolean indicating which levels of logging is desired
  20845. * @returns a string with material information
  20846. */
  20847. toString(fullDetails?: boolean): string;
  20848. /**
  20849. * Gets the class name of the material
  20850. * @returns a string with the class name of the material
  20851. */
  20852. getClassName(): string;
  20853. /**
  20854. * Specifies if updates for the material been locked
  20855. */
  20856. readonly isFrozen: boolean;
  20857. /**
  20858. * Locks updates for the material
  20859. */
  20860. freeze(): void;
  20861. /**
  20862. * Unlocks updates for the material
  20863. */
  20864. unfreeze(): void;
  20865. /**
  20866. * Specifies if the material is ready to be used
  20867. * @param mesh defines the mesh to check
  20868. * @param useInstances specifies if instances should be used
  20869. * @returns a boolean indicating if the material is ready to be used
  20870. */
  20871. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  20872. /**
  20873. * Specifies that the submesh is ready to be used
  20874. * @param mesh defines the mesh to check
  20875. * @param subMesh defines which submesh to check
  20876. * @param useInstances specifies that instances should be used
  20877. * @returns a boolean indicating that the submesh is ready or not
  20878. */
  20879. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  20880. /**
  20881. * Returns the material effect
  20882. * @returns the effect associated with the material
  20883. */
  20884. getEffect(): Nullable<Effect>;
  20885. /**
  20886. * Returns the current scene
  20887. * @returns a Scene
  20888. */
  20889. getScene(): Scene;
  20890. /**
  20891. * Specifies if the material will require alpha blending
  20892. * @returns a boolean specifying if alpha blending is needed
  20893. */
  20894. needAlphaBlending(): boolean;
  20895. /**
  20896. * Specifies if the mesh will require alpha blending
  20897. * @param mesh defines the mesh to check
  20898. * @returns a boolean specifying if alpha blending is needed for the mesh
  20899. */
  20900. needAlphaBlendingForMesh(mesh: AbstractMesh): boolean;
  20901. /**
  20902. * Specifies if this material should be rendered in alpha test mode
  20903. * @returns a boolean specifying if an alpha test is needed.
  20904. */
  20905. needAlphaTesting(): boolean;
  20906. /**
  20907. * Gets the texture used for the alpha test
  20908. * @returns the texture to use for alpha testing
  20909. */
  20910. getAlphaTestTexture(): Nullable<BaseTexture>;
  20911. /**
  20912. * Marks the material to indicate that it needs to be re-calculated
  20913. */
  20914. markDirty(): void;
  20915. /** @hidden */
  20916. _preBind(effect?: Effect, overrideOrientation?: Nullable<number>): boolean;
  20917. /**
  20918. * Binds the material to the mesh
  20919. * @param world defines the world transformation matrix
  20920. * @param mesh defines the mesh to bind the material to
  20921. */
  20922. bind(world: Matrix, mesh?: Mesh): void;
  20923. /**
  20924. * Binds the submesh to the material
  20925. * @param world defines the world transformation matrix
  20926. * @param mesh defines the mesh containing the submesh
  20927. * @param subMesh defines the submesh to bind the material to
  20928. */
  20929. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  20930. /**
  20931. * Binds the world matrix to the material
  20932. * @param world defines the world transformation matrix
  20933. */
  20934. bindOnlyWorldMatrix(world: Matrix): void;
  20935. /**
  20936. * Binds the scene's uniform buffer to the effect.
  20937. * @param effect defines the effect to bind to the scene uniform buffer
  20938. * @param sceneUbo defines the uniform buffer storing scene data
  20939. */
  20940. bindSceneUniformBuffer(effect: Effect, sceneUbo: UniformBuffer): void;
  20941. /**
  20942. * Binds the view matrix to the effect
  20943. * @param effect defines the effect to bind the view matrix to
  20944. */
  20945. bindView(effect: Effect): void;
  20946. /**
  20947. * Binds the view projection matrix to the effect
  20948. * @param effect defines the effect to bind the view projection matrix to
  20949. */
  20950. bindViewProjection(effect: Effect): void;
  20951. /**
  20952. * Specifies if material alpha testing should be turned on for the mesh
  20953. * @param mesh defines the mesh to check
  20954. */
  20955. protected _shouldTurnAlphaTestOn(mesh: AbstractMesh): boolean;
  20956. /**
  20957. * Processes to execute after binding the material to a mesh
  20958. * @param mesh defines the rendered mesh
  20959. */
  20960. protected _afterBind(mesh?: Mesh): void;
  20961. /**
  20962. * Unbinds the material from the mesh
  20963. */
  20964. unbind(): void;
  20965. /**
  20966. * Gets the active textures from the material
  20967. * @returns an array of textures
  20968. */
  20969. getActiveTextures(): BaseTexture[];
  20970. /**
  20971. * Specifies if the material uses a texture
  20972. * @param texture defines the texture to check against the material
  20973. * @returns a boolean specifying if the material uses the texture
  20974. */
  20975. hasTexture(texture: BaseTexture): boolean;
  20976. /**
  20977. * Makes a duplicate of the material, and gives it a new name
  20978. * @param name defines the new name for the duplicated material
  20979. * @returns the cloned material
  20980. */
  20981. clone(name: string): Nullable<Material>;
  20982. /**
  20983. * Gets the meshes bound to the material
  20984. * @returns an array of meshes bound to the material
  20985. */
  20986. getBindedMeshes(): AbstractMesh[];
  20987. /**
  20988. * Force shader compilation
  20989. * @param mesh defines the mesh associated with this material
  20990. * @param onCompiled defines a function to execute once the material is compiled
  20991. * @param options defines the options to configure the compilation
  20992. */
  20993. forceCompilation(mesh: AbstractMesh, onCompiled?: (material: Material) => void, options?: Partial<{
  20994. clipPlane: boolean;
  20995. }>): void;
  20996. /**
  20997. * Force shader compilation
  20998. * @param mesh defines the mesh that will use this material
  20999. * @param options defines additional options for compiling the shaders
  21000. * @returns a promise that resolves when the compilation completes
  21001. */
  21002. forceCompilationAsync(mesh: AbstractMesh, options?: Partial<{
  21003. clipPlane: boolean;
  21004. }>): Promise<void>;
  21005. private static readonly _AllDirtyCallBack;
  21006. private static readonly _ImageProcessingDirtyCallBack;
  21007. private static readonly _TextureDirtyCallBack;
  21008. private static readonly _FresnelDirtyCallBack;
  21009. private static readonly _MiscDirtyCallBack;
  21010. private static readonly _LightsDirtyCallBack;
  21011. private static readonly _AttributeDirtyCallBack;
  21012. private static _FresnelAndMiscDirtyCallBack;
  21013. private static _TextureAndMiscDirtyCallBack;
  21014. private static readonly _DirtyCallbackArray;
  21015. private static readonly _RunDirtyCallBacks;
  21016. /**
  21017. * Marks a define in the material to indicate that it needs to be re-computed
  21018. * @param flag defines a flag used to determine which parts of the material have to be marked as dirty
  21019. */
  21020. markAsDirty(flag: number): void;
  21021. /**
  21022. * Marks all submeshes of a material to indicate that their material defines need to be re-calculated
  21023. * @param func defines a function which checks material defines against the submeshes
  21024. */
  21025. protected _markAllSubMeshesAsDirty(func: (defines: MaterialDefines) => void): void;
  21026. /**
  21027. * Indicates that we need to re-calculated for all submeshes
  21028. */
  21029. protected _markAllSubMeshesAsAllDirty(): void;
  21030. /**
  21031. * Indicates that image processing needs to be re-calculated for all submeshes
  21032. */
  21033. protected _markAllSubMeshesAsImageProcessingDirty(): void;
  21034. /**
  21035. * Indicates that textures need to be re-calculated for all submeshes
  21036. */
  21037. protected _markAllSubMeshesAsTexturesDirty(): void;
  21038. /**
  21039. * Indicates that fresnel needs to be re-calculated for all submeshes
  21040. */
  21041. protected _markAllSubMeshesAsFresnelDirty(): void;
  21042. /**
  21043. * Indicates that fresnel and misc need to be re-calculated for all submeshes
  21044. */
  21045. protected _markAllSubMeshesAsFresnelAndMiscDirty(): void;
  21046. /**
  21047. * Indicates that lights need to be re-calculated for all submeshes
  21048. */
  21049. protected _markAllSubMeshesAsLightsDirty(): void;
  21050. /**
  21051. * Indicates that attributes need to be re-calculated for all submeshes
  21052. */
  21053. protected _markAllSubMeshesAsAttributesDirty(): void;
  21054. /**
  21055. * Indicates that misc needs to be re-calculated for all submeshes
  21056. */
  21057. protected _markAllSubMeshesAsMiscDirty(): void;
  21058. /**
  21059. * Indicates that textures and misc need to be re-calculated for all submeshes
  21060. */
  21061. protected _markAllSubMeshesAsTexturesAndMiscDirty(): void;
  21062. /**
  21063. * Disposes the material
  21064. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  21065. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  21066. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  21067. */
  21068. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  21069. /** @hidden */
  21070. private releaseVertexArrayObject;
  21071. /**
  21072. * Serializes this material
  21073. * @returns the serialized material object
  21074. */
  21075. serialize(): any;
  21076. /**
  21077. * Creates a material from parsed material data
  21078. * @param parsedMaterial defines parsed material data
  21079. * @param scene defines the hosting scene
  21080. * @param rootUrl defines the root URL to use to load textures
  21081. * @returns a new material
  21082. */
  21083. static Parse(parsedMaterial: any, scene: Scene, rootUrl: string): Nullable<Material>;
  21084. }
  21085. }
  21086. declare module "babylonjs/Materials/multiMaterial" {
  21087. import { Nullable } from "babylonjs/types";
  21088. import { Scene } from "babylonjs/scene";
  21089. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  21090. import { BaseSubMesh } from "babylonjs/Meshes/subMesh";
  21091. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  21092. import { Material } from "babylonjs/Materials/material";
  21093. /**
  21094. * A multi-material is used to apply different materials to different parts of the same object without the need of
  21095. * separate meshes. This can be use to improve performances.
  21096. * @see http://doc.babylonjs.com/how_to/multi_materials
  21097. */
  21098. export class MultiMaterial extends Material {
  21099. private _subMaterials;
  21100. /**
  21101. * Gets or Sets the list of Materials used within the multi material.
  21102. * They need to be ordered according to the submeshes order in the associated mesh
  21103. */
  21104. subMaterials: Nullable<Material>[];
  21105. /**
  21106. * Function used to align with Node.getChildren()
  21107. * @returns the list of Materials used within the multi material
  21108. */
  21109. getChildren(): Nullable<Material>[];
  21110. /**
  21111. * Instantiates a new Multi Material
  21112. * A multi-material is used to apply different materials to different parts of the same object without the need of
  21113. * separate meshes. This can be use to improve performances.
  21114. * @see http://doc.babylonjs.com/how_to/multi_materials
  21115. * @param name Define the name in the scene
  21116. * @param scene Define the scene the material belongs to
  21117. */
  21118. constructor(name: string, scene: Scene);
  21119. private _hookArray;
  21120. /**
  21121. * Get one of the submaterial by its index in the submaterials array
  21122. * @param index The index to look the sub material at
  21123. * @returns The Material if the index has been defined
  21124. */
  21125. getSubMaterial(index: number): Nullable<Material>;
  21126. /**
  21127. * Get the list of active textures for the whole sub materials list.
  21128. * @returns All the textures that will be used during the rendering
  21129. */
  21130. getActiveTextures(): BaseTexture[];
  21131. /**
  21132. * Gets the current class name of the material e.g. "MultiMaterial"
  21133. * Mainly use in serialization.
  21134. * @returns the class name
  21135. */
  21136. getClassName(): string;
  21137. /**
  21138. * Checks if the material is ready to render the requested sub mesh
  21139. * @param mesh Define the mesh the submesh belongs to
  21140. * @param subMesh Define the sub mesh to look readyness for
  21141. * @param useInstances Define whether or not the material is used with instances
  21142. * @returns true if ready, otherwise false
  21143. */
  21144. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  21145. /**
  21146. * Clones the current material and its related sub materials
  21147. * @param name Define the name of the newly cloned material
  21148. * @param cloneChildren Define if submaterial will be cloned or shared with the parent instance
  21149. * @returns the cloned material
  21150. */
  21151. clone(name: string, cloneChildren?: boolean): MultiMaterial;
  21152. /**
  21153. * Serializes the materials into a JSON representation.
  21154. * @returns the JSON representation
  21155. */
  21156. serialize(): any;
  21157. /**
  21158. * Dispose the material and release its associated resources
  21159. * @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)
  21160. * @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)
  21161. * @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)
  21162. */
  21163. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, forceDisposeChildren?: boolean): void;
  21164. /**
  21165. * Creates a MultiMaterial from parsed MultiMaterial data.
  21166. * @param parsedMultiMaterial defines parsed MultiMaterial data.
  21167. * @param scene defines the hosting scene
  21168. * @returns a new MultiMaterial
  21169. */
  21170. static ParseMultiMaterial(parsedMultiMaterial: any, scene: Scene): MultiMaterial;
  21171. }
  21172. }
  21173. declare module "babylonjs/Meshes/subMesh" {
  21174. import { Nullable, IndicesArray, DeepImmutable, FloatArray } from "babylonjs/types";
  21175. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  21176. import { Engine } from "babylonjs/Engines/engine";
  21177. import { IntersectionInfo } from "babylonjs/Collisions/intersectionInfo";
  21178. import { ICullable, BoundingInfo } from "babylonjs/Culling/boundingInfo";
  21179. import { Effect } from "babylonjs/Materials/effect";
  21180. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  21181. import { Plane } from "babylonjs/Maths/math.plane";
  21182. import { Collider } from "babylonjs/Collisions/collider";
  21183. import { Material } from "babylonjs/Materials/material";
  21184. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  21185. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  21186. import { Mesh } from "babylonjs/Meshes/mesh";
  21187. import { Ray } from "babylonjs/Culling/ray";
  21188. import { TrianglePickingPredicate } from "babylonjs/Culling/ray";
  21189. /**
  21190. * Base class for submeshes
  21191. */
  21192. export class BaseSubMesh {
  21193. /** @hidden */
  21194. _materialDefines: Nullable<MaterialDefines>;
  21195. /** @hidden */
  21196. _materialEffect: Nullable<Effect>;
  21197. /**
  21198. * Gets associated effect
  21199. */
  21200. readonly effect: Nullable<Effect>;
  21201. /**
  21202. * Sets associated effect (effect used to render this submesh)
  21203. * @param effect defines the effect to associate with
  21204. * @param defines defines the set of defines used to compile this effect
  21205. */
  21206. setEffect(effect: Nullable<Effect>, defines?: Nullable<MaterialDefines>): void;
  21207. }
  21208. /**
  21209. * Defines a subdivision inside a mesh
  21210. */
  21211. export class SubMesh extends BaseSubMesh implements ICullable {
  21212. /** the material index to use */
  21213. materialIndex: number;
  21214. /** vertex index start */
  21215. verticesStart: number;
  21216. /** vertices count */
  21217. verticesCount: number;
  21218. /** index start */
  21219. indexStart: number;
  21220. /** indices count */
  21221. indexCount: number;
  21222. /** @hidden */
  21223. _linesIndexCount: number;
  21224. private _mesh;
  21225. private _renderingMesh;
  21226. private _boundingInfo;
  21227. private _linesIndexBuffer;
  21228. /** @hidden */
  21229. _lastColliderWorldVertices: Nullable<Vector3[]>;
  21230. /** @hidden */
  21231. _trianglePlanes: Plane[];
  21232. /** @hidden */
  21233. _lastColliderTransformMatrix: Nullable<Matrix>;
  21234. /** @hidden */
  21235. _renderId: number;
  21236. /** @hidden */
  21237. _alphaIndex: number;
  21238. /** @hidden */
  21239. _distanceToCamera: number;
  21240. /** @hidden */
  21241. _id: number;
  21242. private _currentMaterial;
  21243. /**
  21244. * Add a new submesh to a mesh
  21245. * @param materialIndex defines the material index to use
  21246. * @param verticesStart defines vertex index start
  21247. * @param verticesCount defines vertices count
  21248. * @param indexStart defines index start
  21249. * @param indexCount defines indices count
  21250. * @param mesh defines the parent mesh
  21251. * @param renderingMesh defines an optional rendering mesh
  21252. * @param createBoundingBox defines if bounding box should be created for this submesh
  21253. * @returns the new submesh
  21254. */
  21255. static AddToMesh(materialIndex: number, verticesStart: number, verticesCount: number, indexStart: number, indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh, createBoundingBox?: boolean): SubMesh;
  21256. /**
  21257. * Creates a new submesh
  21258. * @param materialIndex defines the material index to use
  21259. * @param verticesStart defines vertex index start
  21260. * @param verticesCount defines vertices count
  21261. * @param indexStart defines index start
  21262. * @param indexCount defines indices count
  21263. * @param mesh defines the parent mesh
  21264. * @param renderingMesh defines an optional rendering mesh
  21265. * @param createBoundingBox defines if bounding box should be created for this submesh
  21266. */
  21267. constructor(
  21268. /** the material index to use */
  21269. materialIndex: number,
  21270. /** vertex index start */
  21271. verticesStart: number,
  21272. /** vertices count */
  21273. verticesCount: number,
  21274. /** index start */
  21275. indexStart: number,
  21276. /** indices count */
  21277. indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh, createBoundingBox?: boolean);
  21278. /**
  21279. * Returns true if this submesh covers the entire parent mesh
  21280. * @ignorenaming
  21281. */
  21282. readonly IsGlobal: boolean;
  21283. /**
  21284. * Returns the submesh BoudingInfo object
  21285. * @returns current bounding info (or mesh's one if the submesh is global)
  21286. */
  21287. getBoundingInfo(): BoundingInfo;
  21288. /**
  21289. * Sets the submesh BoundingInfo
  21290. * @param boundingInfo defines the new bounding info to use
  21291. * @returns the SubMesh
  21292. */
  21293. setBoundingInfo(boundingInfo: BoundingInfo): SubMesh;
  21294. /**
  21295. * Returns the mesh of the current submesh
  21296. * @return the parent mesh
  21297. */
  21298. getMesh(): AbstractMesh;
  21299. /**
  21300. * Returns the rendering mesh of the submesh
  21301. * @returns the rendering mesh (could be different from parent mesh)
  21302. */
  21303. getRenderingMesh(): Mesh;
  21304. /**
  21305. * Returns the submesh material
  21306. * @returns null or the current material
  21307. */
  21308. getMaterial(): Nullable<Material>;
  21309. /**
  21310. * Sets a new updated BoundingInfo object to the submesh
  21311. * @param data defines an optional position array to use to determine the bounding info
  21312. * @returns the SubMesh
  21313. */
  21314. refreshBoundingInfo(data?: Nullable<FloatArray>): SubMesh;
  21315. /** @hidden */
  21316. _checkCollision(collider: Collider): boolean;
  21317. /**
  21318. * Updates the submesh BoundingInfo
  21319. * @param world defines the world matrix to use to update the bounding info
  21320. * @returns the submesh
  21321. */
  21322. updateBoundingInfo(world: DeepImmutable<Matrix>): SubMesh;
  21323. /**
  21324. * True is the submesh bounding box intersects the frustum defined by the passed array of planes.
  21325. * @param frustumPlanes defines the frustum planes
  21326. * @returns true if the submesh is intersecting with the frustum
  21327. */
  21328. isInFrustum(frustumPlanes: Plane[]): boolean;
  21329. /**
  21330. * True is the submesh bounding box is completely inside the frustum defined by the passed array of planes
  21331. * @param frustumPlanes defines the frustum planes
  21332. * @returns true if the submesh is inside the frustum
  21333. */
  21334. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  21335. /**
  21336. * Renders the submesh
  21337. * @param enableAlphaMode defines if alpha needs to be used
  21338. * @returns the submesh
  21339. */
  21340. render(enableAlphaMode: boolean): SubMesh;
  21341. /**
  21342. * @hidden
  21343. */
  21344. _getLinesIndexBuffer(indices: IndicesArray, engine: Engine): DataBuffer;
  21345. /**
  21346. * Checks if the submesh intersects with a ray
  21347. * @param ray defines the ray to test
  21348. * @returns true is the passed ray intersects the submesh bounding box
  21349. */
  21350. canIntersects(ray: Ray): boolean;
  21351. /**
  21352. * Intersects current submesh with a ray
  21353. * @param ray defines the ray to test
  21354. * @param positions defines mesh's positions array
  21355. * @param indices defines mesh's indices array
  21356. * @param fastCheck defines if only bounding info should be used
  21357. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  21358. * @returns intersection info or null if no intersection
  21359. */
  21360. intersects(ray: Ray, positions: Vector3[], indices: IndicesArray, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<IntersectionInfo>;
  21361. /** @hidden */
  21362. private _intersectLines;
  21363. /** @hidden */
  21364. private _intersectUnIndexedLines;
  21365. /** @hidden */
  21366. private _intersectTriangles;
  21367. /** @hidden */
  21368. private _intersectUnIndexedTriangles;
  21369. /** @hidden */
  21370. _rebuild(): void;
  21371. /**
  21372. * Creates a new submesh from the passed mesh
  21373. * @param newMesh defines the new hosting mesh
  21374. * @param newRenderingMesh defines an optional rendering mesh
  21375. * @returns the new submesh
  21376. */
  21377. clone(newMesh: AbstractMesh, newRenderingMesh?: Mesh): SubMesh;
  21378. /**
  21379. * Release associated resources
  21380. */
  21381. dispose(): void;
  21382. /**
  21383. * Gets the class name
  21384. * @returns the string "SubMesh".
  21385. */
  21386. getClassName(): string;
  21387. /**
  21388. * Creates a new submesh from indices data
  21389. * @param materialIndex the index of the main mesh material
  21390. * @param startIndex the index where to start the copy in the mesh indices array
  21391. * @param indexCount the number of indices to copy then from the startIndex
  21392. * @param mesh the main mesh to create the submesh from
  21393. * @param renderingMesh the optional rendering mesh
  21394. * @returns a new submesh
  21395. */
  21396. static CreateFromIndices(materialIndex: number, startIndex: number, indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh): SubMesh;
  21397. }
  21398. }
  21399. declare module "babylonjs/Loading/sceneLoaderFlags" {
  21400. /**
  21401. * Class used to represent data loading progression
  21402. */
  21403. export class SceneLoaderFlags {
  21404. private static _ForceFullSceneLoadingForIncremental;
  21405. private static _ShowLoadingScreen;
  21406. private static _CleanBoneMatrixWeights;
  21407. private static _loggingLevel;
  21408. /**
  21409. * Gets or sets a boolean indicating if entire scene must be loaded even if scene contains incremental data
  21410. */
  21411. static ForceFullSceneLoadingForIncremental: boolean;
  21412. /**
  21413. * Gets or sets a boolean indicating if loading screen must be displayed while loading a scene
  21414. */
  21415. static ShowLoadingScreen: boolean;
  21416. /**
  21417. * Defines the current logging level (while loading the scene)
  21418. * @ignorenaming
  21419. */
  21420. static loggingLevel: number;
  21421. /**
  21422. * Gets or set a boolean indicating if matrix weights must be cleaned upon loading
  21423. */
  21424. static CleanBoneMatrixWeights: boolean;
  21425. }
  21426. }
  21427. declare module "babylonjs/Meshes/geometry" {
  21428. import { Nullable, FloatArray, DataArray, IndicesArray } from "babylonjs/types";
  21429. import { Scene } from "babylonjs/scene";
  21430. import { Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  21431. import { Engine } from "babylonjs/Engines/engine";
  21432. import { IGetSetVerticesData, VertexData } from "babylonjs/Meshes/mesh.vertexData";
  21433. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  21434. import { Effect } from "babylonjs/Materials/effect";
  21435. import { BoundingInfo } from "babylonjs/Culling/boundingInfo";
  21436. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  21437. import { Mesh } from "babylonjs/Meshes/mesh";
  21438. /**
  21439. * Class used to store geometry data (vertex buffers + index buffer)
  21440. */
  21441. export class Geometry implements IGetSetVerticesData {
  21442. /**
  21443. * Gets or sets the ID of the geometry
  21444. */
  21445. id: string;
  21446. /**
  21447. * Gets or sets the unique ID of the geometry
  21448. */
  21449. uniqueId: number;
  21450. /**
  21451. * Gets the delay loading state of the geometry (none by default which means not delayed)
  21452. */
  21453. delayLoadState: number;
  21454. /**
  21455. * Gets the file containing the data to load when running in delay load state
  21456. */
  21457. delayLoadingFile: Nullable<string>;
  21458. /**
  21459. * Callback called when the geometry is updated
  21460. */
  21461. onGeometryUpdated: (geometry: Geometry, kind?: string) => void;
  21462. private _scene;
  21463. private _engine;
  21464. private _meshes;
  21465. private _totalVertices;
  21466. /** @hidden */
  21467. _indices: IndicesArray;
  21468. /** @hidden */
  21469. _vertexBuffers: {
  21470. [key: string]: VertexBuffer;
  21471. };
  21472. private _isDisposed;
  21473. private _extend;
  21474. private _boundingBias;
  21475. /** @hidden */
  21476. _delayInfo: Array<string>;
  21477. private _indexBuffer;
  21478. private _indexBufferIsUpdatable;
  21479. /** @hidden */
  21480. _boundingInfo: Nullable<BoundingInfo>;
  21481. /** @hidden */
  21482. _delayLoadingFunction: Nullable<(any: any, geometry: Geometry) => void>;
  21483. /** @hidden */
  21484. _softwareSkinningFrameId: number;
  21485. private _vertexArrayObjects;
  21486. private _updatable;
  21487. /** @hidden */
  21488. _positions: Nullable<Vector3[]>;
  21489. /**
  21490. * 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
  21491. */
  21492. /**
  21493. * 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
  21494. */
  21495. boundingBias: Vector2;
  21496. /**
  21497. * Static function used to attach a new empty geometry to a mesh
  21498. * @param mesh defines the mesh to attach the geometry to
  21499. * @returns the new Geometry
  21500. */
  21501. static CreateGeometryForMesh(mesh: Mesh): Geometry;
  21502. /**
  21503. * Creates a new geometry
  21504. * @param id defines the unique ID
  21505. * @param scene defines the hosting scene
  21506. * @param vertexData defines the VertexData used to get geometry data
  21507. * @param updatable defines if geometry must be updatable (false by default)
  21508. * @param mesh defines the mesh that will be associated with the geometry
  21509. */
  21510. constructor(id: string, scene: Scene, vertexData?: VertexData, updatable?: boolean, mesh?: Nullable<Mesh>);
  21511. /**
  21512. * Gets the current extend of the geometry
  21513. */
  21514. readonly extend: {
  21515. minimum: Vector3;
  21516. maximum: Vector3;
  21517. };
  21518. /**
  21519. * Gets the hosting scene
  21520. * @returns the hosting Scene
  21521. */
  21522. getScene(): Scene;
  21523. /**
  21524. * Gets the hosting engine
  21525. * @returns the hosting Engine
  21526. */
  21527. getEngine(): Engine;
  21528. /**
  21529. * Defines if the geometry is ready to use
  21530. * @returns true if the geometry is ready to be used
  21531. */
  21532. isReady(): boolean;
  21533. /**
  21534. * Gets a value indicating that the geometry should not be serialized
  21535. */
  21536. readonly doNotSerialize: boolean;
  21537. /** @hidden */
  21538. _rebuild(): void;
  21539. /**
  21540. * Affects all geometry data in one call
  21541. * @param vertexData defines the geometry data
  21542. * @param updatable defines if the geometry must be flagged as updatable (false as default)
  21543. */
  21544. setAllVerticesData(vertexData: VertexData, updatable?: boolean): void;
  21545. /**
  21546. * Set specific vertex data
  21547. * @param kind defines the data kind (Position, normal, etc...)
  21548. * @param data defines the vertex data to use
  21549. * @param updatable defines if the vertex must be flagged as updatable (false as default)
  21550. * @param stride defines the stride to use (0 by default). This value is deduced from the kind value if not specified
  21551. */
  21552. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): void;
  21553. /**
  21554. * Removes a specific vertex data
  21555. * @param kind defines the data kind (Position, normal, etc...)
  21556. */
  21557. removeVerticesData(kind: string): void;
  21558. /**
  21559. * Affect a vertex buffer to the geometry. the vertexBuffer.getKind() function is used to determine where to store the data
  21560. * @param buffer defines the vertex buffer to use
  21561. * @param totalVertices defines the total number of vertices for position kind (could be null)
  21562. */
  21563. setVerticesBuffer(buffer: VertexBuffer, totalVertices?: Nullable<number>): void;
  21564. /**
  21565. * Update a specific vertex buffer
  21566. * This function will directly update the underlying DataBuffer according to the passed numeric array or Float32Array
  21567. * It will do nothing if the buffer is not updatable
  21568. * @param kind defines the data kind (Position, normal, etc...)
  21569. * @param data defines the data to use
  21570. * @param offset defines the offset in the target buffer where to store the data
  21571. * @param useBytes set to true if the offset is in bytes
  21572. */
  21573. updateVerticesDataDirectly(kind: string, data: DataArray, offset: number, useBytes?: boolean): void;
  21574. /**
  21575. * Update a specific vertex buffer
  21576. * This function will create a new buffer if the current one is not updatable
  21577. * @param kind defines the data kind (Position, normal, etc...)
  21578. * @param data defines the data to use
  21579. * @param updateExtends defines if the geometry extends must be recomputed (false by default)
  21580. */
  21581. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean): void;
  21582. private _updateBoundingInfo;
  21583. /** @hidden */
  21584. _bind(effect: Nullable<Effect>, indexToBind?: Nullable<DataBuffer>): void;
  21585. /**
  21586. * Gets total number of vertices
  21587. * @returns the total number of vertices
  21588. */
  21589. getTotalVertices(): number;
  21590. /**
  21591. * Gets a specific vertex data attached to this geometry. Float data is constructed if the vertex buffer data cannot be returned directly.
  21592. * @param kind defines the data kind (Position, normal, etc...)
  21593. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  21594. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  21595. * @returns a float array containing vertex data
  21596. */
  21597. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  21598. /**
  21599. * Returns a boolean defining if the vertex data for the requested `kind` is updatable
  21600. * @param kind defines the data kind (Position, normal, etc...)
  21601. * @returns true if the vertex buffer with the specified kind is updatable
  21602. */
  21603. isVertexBufferUpdatable(kind: string): boolean;
  21604. /**
  21605. * Gets a specific vertex buffer
  21606. * @param kind defines the data kind (Position, normal, etc...)
  21607. * @returns a VertexBuffer
  21608. */
  21609. getVertexBuffer(kind: string): Nullable<VertexBuffer>;
  21610. /**
  21611. * Returns all vertex buffers
  21612. * @return an object holding all vertex buffers indexed by kind
  21613. */
  21614. getVertexBuffers(): Nullable<{
  21615. [key: string]: VertexBuffer;
  21616. }>;
  21617. /**
  21618. * Gets a boolean indicating if specific vertex buffer is present
  21619. * @param kind defines the data kind (Position, normal, etc...)
  21620. * @returns true if data is present
  21621. */
  21622. isVerticesDataPresent(kind: string): boolean;
  21623. /**
  21624. * Gets a list of all attached data kinds (Position, normal, etc...)
  21625. * @returns a list of string containing all kinds
  21626. */
  21627. getVerticesDataKinds(): string[];
  21628. /**
  21629. * Update index buffer
  21630. * @param indices defines the indices to store in the index buffer
  21631. * @param offset defines the offset in the target buffer where to store the data
  21632. * @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)
  21633. */
  21634. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): void;
  21635. /**
  21636. * Creates a new index buffer
  21637. * @param indices defines the indices to store in the index buffer
  21638. * @param totalVertices defines the total number of vertices (could be null)
  21639. * @param updatable defines if the index buffer must be flagged as updatable (false by default)
  21640. */
  21641. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>, updatable?: boolean): void;
  21642. /**
  21643. * Return the total number of indices
  21644. * @returns the total number of indices
  21645. */
  21646. getTotalIndices(): number;
  21647. /**
  21648. * Gets the index buffer array
  21649. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  21650. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  21651. * @returns the index buffer array
  21652. */
  21653. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  21654. /**
  21655. * Gets the index buffer
  21656. * @return the index buffer
  21657. */
  21658. getIndexBuffer(): Nullable<DataBuffer>;
  21659. /** @hidden */
  21660. _releaseVertexArrayObject(effect?: Nullable<Effect>): void;
  21661. /**
  21662. * Release the associated resources for a specific mesh
  21663. * @param mesh defines the source mesh
  21664. * @param shouldDispose defines if the geometry must be disposed if there is no more mesh pointing to it
  21665. */
  21666. releaseForMesh(mesh: Mesh, shouldDispose?: boolean): void;
  21667. /**
  21668. * Apply current geometry to a given mesh
  21669. * @param mesh defines the mesh to apply geometry to
  21670. */
  21671. applyToMesh(mesh: Mesh): void;
  21672. private _updateExtend;
  21673. private _applyToMesh;
  21674. private notifyUpdate;
  21675. /**
  21676. * Load the geometry if it was flagged as delay loaded
  21677. * @param scene defines the hosting scene
  21678. * @param onLoaded defines a callback called when the geometry is loaded
  21679. */
  21680. load(scene: Scene, onLoaded?: () => void): void;
  21681. private _queueLoad;
  21682. /**
  21683. * Invert the geometry to move from a right handed system to a left handed one.
  21684. */
  21685. toLeftHanded(): void;
  21686. /** @hidden */
  21687. _resetPointsArrayCache(): void;
  21688. /** @hidden */
  21689. _generatePointsArray(): boolean;
  21690. /**
  21691. * Gets a value indicating if the geometry is disposed
  21692. * @returns true if the geometry was disposed
  21693. */
  21694. isDisposed(): boolean;
  21695. private _disposeVertexArrayObjects;
  21696. /**
  21697. * Free all associated resources
  21698. */
  21699. dispose(): void;
  21700. /**
  21701. * Clone the current geometry into a new geometry
  21702. * @param id defines the unique ID of the new geometry
  21703. * @returns a new geometry object
  21704. */
  21705. copy(id: string): Geometry;
  21706. /**
  21707. * Serialize the current geometry info (and not the vertices data) into a JSON object
  21708. * @return a JSON representation of the current geometry data (without the vertices data)
  21709. */
  21710. serialize(): any;
  21711. private toNumberArray;
  21712. /**
  21713. * Serialize all vertices data into a JSON oject
  21714. * @returns a JSON representation of the current geometry data
  21715. */
  21716. serializeVerticeData(): any;
  21717. /**
  21718. * Extracts a clone of a mesh geometry
  21719. * @param mesh defines the source mesh
  21720. * @param id defines the unique ID of the new geometry object
  21721. * @returns the new geometry object
  21722. */
  21723. static ExtractFromMesh(mesh: Mesh, id: string): Nullable<Geometry>;
  21724. /**
  21725. * You should now use Tools.RandomId(), this method is still here for legacy reasons.
  21726. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  21727. * Be aware Math.random() could cause collisions, but:
  21728. * "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"
  21729. * @returns a string containing a new GUID
  21730. */
  21731. static RandomId(): string;
  21732. /** @hidden */
  21733. static _ImportGeometry(parsedGeometry: any, mesh: Mesh): void;
  21734. private static _CleanMatricesWeights;
  21735. /**
  21736. * Create a new geometry from persisted data (Using .babylon file format)
  21737. * @param parsedVertexData defines the persisted data
  21738. * @param scene defines the hosting scene
  21739. * @param rootUrl defines the root url to use to load assets (like delayed data)
  21740. * @returns the new geometry object
  21741. */
  21742. static Parse(parsedVertexData: any, scene: Scene, rootUrl: string): Nullable<Geometry>;
  21743. }
  21744. }
  21745. declare module "babylonjs/Meshes/mesh.vertexData" {
  21746. import { Nullable, FloatArray, IndicesArray } from "babylonjs/types";
  21747. import { Matrix, Vector3, Vector2, Vector4 } from "babylonjs/Maths/math.vector";
  21748. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  21749. import { Geometry } from "babylonjs/Meshes/geometry";
  21750. import { Mesh } from "babylonjs/Meshes/mesh";
  21751. /**
  21752. * Define an interface for all classes that will get and set the data on vertices
  21753. */
  21754. export interface IGetSetVerticesData {
  21755. /**
  21756. * Gets a boolean indicating if specific vertex data is present
  21757. * @param kind defines the vertex data kind to use
  21758. * @returns true is data kind is present
  21759. */
  21760. isVerticesDataPresent(kind: string): boolean;
  21761. /**
  21762. * Gets a specific vertex data attached to this geometry. Float data is constructed if the vertex buffer data cannot be returned directly.
  21763. * @param kind defines the data kind (Position, normal, etc...)
  21764. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  21765. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  21766. * @returns a float array containing vertex data
  21767. */
  21768. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  21769. /**
  21770. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  21771. * @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.
  21772. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  21773. * @returns the indices array or an empty array if the mesh has no geometry
  21774. */
  21775. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  21776. /**
  21777. * Set specific vertex data
  21778. * @param kind defines the data kind (Position, normal, etc...)
  21779. * @param data defines the vertex data to use
  21780. * @param updatable defines if the vertex must be flagged as updatable (false as default)
  21781. * @param stride defines the stride to use (0 by default). This value is deduced from the kind value if not specified
  21782. */
  21783. setVerticesData(kind: string, data: FloatArray, updatable: boolean): void;
  21784. /**
  21785. * Update a specific associated vertex buffer
  21786. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  21787. * - VertexBuffer.PositionKind
  21788. * - VertexBuffer.UVKind
  21789. * - VertexBuffer.UV2Kind
  21790. * - VertexBuffer.UV3Kind
  21791. * - VertexBuffer.UV4Kind
  21792. * - VertexBuffer.UV5Kind
  21793. * - VertexBuffer.UV6Kind
  21794. * - VertexBuffer.ColorKind
  21795. * - VertexBuffer.MatricesIndicesKind
  21796. * - VertexBuffer.MatricesIndicesExtraKind
  21797. * - VertexBuffer.MatricesWeightsKind
  21798. * - VertexBuffer.MatricesWeightsExtraKind
  21799. * @param data defines the data source
  21800. * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for "position" kind
  21801. * @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)
  21802. */
  21803. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): void;
  21804. /**
  21805. * Creates a new index buffer
  21806. * @param indices defines the indices to store in the index buffer
  21807. * @param totalVertices defines the total number of vertices (could be null)
  21808. * @param updatable defines if the index buffer must be flagged as updatable (false by default)
  21809. */
  21810. setIndices(indices: IndicesArray, totalVertices: Nullable<number>, updatable?: boolean): void;
  21811. }
  21812. /**
  21813. * This class contains the various kinds of data on every vertex of a mesh used in determining its shape and appearance
  21814. */
  21815. export class VertexData {
  21816. /**
  21817. * Mesh side orientation : usually the external or front surface
  21818. */
  21819. static readonly FRONTSIDE: number;
  21820. /**
  21821. * Mesh side orientation : usually the internal or back surface
  21822. */
  21823. static readonly BACKSIDE: number;
  21824. /**
  21825. * Mesh side orientation : both internal and external or front and back surfaces
  21826. */
  21827. static readonly DOUBLESIDE: number;
  21828. /**
  21829. * Mesh side orientation : by default, `FRONTSIDE`
  21830. */
  21831. static readonly DEFAULTSIDE: number;
  21832. /**
  21833. * An array of the x, y, z position of each vertex [...., x, y, z, .....]
  21834. */
  21835. positions: Nullable<FloatArray>;
  21836. /**
  21837. * An array of the x, y, z normal vector of each vertex [...., x, y, z, .....]
  21838. */
  21839. normals: Nullable<FloatArray>;
  21840. /**
  21841. * An array of the x, y, z tangent vector of each vertex [...., x, y, z, .....]
  21842. */
  21843. tangents: Nullable<FloatArray>;
  21844. /**
  21845. * An array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  21846. */
  21847. uvs: Nullable<FloatArray>;
  21848. /**
  21849. * A second array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  21850. */
  21851. uvs2: Nullable<FloatArray>;
  21852. /**
  21853. * A third array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  21854. */
  21855. uvs3: Nullable<FloatArray>;
  21856. /**
  21857. * A fourth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  21858. */
  21859. uvs4: Nullable<FloatArray>;
  21860. /**
  21861. * A fifth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  21862. */
  21863. uvs5: Nullable<FloatArray>;
  21864. /**
  21865. * A sixth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  21866. */
  21867. uvs6: Nullable<FloatArray>;
  21868. /**
  21869. * An array of the r, g, b, a, color of each vertex [...., r, g, b, a, .....]
  21870. */
  21871. colors: Nullable<FloatArray>;
  21872. /**
  21873. * 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).
  21874. */
  21875. matricesIndices: Nullable<FloatArray>;
  21876. /**
  21877. * An array containing the list of weights defining the weight of each indexed matrix in the final computation
  21878. */
  21879. matricesWeights: Nullable<FloatArray>;
  21880. /**
  21881. * An array extending the number of possible indices
  21882. */
  21883. matricesIndicesExtra: Nullable<FloatArray>;
  21884. /**
  21885. * An array extending the number of possible weights when the number of indices is extended
  21886. */
  21887. matricesWeightsExtra: Nullable<FloatArray>;
  21888. /**
  21889. * An array of i, j, k the three vertex indices required for each triangular facet [...., i, j, k .....]
  21890. */
  21891. indices: Nullable<IndicesArray>;
  21892. /**
  21893. * Uses the passed data array to set the set the values for the specified kind of data
  21894. * @param data a linear array of floating numbers
  21895. * @param kind the type of data that is being set, eg positions, colors etc
  21896. */
  21897. set(data: FloatArray, kind: string): void;
  21898. /**
  21899. * Associates the vertexData to the passed Mesh.
  21900. * Sets it as updatable or not (default `false`)
  21901. * @param mesh the mesh the vertexData is applied to
  21902. * @param updatable when used and having the value true allows new data to update the vertexData
  21903. * @returns the VertexData
  21904. */
  21905. applyToMesh(mesh: Mesh, updatable?: boolean): VertexData;
  21906. /**
  21907. * Associates the vertexData to the passed Geometry.
  21908. * Sets it as updatable or not (default `false`)
  21909. * @param geometry the geometry the vertexData is applied to
  21910. * @param updatable when used and having the value true allows new data to update the vertexData
  21911. * @returns VertexData
  21912. */
  21913. applyToGeometry(geometry: Geometry, updatable?: boolean): VertexData;
  21914. /**
  21915. * Updates the associated mesh
  21916. * @param mesh the mesh to be updated
  21917. * @param updateExtends when true the mesh BoundingInfo will be renewed when and if position kind is updated, optional with default false
  21918. * @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
  21919. * @returns VertexData
  21920. */
  21921. updateMesh(mesh: Mesh): VertexData;
  21922. /**
  21923. * Updates the associated geometry
  21924. * @param geometry the geometry to be updated
  21925. * @param updateExtends when true BoundingInfo will be renewed when and if position kind is updated, optional with default false
  21926. * @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
  21927. * @returns VertexData.
  21928. */
  21929. updateGeometry(geometry: Geometry): VertexData;
  21930. private _applyTo;
  21931. private _update;
  21932. /**
  21933. * Transforms each position and each normal of the vertexData according to the passed Matrix
  21934. * @param matrix the transforming matrix
  21935. * @returns the VertexData
  21936. */
  21937. transform(matrix: Matrix): VertexData;
  21938. /**
  21939. * Merges the passed VertexData into the current one
  21940. * @param other the VertexData to be merged into the current one
  21941. * @param use32BitsIndices defines a boolean indicating if indices must be store in a 32 bits array
  21942. * @returns the modified VertexData
  21943. */
  21944. merge(other: VertexData, use32BitsIndices?: boolean): VertexData;
  21945. private _mergeElement;
  21946. private _validate;
  21947. /**
  21948. * Serializes the VertexData
  21949. * @returns a serialized object
  21950. */
  21951. serialize(): any;
  21952. /**
  21953. * Extracts the vertexData from a mesh
  21954. * @param mesh the mesh from which to extract the VertexData
  21955. * @param copyWhenShared defines if the VertexData must be cloned when shared between multiple meshes, optional, default false
  21956. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  21957. * @returns the object VertexData associated to the passed mesh
  21958. */
  21959. static ExtractFromMesh(mesh: Mesh, copyWhenShared?: boolean, forceCopy?: boolean): VertexData;
  21960. /**
  21961. * Extracts the vertexData from the geometry
  21962. * @param geometry the geometry from which to extract the VertexData
  21963. * @param copyWhenShared defines if the VertexData must be cloned when the geometrty is shared between multiple meshes, optional, default false
  21964. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  21965. * @returns the object VertexData associated to the passed mesh
  21966. */
  21967. static ExtractFromGeometry(geometry: Geometry, copyWhenShared?: boolean, forceCopy?: boolean): VertexData;
  21968. private static _ExtractFrom;
  21969. /**
  21970. * Creates the VertexData for a Ribbon
  21971. * @param options an object used to set the following optional parameters for the ribbon, required but can be empty
  21972. * * pathArray array of paths, each of which an array of successive Vector3
  21973. * * closeArray creates a seam between the first and the last paths of the pathArray, optional, default false
  21974. * * closePath creates a seam between the first and the last points of each path of the path array, optional, default false
  21975. * * 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
  21976. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  21977. * * 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)
  21978. * * 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)
  21979. * * invertUV swaps in the U and V coordinates when applying a texture, optional, default false
  21980. * * uvs a linear array, of length 2 * number of vertices, of custom UV values, optional
  21981. * * colors a linear array, of length 4 * number of vertices, of custom color values, optional
  21982. * @returns the VertexData of the ribbon
  21983. */
  21984. static CreateRibbon(options: {
  21985. pathArray: Vector3[][];
  21986. closeArray?: boolean;
  21987. closePath?: boolean;
  21988. offset?: number;
  21989. sideOrientation?: number;
  21990. frontUVs?: Vector4;
  21991. backUVs?: Vector4;
  21992. invertUV?: boolean;
  21993. uvs?: Vector2[];
  21994. colors?: Color4[];
  21995. }): VertexData;
  21996. /**
  21997. * Creates the VertexData for a box
  21998. * @param options an object used to set the following optional parameters for the box, required but can be empty
  21999. * * size sets the width, height and depth of the box to the value of size, optional default 1
  22000. * * width sets the width (x direction) of the box, overwrites the width set by size, optional, default size
  22001. * * height sets the height (y direction) of the box, overwrites the height set by size, optional, default size
  22002. * * depth sets the depth (z direction) of the box, overwrites the depth set by size, optional, default size
  22003. * * faceUV an array of 6 Vector4 elements used to set different images to each box side
  22004. * * faceColors an array of 6 Color3 elements used to set different colors to each box side
  22005. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22006. * * 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)
  22007. * * 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)
  22008. * @returns the VertexData of the box
  22009. */
  22010. static CreateBox(options: {
  22011. size?: number;
  22012. width?: number;
  22013. height?: number;
  22014. depth?: number;
  22015. faceUV?: Vector4[];
  22016. faceColors?: Color4[];
  22017. sideOrientation?: number;
  22018. frontUVs?: Vector4;
  22019. backUVs?: Vector4;
  22020. }): VertexData;
  22021. /**
  22022. * Creates the VertexData for a tiled box
  22023. * @param options an object used to set the following optional parameters for the box, required but can be empty
  22024. * * faceTiles sets the pattern, tile size and number of tiles for a face
  22025. * * faceUV an array of 6 Vector4 elements used to set different images to each box side
  22026. * * faceColors an array of 6 Color3 elements used to set different colors to each box side
  22027. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22028. * @returns the VertexData of the box
  22029. */
  22030. static CreateTiledBox(options: {
  22031. pattern?: number;
  22032. width?: number;
  22033. height?: number;
  22034. depth?: number;
  22035. tileSize?: number;
  22036. tileWidth?: number;
  22037. tileHeight?: number;
  22038. alignHorizontal?: number;
  22039. alignVertical?: number;
  22040. faceUV?: Vector4[];
  22041. faceColors?: Color4[];
  22042. sideOrientation?: number;
  22043. }): VertexData;
  22044. /**
  22045. * Creates the VertexData for a tiled plane
  22046. * @param options an object used to set the following optional parameters for the box, required but can be empty
  22047. * * pattern a limited pattern arrangement depending on the number
  22048. * * tileSize sets the width, height and depth of the tile to the value of size, optional default 1
  22049. * * tileWidth sets the width (x direction) of the tile, overwrites the width set by size, optional, default size
  22050. * * tileHeight sets the height (y direction) of the tile, overwrites the height set by size, optional, default size
  22051. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22052. * * 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)
  22053. * * 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)
  22054. * @returns the VertexData of the tiled plane
  22055. */
  22056. static CreateTiledPlane(options: {
  22057. pattern?: number;
  22058. tileSize?: number;
  22059. tileWidth?: number;
  22060. tileHeight?: number;
  22061. size?: number;
  22062. width?: number;
  22063. height?: number;
  22064. alignHorizontal?: number;
  22065. alignVertical?: number;
  22066. sideOrientation?: number;
  22067. frontUVs?: Vector4;
  22068. backUVs?: Vector4;
  22069. }): VertexData;
  22070. /**
  22071. * Creates the VertexData for an ellipsoid, defaults to a sphere
  22072. * @param options an object used to set the following optional parameters for the box, required but can be empty
  22073. * * segments sets the number of horizontal strips optional, default 32
  22074. * * diameter sets the axes dimensions, diameterX, diameterY and diameterZ to the value of diameter, optional default 1
  22075. * * diameterX sets the diameterX (x direction) of the ellipsoid, overwrites the diameterX set by diameter, optional, default diameter
  22076. * * diameterY sets the diameterY (y direction) of the ellipsoid, overwrites the diameterY set by diameter, optional, default diameter
  22077. * * diameterZ sets the diameterZ (z direction) of the ellipsoid, overwrites the diameterZ set by diameter, optional, default diameter
  22078. * * 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
  22079. * * 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
  22080. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22081. * * 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)
  22082. * * 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)
  22083. * @returns the VertexData of the ellipsoid
  22084. */
  22085. static CreateSphere(options: {
  22086. segments?: number;
  22087. diameter?: number;
  22088. diameterX?: number;
  22089. diameterY?: number;
  22090. diameterZ?: number;
  22091. arc?: number;
  22092. slice?: number;
  22093. sideOrientation?: number;
  22094. frontUVs?: Vector4;
  22095. backUVs?: Vector4;
  22096. }): VertexData;
  22097. /**
  22098. * Creates the VertexData for a cylinder, cone or prism
  22099. * @param options an object used to set the following optional parameters for the box, required but can be empty
  22100. * * height sets the height (y direction) of the cylinder, optional, default 2
  22101. * * diameterTop sets the diameter of the top of the cone, overwrites diameter, optional, default diameter
  22102. * * diameterBottom sets the diameter of the bottom of the cone, overwrites diameter, optional, default diameter
  22103. * * diameter sets the diameter of the top and bottom of the cone, optional default 1
  22104. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  22105. * * subdivisions` the number of rings along the cylinder height, optional, default 1
  22106. * * 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
  22107. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  22108. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  22109. * * hasRings when true makes each subdivision independantly treated as a face for faceUV and faceColors, optional, default false
  22110. * * enclose when true closes an open cylinder by adding extra flat faces between the height axis and vertical edges, think cut cake
  22111. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22112. * * 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)
  22113. * * 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)
  22114. * @returns the VertexData of the cylinder, cone or prism
  22115. */
  22116. static CreateCylinder(options: {
  22117. height?: number;
  22118. diameterTop?: number;
  22119. diameterBottom?: number;
  22120. diameter?: number;
  22121. tessellation?: number;
  22122. subdivisions?: number;
  22123. arc?: number;
  22124. faceColors?: Color4[];
  22125. faceUV?: Vector4[];
  22126. hasRings?: boolean;
  22127. enclose?: boolean;
  22128. sideOrientation?: number;
  22129. frontUVs?: Vector4;
  22130. backUVs?: Vector4;
  22131. }): VertexData;
  22132. /**
  22133. * Creates the VertexData for a torus
  22134. * @param options an object used to set the following optional parameters for the box, required but can be empty
  22135. * * diameter the diameter of the torus, optional default 1
  22136. * * thickness the diameter of the tube forming the torus, optional default 0.5
  22137. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  22138. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22139. * * 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)
  22140. * * 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)
  22141. * @returns the VertexData of the torus
  22142. */
  22143. static CreateTorus(options: {
  22144. diameter?: number;
  22145. thickness?: number;
  22146. tessellation?: number;
  22147. sideOrientation?: number;
  22148. frontUVs?: Vector4;
  22149. backUVs?: Vector4;
  22150. }): VertexData;
  22151. /**
  22152. * Creates the VertexData of the LineSystem
  22153. * @param options an object used to set the following optional parameters for the LineSystem, required but can be empty
  22154. * - lines an array of lines, each line being an array of successive Vector3
  22155. * - colors an array of line colors, each of the line colors being an array of successive Color4, one per line point
  22156. * @returns the VertexData of the LineSystem
  22157. */
  22158. static CreateLineSystem(options: {
  22159. lines: Vector3[][];
  22160. colors?: Nullable<Color4[][]>;
  22161. }): VertexData;
  22162. /**
  22163. * Create the VertexData for a DashedLines
  22164. * @param options an object used to set the following optional parameters for the DashedLines, required but can be empty
  22165. * - points an array successive Vector3
  22166. * - dashSize the size of the dashes relative to the dash number, optional, default 3
  22167. * - gapSize the size of the gap between two successive dashes relative to the dash number, optional, default 1
  22168. * - dashNb the intended total number of dashes, optional, default 200
  22169. * @returns the VertexData for the DashedLines
  22170. */
  22171. static CreateDashedLines(options: {
  22172. points: Vector3[];
  22173. dashSize?: number;
  22174. gapSize?: number;
  22175. dashNb?: number;
  22176. }): VertexData;
  22177. /**
  22178. * Creates the VertexData for a Ground
  22179. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  22180. * - width the width (x direction) of the ground, optional, default 1
  22181. * - height the height (z direction) of the ground, optional, default 1
  22182. * - subdivisions the number of subdivisions per side, optional, default 1
  22183. * @returns the VertexData of the Ground
  22184. */
  22185. static CreateGround(options: {
  22186. width?: number;
  22187. height?: number;
  22188. subdivisions?: number;
  22189. subdivisionsX?: number;
  22190. subdivisionsY?: number;
  22191. }): VertexData;
  22192. /**
  22193. * Creates the VertexData for a TiledGround by subdividing the ground into tiles
  22194. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  22195. * * xmin the ground minimum X coordinate, optional, default -1
  22196. * * zmin the ground minimum Z coordinate, optional, default -1
  22197. * * xmax the ground maximum X coordinate, optional, default 1
  22198. * * zmax the ground maximum Z coordinate, optional, default 1
  22199. * * 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}
  22200. * * 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}
  22201. * @returns the VertexData of the TiledGround
  22202. */
  22203. static CreateTiledGround(options: {
  22204. xmin: number;
  22205. zmin: number;
  22206. xmax: number;
  22207. zmax: number;
  22208. subdivisions?: {
  22209. w: number;
  22210. h: number;
  22211. };
  22212. precision?: {
  22213. w: number;
  22214. h: number;
  22215. };
  22216. }): VertexData;
  22217. /**
  22218. * Creates the VertexData of the Ground designed from a heightmap
  22219. * @param options an object used to set the following parameters for the Ground, required and provided by MeshBuilder.CreateGroundFromHeightMap
  22220. * * width the width (x direction) of the ground
  22221. * * height the height (z direction) of the ground
  22222. * * subdivisions the number of subdivisions per side
  22223. * * minHeight the minimum altitude on the ground, optional, default 0
  22224. * * maxHeight the maximum altitude on the ground, optional default 1
  22225. * * colorFilter the filter to apply to the image pixel colors to compute the height, optional Color3, default (0.3, 0.59, 0.11)
  22226. * * buffer the array holding the image color data
  22227. * * bufferWidth the width of image
  22228. * * bufferHeight the height of image
  22229. * * alphaFilter Remove any data where the alpha channel is below this value, defaults 0 (all data visible)
  22230. * @returns the VertexData of the Ground designed from a heightmap
  22231. */
  22232. static CreateGroundFromHeightMap(options: {
  22233. width: number;
  22234. height: number;
  22235. subdivisions: number;
  22236. minHeight: number;
  22237. maxHeight: number;
  22238. colorFilter: Color3;
  22239. buffer: Uint8Array;
  22240. bufferWidth: number;
  22241. bufferHeight: number;
  22242. alphaFilter: number;
  22243. }): VertexData;
  22244. /**
  22245. * Creates the VertexData for a Plane
  22246. * @param options an object used to set the following optional parameters for the plane, required but can be empty
  22247. * * size sets the width and height of the plane to the value of size, optional default 1
  22248. * * width sets the width (x direction) of the plane, overwrites the width set by size, optional, default size
  22249. * * height sets the height (y direction) of the plane, overwrites the height set by size, optional, default size
  22250. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22251. * * 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)
  22252. * * 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)
  22253. * @returns the VertexData of the box
  22254. */
  22255. static CreatePlane(options: {
  22256. size?: number;
  22257. width?: number;
  22258. height?: number;
  22259. sideOrientation?: number;
  22260. frontUVs?: Vector4;
  22261. backUVs?: Vector4;
  22262. }): VertexData;
  22263. /**
  22264. * Creates the VertexData of the Disc or regular Polygon
  22265. * @param options an object used to set the following optional parameters for the disc, required but can be empty
  22266. * * radius the radius of the disc, optional default 0.5
  22267. * * tessellation the number of polygon sides, optional, default 64
  22268. * * 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
  22269. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22270. * * 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)
  22271. * * 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)
  22272. * @returns the VertexData of the box
  22273. */
  22274. static CreateDisc(options: {
  22275. radius?: number;
  22276. tessellation?: number;
  22277. arc?: number;
  22278. sideOrientation?: number;
  22279. frontUVs?: Vector4;
  22280. backUVs?: Vector4;
  22281. }): VertexData;
  22282. /**
  22283. * Creates the VertexData for an irregular Polygon in the XoZ plane using a mesh built by polygonTriangulation.build()
  22284. * All parameters are provided by MeshBuilder.CreatePolygon as needed
  22285. * @param polygon a mesh built from polygonTriangulation.build()
  22286. * @param sideOrientation takes the values Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22287. * @param fUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  22288. * @param fColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  22289. * @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)
  22290. * @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)
  22291. * @returns the VertexData of the Polygon
  22292. */
  22293. static CreatePolygon(polygon: Mesh, sideOrientation: number, fUV?: Vector4[], fColors?: Color4[], frontUVs?: Vector4, backUVs?: Vector4): VertexData;
  22294. /**
  22295. * Creates the VertexData of the IcoSphere
  22296. * @param options an object used to set the following optional parameters for the IcoSphere, required but can be empty
  22297. * * radius the radius of the IcoSphere, optional default 1
  22298. * * radiusX allows stretching in the x direction, optional, default radius
  22299. * * radiusY allows stretching in the y direction, optional, default radius
  22300. * * radiusZ allows stretching in the z direction, optional, default radius
  22301. * * flat when true creates a flat shaded mesh, optional, default true
  22302. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  22303. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22304. * * 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)
  22305. * * 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)
  22306. * @returns the VertexData of the IcoSphere
  22307. */
  22308. static CreateIcoSphere(options: {
  22309. radius?: number;
  22310. radiusX?: number;
  22311. radiusY?: number;
  22312. radiusZ?: number;
  22313. flat?: boolean;
  22314. subdivisions?: number;
  22315. sideOrientation?: number;
  22316. frontUVs?: Vector4;
  22317. backUVs?: Vector4;
  22318. }): VertexData;
  22319. /**
  22320. * Creates the VertexData for a Polyhedron
  22321. * @param options an object used to set the following optional parameters for the polyhedron, required but can be empty
  22322. * * type provided types are:
  22323. * * 0 : Tetrahedron, 1 : Octahedron, 2 : Dodecahedron, 3 : Icosahedron, 4 : Rhombicuboctahedron, 5 : Triangular Prism, 6 : Pentagonal Prism, 7 : Hexagonal Prism, 8 : Square Pyramid (J1)
  22324. * * 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)
  22325. * * size the size of the IcoSphere, optional default 1
  22326. * * sizeX allows stretching in the x direction, optional, default size
  22327. * * sizeY allows stretching in the y direction, optional, default size
  22328. * * sizeZ allows stretching in the z direction, optional, default size
  22329. * * 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
  22330. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  22331. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  22332. * * flat when true creates a flat shaded mesh, optional, default true
  22333. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  22334. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22335. * * 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)
  22336. * * 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)
  22337. * @returns the VertexData of the Polyhedron
  22338. */
  22339. static CreatePolyhedron(options: {
  22340. type?: number;
  22341. size?: number;
  22342. sizeX?: number;
  22343. sizeY?: number;
  22344. sizeZ?: number;
  22345. custom?: any;
  22346. faceUV?: Vector4[];
  22347. faceColors?: Color4[];
  22348. flat?: boolean;
  22349. sideOrientation?: number;
  22350. frontUVs?: Vector4;
  22351. backUVs?: Vector4;
  22352. }): VertexData;
  22353. /**
  22354. * Creates the VertexData for a TorusKnot
  22355. * @param options an object used to set the following optional parameters for the TorusKnot, required but can be empty
  22356. * * radius the radius of the torus knot, optional, default 2
  22357. * * tube the thickness of the tube, optional, default 0.5
  22358. * * radialSegments the number of sides on each tube segments, optional, default 32
  22359. * * tubularSegments the number of tubes to decompose the knot into, optional, default 32
  22360. * * p the number of windings around the z axis, optional, default 2
  22361. * * q the number of windings around the x axis, optional, default 3
  22362. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22363. * * 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)
  22364. * * 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)
  22365. * @returns the VertexData of the Torus Knot
  22366. */
  22367. static CreateTorusKnot(options: {
  22368. radius?: number;
  22369. tube?: number;
  22370. radialSegments?: number;
  22371. tubularSegments?: number;
  22372. p?: number;
  22373. q?: number;
  22374. sideOrientation?: number;
  22375. frontUVs?: Vector4;
  22376. backUVs?: Vector4;
  22377. }): VertexData;
  22378. /**
  22379. * Compute normals for given positions and indices
  22380. * @param positions an array of vertex positions, [...., x, y, z, ......]
  22381. * @param indices an array of indices in groups of three for each triangular facet, [...., i, j, k, ......]
  22382. * @param normals an array of vertex normals, [...., x, y, z, ......]
  22383. * @param options an object used to set the following optional parameters for the TorusKnot, optional
  22384. * * facetNormals : optional array of facet normals (vector3)
  22385. * * facetPositions : optional array of facet positions (vector3)
  22386. * * facetPartitioning : optional partitioning array. facetPositions is required for facetPartitioning computation
  22387. * * ratio : optional partitioning ratio / bounding box, required for facetPartitioning computation
  22388. * * bInfo : optional bounding info, required for facetPartitioning computation
  22389. * * bbSize : optional bounding box size data, required for facetPartitioning computation
  22390. * * subDiv : optional partitioning data about subdivsions on each axis (int), required for facetPartitioning computation
  22391. * * useRightHandedSystem: optional boolean to for right handed system computation
  22392. * * depthSort : optional boolean to enable the facet depth sort computation
  22393. * * distanceTo : optional Vector3 to compute the facet depth from this location
  22394. * * depthSortedFacets : optional array of depthSortedFacets to store the facet distances from the reference location
  22395. */
  22396. static ComputeNormals(positions: any, indices: any, normals: any, options?: {
  22397. facetNormals?: any;
  22398. facetPositions?: any;
  22399. facetPartitioning?: any;
  22400. ratio?: number;
  22401. bInfo?: any;
  22402. bbSize?: Vector3;
  22403. subDiv?: any;
  22404. useRightHandedSystem?: boolean;
  22405. depthSort?: boolean;
  22406. distanceTo?: Vector3;
  22407. depthSortedFacets?: any;
  22408. }): void;
  22409. /** @hidden */
  22410. static _ComputeSides(sideOrientation: number, positions: FloatArray, indices: FloatArray, normals: FloatArray, uvs: FloatArray, frontUVs?: Vector4, backUVs?: Vector4): void;
  22411. /**
  22412. * Applies VertexData created from the imported parameters to the geometry
  22413. * @param parsedVertexData the parsed data from an imported file
  22414. * @param geometry the geometry to apply the VertexData to
  22415. */
  22416. static ImportVertexData(parsedVertexData: any, geometry: Geometry): void;
  22417. }
  22418. }
  22419. declare module "babylonjs/Morph/morphTarget" {
  22420. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  22421. import { Observable } from "babylonjs/Misc/observable";
  22422. import { Nullable, FloatArray } from "babylonjs/types";
  22423. import { Scene } from "babylonjs/scene";
  22424. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  22425. import { AnimationPropertiesOverride } from "babylonjs/Animations/animationPropertiesOverride";
  22426. /**
  22427. * Defines a target to use with MorphTargetManager
  22428. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  22429. */
  22430. export class MorphTarget implements IAnimatable {
  22431. /** defines the name of the target */
  22432. name: string;
  22433. /**
  22434. * Gets or sets the list of animations
  22435. */
  22436. animations: import("babylonjs/Animations/animation").Animation[];
  22437. private _scene;
  22438. private _positions;
  22439. private _normals;
  22440. private _tangents;
  22441. private _uvs;
  22442. private _influence;
  22443. /**
  22444. * Observable raised when the influence changes
  22445. */
  22446. onInfluenceChanged: Observable<boolean>;
  22447. /** @hidden */
  22448. _onDataLayoutChanged: Observable<void>;
  22449. /**
  22450. * Gets or sets the influence of this target (ie. its weight in the overall morphing)
  22451. */
  22452. influence: number;
  22453. /**
  22454. * Gets or sets the id of the morph Target
  22455. */
  22456. id: string;
  22457. private _animationPropertiesOverride;
  22458. /**
  22459. * Gets or sets the animation properties override
  22460. */
  22461. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  22462. /**
  22463. * Creates a new MorphTarget
  22464. * @param name defines the name of the target
  22465. * @param influence defines the influence to use
  22466. * @param scene defines the scene the morphtarget belongs to
  22467. */
  22468. constructor(
  22469. /** defines the name of the target */
  22470. name: string, influence?: number, scene?: Nullable<Scene>);
  22471. /**
  22472. * Gets a boolean defining if the target contains position data
  22473. */
  22474. readonly hasPositions: boolean;
  22475. /**
  22476. * Gets a boolean defining if the target contains normal data
  22477. */
  22478. readonly hasNormals: boolean;
  22479. /**
  22480. * Gets a boolean defining if the target contains tangent data
  22481. */
  22482. readonly hasTangents: boolean;
  22483. /**
  22484. * Gets a boolean defining if the target contains texture coordinates data
  22485. */
  22486. readonly hasUVs: boolean;
  22487. /**
  22488. * Affects position data to this target
  22489. * @param data defines the position data to use
  22490. */
  22491. setPositions(data: Nullable<FloatArray>): void;
  22492. /**
  22493. * Gets the position data stored in this target
  22494. * @returns a FloatArray containing the position data (or null if not present)
  22495. */
  22496. getPositions(): Nullable<FloatArray>;
  22497. /**
  22498. * Affects normal data to this target
  22499. * @param data defines the normal data to use
  22500. */
  22501. setNormals(data: Nullable<FloatArray>): void;
  22502. /**
  22503. * Gets the normal data stored in this target
  22504. * @returns a FloatArray containing the normal data (or null if not present)
  22505. */
  22506. getNormals(): Nullable<FloatArray>;
  22507. /**
  22508. * Affects tangent data to this target
  22509. * @param data defines the tangent data to use
  22510. */
  22511. setTangents(data: Nullable<FloatArray>): void;
  22512. /**
  22513. * Gets the tangent data stored in this target
  22514. * @returns a FloatArray containing the tangent data (or null if not present)
  22515. */
  22516. getTangents(): Nullable<FloatArray>;
  22517. /**
  22518. * Affects texture coordinates data to this target
  22519. * @param data defines the texture coordinates data to use
  22520. */
  22521. setUVs(data: Nullable<FloatArray>): void;
  22522. /**
  22523. * Gets the texture coordinates data stored in this target
  22524. * @returns a FloatArray containing the texture coordinates data (or null if not present)
  22525. */
  22526. getUVs(): Nullable<FloatArray>;
  22527. /**
  22528. * Serializes the current target into a Serialization object
  22529. * @returns the serialized object
  22530. */
  22531. serialize(): any;
  22532. /**
  22533. * Returns the string "MorphTarget"
  22534. * @returns "MorphTarget"
  22535. */
  22536. getClassName(): string;
  22537. /**
  22538. * Creates a new target from serialized data
  22539. * @param serializationObject defines the serialized data to use
  22540. * @returns a new MorphTarget
  22541. */
  22542. static Parse(serializationObject: any): MorphTarget;
  22543. /**
  22544. * Creates a MorphTarget from mesh data
  22545. * @param mesh defines the source mesh
  22546. * @param name defines the name to use for the new target
  22547. * @param influence defines the influence to attach to the target
  22548. * @returns a new MorphTarget
  22549. */
  22550. static FromMesh(mesh: AbstractMesh, name?: string, influence?: number): MorphTarget;
  22551. }
  22552. }
  22553. declare module "babylonjs/Morph/morphTargetManager" {
  22554. import { Nullable } from "babylonjs/types";
  22555. import { Scene } from "babylonjs/scene";
  22556. import { MorphTarget } from "babylonjs/Morph/morphTarget";
  22557. /**
  22558. * This class is used to deform meshes using morphing between different targets
  22559. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  22560. */
  22561. export class MorphTargetManager {
  22562. private _targets;
  22563. private _targetInfluenceChangedObservers;
  22564. private _targetDataLayoutChangedObservers;
  22565. private _activeTargets;
  22566. private _scene;
  22567. private _influences;
  22568. private _supportsNormals;
  22569. private _supportsTangents;
  22570. private _supportsUVs;
  22571. private _vertexCount;
  22572. private _uniqueId;
  22573. private _tempInfluences;
  22574. /**
  22575. * Gets or sets a boolean indicating if normals must be morphed
  22576. */
  22577. enableNormalMorphing: boolean;
  22578. /**
  22579. * Gets or sets a boolean indicating if tangents must be morphed
  22580. */
  22581. enableTangentMorphing: boolean;
  22582. /**
  22583. * Gets or sets a boolean indicating if UV must be morphed
  22584. */
  22585. enableUVMorphing: boolean;
  22586. /**
  22587. * Creates a new MorphTargetManager
  22588. * @param scene defines the current scene
  22589. */
  22590. constructor(scene?: Nullable<Scene>);
  22591. /**
  22592. * Gets the unique ID of this manager
  22593. */
  22594. readonly uniqueId: number;
  22595. /**
  22596. * Gets the number of vertices handled by this manager
  22597. */
  22598. readonly vertexCount: number;
  22599. /**
  22600. * Gets a boolean indicating if this manager supports morphing of normals
  22601. */
  22602. readonly supportsNormals: boolean;
  22603. /**
  22604. * Gets a boolean indicating if this manager supports morphing of tangents
  22605. */
  22606. readonly supportsTangents: boolean;
  22607. /**
  22608. * Gets a boolean indicating if this manager supports morphing of texture coordinates
  22609. */
  22610. readonly supportsUVs: boolean;
  22611. /**
  22612. * Gets the number of targets stored in this manager
  22613. */
  22614. readonly numTargets: number;
  22615. /**
  22616. * Gets the number of influencers (ie. the number of targets with influences > 0)
  22617. */
  22618. readonly numInfluencers: number;
  22619. /**
  22620. * Gets the list of influences (one per target)
  22621. */
  22622. readonly influences: Float32Array;
  22623. /**
  22624. * Gets the active target at specified index. An active target is a target with an influence > 0
  22625. * @param index defines the index to check
  22626. * @returns the requested target
  22627. */
  22628. getActiveTarget(index: number): MorphTarget;
  22629. /**
  22630. * Gets the target at specified index
  22631. * @param index defines the index to check
  22632. * @returns the requested target
  22633. */
  22634. getTarget(index: number): MorphTarget;
  22635. /**
  22636. * Add a new target to this manager
  22637. * @param target defines the target to add
  22638. */
  22639. addTarget(target: MorphTarget): void;
  22640. /**
  22641. * Removes a target from the manager
  22642. * @param target defines the target to remove
  22643. */
  22644. removeTarget(target: MorphTarget): void;
  22645. /**
  22646. * Serializes the current manager into a Serialization object
  22647. * @returns the serialized object
  22648. */
  22649. serialize(): any;
  22650. private _syncActiveTargets;
  22651. /**
  22652. * Syncrhonize the targets with all the meshes using this morph target manager
  22653. */
  22654. synchronize(): void;
  22655. /**
  22656. * Creates a new MorphTargetManager from serialized data
  22657. * @param serializationObject defines the serialized data
  22658. * @param scene defines the hosting scene
  22659. * @returns the new MorphTargetManager
  22660. */
  22661. static Parse(serializationObject: any, scene: Scene): MorphTargetManager;
  22662. }
  22663. }
  22664. declare module "babylonjs/Meshes/meshLODLevel" {
  22665. import { Mesh } from "babylonjs/Meshes/mesh";
  22666. import { Nullable } from "babylonjs/types";
  22667. /**
  22668. * Class used to represent a specific level of detail of a mesh
  22669. * @see http://doc.babylonjs.com/how_to/how_to_use_lod
  22670. */
  22671. export class MeshLODLevel {
  22672. /** Defines the distance where this level should start being displayed */
  22673. distance: number;
  22674. /** Defines the mesh to use to render this level */
  22675. mesh: Nullable<Mesh>;
  22676. /**
  22677. * Creates a new LOD level
  22678. * @param distance defines the distance where this level should star being displayed
  22679. * @param mesh defines the mesh to use to render this level
  22680. */
  22681. constructor(
  22682. /** Defines the distance where this level should start being displayed */
  22683. distance: number,
  22684. /** Defines the mesh to use to render this level */
  22685. mesh: Nullable<Mesh>);
  22686. }
  22687. }
  22688. declare module "babylonjs/Meshes/groundMesh" {
  22689. import { Scene } from "babylonjs/scene";
  22690. import { Vector3 } from "babylonjs/Maths/math.vector";
  22691. import { Mesh } from "babylonjs/Meshes/mesh";
  22692. /**
  22693. * Mesh representing the gorund
  22694. */
  22695. export class GroundMesh extends Mesh {
  22696. /** If octree should be generated */
  22697. generateOctree: boolean;
  22698. private _heightQuads;
  22699. /** @hidden */
  22700. _subdivisionsX: number;
  22701. /** @hidden */
  22702. _subdivisionsY: number;
  22703. /** @hidden */
  22704. _width: number;
  22705. /** @hidden */
  22706. _height: number;
  22707. /** @hidden */
  22708. _minX: number;
  22709. /** @hidden */
  22710. _maxX: number;
  22711. /** @hidden */
  22712. _minZ: number;
  22713. /** @hidden */
  22714. _maxZ: number;
  22715. constructor(name: string, scene: Scene);
  22716. /**
  22717. * "GroundMesh"
  22718. * @returns "GroundMesh"
  22719. */
  22720. getClassName(): string;
  22721. /**
  22722. * The minimum of x and y subdivisions
  22723. */
  22724. readonly subdivisions: number;
  22725. /**
  22726. * X subdivisions
  22727. */
  22728. readonly subdivisionsX: number;
  22729. /**
  22730. * Y subdivisions
  22731. */
  22732. readonly subdivisionsY: number;
  22733. /**
  22734. * This function will update an octree to help to select the right submeshes for rendering, picking and collision computations.
  22735. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  22736. * @param chunksCount the number of subdivisions for x and y
  22737. * @param octreeBlocksSize (Default: 32)
  22738. */
  22739. optimize(chunksCount: number, octreeBlocksSize?: number): void;
  22740. /**
  22741. * Returns a height (y) value in the Worl system :
  22742. * the ground altitude at the coordinates (x, z) expressed in the World system.
  22743. * @param x x coordinate
  22744. * @param z z coordinate
  22745. * @returns the ground y position if (x, z) are outside the ground surface.
  22746. */
  22747. getHeightAtCoordinates(x: number, z: number): number;
  22748. /**
  22749. * Returns a normalized vector (Vector3) orthogonal to the ground
  22750. * at the ground coordinates (x, z) expressed in the World system.
  22751. * @param x x coordinate
  22752. * @param z z coordinate
  22753. * @returns Vector3(0.0, 1.0, 0.0) if (x, z) are outside the ground surface.
  22754. */
  22755. getNormalAtCoordinates(x: number, z: number): Vector3;
  22756. /**
  22757. * Updates the Vector3 passed a reference with a normalized vector orthogonal to the ground
  22758. * at the ground coordinates (x, z) expressed in the World system.
  22759. * Doesn't uptade the reference Vector3 if (x, z) are outside the ground surface.
  22760. * @param x x coordinate
  22761. * @param z z coordinate
  22762. * @param ref vector to store the result
  22763. * @returns the GroundMesh.
  22764. */
  22765. getNormalAtCoordinatesToRef(x: number, z: number, ref: Vector3): GroundMesh;
  22766. /**
  22767. * Force the heights to be recomputed for getHeightAtCoordinates() or getNormalAtCoordinates()
  22768. * if the ground has been updated.
  22769. * This can be used in the render loop.
  22770. * @returns the GroundMesh.
  22771. */
  22772. updateCoordinateHeights(): GroundMesh;
  22773. private _getFacetAt;
  22774. private _initHeightQuads;
  22775. private _computeHeightQuads;
  22776. /**
  22777. * Serializes this ground mesh
  22778. * @param serializationObject object to write serialization to
  22779. */
  22780. serialize(serializationObject: any): void;
  22781. /**
  22782. * Parses a serialized ground mesh
  22783. * @param parsedMesh the serialized mesh
  22784. * @param scene the scene to create the ground mesh in
  22785. * @returns the created ground mesh
  22786. */
  22787. static Parse(parsedMesh: any, scene: Scene): GroundMesh;
  22788. }
  22789. }
  22790. declare module "babylonjs/Physics/physicsJoint" {
  22791. import { Vector3 } from "babylonjs/Maths/math.vector";
  22792. import { IPhysicsEnginePlugin } from "babylonjs/Physics/IPhysicsEngine";
  22793. /**
  22794. * Interface for Physics-Joint data
  22795. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  22796. */
  22797. export interface PhysicsJointData {
  22798. /**
  22799. * The main pivot of the joint
  22800. */
  22801. mainPivot?: Vector3;
  22802. /**
  22803. * The connected pivot of the joint
  22804. */
  22805. connectedPivot?: Vector3;
  22806. /**
  22807. * The main axis of the joint
  22808. */
  22809. mainAxis?: Vector3;
  22810. /**
  22811. * The connected axis of the joint
  22812. */
  22813. connectedAxis?: Vector3;
  22814. /**
  22815. * The collision of the joint
  22816. */
  22817. collision?: boolean;
  22818. /**
  22819. * Native Oimo/Cannon/Energy data
  22820. */
  22821. nativeParams?: any;
  22822. }
  22823. /**
  22824. * This is a holder class for the physics joint created by the physics plugin
  22825. * It holds a set of functions to control the underlying joint
  22826. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  22827. */
  22828. export class PhysicsJoint {
  22829. /**
  22830. * The type of the physics joint
  22831. */
  22832. type: number;
  22833. /**
  22834. * The data for the physics joint
  22835. */
  22836. jointData: PhysicsJointData;
  22837. private _physicsJoint;
  22838. protected _physicsPlugin: IPhysicsEnginePlugin;
  22839. /**
  22840. * Initializes the physics joint
  22841. * @param type The type of the physics joint
  22842. * @param jointData The data for the physics joint
  22843. */
  22844. constructor(
  22845. /**
  22846. * The type of the physics joint
  22847. */
  22848. type: number,
  22849. /**
  22850. * The data for the physics joint
  22851. */
  22852. jointData: PhysicsJointData);
  22853. /**
  22854. * Gets the physics joint
  22855. */
  22856. /**
  22857. * Sets the physics joint
  22858. */
  22859. physicsJoint: any;
  22860. /**
  22861. * Sets the physics plugin
  22862. */
  22863. physicsPlugin: IPhysicsEnginePlugin;
  22864. /**
  22865. * Execute a function that is physics-plugin specific.
  22866. * @param {Function} func the function that will be executed.
  22867. * It accepts two parameters: the physics world and the physics joint
  22868. */
  22869. executeNativeFunction(func: (world: any, physicsJoint: any) => void): void;
  22870. /**
  22871. * Distance-Joint type
  22872. */
  22873. static DistanceJoint: number;
  22874. /**
  22875. * Hinge-Joint type
  22876. */
  22877. static HingeJoint: number;
  22878. /**
  22879. * Ball-and-Socket joint type
  22880. */
  22881. static BallAndSocketJoint: number;
  22882. /**
  22883. * Wheel-Joint type
  22884. */
  22885. static WheelJoint: number;
  22886. /**
  22887. * Slider-Joint type
  22888. */
  22889. static SliderJoint: number;
  22890. /**
  22891. * Prismatic-Joint type
  22892. */
  22893. static PrismaticJoint: number;
  22894. /**
  22895. * Universal-Joint type
  22896. * ENERGY FTW! (compare with this - @see http://ode-wiki.org/wiki/index.php?title=Manual:_Joint_Types_and_Functions)
  22897. */
  22898. static UniversalJoint: number;
  22899. /**
  22900. * Hinge-Joint 2 type
  22901. */
  22902. static Hinge2Joint: number;
  22903. /**
  22904. * Point to Point Joint type. Similar to a Ball-Joint. Different in parameters
  22905. */
  22906. static PointToPointJoint: number;
  22907. /**
  22908. * Spring-Joint type
  22909. */
  22910. static SpringJoint: number;
  22911. /**
  22912. * Lock-Joint type
  22913. */
  22914. static LockJoint: number;
  22915. }
  22916. /**
  22917. * A class representing a physics distance joint
  22918. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  22919. */
  22920. export class DistanceJoint extends PhysicsJoint {
  22921. /**
  22922. *
  22923. * @param jointData The data for the Distance-Joint
  22924. */
  22925. constructor(jointData: DistanceJointData);
  22926. /**
  22927. * Update the predefined distance.
  22928. * @param maxDistance The maximum preferred distance
  22929. * @param minDistance The minimum preferred distance
  22930. */
  22931. updateDistance(maxDistance: number, minDistance?: number): void;
  22932. }
  22933. /**
  22934. * Represents a Motor-Enabled Joint
  22935. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  22936. */
  22937. export class MotorEnabledJoint extends PhysicsJoint implements IMotorEnabledJoint {
  22938. /**
  22939. * Initializes the Motor-Enabled Joint
  22940. * @param type The type of the joint
  22941. * @param jointData The physica joint data for the joint
  22942. */
  22943. constructor(type: number, jointData: PhysicsJointData);
  22944. /**
  22945. * Set the motor values.
  22946. * Attention, this function is plugin specific. Engines won't react 100% the same.
  22947. * @param force the force to apply
  22948. * @param maxForce max force for this motor.
  22949. */
  22950. setMotor(force?: number, maxForce?: number): void;
  22951. /**
  22952. * Set the motor's limits.
  22953. * Attention, this function is plugin specific. Engines won't react 100% the same.
  22954. * @param upperLimit The upper limit of the motor
  22955. * @param lowerLimit The lower limit of the motor
  22956. */
  22957. setLimit(upperLimit: number, lowerLimit?: number): void;
  22958. }
  22959. /**
  22960. * This class represents a single physics Hinge-Joint
  22961. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  22962. */
  22963. export class HingeJoint extends MotorEnabledJoint {
  22964. /**
  22965. * Initializes the Hinge-Joint
  22966. * @param jointData The joint data for the Hinge-Joint
  22967. */
  22968. constructor(jointData: PhysicsJointData);
  22969. /**
  22970. * Set the motor values.
  22971. * Attention, this function is plugin specific. Engines won't react 100% the same.
  22972. * @param {number} force the force to apply
  22973. * @param {number} maxForce max force for this motor.
  22974. */
  22975. setMotor(force?: number, maxForce?: number): void;
  22976. /**
  22977. * Set the motor's limits.
  22978. * Attention, this function is plugin specific. Engines won't react 100% the same.
  22979. * @param upperLimit The upper limit of the motor
  22980. * @param lowerLimit The lower limit of the motor
  22981. */
  22982. setLimit(upperLimit: number, lowerLimit?: number): void;
  22983. }
  22984. /**
  22985. * This class represents a dual hinge physics joint (same as wheel joint)
  22986. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  22987. */
  22988. export class Hinge2Joint extends MotorEnabledJoint {
  22989. /**
  22990. * Initializes the Hinge2-Joint
  22991. * @param jointData The joint data for the Hinge2-Joint
  22992. */
  22993. constructor(jointData: PhysicsJointData);
  22994. /**
  22995. * Set the motor values.
  22996. * Attention, this function is plugin specific. Engines won't react 100% the same.
  22997. * @param {number} targetSpeed the speed the motor is to reach
  22998. * @param {number} maxForce max force for this motor.
  22999. * @param {motorIndex} the motor's index, 0 or 1.
  23000. */
  23001. setMotor(targetSpeed?: number, maxForce?: number, motorIndex?: number): void;
  23002. /**
  23003. * Set the motor limits.
  23004. * Attention, this function is plugin specific. Engines won't react 100% the same.
  23005. * @param {number} upperLimit the upper limit
  23006. * @param {number} lowerLimit lower limit
  23007. * @param {motorIndex} the motor's index, 0 or 1.
  23008. */
  23009. setLimit(upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  23010. }
  23011. /**
  23012. * Interface for a motor enabled joint
  23013. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23014. */
  23015. export interface IMotorEnabledJoint {
  23016. /**
  23017. * Physics joint
  23018. */
  23019. physicsJoint: any;
  23020. /**
  23021. * Sets the motor of the motor-enabled joint
  23022. * @param force The force of the motor
  23023. * @param maxForce The maximum force of the motor
  23024. * @param motorIndex The index of the motor
  23025. */
  23026. setMotor(force?: number, maxForce?: number, motorIndex?: number): void;
  23027. /**
  23028. * Sets the limit of the motor
  23029. * @param upperLimit The upper limit of the motor
  23030. * @param lowerLimit The lower limit of the motor
  23031. * @param motorIndex The index of the motor
  23032. */
  23033. setLimit(upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  23034. }
  23035. /**
  23036. * Joint data for a Distance-Joint
  23037. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23038. */
  23039. export interface DistanceJointData extends PhysicsJointData {
  23040. /**
  23041. * Max distance the 2 joint objects can be apart
  23042. */
  23043. maxDistance: number;
  23044. }
  23045. /**
  23046. * Joint data from a spring joint
  23047. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23048. */
  23049. export interface SpringJointData extends PhysicsJointData {
  23050. /**
  23051. * Length of the spring
  23052. */
  23053. length: number;
  23054. /**
  23055. * Stiffness of the spring
  23056. */
  23057. stiffness: number;
  23058. /**
  23059. * Damping of the spring
  23060. */
  23061. damping: number;
  23062. /** this callback will be called when applying the force to the impostors. */
  23063. forceApplicationCallback: () => void;
  23064. }
  23065. }
  23066. declare module "babylonjs/Physics/physicsRaycastResult" {
  23067. import { Vector3 } from "babylonjs/Maths/math.vector";
  23068. /**
  23069. * Holds the data for the raycast result
  23070. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23071. */
  23072. export class PhysicsRaycastResult {
  23073. private _hasHit;
  23074. private _hitDistance;
  23075. private _hitNormalWorld;
  23076. private _hitPointWorld;
  23077. private _rayFromWorld;
  23078. private _rayToWorld;
  23079. /**
  23080. * Gets if there was a hit
  23081. */
  23082. readonly hasHit: boolean;
  23083. /**
  23084. * Gets the distance from the hit
  23085. */
  23086. readonly hitDistance: number;
  23087. /**
  23088. * Gets the hit normal/direction in the world
  23089. */
  23090. readonly hitNormalWorld: Vector3;
  23091. /**
  23092. * Gets the hit point in the world
  23093. */
  23094. readonly hitPointWorld: Vector3;
  23095. /**
  23096. * Gets the ray "start point" of the ray in the world
  23097. */
  23098. readonly rayFromWorld: Vector3;
  23099. /**
  23100. * Gets the ray "end point" of the ray in the world
  23101. */
  23102. readonly rayToWorld: Vector3;
  23103. /**
  23104. * Sets the hit data (normal & point in world space)
  23105. * @param hitNormalWorld defines the normal in world space
  23106. * @param hitPointWorld defines the point in world space
  23107. */
  23108. setHitData(hitNormalWorld: IXYZ, hitPointWorld: IXYZ): void;
  23109. /**
  23110. * Sets the distance from the start point to the hit point
  23111. * @param distance
  23112. */
  23113. setHitDistance(distance: number): void;
  23114. /**
  23115. * Calculates the distance manually
  23116. */
  23117. calculateHitDistance(): void;
  23118. /**
  23119. * Resets all the values to default
  23120. * @param from The from point on world space
  23121. * @param to The to point on world space
  23122. */
  23123. reset(from?: Vector3, to?: Vector3): void;
  23124. }
  23125. /**
  23126. * Interface for the size containing width and height
  23127. */
  23128. interface IXYZ {
  23129. /**
  23130. * X
  23131. */
  23132. x: number;
  23133. /**
  23134. * Y
  23135. */
  23136. y: number;
  23137. /**
  23138. * Z
  23139. */
  23140. z: number;
  23141. }
  23142. }
  23143. declare module "babylonjs/Physics/IPhysicsEngine" {
  23144. import { Nullable } from "babylonjs/types";
  23145. import { Vector3, Quaternion } from "babylonjs/Maths/math.vector";
  23146. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  23147. import { PhysicsImpostor, IPhysicsEnabledObject } from "babylonjs/Physics/physicsImpostor";
  23148. import { PhysicsJoint, IMotorEnabledJoint } from "babylonjs/Physics/physicsJoint";
  23149. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  23150. /**
  23151. * Interface used to describe a physics joint
  23152. */
  23153. export interface PhysicsImpostorJoint {
  23154. /** Defines the main impostor to which the joint is linked */
  23155. mainImpostor: PhysicsImpostor;
  23156. /** Defines the impostor that is connected to the main impostor using this joint */
  23157. connectedImpostor: PhysicsImpostor;
  23158. /** Defines the joint itself */
  23159. joint: PhysicsJoint;
  23160. }
  23161. /** @hidden */
  23162. export interface IPhysicsEnginePlugin {
  23163. world: any;
  23164. name: string;
  23165. setGravity(gravity: Vector3): void;
  23166. setTimeStep(timeStep: number): void;
  23167. getTimeStep(): number;
  23168. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  23169. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  23170. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  23171. generatePhysicsBody(impostor: PhysicsImpostor): void;
  23172. removePhysicsBody(impostor: PhysicsImpostor): void;
  23173. generateJoint(joint: PhysicsImpostorJoint): void;
  23174. removeJoint(joint: PhysicsImpostorJoint): void;
  23175. isSupported(): boolean;
  23176. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  23177. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  23178. setLinearVelocity(impostor: PhysicsImpostor, velocity: Nullable<Vector3>): void;
  23179. setAngularVelocity(impostor: PhysicsImpostor, velocity: Nullable<Vector3>): void;
  23180. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  23181. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  23182. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  23183. getBodyMass(impostor: PhysicsImpostor): number;
  23184. getBodyFriction(impostor: PhysicsImpostor): number;
  23185. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  23186. getBodyRestitution(impostor: PhysicsImpostor): number;
  23187. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  23188. getBodyPressure?(impostor: PhysicsImpostor): number;
  23189. setBodyPressure?(impostor: PhysicsImpostor, pressure: number): void;
  23190. getBodyStiffness?(impostor: PhysicsImpostor): number;
  23191. setBodyStiffness?(impostor: PhysicsImpostor, stiffness: number): void;
  23192. getBodyVelocityIterations?(impostor: PhysicsImpostor): number;
  23193. setBodyVelocityIterations?(impostor: PhysicsImpostor, velocityIterations: number): void;
  23194. getBodyPositionIterations?(impostor: PhysicsImpostor): number;
  23195. setBodyPositionIterations?(impostor: PhysicsImpostor, positionIterations: number): void;
  23196. appendAnchor?(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, width: number, height: number, influence: number, noCollisionBetweenLinkedBodies: boolean): void;
  23197. appendHook?(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, length: number, influence: number, noCollisionBetweenLinkedBodies: boolean): void;
  23198. sleepBody(impostor: PhysicsImpostor): void;
  23199. wakeUpBody(impostor: PhysicsImpostor): void;
  23200. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  23201. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  23202. setMotor(joint: IMotorEnabledJoint, speed: number, maxForce?: number, motorIndex?: number): void;
  23203. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  23204. getRadius(impostor: PhysicsImpostor): number;
  23205. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  23206. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  23207. dispose(): void;
  23208. }
  23209. /**
  23210. * Interface used to define a physics engine
  23211. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  23212. */
  23213. export interface IPhysicsEngine {
  23214. /**
  23215. * Gets the gravity vector used by the simulation
  23216. */
  23217. gravity: Vector3;
  23218. /**
  23219. * Sets the gravity vector used by the simulation
  23220. * @param gravity defines the gravity vector to use
  23221. */
  23222. setGravity(gravity: Vector3): void;
  23223. /**
  23224. * Set the time step of the physics engine.
  23225. * Default is 1/60.
  23226. * To slow it down, enter 1/600 for example.
  23227. * To speed it up, 1/30
  23228. * @param newTimeStep the new timestep to apply to this world.
  23229. */
  23230. setTimeStep(newTimeStep: number): void;
  23231. /**
  23232. * Get the time step of the physics engine.
  23233. * @returns the current time step
  23234. */
  23235. getTimeStep(): number;
  23236. /**
  23237. * Release all resources
  23238. */
  23239. dispose(): void;
  23240. /**
  23241. * Gets the name of the current physics plugin
  23242. * @returns the name of the plugin
  23243. */
  23244. getPhysicsPluginName(): string;
  23245. /**
  23246. * Adding a new impostor for the impostor tracking.
  23247. * This will be done by the impostor itself.
  23248. * @param impostor the impostor to add
  23249. */
  23250. addImpostor(impostor: PhysicsImpostor): void;
  23251. /**
  23252. * Remove an impostor from the engine.
  23253. * This impostor and its mesh will not longer be updated by the physics engine.
  23254. * @param impostor the impostor to remove
  23255. */
  23256. removeImpostor(impostor: PhysicsImpostor): void;
  23257. /**
  23258. * Add a joint to the physics engine
  23259. * @param mainImpostor defines the main impostor to which the joint is added.
  23260. * @param connectedImpostor defines the impostor that is connected to the main impostor using this joint
  23261. * @param joint defines the joint that will connect both impostors.
  23262. */
  23263. addJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  23264. /**
  23265. * Removes a joint from the simulation
  23266. * @param mainImpostor defines the impostor used with the joint
  23267. * @param connectedImpostor defines the other impostor connected to the main one by the joint
  23268. * @param joint defines the joint to remove
  23269. */
  23270. removeJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  23271. /**
  23272. * Gets the current plugin used to run the simulation
  23273. * @returns current plugin
  23274. */
  23275. getPhysicsPlugin(): IPhysicsEnginePlugin;
  23276. /**
  23277. * Gets the list of physic impostors
  23278. * @returns an array of PhysicsImpostor
  23279. */
  23280. getImpostors(): Array<PhysicsImpostor>;
  23281. /**
  23282. * Gets the impostor for a physics enabled object
  23283. * @param object defines the object impersonated by the impostor
  23284. * @returns the PhysicsImpostor or null if not found
  23285. */
  23286. getImpostorForPhysicsObject(object: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  23287. /**
  23288. * Gets the impostor for a physics body object
  23289. * @param body defines physics body used by the impostor
  23290. * @returns the PhysicsImpostor or null if not found
  23291. */
  23292. getImpostorWithPhysicsBody(body: any): Nullable<PhysicsImpostor>;
  23293. /**
  23294. * Does a raycast in the physics world
  23295. * @param from when should the ray start?
  23296. * @param to when should the ray end?
  23297. * @returns PhysicsRaycastResult
  23298. */
  23299. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  23300. /**
  23301. * Called by the scene. No need to call it.
  23302. * @param delta defines the timespam between frames
  23303. */
  23304. _step(delta: number): void;
  23305. }
  23306. }
  23307. declare module "babylonjs/Physics/physicsImpostor" {
  23308. import { Nullable, IndicesArray } from "babylonjs/types";
  23309. import { Vector3, Matrix, Quaternion } from "babylonjs/Maths/math.vector";
  23310. import { TransformNode } from "babylonjs/Meshes/transformNode";
  23311. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  23312. import { Scene } from "babylonjs/scene";
  23313. import { Bone } from "babylonjs/Bones/bone";
  23314. import { BoundingInfo } from "babylonjs/Culling/boundingInfo";
  23315. import { PhysicsJoint, PhysicsJointData } from "babylonjs/Physics/physicsJoint";
  23316. import { Space } from "babylonjs/Maths/math.axis";
  23317. /**
  23318. * The interface for the physics imposter parameters
  23319. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23320. */
  23321. export interface PhysicsImpostorParameters {
  23322. /**
  23323. * The mass of the physics imposter
  23324. */
  23325. mass: number;
  23326. /**
  23327. * The friction of the physics imposter
  23328. */
  23329. friction?: number;
  23330. /**
  23331. * The coefficient of restitution of the physics imposter
  23332. */
  23333. restitution?: number;
  23334. /**
  23335. * The native options of the physics imposter
  23336. */
  23337. nativeOptions?: any;
  23338. /**
  23339. * Specifies if the parent should be ignored
  23340. */
  23341. ignoreParent?: boolean;
  23342. /**
  23343. * Specifies if bi-directional transformations should be disabled
  23344. */
  23345. disableBidirectionalTransformation?: boolean;
  23346. /**
  23347. * The pressure inside the physics imposter, soft object only
  23348. */
  23349. pressure?: number;
  23350. /**
  23351. * The stiffness the physics imposter, soft object only
  23352. */
  23353. stiffness?: number;
  23354. /**
  23355. * The number of iterations used in maintaining consistent vertex velocities, soft object only
  23356. */
  23357. velocityIterations?: number;
  23358. /**
  23359. * The number of iterations used in maintaining consistent vertex positions, soft object only
  23360. */
  23361. positionIterations?: number;
  23362. /**
  23363. * The number used to fix points on a cloth (0, 1, 2, 4, 8) or rope (0, 1, 2) only
  23364. * 0 None, 1, back left or top, 2, back right or bottom, 4, front left, 8, front right
  23365. * Add to fix multiple points
  23366. */
  23367. fixedPoints?: number;
  23368. /**
  23369. * The collision margin around a soft object
  23370. */
  23371. margin?: number;
  23372. /**
  23373. * The collision margin around a soft object
  23374. */
  23375. damping?: number;
  23376. /**
  23377. * The path for a rope based on an extrusion
  23378. */
  23379. path?: any;
  23380. /**
  23381. * The shape of an extrusion used for a rope based on an extrusion
  23382. */
  23383. shape?: any;
  23384. }
  23385. /**
  23386. * Interface for a physics-enabled object
  23387. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23388. */
  23389. export interface IPhysicsEnabledObject {
  23390. /**
  23391. * The position of the physics-enabled object
  23392. */
  23393. position: Vector3;
  23394. /**
  23395. * The rotation of the physics-enabled object
  23396. */
  23397. rotationQuaternion: Nullable<Quaternion>;
  23398. /**
  23399. * The scale of the physics-enabled object
  23400. */
  23401. scaling: Vector3;
  23402. /**
  23403. * The rotation of the physics-enabled object
  23404. */
  23405. rotation?: Vector3;
  23406. /**
  23407. * The parent of the physics-enabled object
  23408. */
  23409. parent?: any;
  23410. /**
  23411. * The bounding info of the physics-enabled object
  23412. * @returns The bounding info of the physics-enabled object
  23413. */
  23414. getBoundingInfo(): BoundingInfo;
  23415. /**
  23416. * Computes the world matrix
  23417. * @param force Specifies if the world matrix should be computed by force
  23418. * @returns A world matrix
  23419. */
  23420. computeWorldMatrix(force: boolean): Matrix;
  23421. /**
  23422. * Gets the world matrix
  23423. * @returns A world matrix
  23424. */
  23425. getWorldMatrix?(): Matrix;
  23426. /**
  23427. * Gets the child meshes
  23428. * @param directDescendantsOnly Specifies if only direct-descendants should be obtained
  23429. * @returns An array of abstract meshes
  23430. */
  23431. getChildMeshes?(directDescendantsOnly?: boolean): Array<AbstractMesh>;
  23432. /**
  23433. * Gets the vertex data
  23434. * @param kind The type of vertex data
  23435. * @returns A nullable array of numbers, or a float32 array
  23436. */
  23437. getVerticesData(kind: string): Nullable<Array<number> | Float32Array>;
  23438. /**
  23439. * Gets the indices from the mesh
  23440. * @returns A nullable array of index arrays
  23441. */
  23442. getIndices?(): Nullable<IndicesArray>;
  23443. /**
  23444. * Gets the scene from the mesh
  23445. * @returns the indices array or null
  23446. */
  23447. getScene?(): Scene;
  23448. /**
  23449. * Gets the absolute position from the mesh
  23450. * @returns the absolute position
  23451. */
  23452. getAbsolutePosition(): Vector3;
  23453. /**
  23454. * Gets the absolute pivot point from the mesh
  23455. * @returns the absolute pivot point
  23456. */
  23457. getAbsolutePivotPoint(): Vector3;
  23458. /**
  23459. * Rotates the mesh
  23460. * @param axis The axis of rotation
  23461. * @param amount The amount of rotation
  23462. * @param space The space of the rotation
  23463. * @returns The rotation transform node
  23464. */
  23465. rotate(axis: Vector3, amount: number, space?: Space): TransformNode;
  23466. /**
  23467. * Translates the mesh
  23468. * @param axis The axis of translation
  23469. * @param distance The distance of translation
  23470. * @param space The space of the translation
  23471. * @returns The transform node
  23472. */
  23473. translate(axis: Vector3, distance: number, space?: Space): TransformNode;
  23474. /**
  23475. * Sets the absolute position of the mesh
  23476. * @param absolutePosition The absolute position of the mesh
  23477. * @returns The transform node
  23478. */
  23479. setAbsolutePosition(absolutePosition: Vector3): TransformNode;
  23480. /**
  23481. * Gets the class name of the mesh
  23482. * @returns The class name
  23483. */
  23484. getClassName(): string;
  23485. }
  23486. /**
  23487. * Represents a physics imposter
  23488. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23489. */
  23490. export class PhysicsImpostor {
  23491. /**
  23492. * The physics-enabled object used as the physics imposter
  23493. */
  23494. object: IPhysicsEnabledObject;
  23495. /**
  23496. * The type of the physics imposter
  23497. */
  23498. type: number;
  23499. private _options;
  23500. private _scene?;
  23501. /**
  23502. * The default object size of the imposter
  23503. */
  23504. static DEFAULT_OBJECT_SIZE: Vector3;
  23505. /**
  23506. * The identity quaternion of the imposter
  23507. */
  23508. static IDENTITY_QUATERNION: Quaternion;
  23509. /** @hidden */
  23510. _pluginData: any;
  23511. private _physicsEngine;
  23512. private _physicsBody;
  23513. private _bodyUpdateRequired;
  23514. private _onBeforePhysicsStepCallbacks;
  23515. private _onAfterPhysicsStepCallbacks;
  23516. /** @hidden */
  23517. _onPhysicsCollideCallbacks: Array<{
  23518. callback: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor) => void;
  23519. otherImpostors: Array<PhysicsImpostor>;
  23520. }>;
  23521. private _deltaPosition;
  23522. private _deltaRotation;
  23523. private _deltaRotationConjugated;
  23524. /** @hidden */
  23525. _isFromLine: boolean;
  23526. private _parent;
  23527. private _isDisposed;
  23528. private static _tmpVecs;
  23529. private static _tmpQuat;
  23530. /**
  23531. * Specifies if the physics imposter is disposed
  23532. */
  23533. readonly isDisposed: boolean;
  23534. /**
  23535. * Gets the mass of the physics imposter
  23536. */
  23537. mass: number;
  23538. /**
  23539. * Gets the coefficient of friction
  23540. */
  23541. /**
  23542. * Sets the coefficient of friction
  23543. */
  23544. friction: number;
  23545. /**
  23546. * Gets the coefficient of restitution
  23547. */
  23548. /**
  23549. * Sets the coefficient of restitution
  23550. */
  23551. restitution: number;
  23552. /**
  23553. * Gets the pressure of a soft body; only supported by the AmmoJSPlugin
  23554. */
  23555. /**
  23556. * Sets the pressure of a soft body; only supported by the AmmoJSPlugin
  23557. */
  23558. pressure: number;
  23559. /**
  23560. * Gets the stiffness of a soft body; only supported by the AmmoJSPlugin
  23561. */
  23562. /**
  23563. * Sets the stiffness of a soft body; only supported by the AmmoJSPlugin
  23564. */
  23565. stiffness: number;
  23566. /**
  23567. * Gets the velocityIterations of a soft body; only supported by the AmmoJSPlugin
  23568. */
  23569. /**
  23570. * Sets the velocityIterations of a soft body; only supported by the AmmoJSPlugin
  23571. */
  23572. velocityIterations: number;
  23573. /**
  23574. * Gets the positionIterations of a soft body; only supported by the AmmoJSPlugin
  23575. */
  23576. /**
  23577. * Sets the positionIterations of a soft body; only supported by the AmmoJSPlugin
  23578. */
  23579. positionIterations: number;
  23580. /**
  23581. * The unique id of the physics imposter
  23582. * set by the physics engine when adding this impostor to the array
  23583. */
  23584. uniqueId: number;
  23585. /**
  23586. * @hidden
  23587. */
  23588. soft: boolean;
  23589. /**
  23590. * @hidden
  23591. */
  23592. segments: number;
  23593. private _joints;
  23594. /**
  23595. * Initializes the physics imposter
  23596. * @param object The physics-enabled object used as the physics imposter
  23597. * @param type The type of the physics imposter
  23598. * @param _options The options for the physics imposter
  23599. * @param _scene The Babylon scene
  23600. */
  23601. constructor(
  23602. /**
  23603. * The physics-enabled object used as the physics imposter
  23604. */
  23605. object: IPhysicsEnabledObject,
  23606. /**
  23607. * The type of the physics imposter
  23608. */
  23609. type: number, _options?: PhysicsImpostorParameters, _scene?: Scene | undefined);
  23610. /**
  23611. * This function will completly initialize this impostor.
  23612. * It will create a new body - but only if this mesh has no parent.
  23613. * If it has, this impostor will not be used other than to define the impostor
  23614. * of the child mesh.
  23615. * @hidden
  23616. */
  23617. _init(): void;
  23618. private _getPhysicsParent;
  23619. /**
  23620. * Should a new body be generated.
  23621. * @returns boolean specifying if body initialization is required
  23622. */
  23623. isBodyInitRequired(): boolean;
  23624. /**
  23625. * Sets the updated scaling
  23626. * @param updated Specifies if the scaling is updated
  23627. */
  23628. setScalingUpdated(): void;
  23629. /**
  23630. * Force a regeneration of this or the parent's impostor's body.
  23631. * Use under cautious - This will remove all joints already implemented.
  23632. */
  23633. forceUpdate(): void;
  23634. /**
  23635. * Gets the body that holds this impostor. Either its own, or its parent.
  23636. */
  23637. /**
  23638. * Set the physics body. Used mainly by the physics engine/plugin
  23639. */
  23640. physicsBody: any;
  23641. /**
  23642. * Get the parent of the physics imposter
  23643. * @returns Physics imposter or null
  23644. */
  23645. /**
  23646. * Sets the parent of the physics imposter
  23647. */
  23648. parent: Nullable<PhysicsImpostor>;
  23649. /**
  23650. * Resets the update flags
  23651. */
  23652. resetUpdateFlags(): void;
  23653. /**
  23654. * Gets the object extend size
  23655. * @returns the object extend size
  23656. */
  23657. getObjectExtendSize(): Vector3;
  23658. /**
  23659. * Gets the object center
  23660. * @returns The object center
  23661. */
  23662. getObjectCenter(): Vector3;
  23663. /**
  23664. * Get a specific parametes from the options parameter
  23665. * @param paramName The object parameter name
  23666. * @returns The object parameter
  23667. */
  23668. getParam(paramName: string): any;
  23669. /**
  23670. * Sets a specific parameter in the options given to the physics plugin
  23671. * @param paramName The parameter name
  23672. * @param value The value of the parameter
  23673. */
  23674. setParam(paramName: string, value: number): void;
  23675. /**
  23676. * Specifically change the body's mass option. Won't recreate the physics body object
  23677. * @param mass The mass of the physics imposter
  23678. */
  23679. setMass(mass: number): void;
  23680. /**
  23681. * Gets the linear velocity
  23682. * @returns linear velocity or null
  23683. */
  23684. getLinearVelocity(): Nullable<Vector3>;
  23685. /**
  23686. * Sets the linear velocity
  23687. * @param velocity linear velocity or null
  23688. */
  23689. setLinearVelocity(velocity: Nullable<Vector3>): void;
  23690. /**
  23691. * Gets the angular velocity
  23692. * @returns angular velocity or null
  23693. */
  23694. getAngularVelocity(): Nullable<Vector3>;
  23695. /**
  23696. * Sets the angular velocity
  23697. * @param velocity The velocity or null
  23698. */
  23699. setAngularVelocity(velocity: Nullable<Vector3>): void;
  23700. /**
  23701. * Execute a function with the physics plugin native code
  23702. * Provide a function the will have two variables - the world object and the physics body object
  23703. * @param func The function to execute with the physics plugin native code
  23704. */
  23705. executeNativeFunction(func: (world: any, physicsBody: any) => void): void;
  23706. /**
  23707. * Register a function that will be executed before the physics world is stepping forward
  23708. * @param func The function to execute before the physics world is stepped forward
  23709. */
  23710. registerBeforePhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  23711. /**
  23712. * Unregister a function that will be executed before the physics world is stepping forward
  23713. * @param func The function to execute before the physics world is stepped forward
  23714. */
  23715. unregisterBeforePhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  23716. /**
  23717. * Register a function that will be executed after the physics step
  23718. * @param func The function to execute after physics step
  23719. */
  23720. registerAfterPhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  23721. /**
  23722. * Unregisters a function that will be executed after the physics step
  23723. * @param func The function to execute after physics step
  23724. */
  23725. unregisterAfterPhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  23726. /**
  23727. * register a function that will be executed when this impostor collides against a different body
  23728. * @param collideAgainst Physics imposter, or array of physics imposters to collide against
  23729. * @param func Callback that is executed on collision
  23730. */
  23731. registerOnPhysicsCollide(collideAgainst: PhysicsImpostor | Array<PhysicsImpostor>, func: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor) => void): void;
  23732. /**
  23733. * Unregisters the physics imposter on contact
  23734. * @param collideAgainst The physics object to collide against
  23735. * @param func Callback to execute on collision
  23736. */
  23737. unregisterOnPhysicsCollide(collideAgainst: PhysicsImpostor | Array<PhysicsImpostor>, func: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor | Array<PhysicsImpostor>) => void): void;
  23738. private _tmpQuat;
  23739. private _tmpQuat2;
  23740. /**
  23741. * Get the parent rotation
  23742. * @returns The parent rotation
  23743. */
  23744. getParentsRotation(): Quaternion;
  23745. /**
  23746. * this function is executed by the physics engine.
  23747. */
  23748. beforeStep: () => void;
  23749. /**
  23750. * this function is executed by the physics engine
  23751. */
  23752. afterStep: () => void;
  23753. /**
  23754. * Legacy collision detection event support
  23755. */
  23756. onCollideEvent: Nullable<(collider: PhysicsImpostor, collidedWith: PhysicsImpostor) => void>;
  23757. /**
  23758. * event and body object due to cannon's event-based architecture.
  23759. */
  23760. onCollide: (e: {
  23761. body: any;
  23762. }) => void;
  23763. /**
  23764. * Apply a force
  23765. * @param force The force to apply
  23766. * @param contactPoint The contact point for the force
  23767. * @returns The physics imposter
  23768. */
  23769. applyForce(force: Vector3, contactPoint: Vector3): PhysicsImpostor;
  23770. /**
  23771. * Apply an impulse
  23772. * @param force The impulse force
  23773. * @param contactPoint The contact point for the impulse force
  23774. * @returns The physics imposter
  23775. */
  23776. applyImpulse(force: Vector3, contactPoint: Vector3): PhysicsImpostor;
  23777. /**
  23778. * A help function to create a joint
  23779. * @param otherImpostor A physics imposter used to create a joint
  23780. * @param jointType The type of joint
  23781. * @param jointData The data for the joint
  23782. * @returns The physics imposter
  23783. */
  23784. createJoint(otherImpostor: PhysicsImpostor, jointType: number, jointData: PhysicsJointData): PhysicsImpostor;
  23785. /**
  23786. * Add a joint to this impostor with a different impostor
  23787. * @param otherImpostor A physics imposter used to add a joint
  23788. * @param joint The joint to add
  23789. * @returns The physics imposter
  23790. */
  23791. addJoint(otherImpostor: PhysicsImpostor, joint: PhysicsJoint): PhysicsImpostor;
  23792. /**
  23793. * Add an anchor to a cloth impostor
  23794. * @param otherImpostor rigid impostor to anchor to
  23795. * @param width ratio across width from 0 to 1
  23796. * @param height ratio up height from 0 to 1
  23797. * @param influence the elasticity between cloth impostor and anchor from 0, very stretchy to 1, little strech
  23798. * @param noCollisionBetweenLinkedBodies when true collisions between cloth impostor and anchor are ignored; default false
  23799. * @returns impostor the soft imposter
  23800. */
  23801. addAnchor(otherImpostor: PhysicsImpostor, width: number, height: number, influence: number, noCollisionBetweenLinkedBodies: boolean): PhysicsImpostor;
  23802. /**
  23803. * Add a hook to a rope impostor
  23804. * @param otherImpostor rigid impostor to anchor to
  23805. * @param length ratio across rope from 0 to 1
  23806. * @param influence the elasticity between rope impostor and anchor from 0, very stretchy to 1, little strech
  23807. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  23808. * @returns impostor the rope imposter
  23809. */
  23810. addHook(otherImpostor: PhysicsImpostor, length: number, influence: number, noCollisionBetweenLinkedBodies: boolean): PhysicsImpostor;
  23811. /**
  23812. * Will keep this body still, in a sleep mode.
  23813. * @returns the physics imposter
  23814. */
  23815. sleep(): PhysicsImpostor;
  23816. /**
  23817. * Wake the body up.
  23818. * @returns The physics imposter
  23819. */
  23820. wakeUp(): PhysicsImpostor;
  23821. /**
  23822. * Clones the physics imposter
  23823. * @param newObject The physics imposter clones to this physics-enabled object
  23824. * @returns A nullable physics imposter
  23825. */
  23826. clone(newObject: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  23827. /**
  23828. * Disposes the physics imposter
  23829. */
  23830. dispose(): void;
  23831. /**
  23832. * Sets the delta position
  23833. * @param position The delta position amount
  23834. */
  23835. setDeltaPosition(position: Vector3): void;
  23836. /**
  23837. * Sets the delta rotation
  23838. * @param rotation The delta rotation amount
  23839. */
  23840. setDeltaRotation(rotation: Quaternion): void;
  23841. /**
  23842. * Gets the box size of the physics imposter and stores the result in the input parameter
  23843. * @param result Stores the box size
  23844. * @returns The physics imposter
  23845. */
  23846. getBoxSizeToRef(result: Vector3): PhysicsImpostor;
  23847. /**
  23848. * Gets the radius of the physics imposter
  23849. * @returns Radius of the physics imposter
  23850. */
  23851. getRadius(): number;
  23852. /**
  23853. * Sync a bone with this impostor
  23854. * @param bone The bone to sync to the impostor.
  23855. * @param boneMesh The mesh that the bone is influencing.
  23856. * @param jointPivot The pivot of the joint / bone in local space.
  23857. * @param distToJoint Optional distance from the impostor to the joint.
  23858. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  23859. */
  23860. syncBoneWithImpostor(bone: Bone, boneMesh: AbstractMesh, jointPivot: Vector3, distToJoint?: number, adjustRotation?: Quaternion): void;
  23861. /**
  23862. * Sync impostor to a bone
  23863. * @param bone The bone that the impostor will be synced to.
  23864. * @param boneMesh The mesh that the bone is influencing.
  23865. * @param jointPivot The pivot of the joint / bone in local space.
  23866. * @param distToJoint Optional distance from the impostor to the joint.
  23867. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  23868. * @param boneAxis Optional vector3 axis the bone is aligned with
  23869. */
  23870. syncImpostorWithBone(bone: Bone, boneMesh: AbstractMesh, jointPivot: Vector3, distToJoint?: number, adjustRotation?: Quaternion, boneAxis?: Vector3): void;
  23871. /**
  23872. * No-Imposter type
  23873. */
  23874. static NoImpostor: number;
  23875. /**
  23876. * Sphere-Imposter type
  23877. */
  23878. static SphereImpostor: number;
  23879. /**
  23880. * Box-Imposter type
  23881. */
  23882. static BoxImpostor: number;
  23883. /**
  23884. * Plane-Imposter type
  23885. */
  23886. static PlaneImpostor: number;
  23887. /**
  23888. * Mesh-imposter type
  23889. */
  23890. static MeshImpostor: number;
  23891. /**
  23892. * Capsule-Impostor type (Ammo.js plugin only)
  23893. */
  23894. static CapsuleImpostor: number;
  23895. /**
  23896. * Cylinder-Imposter type
  23897. */
  23898. static CylinderImpostor: number;
  23899. /**
  23900. * Particle-Imposter type
  23901. */
  23902. static ParticleImpostor: number;
  23903. /**
  23904. * Heightmap-Imposter type
  23905. */
  23906. static HeightmapImpostor: number;
  23907. /**
  23908. * ConvexHull-Impostor type (Ammo.js plugin only)
  23909. */
  23910. static ConvexHullImpostor: number;
  23911. /**
  23912. * Rope-Imposter type
  23913. */
  23914. static RopeImpostor: number;
  23915. /**
  23916. * Cloth-Imposter type
  23917. */
  23918. static ClothImpostor: number;
  23919. /**
  23920. * Softbody-Imposter type
  23921. */
  23922. static SoftbodyImpostor: number;
  23923. }
  23924. }
  23925. declare module "babylonjs/Meshes/mesh" {
  23926. import { Observable } from "babylonjs/Misc/observable";
  23927. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  23928. import { Nullable, FloatArray, IndicesArray } from "babylonjs/types";
  23929. import { Camera } from "babylonjs/Cameras/camera";
  23930. import { Scene } from "babylonjs/scene";
  23931. import { Matrix, Vector3, Vector2, Vector4 } from "babylonjs/Maths/math.vector";
  23932. import { Color4 } from "babylonjs/Maths/math.color";
  23933. import { Engine } from "babylonjs/Engines/engine";
  23934. import { Node } from "babylonjs/node";
  23935. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  23936. import { IGetSetVerticesData } from "babylonjs/Meshes/mesh.vertexData";
  23937. import { Buffer } from "babylonjs/Meshes/buffer";
  23938. import { Geometry } from "babylonjs/Meshes/geometry";
  23939. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  23940. import { SubMesh } from "babylonjs/Meshes/subMesh";
  23941. import { BoundingSphere } from "babylonjs/Culling/boundingSphere";
  23942. import { Effect } from "babylonjs/Materials/effect";
  23943. import { Material } from "babylonjs/Materials/material";
  23944. import { Skeleton } from "babylonjs/Bones/skeleton";
  23945. import { MorphTargetManager } from "babylonjs/Morph/morphTargetManager";
  23946. import { MeshLODLevel } from "babylonjs/Meshes/meshLODLevel";
  23947. import { Path3D } from "babylonjs/Maths/math.path";
  23948. import { Plane } from "babylonjs/Maths/math.plane";
  23949. import { TransformNode } from "babylonjs/Meshes/transformNode";
  23950. import { LinesMesh } from "babylonjs/Meshes/linesMesh";
  23951. import { InstancedMesh } from "babylonjs/Meshes/instancedMesh";
  23952. import { GroundMesh } from "babylonjs/Meshes/groundMesh";
  23953. import { IPhysicsEnabledObject } from "babylonjs/Physics/physicsImpostor";
  23954. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  23955. /**
  23956. * @hidden
  23957. **/
  23958. export class _CreationDataStorage {
  23959. closePath?: boolean;
  23960. closeArray?: boolean;
  23961. idx: number[];
  23962. dashSize: number;
  23963. gapSize: number;
  23964. path3D: Path3D;
  23965. pathArray: Vector3[][];
  23966. arc: number;
  23967. radius: number;
  23968. cap: number;
  23969. tessellation: number;
  23970. }
  23971. /**
  23972. * @hidden
  23973. **/
  23974. class _InstanceDataStorage {
  23975. visibleInstances: any;
  23976. batchCache: _InstancesBatch;
  23977. instancesBufferSize: number;
  23978. instancesBuffer: Nullable<Buffer>;
  23979. instancesData: Float32Array;
  23980. overridenInstanceCount: number;
  23981. isFrozen: boolean;
  23982. previousBatch: Nullable<_InstancesBatch>;
  23983. hardwareInstancedRendering: boolean;
  23984. sideOrientation: number;
  23985. }
  23986. /**
  23987. * @hidden
  23988. **/
  23989. export class _InstancesBatch {
  23990. mustReturn: boolean;
  23991. visibleInstances: Nullable<import("babylonjs/Meshes/instancedMesh").InstancedMesh[]>[];
  23992. renderSelf: boolean[];
  23993. hardwareInstancedRendering: boolean[];
  23994. }
  23995. /**
  23996. * Class used to represent renderable models
  23997. */
  23998. export class Mesh extends AbstractMesh implements IGetSetVerticesData {
  23999. /**
  24000. * Mesh side orientation : usually the external or front surface
  24001. */
  24002. static readonly FRONTSIDE: number;
  24003. /**
  24004. * Mesh side orientation : usually the internal or back surface
  24005. */
  24006. static readonly BACKSIDE: number;
  24007. /**
  24008. * Mesh side orientation : both internal and external or front and back surfaces
  24009. */
  24010. static readonly DOUBLESIDE: number;
  24011. /**
  24012. * Mesh side orientation : by default, `FRONTSIDE`
  24013. */
  24014. static readonly DEFAULTSIDE: number;
  24015. /**
  24016. * Mesh cap setting : no cap
  24017. */
  24018. static readonly NO_CAP: number;
  24019. /**
  24020. * Mesh cap setting : one cap at the beginning of the mesh
  24021. */
  24022. static readonly CAP_START: number;
  24023. /**
  24024. * Mesh cap setting : one cap at the end of the mesh
  24025. */
  24026. static readonly CAP_END: number;
  24027. /**
  24028. * Mesh cap setting : two caps, one at the beginning and one at the end of the mesh
  24029. */
  24030. static readonly CAP_ALL: number;
  24031. /**
  24032. * Mesh pattern setting : no flip or rotate
  24033. */
  24034. static readonly NO_FLIP: number;
  24035. /**
  24036. * Mesh pattern setting : flip (reflect in y axis) alternate tiles on each row or column
  24037. */
  24038. static readonly FLIP_TILE: number;
  24039. /**
  24040. * Mesh pattern setting : rotate (180degs) alternate tiles on each row or column
  24041. */
  24042. static readonly ROTATE_TILE: number;
  24043. /**
  24044. * Mesh pattern setting : flip (reflect in y axis) all tiles on alternate rows
  24045. */
  24046. static readonly FLIP_ROW: number;
  24047. /**
  24048. * Mesh pattern setting : rotate (180degs) all tiles on alternate rows
  24049. */
  24050. static readonly ROTATE_ROW: number;
  24051. /**
  24052. * Mesh pattern setting : flip and rotate alternate tiles on each row or column
  24053. */
  24054. static readonly FLIP_N_ROTATE_TILE: number;
  24055. /**
  24056. * Mesh pattern setting : rotate pattern and rotate
  24057. */
  24058. static readonly FLIP_N_ROTATE_ROW: number;
  24059. /**
  24060. * Mesh tile positioning : part tiles same on left/right or top/bottom
  24061. */
  24062. static readonly CENTER: number;
  24063. /**
  24064. * Mesh tile positioning : part tiles on left
  24065. */
  24066. static readonly LEFT: number;
  24067. /**
  24068. * Mesh tile positioning : part tiles on right
  24069. */
  24070. static readonly RIGHT: number;
  24071. /**
  24072. * Mesh tile positioning : part tiles on top
  24073. */
  24074. static readonly TOP: number;
  24075. /**
  24076. * Mesh tile positioning : part tiles on bottom
  24077. */
  24078. static readonly BOTTOM: number;
  24079. /**
  24080. * Gets the default side orientation.
  24081. * @param orientation the orientation to value to attempt to get
  24082. * @returns the default orientation
  24083. * @hidden
  24084. */
  24085. static _GetDefaultSideOrientation(orientation?: number): number;
  24086. private _internalMeshDataInfo;
  24087. /**
  24088. * An event triggered before rendering the mesh
  24089. */
  24090. readonly onBeforeRenderObservable: Observable<Mesh>;
  24091. /**
  24092. * An event triggered before binding the mesh
  24093. */
  24094. readonly onBeforeBindObservable: Observable<Mesh>;
  24095. /**
  24096. * An event triggered after rendering the mesh
  24097. */
  24098. readonly onAfterRenderObservable: Observable<Mesh>;
  24099. /**
  24100. * An event triggered before drawing the mesh
  24101. */
  24102. readonly onBeforeDrawObservable: Observable<Mesh>;
  24103. private _onBeforeDrawObserver;
  24104. /**
  24105. * Sets a callback to call before drawing the mesh. It is recommended to use onBeforeDrawObservable instead
  24106. */
  24107. onBeforeDraw: () => void;
  24108. readonly hasInstances: boolean;
  24109. /**
  24110. * Gets the delay loading state of the mesh (when delay loading is turned on)
  24111. * @see http://doc.babylonjs.com/how_to/using_the_incremental_loading_system
  24112. */
  24113. delayLoadState: number;
  24114. /**
  24115. * Gets the list of instances created from this mesh
  24116. * it is not supposed to be modified manually.
  24117. * Note also that the order of the InstancedMesh wihin the array is not significant and might change.
  24118. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  24119. */
  24120. instances: import("babylonjs/Meshes/instancedMesh").InstancedMesh[];
  24121. /**
  24122. * Gets the file containing delay loading data for this mesh
  24123. */
  24124. delayLoadingFile: string;
  24125. /** @hidden */
  24126. _binaryInfo: any;
  24127. /**
  24128. * User defined function used to change how LOD level selection is done
  24129. * @see http://doc.babylonjs.com/how_to/how_to_use_lod
  24130. */
  24131. onLODLevelSelection: (distance: number, mesh: Mesh, selectedLevel: Nullable<Mesh>) => void;
  24132. /**
  24133. * Gets or sets the morph target manager
  24134. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  24135. */
  24136. morphTargetManager: Nullable<MorphTargetManager>;
  24137. /** @hidden */
  24138. _creationDataStorage: Nullable<_CreationDataStorage>;
  24139. /** @hidden */
  24140. _geometry: Nullable<Geometry>;
  24141. /** @hidden */
  24142. _delayInfo: Array<string>;
  24143. /** @hidden */
  24144. _delayLoadingFunction: (any: any, mesh: Mesh) => void;
  24145. /** @hidden */
  24146. _instanceDataStorage: _InstanceDataStorage;
  24147. private _effectiveMaterial;
  24148. /** @hidden */
  24149. _shouldGenerateFlatShading: boolean;
  24150. /** @hidden */
  24151. _originalBuilderSideOrientation: number;
  24152. /**
  24153. * Use this property to change the original side orientation defined at construction time
  24154. */
  24155. overrideMaterialSideOrientation: Nullable<number>;
  24156. /**
  24157. * Gets the source mesh (the one used to clone this one from)
  24158. */
  24159. readonly source: Nullable<Mesh>;
  24160. /**
  24161. * Gets or sets a boolean indicating that this mesh does not use index buffer
  24162. */
  24163. isUnIndexed: boolean;
  24164. /**
  24165. * @constructor
  24166. * @param name The value used by scene.getMeshByName() to do a lookup.
  24167. * @param scene The scene to add this mesh to.
  24168. * @param parent The parent of this mesh, if it has one
  24169. * @param source An optional Mesh from which geometry is shared, cloned.
  24170. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  24171. * When false, achieved by calling a clone(), also passing False.
  24172. * This will make creation of children, recursive.
  24173. * @param clonePhysicsImpostor When cloning, include cloning mesh physics impostor, default True.
  24174. */
  24175. constructor(name: string, scene?: Nullable<Scene>, parent?: Nullable<Node>, source?: Nullable<Mesh>, doNotCloneChildren?: boolean, clonePhysicsImpostor?: boolean);
  24176. instantiateHierarychy(newParent?: Nullable<TransformNode>): Nullable<TransformNode>;
  24177. /**
  24178. * Gets the class name
  24179. * @returns the string "Mesh".
  24180. */
  24181. getClassName(): string;
  24182. /** @hidden */
  24183. readonly _isMesh: boolean;
  24184. /**
  24185. * Returns a description of this mesh
  24186. * @param fullDetails define if full details about this mesh must be used
  24187. * @returns a descriptive string representing this mesh
  24188. */
  24189. toString(fullDetails?: boolean): string;
  24190. /** @hidden */
  24191. _unBindEffect(): void;
  24192. /**
  24193. * Gets a boolean indicating if this mesh has LOD
  24194. */
  24195. readonly hasLODLevels: boolean;
  24196. /**
  24197. * Gets the list of MeshLODLevel associated with the current mesh
  24198. * @returns an array of MeshLODLevel
  24199. */
  24200. getLODLevels(): MeshLODLevel[];
  24201. private _sortLODLevels;
  24202. /**
  24203. * Add a mesh as LOD level triggered at the given distance.
  24204. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  24205. * @param distance The distance from the center of the object to show this level
  24206. * @param mesh The mesh to be added as LOD level (can be null)
  24207. * @return This mesh (for chaining)
  24208. */
  24209. addLODLevel(distance: number, mesh: Nullable<Mesh>): Mesh;
  24210. /**
  24211. * Returns the LOD level mesh at the passed distance or null if not found.
  24212. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  24213. * @param distance The distance from the center of the object to show this level
  24214. * @returns a Mesh or `null`
  24215. */
  24216. getLODLevelAtDistance(distance: number): Nullable<Mesh>;
  24217. /**
  24218. * Remove a mesh from the LOD array
  24219. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  24220. * @param mesh defines the mesh to be removed
  24221. * @return This mesh (for chaining)
  24222. */
  24223. removeLODLevel(mesh: Mesh): Mesh;
  24224. /**
  24225. * Returns the registered LOD mesh distant from the parameter `camera` position if any, else returns the current mesh.
  24226. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  24227. * @param camera defines the camera to use to compute distance
  24228. * @param boundingSphere defines a custom bounding sphere to use instead of the one from this mesh
  24229. * @return This mesh (for chaining)
  24230. */
  24231. getLOD(camera: Camera, boundingSphere?: BoundingSphere): Nullable<AbstractMesh>;
  24232. /**
  24233. * Gets the mesh internal Geometry object
  24234. */
  24235. readonly geometry: Nullable<Geometry>;
  24236. /**
  24237. * Returns the total number of vertices within the mesh geometry or zero if the mesh has no geometry.
  24238. * @returns the total number of vertices
  24239. */
  24240. getTotalVertices(): number;
  24241. /**
  24242. * Returns the content of an associated vertex buffer
  24243. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  24244. * - VertexBuffer.PositionKind
  24245. * - VertexBuffer.UVKind
  24246. * - VertexBuffer.UV2Kind
  24247. * - VertexBuffer.UV3Kind
  24248. * - VertexBuffer.UV4Kind
  24249. * - VertexBuffer.UV5Kind
  24250. * - VertexBuffer.UV6Kind
  24251. * - VertexBuffer.ColorKind
  24252. * - VertexBuffer.MatricesIndicesKind
  24253. * - VertexBuffer.MatricesIndicesExtraKind
  24254. * - VertexBuffer.MatricesWeightsKind
  24255. * - VertexBuffer.MatricesWeightsExtraKind
  24256. * @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
  24257. * @param forceCopy defines a boolean forcing the copy of the buffer no matter what the value of copyWhenShared is
  24258. * @returns a FloatArray or null if the mesh has no geometry or no vertex buffer for this kind.
  24259. */
  24260. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  24261. /**
  24262. * Returns the mesh VertexBuffer object from the requested `kind`
  24263. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  24264. * - VertexBuffer.PositionKind
  24265. * - VertexBuffer.NormalKind
  24266. * - VertexBuffer.UVKind
  24267. * - VertexBuffer.UV2Kind
  24268. * - VertexBuffer.UV3Kind
  24269. * - VertexBuffer.UV4Kind
  24270. * - VertexBuffer.UV5Kind
  24271. * - VertexBuffer.UV6Kind
  24272. * - VertexBuffer.ColorKind
  24273. * - VertexBuffer.MatricesIndicesKind
  24274. * - VertexBuffer.MatricesIndicesExtraKind
  24275. * - VertexBuffer.MatricesWeightsKind
  24276. * - VertexBuffer.MatricesWeightsExtraKind
  24277. * @returns a FloatArray or null if the mesh has no vertex buffer for this kind.
  24278. */
  24279. getVertexBuffer(kind: string): Nullable<VertexBuffer>;
  24280. /**
  24281. * Tests if a specific vertex buffer is associated with this mesh
  24282. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  24283. * - VertexBuffer.PositionKind
  24284. * - VertexBuffer.NormalKind
  24285. * - VertexBuffer.UVKind
  24286. * - VertexBuffer.UV2Kind
  24287. * - VertexBuffer.UV3Kind
  24288. * - VertexBuffer.UV4Kind
  24289. * - VertexBuffer.UV5Kind
  24290. * - VertexBuffer.UV6Kind
  24291. * - VertexBuffer.ColorKind
  24292. * - VertexBuffer.MatricesIndicesKind
  24293. * - VertexBuffer.MatricesIndicesExtraKind
  24294. * - VertexBuffer.MatricesWeightsKind
  24295. * - VertexBuffer.MatricesWeightsExtraKind
  24296. * @returns a boolean
  24297. */
  24298. isVerticesDataPresent(kind: string): boolean;
  24299. /**
  24300. * Returns a boolean defining if the vertex data for the requested `kind` is updatable.
  24301. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  24302. * - VertexBuffer.PositionKind
  24303. * - VertexBuffer.UVKind
  24304. * - VertexBuffer.UV2Kind
  24305. * - VertexBuffer.UV3Kind
  24306. * - VertexBuffer.UV4Kind
  24307. * - VertexBuffer.UV5Kind
  24308. * - VertexBuffer.UV6Kind
  24309. * - VertexBuffer.ColorKind
  24310. * - VertexBuffer.MatricesIndicesKind
  24311. * - VertexBuffer.MatricesIndicesExtraKind
  24312. * - VertexBuffer.MatricesWeightsKind
  24313. * - VertexBuffer.MatricesWeightsExtraKind
  24314. * @returns a boolean
  24315. */
  24316. isVertexBufferUpdatable(kind: string): boolean;
  24317. /**
  24318. * Returns a string which contains the list of existing `kinds` of Vertex Data associated with this mesh.
  24319. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  24320. * - VertexBuffer.PositionKind
  24321. * - VertexBuffer.NormalKind
  24322. * - VertexBuffer.UVKind
  24323. * - VertexBuffer.UV2Kind
  24324. * - VertexBuffer.UV3Kind
  24325. * - VertexBuffer.UV4Kind
  24326. * - VertexBuffer.UV5Kind
  24327. * - VertexBuffer.UV6Kind
  24328. * - VertexBuffer.ColorKind
  24329. * - VertexBuffer.MatricesIndicesKind
  24330. * - VertexBuffer.MatricesIndicesExtraKind
  24331. * - VertexBuffer.MatricesWeightsKind
  24332. * - VertexBuffer.MatricesWeightsExtraKind
  24333. * @returns an array of strings
  24334. */
  24335. getVerticesDataKinds(): string[];
  24336. /**
  24337. * Returns a positive integer : the total number of indices in this mesh geometry.
  24338. * @returns the numner of indices or zero if the mesh has no geometry.
  24339. */
  24340. getTotalIndices(): number;
  24341. /**
  24342. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  24343. * @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.
  24344. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  24345. * @returns the indices array or an empty array if the mesh has no geometry
  24346. */
  24347. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  24348. readonly isBlocked: boolean;
  24349. /**
  24350. * Determine if the current mesh is ready to be rendered
  24351. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  24352. * @param forceInstanceSupport will check if the mesh will be ready when used with instances (false by default)
  24353. * @returns true if all associated assets are ready (material, textures, shaders)
  24354. */
  24355. isReady(completeCheck?: boolean, forceInstanceSupport?: boolean): boolean;
  24356. /**
  24357. * 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.
  24358. */
  24359. readonly areNormalsFrozen: boolean;
  24360. /**
  24361. * 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.
  24362. * @returns the current mesh
  24363. */
  24364. freezeNormals(): Mesh;
  24365. /**
  24366. * 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
  24367. * @returns the current mesh
  24368. */
  24369. unfreezeNormals(): Mesh;
  24370. /**
  24371. * Sets a value overriding the instance count. Only applicable when custom instanced InterleavedVertexBuffer are used rather than InstancedMeshs
  24372. */
  24373. overridenInstanceCount: number;
  24374. /** @hidden */
  24375. _preActivate(): Mesh;
  24376. /** @hidden */
  24377. _preActivateForIntermediateRendering(renderId: number): Mesh;
  24378. /** @hidden */
  24379. _registerInstanceForRenderId(instance: InstancedMesh, renderId: number): Mesh;
  24380. /**
  24381. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  24382. * This means the mesh underlying bounding box and sphere are recomputed.
  24383. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  24384. * @returns the current mesh
  24385. */
  24386. refreshBoundingInfo(applySkeleton?: boolean): Mesh;
  24387. /** @hidden */
  24388. _createGlobalSubMesh(force: boolean): Nullable<SubMesh>;
  24389. /**
  24390. * This function will subdivide the mesh into multiple submeshes
  24391. * @param count defines the expected number of submeshes
  24392. */
  24393. subdivide(count: number): void;
  24394. /**
  24395. * Copy a FloatArray into a specific associated vertex buffer
  24396. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  24397. * - VertexBuffer.PositionKind
  24398. * - VertexBuffer.UVKind
  24399. * - VertexBuffer.UV2Kind
  24400. * - VertexBuffer.UV3Kind
  24401. * - VertexBuffer.UV4Kind
  24402. * - VertexBuffer.UV5Kind
  24403. * - VertexBuffer.UV6Kind
  24404. * - VertexBuffer.ColorKind
  24405. * - VertexBuffer.MatricesIndicesKind
  24406. * - VertexBuffer.MatricesIndicesExtraKind
  24407. * - VertexBuffer.MatricesWeightsKind
  24408. * - VertexBuffer.MatricesWeightsExtraKind
  24409. * @param data defines the data source
  24410. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  24411. * @param stride defines the data stride size (can be null)
  24412. * @returns the current mesh
  24413. */
  24414. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh;
  24415. /**
  24416. * Flags an associated vertex buffer as updatable
  24417. * @param kind defines which buffer to use (positions, indices, normals, etc). Possible `kind` values :
  24418. * - VertexBuffer.PositionKind
  24419. * - VertexBuffer.UVKind
  24420. * - VertexBuffer.UV2Kind
  24421. * - VertexBuffer.UV3Kind
  24422. * - VertexBuffer.UV4Kind
  24423. * - VertexBuffer.UV5Kind
  24424. * - VertexBuffer.UV6Kind
  24425. * - VertexBuffer.ColorKind
  24426. * - VertexBuffer.MatricesIndicesKind
  24427. * - VertexBuffer.MatricesIndicesExtraKind
  24428. * - VertexBuffer.MatricesWeightsKind
  24429. * - VertexBuffer.MatricesWeightsExtraKind
  24430. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  24431. */
  24432. markVerticesDataAsUpdatable(kind: string, updatable?: boolean): void;
  24433. /**
  24434. * Sets the mesh global Vertex Buffer
  24435. * @param buffer defines the buffer to use
  24436. * @returns the current mesh
  24437. */
  24438. setVerticesBuffer(buffer: VertexBuffer): Mesh;
  24439. /**
  24440. * Update a specific associated vertex buffer
  24441. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  24442. * - VertexBuffer.PositionKind
  24443. * - VertexBuffer.UVKind
  24444. * - VertexBuffer.UV2Kind
  24445. * - VertexBuffer.UV3Kind
  24446. * - VertexBuffer.UV4Kind
  24447. * - VertexBuffer.UV5Kind
  24448. * - VertexBuffer.UV6Kind
  24449. * - VertexBuffer.ColorKind
  24450. * - VertexBuffer.MatricesIndicesKind
  24451. * - VertexBuffer.MatricesIndicesExtraKind
  24452. * - VertexBuffer.MatricesWeightsKind
  24453. * - VertexBuffer.MatricesWeightsExtraKind
  24454. * @param data defines the data source
  24455. * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for "position" kind
  24456. * @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)
  24457. * @returns the current mesh
  24458. */
  24459. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): AbstractMesh;
  24460. /**
  24461. * This method updates the vertex positions of an updatable mesh according to the `positionFunction` returned values.
  24462. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#other-shapes-updatemeshpositions
  24463. * @param positionFunction is a simple JS function what is passed the mesh `positions` array. It doesn't need to return anything
  24464. * @param computeNormals is a boolean (default true) to enable/disable the mesh normal recomputation after the vertex position update
  24465. * @returns the current mesh
  24466. */
  24467. updateMeshPositions(positionFunction: (data: FloatArray) => void, computeNormals?: boolean): Mesh;
  24468. /**
  24469. * Creates a un-shared specific occurence of the geometry for the mesh.
  24470. * @returns the current mesh
  24471. */
  24472. makeGeometryUnique(): Mesh;
  24473. /**
  24474. * Set the index buffer of this mesh
  24475. * @param indices defines the source data
  24476. * @param totalVertices defines the total number of vertices referenced by this index data (can be null)
  24477. * @param updatable defines if the updated index buffer must be flagged as updatable (default is false)
  24478. * @returns the current mesh
  24479. */
  24480. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>, updatable?: boolean): AbstractMesh;
  24481. /**
  24482. * Update the current index buffer
  24483. * @param indices defines the source data
  24484. * @param offset defines the offset in the index buffer where to store the new data (can be null)
  24485. * @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)
  24486. * @returns the current mesh
  24487. */
  24488. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): AbstractMesh;
  24489. /**
  24490. * Invert the geometry to move from a right handed system to a left handed one.
  24491. * @returns the current mesh
  24492. */
  24493. toLeftHanded(): Mesh;
  24494. /** @hidden */
  24495. _bind(subMesh: SubMesh, effect: Effect, fillMode: number): Mesh;
  24496. /** @hidden */
  24497. _draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): Mesh;
  24498. /**
  24499. * Registers for this mesh a javascript function called just before the rendering process
  24500. * @param func defines the function to call before rendering this mesh
  24501. * @returns the current mesh
  24502. */
  24503. registerBeforeRender(func: (mesh: AbstractMesh) => void): Mesh;
  24504. /**
  24505. * Disposes a previously registered javascript function called before the rendering
  24506. * @param func defines the function to remove
  24507. * @returns the current mesh
  24508. */
  24509. unregisterBeforeRender(func: (mesh: AbstractMesh) => void): Mesh;
  24510. /**
  24511. * Registers for this mesh a javascript function called just after the rendering is complete
  24512. * @param func defines the function to call after rendering this mesh
  24513. * @returns the current mesh
  24514. */
  24515. registerAfterRender(func: (mesh: AbstractMesh) => void): Mesh;
  24516. /**
  24517. * Disposes a previously registered javascript function called after the rendering.
  24518. * @param func defines the function to remove
  24519. * @returns the current mesh
  24520. */
  24521. unregisterAfterRender(func: (mesh: AbstractMesh) => void): Mesh;
  24522. /** @hidden */
  24523. _getInstancesRenderList(subMeshId: number): _InstancesBatch;
  24524. /** @hidden */
  24525. _renderWithInstances(subMesh: SubMesh, fillMode: number, batch: _InstancesBatch, effect: Effect, engine: Engine): Mesh;
  24526. /** @hidden */
  24527. _processRendering(subMesh: SubMesh, effect: Effect, fillMode: number, batch: _InstancesBatch, hardwareInstancedRendering: boolean, onBeforeDraw: (isInstance: boolean, world: Matrix, effectiveMaterial?: Material) => void, effectiveMaterial?: Material): Mesh;
  24528. /** @hidden */
  24529. _rebuild(): void;
  24530. /** @hidden */
  24531. _freeze(): void;
  24532. /** @hidden */
  24533. _unFreeze(): void;
  24534. /**
  24535. * 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
  24536. * @param subMesh defines the subMesh to render
  24537. * @param enableAlphaMode defines if alpha mode can be changed
  24538. * @returns the current mesh
  24539. */
  24540. render(subMesh: SubMesh, enableAlphaMode: boolean): Mesh;
  24541. private _onBeforeDraw;
  24542. /**
  24543. * Renormalize the mesh and patch it up if there are no weights
  24544. * Similar to normalization by adding the weights compute the reciprocal and multiply all elements, this wil ensure that everything adds to 1.
  24545. * However in the case of zero weights then we set just a single influence to 1.
  24546. * We check in the function for extra's present and if so we use the normalizeSkinWeightsWithExtras rather than the FourWeights version.
  24547. */
  24548. cleanMatrixWeights(): void;
  24549. private normalizeSkinFourWeights;
  24550. private normalizeSkinWeightsAndExtra;
  24551. /**
  24552. * ValidateSkinning is used to determine that a mesh has valid skinning data along with skin metrics, if missing weights,
  24553. * or not normalized it is returned as invalid mesh the string can be used for console logs, or on screen messages to let
  24554. * the user know there was an issue with importing the mesh
  24555. * @returns a validation object with skinned, valid and report string
  24556. */
  24557. validateSkinning(): {
  24558. skinned: boolean;
  24559. valid: boolean;
  24560. report: string;
  24561. };
  24562. /** @hidden */
  24563. _checkDelayState(): Mesh;
  24564. private _queueLoad;
  24565. /**
  24566. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  24567. * A mesh is in the frustum if its bounding box intersects the frustum
  24568. * @param frustumPlanes defines the frustum to test
  24569. * @returns true if the mesh is in the frustum planes
  24570. */
  24571. isInFrustum(frustumPlanes: Plane[]): boolean;
  24572. /**
  24573. * Sets the mesh material by the material or multiMaterial `id` property
  24574. * @param id is a string identifying the material or the multiMaterial
  24575. * @returns the current mesh
  24576. */
  24577. setMaterialByID(id: string): Mesh;
  24578. /**
  24579. * Returns as a new array populated with the mesh material and/or skeleton, if any.
  24580. * @returns an array of IAnimatable
  24581. */
  24582. getAnimatables(): IAnimatable[];
  24583. /**
  24584. * Modifies the mesh geometry according to the passed transformation matrix.
  24585. * This method returns nothing but it really modifies the mesh even if it's originally not set as updatable.
  24586. * The mesh normals are modified using the same transformation.
  24587. * Note that, under the hood, this method sets a new VertexBuffer each call.
  24588. * @param transform defines the transform matrix to use
  24589. * @see http://doc.babylonjs.com/resources/baking_transformations
  24590. * @returns the current mesh
  24591. */
  24592. bakeTransformIntoVertices(transform: Matrix): Mesh;
  24593. /**
  24594. * Modifies the mesh geometry according to its own current World Matrix.
  24595. * The mesh World Matrix is then reset.
  24596. * This method returns nothing but really modifies the mesh even if it's originally not set as updatable.
  24597. * Note that, under the hood, this method sets a new VertexBuffer each call.
  24598. * @see http://doc.babylonjs.com/resources/baking_transformations
  24599. * @returns the current mesh
  24600. */
  24601. bakeCurrentTransformIntoVertices(): Mesh;
  24602. /** @hidden */
  24603. readonly _positions: Nullable<Vector3[]>;
  24604. /** @hidden */
  24605. _resetPointsArrayCache(): Mesh;
  24606. /** @hidden */
  24607. _generatePointsArray(): boolean;
  24608. /**
  24609. * Returns a new Mesh object generated from the current mesh properties.
  24610. * This method must not get confused with createInstance()
  24611. * @param name is a string, the name given to the new mesh
  24612. * @param newParent can be any Node object (default `null`)
  24613. * @param doNotCloneChildren allows/denies the recursive cloning of the original mesh children if any (default `false`)
  24614. * @param clonePhysicsImpostor allows/denies the cloning in the same time of the original mesh `body` used by the physics engine, if any (default `true`)
  24615. * @returns a new mesh
  24616. */
  24617. clone(name?: string, newParent?: Nullable<Node>, doNotCloneChildren?: boolean, clonePhysicsImpostor?: boolean): Nullable<AbstractMesh>;
  24618. /**
  24619. * Releases resources associated with this mesh.
  24620. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  24621. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  24622. */
  24623. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  24624. /**
  24625. * Modifies the mesh geometry according to a displacement map.
  24626. * 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.
  24627. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  24628. * @param url is a string, the URL from the image file is to be downloaded.
  24629. * @param minHeight is the lower limit of the displacement.
  24630. * @param maxHeight is the upper limit of the displacement.
  24631. * @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.
  24632. * @param uvOffset is an optional vector2 used to offset UV.
  24633. * @param uvScale is an optional vector2 used to scale UV.
  24634. * @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.
  24635. * @returns the Mesh.
  24636. */
  24637. applyDisplacementMap(url: string, minHeight: number, maxHeight: number, onSuccess?: (mesh: Mesh) => void, uvOffset?: Vector2, uvScale?: Vector2, forceUpdate?: boolean): Mesh;
  24638. /**
  24639. * Modifies the mesh geometry according to a displacementMap buffer.
  24640. * 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.
  24641. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  24642. * @param buffer is a `Uint8Array` buffer containing series of `Uint8` lower than 255, the red, green, blue and alpha values of each successive pixel.
  24643. * @param heightMapWidth is the width of the buffer image.
  24644. * @param heightMapHeight is the height of the buffer image.
  24645. * @param minHeight is the lower limit of the displacement.
  24646. * @param maxHeight is the upper limit of the displacement.
  24647. * @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.
  24648. * @param uvOffset is an optional vector2 used to offset UV.
  24649. * @param uvScale is an optional vector2 used to scale UV.
  24650. * @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.
  24651. * @returns the Mesh.
  24652. */
  24653. applyDisplacementMapFromBuffer(buffer: Uint8Array, heightMapWidth: number, heightMapHeight: number, minHeight: number, maxHeight: number, uvOffset?: Vector2, uvScale?: Vector2, forceUpdate?: boolean): Mesh;
  24654. /**
  24655. * Modify the mesh to get a flat shading rendering.
  24656. * This means each mesh facet will then have its own normals. Usually new vertices are added in the mesh geometry to get this result.
  24657. * Warning : the mesh is really modified even if not set originally as updatable and, under the hood, a new VertexBuffer is allocated.
  24658. * @returns current mesh
  24659. */
  24660. convertToFlatShadedMesh(): Mesh;
  24661. /**
  24662. * This method removes all the mesh indices and add new vertices (duplication) in order to unfold facets into buffers.
  24663. * In other words, more vertices, no more indices and a single bigger VBO.
  24664. * The mesh is really modified even if not set originally as updatable. Under the hood, a new VertexBuffer is allocated.
  24665. * @returns current mesh
  24666. */
  24667. convertToUnIndexedMesh(): Mesh;
  24668. /**
  24669. * Inverses facet orientations.
  24670. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  24671. * @param flipNormals will also inverts the normals
  24672. * @returns current mesh
  24673. */
  24674. flipFaces(flipNormals?: boolean): Mesh;
  24675. /**
  24676. * Increase the number of facets and hence vertices in a mesh
  24677. * Vertex normals are interpolated from existing vertex normals
  24678. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  24679. * @param numberPerEdge the number of new vertices to add to each edge of a facet, optional default 1
  24680. */
  24681. increaseVertices(numberPerEdge: number): void;
  24682. /**
  24683. * Force adjacent facets to share vertices and remove any facets that have all vertices in a line
  24684. * This will undo any application of covertToFlatShadedMesh
  24685. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  24686. */
  24687. forceSharedVertices(): void;
  24688. /** @hidden */
  24689. static _instancedMeshFactory(name: string, mesh: Mesh): InstancedMesh;
  24690. /** @hidden */
  24691. static _PhysicsImpostorParser(scene: Scene, physicObject: IPhysicsEnabledObject, jsonObject: any): PhysicsImpostor;
  24692. /**
  24693. * Creates a new InstancedMesh object from the mesh model.
  24694. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  24695. * @param name defines the name of the new instance
  24696. * @returns a new InstancedMesh
  24697. */
  24698. createInstance(name: string): InstancedMesh;
  24699. /**
  24700. * Synchronises all the mesh instance submeshes to the current mesh submeshes, if any.
  24701. * After this call, all the mesh instances have the same submeshes than the current mesh.
  24702. * @returns the current mesh
  24703. */
  24704. synchronizeInstances(): Mesh;
  24705. /**
  24706. * Optimization of the mesh's indices, in case a mesh has duplicated vertices.
  24707. * The function will only reorder the indices and will not remove unused vertices to avoid problems with submeshes.
  24708. * This should be used together with the simplification to avoid disappearing triangles.
  24709. * @param successCallback an optional success callback to be called after the optimization finished.
  24710. * @returns the current mesh
  24711. */
  24712. optimizeIndices(successCallback?: (mesh?: Mesh) => void): Mesh;
  24713. /**
  24714. * Serialize current mesh
  24715. * @param serializationObject defines the object which will receive the serialization data
  24716. */
  24717. serialize(serializationObject: any): void;
  24718. /** @hidden */
  24719. _syncGeometryWithMorphTargetManager(): void;
  24720. /** @hidden */
  24721. static _GroundMeshParser: (parsedMesh: any, scene: Scene) => Mesh;
  24722. /**
  24723. * Returns a new Mesh object parsed from the source provided.
  24724. * @param parsedMesh is the source
  24725. * @param scene defines the hosting scene
  24726. * @param rootUrl is the root URL to prefix the `delayLoadingFile` property with
  24727. * @returns a new Mesh
  24728. */
  24729. static Parse(parsedMesh: any, scene: Scene, rootUrl: string): Mesh;
  24730. /**
  24731. * Creates a ribbon mesh. Please consider using the same method from the MeshBuilder class instead
  24732. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  24733. * @param name defines the name of the mesh to create
  24734. * @param pathArray is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry.
  24735. * @param closeArray creates a seam between the first and the last paths of the path array (default is false)
  24736. * @param closePath creates a seam between the first and the last points of each path of the path array
  24737. * @param offset is taken in account only if the `pathArray` is containing a single path
  24738. * @param scene defines the hosting scene
  24739. * @param updatable defines if the mesh must be flagged as updatable
  24740. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24741. * @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)
  24742. * @returns a new Mesh
  24743. */
  24744. static CreateRibbon(name: string, pathArray: Vector3[][], closeArray: boolean, closePath: boolean, offset: number, scene?: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  24745. /**
  24746. * Creates a plane polygonal mesh. By default, this is a disc. Please consider using the same method from the MeshBuilder class instead
  24747. * @param name defines the name of the mesh to create
  24748. * @param radius sets the radius size (float) of the polygon (default 0.5)
  24749. * @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
  24750. * @param scene defines the hosting scene
  24751. * @param updatable defines if the mesh must be flagged as updatable
  24752. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24753. * @returns a new Mesh
  24754. */
  24755. static CreateDisc(name: string, radius: number, tessellation: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number): Mesh;
  24756. /**
  24757. * Creates a box mesh. Please consider using the same method from the MeshBuilder class instead
  24758. * @param name defines the name of the mesh to create
  24759. * @param size sets the size (float) of each box side (default 1)
  24760. * @param scene defines the hosting scene
  24761. * @param updatable defines if the mesh must be flagged as updatable
  24762. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24763. * @returns a new Mesh
  24764. */
  24765. static CreateBox(name: string, size: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number): Mesh;
  24766. /**
  24767. * Creates a sphere mesh. Please consider using the same method from the MeshBuilder class instead
  24768. * @param name defines the name of the mesh to create
  24769. * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)
  24770. * @param diameter sets the diameter size (float) of the sphere (default 1)
  24771. * @param scene defines the hosting scene
  24772. * @param updatable defines if the mesh must be flagged as updatable
  24773. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24774. * @returns a new Mesh
  24775. */
  24776. static CreateSphere(name: string, segments: number, diameter: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  24777. /**
  24778. * Creates a hemisphere mesh. Please consider using the same method from the MeshBuilder class instead
  24779. * @param name defines the name of the mesh to create
  24780. * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)
  24781. * @param diameter sets the diameter size (float) of the sphere (default 1)
  24782. * @param scene defines the hosting scene
  24783. * @returns a new Mesh
  24784. */
  24785. static CreateHemisphere(name: string, segments: number, diameter: number, scene?: Scene): Mesh;
  24786. /**
  24787. * Creates a cylinder or a cone mesh. Please consider using the same method from the MeshBuilder class instead
  24788. * @param name defines the name of the mesh to create
  24789. * @param height sets the height size (float) of the cylinder/cone (float, default 2)
  24790. * @param diameterTop set the top cap diameter (floats, default 1)
  24791. * @param diameterBottom set the bottom cap diameter (floats, default 1). This value can't be zero
  24792. * @param tessellation sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance
  24793. * @param subdivisions sets the number of rings along the cylinder height (positive integer, default 1)
  24794. * @param scene defines the hosting scene
  24795. * @param updatable defines if the mesh must be flagged as updatable
  24796. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24797. * @returns a new Mesh
  24798. */
  24799. static CreateCylinder(name: string, height: number, diameterTop: number, diameterBottom: number, tessellation: number, subdivisions: any, scene?: Scene, updatable?: any, sideOrientation?: number): Mesh;
  24800. /**
  24801. * Creates a torus mesh. Please consider using the same method from the MeshBuilder class instead
  24802. * @param name defines the name of the mesh to create
  24803. * @param diameter sets the diameter size (float) of the torus (default 1)
  24804. * @param thickness sets the diameter size of the tube of the torus (float, default 0.5)
  24805. * @param tessellation sets the number of torus sides (postive integer, default 16)
  24806. * @param scene defines the hosting scene
  24807. * @param updatable defines if the mesh must be flagged as updatable
  24808. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24809. * @returns a new Mesh
  24810. */
  24811. static CreateTorus(name: string, diameter: number, thickness: number, tessellation: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  24812. /**
  24813. * Creates a torus knot mesh. Please consider using the same method from the MeshBuilder class instead
  24814. * @param name defines the name of the mesh to create
  24815. * @param radius sets the global radius size (float) of the torus knot (default 2)
  24816. * @param tube sets the diameter size of the tube of the torus (float, default 0.5)
  24817. * @param radialSegments sets the number of sides on each tube segments (positive integer, default 32)
  24818. * @param tubularSegments sets the number of tubes to decompose the knot into (positive integer, default 32)
  24819. * @param p the number of windings on X axis (positive integers, default 2)
  24820. * @param q the number of windings on Y axis (positive integers, default 3)
  24821. * @param scene defines the hosting scene
  24822. * @param updatable defines if the mesh must be flagged as updatable
  24823. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24824. * @returns a new Mesh
  24825. */
  24826. static CreateTorusKnot(name: string, radius: number, tube: number, radialSegments: number, tubularSegments: number, p: number, q: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  24827. /**
  24828. * Creates a line mesh. Please consider using the same method from the MeshBuilder class instead.
  24829. * @param name defines the name of the mesh to create
  24830. * @param points is an array successive Vector3
  24831. * @param scene defines the hosting scene
  24832. * @param updatable defines if the mesh must be flagged as updatable
  24833. * @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).
  24834. * @returns a new Mesh
  24835. */
  24836. static CreateLines(name: string, points: Vector3[], scene?: Nullable<Scene>, updatable?: boolean, instance?: Nullable<LinesMesh>): LinesMesh;
  24837. /**
  24838. * Creates a dashed line mesh. Please consider using the same method from the MeshBuilder class instead
  24839. * @param name defines the name of the mesh to create
  24840. * @param points is an array successive Vector3
  24841. * @param dashSize is the size of the dashes relatively the dash number (positive float, default 3)
  24842. * @param gapSize is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  24843. * @param dashNb is the intended total number of dashes (positive integer, default 200)
  24844. * @param scene defines the hosting scene
  24845. * @param updatable defines if the mesh must be flagged as updatable
  24846. * @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)
  24847. * @returns a new Mesh
  24848. */
  24849. static CreateDashedLines(name: string, points: Vector3[], dashSize: number, gapSize: number, dashNb: number, scene?: Nullable<Scene>, updatable?: boolean, instance?: LinesMesh): LinesMesh;
  24850. /**
  24851. * Creates a polygon mesh.Please consider using the same method from the MeshBuilder class instead
  24852. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh.
  24853. * 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.
  24854. * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  24855. * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  24856. * Remember you can only change the shape positions, not their number when updating a polygon.
  24857. * @see http://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  24858. * @param name defines the name of the mesh to create
  24859. * @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
  24860. * @param scene defines the hosting scene
  24861. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  24862. * @param updatable defines if the mesh must be flagged as updatable
  24863. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24864. * @param earcutInjection can be used to inject your own earcut reference
  24865. * @returns a new Mesh
  24866. */
  24867. static CreatePolygon(name: string, shape: Vector3[], scene: Scene, holes?: Vector3[][], updatable?: boolean, sideOrientation?: number, earcutInjection?: any): Mesh;
  24868. /**
  24869. * Creates an extruded polygon mesh, with depth in the Y direction. Please consider using the same method from the MeshBuilder class instead.
  24870. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-non-regular-polygon
  24871. * @param name defines the name of the mesh to create
  24872. * @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
  24873. * @param depth defines the height of extrusion
  24874. * @param scene defines the hosting scene
  24875. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  24876. * @param updatable defines if the mesh must be flagged as updatable
  24877. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24878. * @param earcutInjection can be used to inject your own earcut reference
  24879. * @returns a new Mesh
  24880. */
  24881. static ExtrudePolygon(name: string, shape: Vector3[], depth: number, scene: Scene, holes?: Vector3[][], updatable?: boolean, sideOrientation?: number, earcutInjection?: any): Mesh;
  24882. /**
  24883. * Creates an extruded shape mesh.
  24884. * 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
  24885. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  24886. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  24887. * @param name defines the name of the mesh to create
  24888. * @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
  24889. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  24890. * @param scale is the value to scale the shape
  24891. * @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
  24892. * @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
  24893. * @param scene defines the hosting scene
  24894. * @param updatable defines if the mesh must be flagged as updatable
  24895. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24896. * @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)
  24897. * @returns a new Mesh
  24898. */
  24899. static ExtrudeShape(name: string, shape: Vector3[], path: Vector3[], scale: number, rotation: number, cap: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  24900. /**
  24901. * Creates an custom extruded shape mesh.
  24902. * The custom extrusion is a parametric shape.
  24903. * It has no predefined shape. Its final shape will depend on the input parameters.
  24904. * Please consider using the same method from the MeshBuilder class instead
  24905. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  24906. * @param name defines the name of the mesh to create
  24907. * @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
  24908. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  24909. * @param scaleFunction is a custom Javascript function called on each path point
  24910. * @param rotationFunction is a custom Javascript function called on each path point
  24911. * @param ribbonCloseArray forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  24912. * @param ribbonClosePath forces the extrusion underlying ribbon to close its `pathArray`
  24913. * @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
  24914. * @param scene defines the hosting scene
  24915. * @param updatable defines if the mesh must be flagged as updatable
  24916. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24917. * @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)
  24918. * @returns a new Mesh
  24919. */
  24920. 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;
  24921. /**
  24922. * Creates lathe mesh.
  24923. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe.
  24924. * Please consider using the same method from the MeshBuilder class instead
  24925. * @param name defines the name of the mesh to create
  24926. * @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
  24927. * @param radius is the radius value of the lathe
  24928. * @param tessellation is the side number of the lathe.
  24929. * @param scene defines the hosting scene
  24930. * @param updatable defines if the mesh must be flagged as updatable
  24931. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24932. * @returns a new Mesh
  24933. */
  24934. static CreateLathe(name: string, shape: Vector3[], radius: number, tessellation: number, scene: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  24935. /**
  24936. * Creates a plane mesh. Please consider using the same method from the MeshBuilder class instead
  24937. * @param name defines the name of the mesh to create
  24938. * @param size sets the size (float) of both sides of the plane at once (default 1)
  24939. * @param scene defines the hosting scene
  24940. * @param updatable defines if the mesh must be flagged as updatable
  24941. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24942. * @returns a new Mesh
  24943. */
  24944. static CreatePlane(name: string, size: number, scene: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  24945. /**
  24946. * Creates a ground mesh.
  24947. * Please consider using the same method from the MeshBuilder class instead
  24948. * @param name defines the name of the mesh to create
  24949. * @param width set the width of the ground
  24950. * @param height set the height of the ground
  24951. * @param subdivisions sets the number of subdivisions per side
  24952. * @param scene defines the hosting scene
  24953. * @param updatable defines if the mesh must be flagged as updatable
  24954. * @returns a new Mesh
  24955. */
  24956. static CreateGround(name: string, width: number, height: number, subdivisions: number, scene?: Scene, updatable?: boolean): Mesh;
  24957. /**
  24958. * Creates a tiled ground mesh.
  24959. * Please consider using the same method from the MeshBuilder class instead
  24960. * @param name defines the name of the mesh to create
  24961. * @param xmin set the ground minimum X coordinate
  24962. * @param zmin set the ground minimum Y coordinate
  24963. * @param xmax set the ground maximum X coordinate
  24964. * @param zmax set the ground maximum Z coordinate
  24965. * @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
  24966. * @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
  24967. * @param scene defines the hosting scene
  24968. * @param updatable defines if the mesh must be flagged as updatable
  24969. * @returns a new Mesh
  24970. */
  24971. static CreateTiledGround(name: string, xmin: number, zmin: number, xmax: number, zmax: number, subdivisions: {
  24972. w: number;
  24973. h: number;
  24974. }, precision: {
  24975. w: number;
  24976. h: number;
  24977. }, scene: Scene, updatable?: boolean): Mesh;
  24978. /**
  24979. * Creates a ground mesh from a height map.
  24980. * Please consider using the same method from the MeshBuilder class instead
  24981. * @see http://doc.babylonjs.com/babylon101/height_map
  24982. * @param name defines the name of the mesh to create
  24983. * @param url sets the URL of the height map image resource
  24984. * @param width set the ground width size
  24985. * @param height set the ground height size
  24986. * @param subdivisions sets the number of subdivision per side
  24987. * @param minHeight is the minimum altitude on the ground
  24988. * @param maxHeight is the maximum altitude on the ground
  24989. * @param scene defines the hosting scene
  24990. * @param updatable defines if the mesh must be flagged as updatable
  24991. * @param onReady is a callback function that will be called once the mesh is built (the height map download can last some time)
  24992. * @param alphaFilter will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  24993. * @returns a new Mesh
  24994. */
  24995. 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;
  24996. /**
  24997. * Creates a tube mesh.
  24998. * The tube is a parametric shape.
  24999. * It has no predefined shape. Its final shape will depend on the input parameters.
  25000. * Please consider using the same method from the MeshBuilder class instead
  25001. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  25002. * @param name defines the name of the mesh to create
  25003. * @param path is a required array of successive Vector3. It is the curve used as the axis of the tube
  25004. * @param radius sets the tube radius size
  25005. * @param tessellation is the number of sides on the tubular surface
  25006. * @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
  25007. * @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
  25008. * @param scene defines the hosting scene
  25009. * @param updatable defines if the mesh must be flagged as updatable
  25010. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25011. * @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)
  25012. * @returns a new Mesh
  25013. */
  25014. static CreateTube(name: string, path: Vector3[], radius: number, tessellation: number, radiusFunction: {
  25015. (i: number, distance: number): number;
  25016. }, cap: number, scene: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  25017. /**
  25018. * Creates a polyhedron mesh.
  25019. * Please consider using the same method from the MeshBuilder class instead.
  25020. * * 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
  25021. * * The parameter `size` (positive float, default 1) sets the polygon size
  25022. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  25023. * * 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`
  25024. * * 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
  25025. * * 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)`)
  25026. * * 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
  25027. * * 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
  25028. * * You can also set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  25029. * * 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
  25030. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  25031. * @param name defines the name of the mesh to create
  25032. * @param options defines the options used to create the mesh
  25033. * @param scene defines the hosting scene
  25034. * @returns a new Mesh
  25035. */
  25036. static CreatePolyhedron(name: string, options: {
  25037. type?: number;
  25038. size?: number;
  25039. sizeX?: number;
  25040. sizeY?: number;
  25041. sizeZ?: number;
  25042. custom?: any;
  25043. faceUV?: Vector4[];
  25044. faceColors?: Color4[];
  25045. updatable?: boolean;
  25046. sideOrientation?: number;
  25047. }, scene: Scene): Mesh;
  25048. /**
  25049. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  25050. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  25051. * * 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`)
  25052. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  25053. * * 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
  25054. * * You can also set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  25055. * * 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
  25056. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  25057. * @param name defines the name of the mesh
  25058. * @param options defines the options used to create the mesh
  25059. * @param scene defines the hosting scene
  25060. * @returns a new Mesh
  25061. * @see http://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  25062. */
  25063. static CreateIcoSphere(name: string, options: {
  25064. radius?: number;
  25065. flat?: boolean;
  25066. subdivisions?: number;
  25067. sideOrientation?: number;
  25068. updatable?: boolean;
  25069. }, scene: Scene): Mesh;
  25070. /**
  25071. * Creates a decal mesh.
  25072. * Please consider using the same method from the MeshBuilder class instead.
  25073. * A decal is a mesh usually applied as a model onto the surface of another mesh
  25074. * @param name defines the name of the mesh
  25075. * @param sourceMesh defines the mesh receiving the decal
  25076. * @param position sets the position of the decal in world coordinates
  25077. * @param normal sets the normal of the mesh where the decal is applied onto in world coordinates
  25078. * @param size sets the decal scaling
  25079. * @param angle sets the angle to rotate the decal
  25080. * @returns a new Mesh
  25081. */
  25082. static CreateDecal(name: string, sourceMesh: AbstractMesh, position: Vector3, normal: Vector3, size: Vector3, angle: number): Mesh;
  25083. /**
  25084. * Prepare internal position array for software CPU skinning
  25085. * @returns original positions used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh
  25086. */
  25087. setPositionsForCPUSkinning(): Float32Array;
  25088. /**
  25089. * Prepare internal normal array for software CPU skinning
  25090. * @returns original normals used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh.
  25091. */
  25092. setNormalsForCPUSkinning(): Float32Array;
  25093. /**
  25094. * Updates the vertex buffer by applying transformation from the bones
  25095. * @param skeleton defines the skeleton to apply to current mesh
  25096. * @returns the current mesh
  25097. */
  25098. applySkeleton(skeleton: Skeleton): Mesh;
  25099. /**
  25100. * 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
  25101. * @param meshes defines the list of meshes to scan
  25102. * @returns an object `{min:` Vector3`, max:` Vector3`}`
  25103. */
  25104. static MinMax(meshes: AbstractMesh[]): {
  25105. min: Vector3;
  25106. max: Vector3;
  25107. };
  25108. /**
  25109. * Returns the center of the `{min:` Vector3`, max:` Vector3`}` or the center of MinMax vector3 computed from a mesh array
  25110. * @param meshesOrMinMaxVector could be an array of meshes or a `{min:` Vector3`, max:` Vector3`}` object
  25111. * @returns a vector3
  25112. */
  25113. static Center(meshesOrMinMaxVector: {
  25114. min: Vector3;
  25115. max: Vector3;
  25116. } | AbstractMesh[]): Vector3;
  25117. /**
  25118. * Merge the array of meshes into a single mesh for performance reasons.
  25119. * @param meshes defines he vertices source. They should all be of the same material. Entries can empty
  25120. * @param disposeSource when true (default), dispose of the vertices from the source meshes
  25121. * @param allow32BitsIndices when the sum of the vertices > 64k, this must be set to true
  25122. * @param meshSubclass when set, vertices inserted into this Mesh. Meshes can then be merged into a Mesh sub-class.
  25123. * @param subdivideWithSubMeshes when true (false default), subdivide mesh to his subMesh array with meshes source.
  25124. * @param multiMultiMaterials when true (false default), subdivide mesh and accept multiple multi materials, ignores subdivideWithSubMeshes.
  25125. * @returns a new mesh
  25126. */
  25127. static MergeMeshes(meshes: Array<Mesh>, disposeSource?: boolean, allow32BitsIndices?: boolean, meshSubclass?: Mesh, subdivideWithSubMeshes?: boolean, multiMultiMaterials?: boolean): Nullable<Mesh>;
  25128. /** @hidden */
  25129. addInstance(instance: InstancedMesh): void;
  25130. /** @hidden */
  25131. removeInstance(instance: InstancedMesh): void;
  25132. }
  25133. }
  25134. declare module "babylonjs/Cameras/camera" {
  25135. import { SmartArray } from "babylonjs/Misc/smartArray";
  25136. import { Observable } from "babylonjs/Misc/observable";
  25137. import { Nullable } from "babylonjs/types";
  25138. import { CameraInputsManager } from "babylonjs/Cameras/cameraInputsManager";
  25139. import { Scene } from "babylonjs/scene";
  25140. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  25141. import { Node } from "babylonjs/node";
  25142. import { Mesh } from "babylonjs/Meshes/mesh";
  25143. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  25144. import { ICullable } from "babylonjs/Culling/boundingInfo";
  25145. import { Viewport } from "babylonjs/Maths/math.viewport";
  25146. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  25147. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  25148. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  25149. import { Ray } from "babylonjs/Culling/ray";
  25150. /**
  25151. * This is the base class of all the camera used in the application.
  25152. * @see http://doc.babylonjs.com/features/cameras
  25153. */
  25154. export class Camera extends Node {
  25155. /** @hidden */
  25156. static _createDefaultParsedCamera: (name: string, scene: Scene) => Camera;
  25157. /**
  25158. * This is the default projection mode used by the cameras.
  25159. * It helps recreating a feeling of perspective and better appreciate depth.
  25160. * This is the best way to simulate real life cameras.
  25161. */
  25162. static readonly PERSPECTIVE_CAMERA: number;
  25163. /**
  25164. * This helps creating camera with an orthographic mode.
  25165. * 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.
  25166. */
  25167. static readonly ORTHOGRAPHIC_CAMERA: number;
  25168. /**
  25169. * This is the default FOV mode for perspective cameras.
  25170. * This setting aligns the upper and lower bounds of the viewport to the upper and lower bounds of the camera frustum.
  25171. */
  25172. static readonly FOVMODE_VERTICAL_FIXED: number;
  25173. /**
  25174. * This setting aligns the left and right bounds of the viewport to the left and right bounds of the camera frustum.
  25175. */
  25176. static readonly FOVMODE_HORIZONTAL_FIXED: number;
  25177. /**
  25178. * This specifies ther is no need for a camera rig.
  25179. * Basically only one eye is rendered corresponding to the camera.
  25180. */
  25181. static readonly RIG_MODE_NONE: number;
  25182. /**
  25183. * Simulates a camera Rig with one blue eye and one red eye.
  25184. * This can be use with 3d blue and red glasses.
  25185. */
  25186. static readonly RIG_MODE_STEREOSCOPIC_ANAGLYPH: number;
  25187. /**
  25188. * Defines that both eyes of the camera will be rendered side by side with a parallel target.
  25189. */
  25190. static readonly RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL: number;
  25191. /**
  25192. * Defines that both eyes of the camera will be rendered side by side with a none parallel target.
  25193. */
  25194. static readonly RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED: number;
  25195. /**
  25196. * Defines that both eyes of the camera will be rendered over under each other.
  25197. */
  25198. static readonly RIG_MODE_STEREOSCOPIC_OVERUNDER: number;
  25199. /**
  25200. * Defines that both eyes of the camera should be renderered in a VR mode (carbox).
  25201. */
  25202. static readonly RIG_MODE_VR: number;
  25203. /**
  25204. * Defines that both eyes of the camera should be renderered in a VR mode (webVR).
  25205. */
  25206. static readonly RIG_MODE_WEBVR: number;
  25207. /**
  25208. * Custom rig mode allowing rig cameras to be populated manually with any number of cameras
  25209. */
  25210. static readonly RIG_MODE_CUSTOM: number;
  25211. /**
  25212. * Defines if by default attaching controls should prevent the default javascript event to continue.
  25213. */
  25214. static ForceAttachControlToAlwaysPreventDefault: boolean;
  25215. /**
  25216. * Define the input manager associated with the camera.
  25217. */
  25218. inputs: CameraInputsManager<Camera>;
  25219. /** @hidden */
  25220. _position: Vector3;
  25221. /**
  25222. * Define the current local position of the camera in the scene
  25223. */
  25224. position: Vector3;
  25225. /**
  25226. * The vector the camera should consider as up.
  25227. * (default is Vector3(0, 1, 0) aka Vector3.Up())
  25228. */
  25229. upVector: Vector3;
  25230. /**
  25231. * Define the current limit on the left side for an orthographic camera
  25232. * In scene unit
  25233. */
  25234. orthoLeft: Nullable<number>;
  25235. /**
  25236. * Define the current limit on the right side for an orthographic camera
  25237. * In scene unit
  25238. */
  25239. orthoRight: Nullable<number>;
  25240. /**
  25241. * Define the current limit on the bottom side for an orthographic camera
  25242. * In scene unit
  25243. */
  25244. orthoBottom: Nullable<number>;
  25245. /**
  25246. * Define the current limit on the top side for an orthographic camera
  25247. * In scene unit
  25248. */
  25249. orthoTop: Nullable<number>;
  25250. /**
  25251. * Field Of View is set in Radians. (default is 0.8)
  25252. */
  25253. fov: number;
  25254. /**
  25255. * Define the minimum distance the camera can see from.
  25256. * This is important to note that the depth buffer are not infinite and the closer it starts
  25257. * the more your scene might encounter depth fighting issue.
  25258. */
  25259. minZ: number;
  25260. /**
  25261. * Define the maximum distance the camera can see to.
  25262. * This is important to note that the depth buffer are not infinite and the further it end
  25263. * the more your scene might encounter depth fighting issue.
  25264. */
  25265. maxZ: number;
  25266. /**
  25267. * Define the default inertia of the camera.
  25268. * This helps giving a smooth feeling to the camera movement.
  25269. */
  25270. inertia: number;
  25271. /**
  25272. * Define the mode of the camera (Camera.PERSPECTIVE_CAMERA or Camera.ORTHOGRAPHIC_CAMERA)
  25273. */
  25274. mode: number;
  25275. /**
  25276. * Define wether the camera is intermediate.
  25277. * This is useful to not present the output directly to the screen in case of rig without post process for instance
  25278. */
  25279. isIntermediate: boolean;
  25280. /**
  25281. * Define the viewport of the camera.
  25282. * This correspond to the portion of the screen the camera will render to in normalized 0 to 1 unit.
  25283. */
  25284. viewport: Viewport;
  25285. /**
  25286. * Restricts the camera to viewing objects with the same layerMask.
  25287. * A camera with a layerMask of 1 will render mesh.layerMask & camera.layerMask!== 0
  25288. */
  25289. layerMask: number;
  25290. /**
  25291. * fovMode sets the camera frustum bounds to the viewport bounds. (default is FOVMODE_VERTICAL_FIXED)
  25292. */
  25293. fovMode: number;
  25294. /**
  25295. * Rig mode of the camera.
  25296. * This is useful to create the camera with two "eyes" instead of one to create VR or stereoscopic scenes.
  25297. * This is normally controlled byt the camera themselves as internal use.
  25298. */
  25299. cameraRigMode: number;
  25300. /**
  25301. * Defines the distance between both "eyes" in case of a RIG
  25302. */
  25303. interaxialDistance: number;
  25304. /**
  25305. * Defines if stereoscopic rendering is done side by side or over under.
  25306. */
  25307. isStereoscopicSideBySide: boolean;
  25308. /**
  25309. * 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
  25310. * This is pretty helpfull if you wish to make a camera render to a texture you could reuse somewhere
  25311. * else in the scene. (Eg. security camera)
  25312. *
  25313. * 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)
  25314. */
  25315. customRenderTargets: import("babylonjs/Materials/Textures/renderTargetTexture").RenderTargetTexture[];
  25316. /**
  25317. * When set, the camera will render to this render target instead of the default canvas
  25318. *
  25319. * If the desire is to use the output of a camera as a texture in the scene consider using camera.customRenderTargets instead
  25320. */
  25321. outputRenderTarget: Nullable<RenderTargetTexture>;
  25322. /**
  25323. * Observable triggered when the camera view matrix has changed.
  25324. */
  25325. onViewMatrixChangedObservable: Observable<Camera>;
  25326. /**
  25327. * Observable triggered when the camera Projection matrix has changed.
  25328. */
  25329. onProjectionMatrixChangedObservable: Observable<Camera>;
  25330. /**
  25331. * Observable triggered when the inputs have been processed.
  25332. */
  25333. onAfterCheckInputsObservable: Observable<Camera>;
  25334. /**
  25335. * Observable triggered when reset has been called and applied to the camera.
  25336. */
  25337. onRestoreStateObservable: Observable<Camera>;
  25338. /** @hidden */
  25339. _cameraRigParams: any;
  25340. /** @hidden */
  25341. _rigCameras: Camera[];
  25342. /** @hidden */
  25343. _rigPostProcess: Nullable<PostProcess>;
  25344. protected _webvrViewMatrix: Matrix;
  25345. /** @hidden */
  25346. _skipRendering: boolean;
  25347. /** @hidden */
  25348. _projectionMatrix: Matrix;
  25349. /** @hidden */
  25350. _postProcesses: Nullable<import("babylonjs/PostProcesses/postProcess").PostProcess>[];
  25351. /** @hidden */
  25352. _activeMeshes: SmartArray<AbstractMesh>;
  25353. protected _globalPosition: Vector3;
  25354. /** @hidden */
  25355. _computedViewMatrix: Matrix;
  25356. private _doNotComputeProjectionMatrix;
  25357. private _transformMatrix;
  25358. private _frustumPlanes;
  25359. private _refreshFrustumPlanes;
  25360. private _storedFov;
  25361. private _stateStored;
  25362. /**
  25363. * Instantiates a new camera object.
  25364. * This should not be used directly but through the inherited cameras: ArcRotate, Free...
  25365. * @see http://doc.babylonjs.com/features/cameras
  25366. * @param name Defines the name of the camera in the scene
  25367. * @param position Defines the position of the camera
  25368. * @param scene Defines the scene the camera belongs too
  25369. * @param setActiveOnSceneIfNoneActive Defines if the camera should be set as active after creation if no other camera have been defined in the scene
  25370. */
  25371. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  25372. /**
  25373. * Store current camera state (fov, position, etc..)
  25374. * @returns the camera
  25375. */
  25376. storeState(): Camera;
  25377. /**
  25378. * Restores the camera state values if it has been stored. You must call storeState() first
  25379. */
  25380. protected _restoreStateValues(): boolean;
  25381. /**
  25382. * Restored camera state. You must call storeState() first.
  25383. * @returns true if restored and false otherwise
  25384. */
  25385. restoreState(): boolean;
  25386. /**
  25387. * Gets the class name of the camera.
  25388. * @returns the class name
  25389. */
  25390. getClassName(): string;
  25391. /** @hidden */
  25392. readonly _isCamera: boolean;
  25393. /**
  25394. * Gets a string representation of the camera useful for debug purpose.
  25395. * @param fullDetails Defines that a more verboe level of logging is required
  25396. * @returns the string representation
  25397. */
  25398. toString(fullDetails?: boolean): string;
  25399. /**
  25400. * Gets the current world space position of the camera.
  25401. */
  25402. readonly globalPosition: Vector3;
  25403. /**
  25404. * Gets the list of active meshes this frame (meshes no culled or excluded by lod s in the frame)
  25405. * @returns the active meshe list
  25406. */
  25407. getActiveMeshes(): SmartArray<AbstractMesh>;
  25408. /**
  25409. * Check wether a mesh is part of the current active mesh list of the camera
  25410. * @param mesh Defines the mesh to check
  25411. * @returns true if active, false otherwise
  25412. */
  25413. isActiveMesh(mesh: Mesh): boolean;
  25414. /**
  25415. * Is this camera ready to be used/rendered
  25416. * @param completeCheck defines if a complete check (including post processes) has to be done (false by default)
  25417. * @return true if the camera is ready
  25418. */
  25419. isReady(completeCheck?: boolean): boolean;
  25420. /** @hidden */
  25421. _initCache(): void;
  25422. /** @hidden */
  25423. _updateCache(ignoreParentClass?: boolean): void;
  25424. /** @hidden */
  25425. _isSynchronized(): boolean;
  25426. /** @hidden */
  25427. _isSynchronizedViewMatrix(): boolean;
  25428. /** @hidden */
  25429. _isSynchronizedProjectionMatrix(): boolean;
  25430. /**
  25431. * Attach the input controls to a specific dom element to get the input from.
  25432. * @param element Defines the element the controls should be listened from
  25433. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  25434. */
  25435. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  25436. /**
  25437. * Detach the current controls from the specified dom element.
  25438. * @param element Defines the element to stop listening the inputs from
  25439. */
  25440. detachControl(element: HTMLElement): void;
  25441. /**
  25442. * Update the camera state according to the different inputs gathered during the frame.
  25443. */
  25444. update(): void;
  25445. /** @hidden */
  25446. _checkInputs(): void;
  25447. /** @hidden */
  25448. readonly rigCameras: Camera[];
  25449. /**
  25450. * Gets the post process used by the rig cameras
  25451. */
  25452. readonly rigPostProcess: Nullable<PostProcess>;
  25453. /**
  25454. * Internal, gets the first post proces.
  25455. * @returns the first post process to be run on this camera.
  25456. */
  25457. _getFirstPostProcess(): Nullable<PostProcess>;
  25458. private _cascadePostProcessesToRigCams;
  25459. /**
  25460. * Attach a post process to the camera.
  25461. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  25462. * @param postProcess The post process to attach to the camera
  25463. * @param insertAt The position of the post process in case several of them are in use in the scene
  25464. * @returns the position the post process has been inserted at
  25465. */
  25466. attachPostProcess(postProcess: PostProcess, insertAt?: Nullable<number>): number;
  25467. /**
  25468. * Detach a post process to the camera.
  25469. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  25470. * @param postProcess The post process to detach from the camera
  25471. */
  25472. detachPostProcess(postProcess: PostProcess): void;
  25473. /**
  25474. * Gets the current world matrix of the camera
  25475. */
  25476. getWorldMatrix(): Matrix;
  25477. /** @hidden */
  25478. _getViewMatrix(): Matrix;
  25479. /**
  25480. * Gets the current view matrix of the camera.
  25481. * @param force forces the camera to recompute the matrix without looking at the cached state
  25482. * @returns the view matrix
  25483. */
  25484. getViewMatrix(force?: boolean): Matrix;
  25485. /**
  25486. * Freeze the projection matrix.
  25487. * It will prevent the cache check of the camera projection compute and can speed up perf
  25488. * if no parameter of the camera are meant to change
  25489. * @param projection Defines manually a projection if necessary
  25490. */
  25491. freezeProjectionMatrix(projection?: Matrix): void;
  25492. /**
  25493. * Unfreeze the projection matrix if it has previously been freezed by freezeProjectionMatrix.
  25494. */
  25495. unfreezeProjectionMatrix(): void;
  25496. /**
  25497. * Gets the current projection matrix of the camera.
  25498. * @param force forces the camera to recompute the matrix without looking at the cached state
  25499. * @returns the projection matrix
  25500. */
  25501. getProjectionMatrix(force?: boolean): Matrix;
  25502. /**
  25503. * Gets the transformation matrix (ie. the multiplication of view by projection matrices)
  25504. * @returns a Matrix
  25505. */
  25506. getTransformationMatrix(): Matrix;
  25507. private _updateFrustumPlanes;
  25508. /**
  25509. * Checks if a cullable object (mesh...) is in the camera frustum
  25510. * This checks the bounding box center. See isCompletelyInFrustum for a full bounding check
  25511. * @param target The object to check
  25512. * @param checkRigCameras If the rig cameras should be checked (eg. with webVR camera both eyes should be checked) (Default: false)
  25513. * @returns true if the object is in frustum otherwise false
  25514. */
  25515. isInFrustum(target: ICullable, checkRigCameras?: boolean): boolean;
  25516. /**
  25517. * Checks if a cullable object (mesh...) is in the camera frustum
  25518. * Unlike isInFrustum this cheks the full bounding box
  25519. * @param target The object to check
  25520. * @returns true if the object is in frustum otherwise false
  25521. */
  25522. isCompletelyInFrustum(target: ICullable): boolean;
  25523. /**
  25524. * Gets a ray in the forward direction from the camera.
  25525. * @param length Defines the length of the ray to create
  25526. * @param transform Defines the transform to apply to the ray, by default the world matrx is used to create a workd space ray
  25527. * @param origin Defines the start point of the ray which defaults to the camera position
  25528. * @returns the forward ray
  25529. */
  25530. getForwardRay(length?: number, transform?: Matrix, origin?: Vector3): Ray;
  25531. /**
  25532. * Releases resources associated with this node.
  25533. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  25534. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  25535. */
  25536. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  25537. /** @hidden */
  25538. _isLeftCamera: boolean;
  25539. /**
  25540. * Gets the left camera of a rig setup in case of Rigged Camera
  25541. */
  25542. readonly isLeftCamera: boolean;
  25543. /** @hidden */
  25544. _isRightCamera: boolean;
  25545. /**
  25546. * Gets the right camera of a rig setup in case of Rigged Camera
  25547. */
  25548. readonly isRightCamera: boolean;
  25549. /**
  25550. * Gets the left camera of a rig setup in case of Rigged Camera
  25551. */
  25552. readonly leftCamera: Nullable<FreeCamera>;
  25553. /**
  25554. * Gets the right camera of a rig setup in case of Rigged Camera
  25555. */
  25556. readonly rightCamera: Nullable<FreeCamera>;
  25557. /**
  25558. * Gets the left camera target of a rig setup in case of Rigged Camera
  25559. * @returns the target position
  25560. */
  25561. getLeftTarget(): Nullable<Vector3>;
  25562. /**
  25563. * Gets the right camera target of a rig setup in case of Rigged Camera
  25564. * @returns the target position
  25565. */
  25566. getRightTarget(): Nullable<Vector3>;
  25567. /**
  25568. * @hidden
  25569. */
  25570. setCameraRigMode(mode: number, rigParams: any): void;
  25571. /** @hidden */
  25572. static _setStereoscopicRigMode(camera: Camera): void;
  25573. /** @hidden */
  25574. static _setStereoscopicAnaglyphRigMode(camera: Camera): void;
  25575. /** @hidden */
  25576. static _setVRRigMode(camera: Camera, rigParams: any): void;
  25577. /** @hidden */
  25578. static _setWebVRRigMode(camera: Camera, rigParams: any): void;
  25579. /** @hidden */
  25580. _getVRProjectionMatrix(): Matrix;
  25581. protected _updateCameraRotationMatrix(): void;
  25582. protected _updateWebVRCameraRotationMatrix(): void;
  25583. /**
  25584. * This function MUST be overwritten by the different WebVR cameras available.
  25585. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  25586. * @hidden
  25587. */
  25588. _getWebVRProjectionMatrix(): Matrix;
  25589. /**
  25590. * This function MUST be overwritten by the different WebVR cameras available.
  25591. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  25592. * @hidden
  25593. */
  25594. _getWebVRViewMatrix(): Matrix;
  25595. /** @hidden */
  25596. setCameraRigParameter(name: string, value: any): void;
  25597. /**
  25598. * needs to be overridden by children so sub has required properties to be copied
  25599. * @hidden
  25600. */
  25601. createRigCamera(name: string, cameraIndex: number): Nullable<Camera>;
  25602. /**
  25603. * May need to be overridden by children
  25604. * @hidden
  25605. */
  25606. _updateRigCameras(): void;
  25607. /** @hidden */
  25608. _setupInputs(): void;
  25609. /**
  25610. * Serialiaze the camera setup to a json represention
  25611. * @returns the JSON representation
  25612. */
  25613. serialize(): any;
  25614. /**
  25615. * Clones the current camera.
  25616. * @param name The cloned camera name
  25617. * @returns the cloned camera
  25618. */
  25619. clone(name: string): Camera;
  25620. /**
  25621. * Gets the direction of the camera relative to a given local axis.
  25622. * @param localAxis Defines the reference axis to provide a relative direction.
  25623. * @return the direction
  25624. */
  25625. getDirection(localAxis: Vector3): Vector3;
  25626. /**
  25627. * Gets the direction of the camera relative to a given local axis into a passed vector.
  25628. * @param localAxis Defines the reference axis to provide a relative direction.
  25629. * @param result Defines the vector to store the result in
  25630. */
  25631. getDirectionToRef(localAxis: Vector3, result: Vector3): void;
  25632. /**
  25633. * Gets a camera constructor for a given camera type
  25634. * @param type The type of the camera to construct (should be equal to one of the camera class name)
  25635. * @param name The name of the camera the result will be able to instantiate
  25636. * @param scene The scene the result will construct the camera in
  25637. * @param interaxial_distance In case of stereoscopic setup, the distance between both eyes
  25638. * @param isStereoscopicSideBySide In case of stereoscopic setup, should the sereo be side b side
  25639. * @returns a factory method to construc the camera
  25640. */
  25641. static GetConstructorFromName(type: string, name: string, scene: Scene, interaxial_distance?: number, isStereoscopicSideBySide?: boolean): () => Camera;
  25642. /**
  25643. * Compute the world matrix of the camera.
  25644. * @returns the camera workd matrix
  25645. */
  25646. computeWorldMatrix(): Matrix;
  25647. /**
  25648. * Parse a JSON and creates the camera from the parsed information
  25649. * @param parsedCamera The JSON to parse
  25650. * @param scene The scene to instantiate the camera in
  25651. * @returns the newly constructed camera
  25652. */
  25653. static Parse(parsedCamera: any, scene: Scene): Camera;
  25654. }
  25655. }
  25656. declare module "babylonjs/Meshes/Builders/discBuilder" {
  25657. import { Nullable } from "babylonjs/types";
  25658. import { Scene } from "babylonjs/scene";
  25659. import { Vector4 } from "babylonjs/Maths/math.vector";
  25660. import { Mesh } from "babylonjs/Meshes/mesh";
  25661. /**
  25662. * Class containing static functions to help procedurally build meshes
  25663. */
  25664. export class DiscBuilder {
  25665. /**
  25666. * Creates a plane polygonal mesh. By default, this is a disc
  25667. * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)
  25668. * * 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
  25669. * * 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
  25670. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  25671. * * 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
  25672. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  25673. * @param name defines the name of the mesh
  25674. * @param options defines the options used to create the mesh
  25675. * @param scene defines the hosting scene
  25676. * @returns the plane polygonal mesh
  25677. * @see https://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  25678. */
  25679. static CreateDisc(name: string, options: {
  25680. radius?: number;
  25681. tessellation?: number;
  25682. arc?: number;
  25683. updatable?: boolean;
  25684. sideOrientation?: number;
  25685. frontUVs?: Vector4;
  25686. backUVs?: Vector4;
  25687. }, scene?: Nullable<Scene>): Mesh;
  25688. }
  25689. }
  25690. declare module "babylonjs/Particles/solidParticleSystem" {
  25691. import { Vector3 } from "babylonjs/Maths/math.vector";
  25692. import { Mesh } from "babylonjs/Meshes/mesh";
  25693. import { Scene, IDisposable } from "babylonjs/scene";
  25694. import { DepthSortedParticle, SolidParticle } from "babylonjs/Particles/solidParticle";
  25695. /**
  25696. * The SPS is a single updatable mesh. The solid particles are simply separate parts or faces fo this big mesh.
  25697. *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.
  25698. * The SPS is also a particle system. It provides some methods to manage the particles.
  25699. * However it is behavior agnostic. This means it has no emitter, no particle physics, no particle recycler. You have to implement your own behavior.
  25700. *
  25701. * Full documentation here : http://doc.babylonjs.com/how_to/Solid_Particle_System
  25702. */
  25703. export class SolidParticleSystem implements IDisposable {
  25704. /**
  25705. * The SPS array of Solid Particle objects. Just access each particle as with any classic array.
  25706. * Example : var p = SPS.particles[i];
  25707. */
  25708. particles: SolidParticle[];
  25709. /**
  25710. * The SPS total number of particles. Read only. Use SPS.counter instead if you need to set your own value.
  25711. */
  25712. nbParticles: number;
  25713. /**
  25714. * If the particles must ever face the camera (default false). Useful for planar particles.
  25715. */
  25716. billboard: boolean;
  25717. /**
  25718. * Recompute normals when adding a shape
  25719. */
  25720. recomputeNormals: boolean;
  25721. /**
  25722. * This a counter ofr your own usage. It's not set by any SPS functions.
  25723. */
  25724. counter: number;
  25725. /**
  25726. * The SPS name. This name is also given to the underlying mesh.
  25727. */
  25728. name: string;
  25729. /**
  25730. * The SPS mesh. It's a standard BJS Mesh, so all the methods from the Mesh class are avalaible.
  25731. */
  25732. mesh: Mesh;
  25733. /**
  25734. * This empty object is intended to store some SPS specific or temporary values in order to lower the Garbage Collector activity.
  25735. * Please read : http://doc.babylonjs.com/how_to/Solid_Particle_System#garbage-collector-concerns
  25736. */
  25737. vars: any;
  25738. /**
  25739. * This array is populated when the SPS is set as 'pickable'.
  25740. * Each key of this array is a `faceId` value that you can get from a pickResult object.
  25741. * Each element of this array is an object `{idx: int, faceId: int}`.
  25742. * `idx` is the picked particle index in the `SPS.particles` array
  25743. * `faceId` is the picked face index counted within this particle.
  25744. * Please read : http://doc.babylonjs.com/how_to/Solid_Particle_System#pickable-particles
  25745. */
  25746. pickedParticles: {
  25747. idx: number;
  25748. faceId: number;
  25749. }[];
  25750. /**
  25751. * This array is populated when `enableDepthSort` is set to true.
  25752. * Each element of this array is an instance of the class DepthSortedParticle.
  25753. */
  25754. depthSortedParticles: DepthSortedParticle[];
  25755. /**
  25756. * If the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster). (Internal use only)
  25757. * @hidden
  25758. */
  25759. _bSphereOnly: boolean;
  25760. /**
  25761. * A number to multiply the boundind sphere radius by in order to reduce it for instance. (Internal use only)
  25762. * @hidden
  25763. */
  25764. _bSphereRadiusFactor: number;
  25765. private _scene;
  25766. private _positions;
  25767. private _indices;
  25768. private _normals;
  25769. private _colors;
  25770. private _uvs;
  25771. private _indices32;
  25772. private _positions32;
  25773. private _normals32;
  25774. private _fixedNormal32;
  25775. private _colors32;
  25776. private _uvs32;
  25777. private _index;
  25778. private _updatable;
  25779. private _pickable;
  25780. private _isVisibilityBoxLocked;
  25781. private _alwaysVisible;
  25782. private _depthSort;
  25783. private _shapeCounter;
  25784. private _copy;
  25785. private _color;
  25786. private _computeParticleColor;
  25787. private _computeParticleTexture;
  25788. private _computeParticleRotation;
  25789. private _computeParticleVertex;
  25790. private _computeBoundingBox;
  25791. private _depthSortParticles;
  25792. private _camera;
  25793. private _mustUnrotateFixedNormals;
  25794. private _particlesIntersect;
  25795. private _needs32Bits;
  25796. /**
  25797. * Creates a SPS (Solid Particle System) object.
  25798. * @param name (String) is the SPS name, this will be the underlying mesh name.
  25799. * @param scene (Scene) is the scene in which the SPS is added.
  25800. * @param options defines the options of the sps e.g.
  25801. * * updatable (optional boolean, default true) : if the SPS must be updatable or immutable.
  25802. * * isPickable (optional boolean, default false) : if the solid particles must be pickable.
  25803. * * enableDepthSort (optional boolean, default false) : if the solid particles must be sorted in the geometry according to their distance to the camera.
  25804. * * particleIntersection (optional boolean, default false) : if the solid particle intersections must be computed.
  25805. * * boundingSphereOnly (optional boolean, default false) : if the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster).
  25806. * * bSphereRadiusFactor (optional float, default 1.0) : a number to multiply the boundind sphere radius by in order to reduce it for instance.
  25807. * @example bSphereRadiusFactor = 1.0 / Math.sqrt(3.0) => the bounding sphere exactly matches a spherical mesh.
  25808. */
  25809. constructor(name: string, scene: Scene, options?: {
  25810. updatable?: boolean;
  25811. isPickable?: boolean;
  25812. enableDepthSort?: boolean;
  25813. particleIntersection?: boolean;
  25814. boundingSphereOnly?: boolean;
  25815. bSphereRadiusFactor?: number;
  25816. });
  25817. /**
  25818. * Builds the SPS underlying mesh. Returns a standard Mesh.
  25819. * If no model shape was added to the SPS, the returned mesh is just a single triangular plane.
  25820. * @returns the created mesh
  25821. */
  25822. buildMesh(): Mesh;
  25823. /**
  25824. * Digests the mesh and generates as many solid particles in the system as wanted. Returns the SPS.
  25825. * These particles will have the same geometry than the mesh parts and will be positioned at the same localisation than the mesh original places.
  25826. * Thus the particles generated from `digest()` have their property `position` set yet.
  25827. * @param mesh ( Mesh ) is the mesh to be digested
  25828. * @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
  25829. * {delta} (optional integer, default 0) is the random extra number of facets per particle , each particle will have between `facetNb` and `facetNb + delta` facets
  25830. * {number} (optional positive integer) is the wanted number of particles : each particle is built with `mesh_total_facets / number` facets
  25831. * @returns the current SPS
  25832. */
  25833. digest(mesh: Mesh, options?: {
  25834. facetNb?: number;
  25835. number?: number;
  25836. delta?: number;
  25837. }): SolidParticleSystem;
  25838. private _unrotateFixedNormals;
  25839. private _resetCopy;
  25840. private _meshBuilder;
  25841. private _posToShape;
  25842. private _uvsToShapeUV;
  25843. private _addParticle;
  25844. /**
  25845. * Adds some particles to the SPS from the model shape. Returns the shape id.
  25846. * Please read the doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#create-an-immutable-sps
  25847. * @param mesh is any Mesh object that will be used as a model for the solid particles.
  25848. * @param nb (positive integer) the number of particles to be created from this model
  25849. * @param options {positionFunction} is an optional javascript function to called for each particle on SPS creation.
  25850. * {vertexFunction} is an optional javascript function to called for each vertex of each particle on SPS creation
  25851. * @returns the number of shapes in the system
  25852. */
  25853. addShape(mesh: Mesh, nb: number, options?: {
  25854. positionFunction?: any;
  25855. vertexFunction?: any;
  25856. }): number;
  25857. private _rebuildParticle;
  25858. /**
  25859. * Rebuilds the whole mesh and updates the VBO : custom positions and vertices are recomputed if needed.
  25860. * @returns the SPS.
  25861. */
  25862. rebuildMesh(): SolidParticleSystem;
  25863. /**
  25864. * Sets all the particles : this method actually really updates the mesh according to the particle positions, rotations, colors, textures, etc.
  25865. * This method calls `updateParticle()` for each particle of the SPS.
  25866. * For an animated SPS, it is usually called within the render loop.
  25867. * @param start The particle index in the particle array where to start to compute the particle property values _(default 0)_
  25868. * @param end The particle index in the particle array where to stop to compute the particle property values _(default nbParticle - 1)_
  25869. * @param update If the mesh must be finally updated on this call after all the particle computations _(default true)_
  25870. * @returns the SPS.
  25871. */
  25872. setParticles(start?: number, end?: number, update?: boolean): SolidParticleSystem;
  25873. /**
  25874. * Disposes the SPS.
  25875. */
  25876. dispose(): void;
  25877. /**
  25878. * Visibilty helper : Recomputes the visible size according to the mesh bounding box
  25879. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  25880. * @returns the SPS.
  25881. */
  25882. refreshVisibleSize(): SolidParticleSystem;
  25883. /**
  25884. * Visibility helper : Sets the size of a visibility box, this sets the underlying mesh bounding box.
  25885. * @param size the size (float) of the visibility box
  25886. * note : this doesn't lock the SPS mesh bounding box.
  25887. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  25888. */
  25889. setVisibilityBox(size: number): void;
  25890. /**
  25891. * Gets whether the SPS as always visible or not
  25892. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  25893. */
  25894. /**
  25895. * Sets the SPS as always visible or not
  25896. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  25897. */
  25898. isAlwaysVisible: boolean;
  25899. /**
  25900. * Sets the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  25901. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  25902. */
  25903. /**
  25904. * Gets if the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  25905. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  25906. */
  25907. isVisibilityBoxLocked: boolean;
  25908. /**
  25909. * Tells to `setParticles()` to compute the particle rotations or not.
  25910. * Default value : true. The SPS is faster when it's set to false.
  25911. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  25912. */
  25913. /**
  25914. * Gets if `setParticles()` computes the particle rotations or not.
  25915. * Default value : true. The SPS is faster when it's set to false.
  25916. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  25917. */
  25918. computeParticleRotation: boolean;
  25919. /**
  25920. * Tells to `setParticles()` to compute the particle colors or not.
  25921. * Default value : true. The SPS is faster when it's set to false.
  25922. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  25923. */
  25924. /**
  25925. * Gets if `setParticles()` computes the particle colors or not.
  25926. * Default value : true. The SPS is faster when it's set to false.
  25927. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  25928. */
  25929. computeParticleColor: boolean;
  25930. /**
  25931. * Gets if `setParticles()` computes the particle textures or not.
  25932. * Default value : true. The SPS is faster when it's set to false.
  25933. * Note : the particle textures are stored values, so setting `computeParticleTexture` to false will keep yet the last colors set.
  25934. */
  25935. computeParticleTexture: boolean;
  25936. /**
  25937. * Tells to `setParticles()` to call the vertex function for each vertex of each particle, or not.
  25938. * Default value : false. The SPS is faster when it's set to false.
  25939. * Note : the particle custom vertex positions aren't stored values.
  25940. */
  25941. /**
  25942. * Gets if `setParticles()` calls the vertex function for each vertex of each particle, or not.
  25943. * Default value : false. The SPS is faster when it's set to false.
  25944. * Note : the particle custom vertex positions aren't stored values.
  25945. */
  25946. computeParticleVertex: boolean;
  25947. /**
  25948. * Tells to `setParticles()` to compute or not the mesh bounding box when computing the particle positions.
  25949. */
  25950. /**
  25951. * Gets if `setParticles()` computes or not the mesh bounding box when computing the particle positions.
  25952. */
  25953. computeBoundingBox: boolean;
  25954. /**
  25955. * Tells to `setParticles()` to sort or not the distance between each particle and the camera.
  25956. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  25957. * Default : `true`
  25958. */
  25959. /**
  25960. * Gets if `setParticles()` sorts or not the distance between each particle and the camera.
  25961. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  25962. * Default : `true`
  25963. */
  25964. depthSortParticles: boolean;
  25965. /**
  25966. * This function does nothing. It may be overwritten to set all the particle first values.
  25967. * The SPS doesn't call this function, you may have to call it by your own.
  25968. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  25969. */
  25970. initParticles(): void;
  25971. /**
  25972. * This function does nothing. It may be overwritten to recycle a particle.
  25973. * The SPS doesn't call this function, you may have to call it by your own.
  25974. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  25975. * @param particle The particle to recycle
  25976. * @returns the recycled particle
  25977. */
  25978. recycleParticle(particle: SolidParticle): SolidParticle;
  25979. /**
  25980. * Updates a particle : this function should be overwritten by the user.
  25981. * It is called on each particle by `setParticles()`. This is the place to code each particle behavior.
  25982. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  25983. * @example : just set a particle position or velocity and recycle conditions
  25984. * @param particle The particle to update
  25985. * @returns the updated particle
  25986. */
  25987. updateParticle(particle: SolidParticle): SolidParticle;
  25988. /**
  25989. * Updates a vertex of a particle : it can be overwritten by the user.
  25990. * This will be called on each vertex particle by `setParticles()` if `computeParticleVertex` is set to true only.
  25991. * @param particle the current particle
  25992. * @param vertex the current index of the current particle
  25993. * @param pt the index of the current vertex in the particle shape
  25994. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#update-each-particle-shape
  25995. * @example : just set a vertex particle position
  25996. * @returns the updated vertex
  25997. */
  25998. updateParticleVertex(particle: SolidParticle, vertex: Vector3, pt: number): Vector3;
  25999. /**
  26000. * This will be called before any other treatment by `setParticles()` and will be passed three parameters.
  26001. * This does nothing and may be overwritten by the user.
  26002. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  26003. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  26004. * @param update the boolean update value actually passed to setParticles()
  26005. */
  26006. beforeUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  26007. /**
  26008. * This will be called by `setParticles()` after all the other treatments and just before the actual mesh update.
  26009. * This will be passed three parameters.
  26010. * This does nothing and may be overwritten by the user.
  26011. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  26012. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  26013. * @param update the boolean update value actually passed to setParticles()
  26014. */
  26015. afterUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  26016. }
  26017. }
  26018. declare module "babylonjs/Particles/solidParticle" {
  26019. import { Nullable } from "babylonjs/types";
  26020. import { Vector3, Matrix, Quaternion, Vector4 } from "babylonjs/Maths/math.vector";
  26021. import { Color4 } from "babylonjs/Maths/math.color";
  26022. import { Mesh } from "babylonjs/Meshes/mesh";
  26023. import { BoundingInfo } from "babylonjs/Culling/boundingInfo";
  26024. import { SolidParticleSystem } from "babylonjs/Particles/solidParticleSystem";
  26025. import { Plane } from "babylonjs/Maths/math.plane";
  26026. /**
  26027. * Represents one particle of a solid particle system.
  26028. */
  26029. export class SolidParticle {
  26030. /**
  26031. * particle global index
  26032. */
  26033. idx: number;
  26034. /**
  26035. * The color of the particle
  26036. */
  26037. color: Nullable<Color4>;
  26038. /**
  26039. * The world space position of the particle.
  26040. */
  26041. position: Vector3;
  26042. /**
  26043. * The world space rotation of the particle. (Not use if rotationQuaternion is set)
  26044. */
  26045. rotation: Vector3;
  26046. /**
  26047. * The world space rotation quaternion of the particle.
  26048. */
  26049. rotationQuaternion: Nullable<Quaternion>;
  26050. /**
  26051. * The scaling of the particle.
  26052. */
  26053. scaling: Vector3;
  26054. /**
  26055. * The uvs of the particle.
  26056. */
  26057. uvs: Vector4;
  26058. /**
  26059. * The current speed of the particle.
  26060. */
  26061. velocity: Vector3;
  26062. /**
  26063. * The pivot point in the particle local space.
  26064. */
  26065. pivot: Vector3;
  26066. /**
  26067. * Must the particle be translated from its pivot point in its local space ?
  26068. * In this case, the pivot point is set at the origin of the particle local space and the particle is translated.
  26069. * Default : false
  26070. */
  26071. translateFromPivot: boolean;
  26072. /**
  26073. * Is the particle active or not ?
  26074. */
  26075. alive: boolean;
  26076. /**
  26077. * Is the particle visible or not ?
  26078. */
  26079. isVisible: boolean;
  26080. /**
  26081. * Index of this particle in the global "positions" array (Internal use)
  26082. * @hidden
  26083. */
  26084. _pos: number;
  26085. /**
  26086. * @hidden Index of this particle in the global "indices" array (Internal use)
  26087. */
  26088. _ind: number;
  26089. /**
  26090. * @hidden ModelShape of this particle (Internal use)
  26091. */
  26092. _model: ModelShape;
  26093. /**
  26094. * ModelShape id of this particle
  26095. */
  26096. shapeId: number;
  26097. /**
  26098. * Index of the particle in its shape id
  26099. */
  26100. idxInShape: number;
  26101. /**
  26102. * @hidden Reference to the shape model BoundingInfo object (Internal use)
  26103. */
  26104. _modelBoundingInfo: BoundingInfo;
  26105. /**
  26106. * @hidden Particle BoundingInfo object (Internal use)
  26107. */
  26108. _boundingInfo: BoundingInfo;
  26109. /**
  26110. * @hidden Reference to the SPS what the particle belongs to (Internal use)
  26111. */
  26112. _sps: SolidParticleSystem;
  26113. /**
  26114. * @hidden Still set as invisible in order to skip useless computations (Internal use)
  26115. */
  26116. _stillInvisible: boolean;
  26117. /**
  26118. * @hidden Last computed particle rotation matrix
  26119. */
  26120. _rotationMatrix: number[];
  26121. /**
  26122. * Parent particle Id, if any.
  26123. * Default null.
  26124. */
  26125. parentId: Nullable<number>;
  26126. /**
  26127. * The culling strategy to use to check whether the solid particle must be culled or not when using isInFrustum().
  26128. * The possible values are :
  26129. * - AbstractMesh.CULLINGSTRATEGY_STANDARD
  26130. * - AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  26131. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION
  26132. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY
  26133. * The default value for solid particles is AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  26134. * Please read each static variable documentation in the class AbstractMesh to get details about the culling process.
  26135. * */
  26136. cullingStrategy: number;
  26137. /**
  26138. * @hidden Internal global position in the SPS.
  26139. */
  26140. _globalPosition: Vector3;
  26141. /**
  26142. * Creates a Solid Particle object.
  26143. * Don't create particles manually, use instead the Solid Particle System internal tools like _addParticle()
  26144. * @param particleIndex (integer) is the particle index in the Solid Particle System pool. It's also the particle identifier.
  26145. * @param positionIndex (integer) is the starting index of the particle vertices in the SPS "positions" array.
  26146. * @param indiceIndex (integer) is the starting index of the particle indices in the SPS "indices" array.
  26147. * @param model (ModelShape) is a reference to the model shape on what the particle is designed.
  26148. * @param shapeId (integer) is the model shape identifier in the SPS.
  26149. * @param idxInShape (integer) is the index of the particle in the current model (ex: the 10th box of addShape(box, 30))
  26150. * @param sps defines the sps it is associated to
  26151. * @param modelBoundingInfo is the reference to the model BoundingInfo used for intersection computations.
  26152. */
  26153. constructor(particleIndex: number, positionIndex: number, indiceIndex: number, model: Nullable<ModelShape>, shapeId: number, idxInShape: number, sps: SolidParticleSystem, modelBoundingInfo?: Nullable<BoundingInfo>);
  26154. /**
  26155. * Legacy support, changed scale to scaling
  26156. */
  26157. /**
  26158. * Legacy support, changed scale to scaling
  26159. */
  26160. scale: Vector3;
  26161. /**
  26162. * Legacy support, changed quaternion to rotationQuaternion
  26163. */
  26164. /**
  26165. * Legacy support, changed quaternion to rotationQuaternion
  26166. */
  26167. quaternion: Nullable<Quaternion>;
  26168. /**
  26169. * Returns a boolean. True if the particle intersects another particle or another mesh, else false.
  26170. * The intersection is computed on the particle bounding sphere and Axis Aligned Bounding Box (AABB)
  26171. * @param target is the object (solid particle or mesh) what the intersection is computed against.
  26172. * @returns true if it intersects
  26173. */
  26174. intersectsMesh(target: Mesh | SolidParticle): boolean;
  26175. /**
  26176. * Returns `true` if the solid particle is within the frustum defined by the passed array of planes.
  26177. * A particle is in the frustum if its bounding box intersects the frustum
  26178. * @param frustumPlanes defines the frustum to test
  26179. * @returns true if the particle is in the frustum planes
  26180. */
  26181. isInFrustum(frustumPlanes: Plane[]): boolean;
  26182. /**
  26183. * get the rotation matrix of the particle
  26184. * @hidden
  26185. */
  26186. getRotationMatrix(m: Matrix): void;
  26187. }
  26188. /**
  26189. * Represents the shape of the model used by one particle of a solid particle system.
  26190. * SPS internal tool, don't use it manually.
  26191. */
  26192. export class ModelShape {
  26193. /**
  26194. * The shape id
  26195. * @hidden
  26196. */
  26197. shapeID: number;
  26198. /**
  26199. * flat array of model positions (internal use)
  26200. * @hidden
  26201. */
  26202. _shape: Vector3[];
  26203. /**
  26204. * flat array of model UVs (internal use)
  26205. * @hidden
  26206. */
  26207. _shapeUV: number[];
  26208. /**
  26209. * length of the shape in the model indices array (internal use)
  26210. * @hidden
  26211. */
  26212. _indicesLength: number;
  26213. /**
  26214. * Custom position function (internal use)
  26215. * @hidden
  26216. */
  26217. _positionFunction: Nullable<(particle: SolidParticle, i: number, s: number) => void>;
  26218. /**
  26219. * Custom vertex function (internal use)
  26220. * @hidden
  26221. */
  26222. _vertexFunction: Nullable<(particle: SolidParticle, vertex: Vector3, i: number) => void>;
  26223. /**
  26224. * 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.
  26225. * SPS internal tool, don't use it manually.
  26226. * @hidden
  26227. */
  26228. constructor(id: number, shape: Vector3[], indicesLength: number, shapeUV: number[], posFunction: Nullable<(particle: SolidParticle, i: number, s: number) => void>, vtxFunction: Nullable<(particle: SolidParticle, vertex: Vector3, i: number) => void>);
  26229. }
  26230. /**
  26231. * Represents a Depth Sorted Particle in the solid particle system.
  26232. */
  26233. export class DepthSortedParticle {
  26234. /**
  26235. * Index of the particle in the "indices" array
  26236. */
  26237. ind: number;
  26238. /**
  26239. * Length of the particle shape in the "indices" array
  26240. */
  26241. indicesLength: number;
  26242. /**
  26243. * Squared distance from the particle to the camera
  26244. */
  26245. sqDistance: number;
  26246. }
  26247. }
  26248. declare module "babylonjs/Collisions/meshCollisionData" {
  26249. import { Collider } from "babylonjs/Collisions/collider";
  26250. import { Vector3 } from "babylonjs/Maths/math.vector";
  26251. import { Nullable } from "babylonjs/types";
  26252. import { Observer } from "babylonjs/Misc/observable";
  26253. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  26254. /**
  26255. * @hidden
  26256. */
  26257. export class _MeshCollisionData {
  26258. _checkCollisions: boolean;
  26259. _collisionMask: number;
  26260. _collisionGroup: number;
  26261. _collider: Nullable<Collider>;
  26262. _oldPositionForCollisions: Vector3;
  26263. _diffPositionForCollisions: Vector3;
  26264. _onCollideObserver: Nullable<Observer<AbstractMesh>>;
  26265. _onCollisionPositionChangeObserver: Nullable<Observer<Vector3>>;
  26266. }
  26267. }
  26268. declare module "babylonjs/Meshes/abstractMesh" {
  26269. import { Observable } from "babylonjs/Misc/observable";
  26270. import { Nullable, FloatArray, IndicesArray, DeepImmutable } from "babylonjs/types";
  26271. import { Camera } from "babylonjs/Cameras/camera";
  26272. import { Scene, IDisposable } from "babylonjs/scene";
  26273. import { Matrix, Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  26274. import { Node } from "babylonjs/node";
  26275. import { IGetSetVerticesData } from "babylonjs/Meshes/mesh.vertexData";
  26276. import { TransformNode } from "babylonjs/Meshes/transformNode";
  26277. import { SubMesh } from "babylonjs/Meshes/subMesh";
  26278. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  26279. import { ICullable, BoundingInfo } from "babylonjs/Culling/boundingInfo";
  26280. import { Material } from "babylonjs/Materials/material";
  26281. import { Light } from "babylonjs/Lights/light";
  26282. import { Skeleton } from "babylonjs/Bones/skeleton";
  26283. import { IEdgesRenderer } from "babylonjs/Rendering/edgesRenderer";
  26284. import { SolidParticle } from "babylonjs/Particles/solidParticle";
  26285. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  26286. import { RawTexture } from "babylonjs/Materials/Textures/rawTexture";
  26287. import { Color3, Color4 } from "babylonjs/Maths/math.color";
  26288. import { Plane } from "babylonjs/Maths/math.plane";
  26289. import { Ray } from "babylonjs/Culling/ray";
  26290. import { Collider } from "babylonjs/Collisions/collider";
  26291. import { TrianglePickingPredicate } from "babylonjs/Culling/ray";
  26292. import { RenderingGroup } from "babylonjs/Rendering/renderingGroup";
  26293. /** @hidden */
  26294. class _FacetDataStorage {
  26295. facetPositions: Vector3[];
  26296. facetNormals: Vector3[];
  26297. facetPartitioning: number[][];
  26298. facetNb: number;
  26299. partitioningSubdivisions: number;
  26300. partitioningBBoxRatio: number;
  26301. facetDataEnabled: boolean;
  26302. facetParameters: any;
  26303. bbSize: Vector3;
  26304. subDiv: {
  26305. max: number;
  26306. X: number;
  26307. Y: number;
  26308. Z: number;
  26309. };
  26310. facetDepthSort: boolean;
  26311. facetDepthSortEnabled: boolean;
  26312. depthSortedIndices: IndicesArray;
  26313. depthSortedFacets: {
  26314. ind: number;
  26315. sqDistance: number;
  26316. }[];
  26317. facetDepthSortFunction: (f1: {
  26318. ind: number;
  26319. sqDistance: number;
  26320. }, f2: {
  26321. ind: number;
  26322. sqDistance: number;
  26323. }) => number;
  26324. facetDepthSortFrom: Vector3;
  26325. facetDepthSortOrigin: Vector3;
  26326. invertedMatrix: Matrix;
  26327. }
  26328. /**
  26329. * @hidden
  26330. **/
  26331. class _InternalAbstractMeshDataInfo {
  26332. _hasVertexAlpha: boolean;
  26333. _useVertexColors: boolean;
  26334. _numBoneInfluencers: number;
  26335. _applyFog: boolean;
  26336. _receiveShadows: boolean;
  26337. _facetData: _FacetDataStorage;
  26338. _visibility: number;
  26339. _skeleton: Nullable<Skeleton>;
  26340. _layerMask: number;
  26341. _computeBonesUsingShaders: boolean;
  26342. _isActive: boolean;
  26343. _onlyForInstances: boolean;
  26344. _isActiveIntermediate: boolean;
  26345. _onlyForInstancesIntermediate: boolean;
  26346. }
  26347. /**
  26348. * Class used to store all common mesh properties
  26349. */
  26350. export class AbstractMesh extends TransformNode implements IDisposable, ICullable, IGetSetVerticesData {
  26351. /** No occlusion */
  26352. static OCCLUSION_TYPE_NONE: number;
  26353. /** Occlusion set to optimisitic */
  26354. static OCCLUSION_TYPE_OPTIMISTIC: number;
  26355. /** Occlusion set to strict */
  26356. static OCCLUSION_TYPE_STRICT: number;
  26357. /** Use an accurante occlusion algorithm */
  26358. static OCCLUSION_ALGORITHM_TYPE_ACCURATE: number;
  26359. /** Use a conservative occlusion algorithm */
  26360. static OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE: number;
  26361. /** Default culling strategy : this is an exclusion test and it's the more accurate.
  26362. * Test order :
  26363. * Is the bounding sphere outside the frustum ?
  26364. * If not, are the bounding box vertices outside the frustum ?
  26365. * It not, then the cullable object is in the frustum.
  26366. */
  26367. static readonly CULLINGSTRATEGY_STANDARD: number;
  26368. /** Culling strategy : Bounding Sphere Only.
  26369. * This is an exclusion test. It's faster than the standard strategy because the bounding box is not tested.
  26370. * It's also less accurate than the standard because some not visible objects can still be selected.
  26371. * Test : is the bounding sphere outside the frustum ?
  26372. * If not, then the cullable object is in the frustum.
  26373. */
  26374. static readonly CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY: number;
  26375. /** Culling strategy : Optimistic Inclusion.
  26376. * This in an inclusion test first, then the standard exclusion test.
  26377. * This can be faster when a cullable object is expected to be almost always in the camera frustum.
  26378. * 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.
  26379. * Anyway, it's as accurate as the standard strategy.
  26380. * Test :
  26381. * Is the cullable object bounding sphere center in the frustum ?
  26382. * If not, apply the default culling strategy.
  26383. */
  26384. static readonly CULLINGSTRATEGY_OPTIMISTIC_INCLUSION: number;
  26385. /** Culling strategy : Optimistic Inclusion then Bounding Sphere Only.
  26386. * This in an inclusion test first, then the bounding sphere only exclusion test.
  26387. * This can be the fastest test when a cullable object is expected to be almost always in the camera frustum.
  26388. * 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.
  26389. * It's less accurate than the standard strategy and as accurate as the BoundingSphereOnly strategy.
  26390. * Test :
  26391. * Is the cullable object bounding sphere center in the frustum ?
  26392. * If not, apply the Bounding Sphere Only strategy. No Bounding Box is tested here.
  26393. */
  26394. static readonly CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY: number;
  26395. /**
  26396. * No billboard
  26397. */
  26398. static readonly BILLBOARDMODE_NONE: number;
  26399. /** Billboard on X axis */
  26400. static readonly BILLBOARDMODE_X: number;
  26401. /** Billboard on Y axis */
  26402. static readonly BILLBOARDMODE_Y: number;
  26403. /** Billboard on Z axis */
  26404. static readonly BILLBOARDMODE_Z: number;
  26405. /** Billboard on all axes */
  26406. static readonly BILLBOARDMODE_ALL: number;
  26407. /** Billboard on using position instead of orientation */
  26408. static readonly BILLBOARDMODE_USE_POSITION: number;
  26409. /** @hidden */
  26410. _internalAbstractMeshDataInfo: _InternalAbstractMeshDataInfo;
  26411. /**
  26412. * The culling strategy to use to check whether the mesh must be rendered or not.
  26413. * This value can be changed at any time and will be used on the next render mesh selection.
  26414. * The possible values are :
  26415. * - AbstractMesh.CULLINGSTRATEGY_STANDARD
  26416. * - AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  26417. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION
  26418. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY
  26419. * Please read each static variable documentation to get details about the culling process.
  26420. * */
  26421. cullingStrategy: number;
  26422. /**
  26423. * Gets the number of facets in the mesh
  26424. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  26425. */
  26426. readonly facetNb: number;
  26427. /**
  26428. * Gets or set the number (integer) of subdivisions per axis in the partioning space
  26429. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  26430. */
  26431. partitioningSubdivisions: number;
  26432. /**
  26433. * The ratio (float) to apply to the bouding box size to set to the partioning space.
  26434. * Ex : 1.01 (default) the partioning space is 1% bigger than the bounding box
  26435. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  26436. */
  26437. partitioningBBoxRatio: number;
  26438. /**
  26439. * Gets or sets a boolean indicating that the facets must be depth sorted on next call to `updateFacetData()`.
  26440. * Works only for updatable meshes.
  26441. * Doesn't work with multi-materials
  26442. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  26443. */
  26444. mustDepthSortFacets: boolean;
  26445. /**
  26446. * The location (Vector3) where the facet depth sort must be computed from.
  26447. * By default, the active camera position.
  26448. * Used only when facet depth sort is enabled
  26449. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  26450. */
  26451. facetDepthSortFrom: Vector3;
  26452. /**
  26453. * gets a boolean indicating if facetData is enabled
  26454. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  26455. */
  26456. readonly isFacetDataEnabled: boolean;
  26457. /** @hidden */
  26458. _updateNonUniformScalingState(value: boolean): boolean;
  26459. /**
  26460. * An event triggered when this mesh collides with another one
  26461. */
  26462. onCollideObservable: Observable<AbstractMesh>;
  26463. /** Set a function to call when this mesh collides with another one */
  26464. onCollide: () => void;
  26465. /**
  26466. * An event triggered when the collision's position changes
  26467. */
  26468. onCollisionPositionChangeObservable: Observable<Vector3>;
  26469. /** Set a function to call when the collision's position changes */
  26470. onCollisionPositionChange: () => void;
  26471. /**
  26472. * An event triggered when material is changed
  26473. */
  26474. onMaterialChangedObservable: Observable<AbstractMesh>;
  26475. /**
  26476. * Gets or sets the orientation for POV movement & rotation
  26477. */
  26478. definedFacingForward: boolean;
  26479. /** @hidden */
  26480. _occlusionQuery: Nullable<WebGLQuery>;
  26481. /** @hidden */
  26482. _renderingGroup: Nullable<RenderingGroup>;
  26483. /**
  26484. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  26485. */
  26486. /**
  26487. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  26488. */
  26489. visibility: number;
  26490. /** Gets or sets the alpha index used to sort transparent meshes
  26491. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#alpha-index
  26492. */
  26493. alphaIndex: number;
  26494. /**
  26495. * Gets or sets a boolean indicating if the mesh is visible (renderable). Default is true
  26496. */
  26497. isVisible: boolean;
  26498. /**
  26499. * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true
  26500. */
  26501. isPickable: boolean;
  26502. /** Gets or sets a boolean indicating that bounding boxes of subMeshes must be rendered as well (false by default) */
  26503. showSubMeshesBoundingBox: boolean;
  26504. /** Gets or sets a boolean indicating if the mesh must be considered as a ray blocker for lens flares (false by default)
  26505. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  26506. */
  26507. isBlocker: boolean;
  26508. /**
  26509. * Gets or sets a boolean indicating that pointer move events must be supported on this mesh (false by default)
  26510. */
  26511. enablePointerMoveEvents: boolean;
  26512. /**
  26513. * Specifies the rendering group id for this mesh (0 by default)
  26514. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-groups
  26515. */
  26516. renderingGroupId: number;
  26517. private _material;
  26518. /** Gets or sets current material */
  26519. material: Nullable<Material>;
  26520. /**
  26521. * Gets or sets a boolean indicating that this mesh can receive realtime shadows
  26522. * @see http://doc.babylonjs.com/babylon101/shadows
  26523. */
  26524. receiveShadows: boolean;
  26525. /** Defines color to use when rendering outline */
  26526. outlineColor: Color3;
  26527. /** Define width to use when rendering outline */
  26528. outlineWidth: number;
  26529. /** Defines color to use when rendering overlay */
  26530. overlayColor: Color3;
  26531. /** Defines alpha to use when rendering overlay */
  26532. overlayAlpha: number;
  26533. /** Gets or sets a boolean indicating that this mesh contains vertex color data with alpha values */
  26534. hasVertexAlpha: boolean;
  26535. /** 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) */
  26536. useVertexColors: boolean;
  26537. /**
  26538. * Gets or sets a boolean indicating that bone animations must be computed by the CPU (false by default)
  26539. */
  26540. computeBonesUsingShaders: boolean;
  26541. /** Gets or sets the number of allowed bone influences per vertex (4 by default) */
  26542. numBoneInfluencers: number;
  26543. /** Gets or sets a boolean indicating that this mesh will allow fog to be rendered on it (true by default) */
  26544. applyFog: boolean;
  26545. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes selection (true by default) */
  26546. useOctreeForRenderingSelection: boolean;
  26547. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes picking (true by default) */
  26548. useOctreeForPicking: boolean;
  26549. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes collision (true by default) */
  26550. useOctreeForCollisions: boolean;
  26551. /**
  26552. * Gets or sets the current layer mask (default is 0x0FFFFFFF)
  26553. * @see http://doc.babylonjs.com/how_to/layermasks_and_multi-cam_textures
  26554. */
  26555. layerMask: number;
  26556. /**
  26557. * True if the mesh must be rendered in any case (this will shortcut the frustum clipping phase)
  26558. */
  26559. alwaysSelectAsActiveMesh: boolean;
  26560. /**
  26561. * Gets or sets a boolean indicating that the bounding info does not need to be kept in sync (for performance reason)
  26562. */
  26563. doNotSyncBoundingInfo: boolean;
  26564. /**
  26565. * Gets or sets the current action manager
  26566. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  26567. */
  26568. actionManager: Nullable<AbstractActionManager>;
  26569. private _meshCollisionData;
  26570. /**
  26571. * Gets or sets the ellipsoid used to impersonate this mesh when using collision engine (default is (0.5, 1, 0.5))
  26572. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  26573. */
  26574. ellipsoid: Vector3;
  26575. /**
  26576. * Gets or sets the ellipsoid offset used to impersonate this mesh when using collision engine (default is (0, 0, 0))
  26577. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  26578. */
  26579. ellipsoidOffset: Vector3;
  26580. /**
  26581. * Gets or sets a collision mask used to mask collisions (default is -1).
  26582. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  26583. */
  26584. collisionMask: number;
  26585. /**
  26586. * Gets or sets the current collision group mask (-1 by default).
  26587. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  26588. */
  26589. collisionGroup: number;
  26590. /**
  26591. * Defines edge width used when edgesRenderer is enabled
  26592. * @see https://www.babylonjs-playground.com/#10OJSG#13
  26593. */
  26594. edgesWidth: number;
  26595. /**
  26596. * Defines edge color used when edgesRenderer is enabled
  26597. * @see https://www.babylonjs-playground.com/#10OJSG#13
  26598. */
  26599. edgesColor: Color4;
  26600. /** @hidden */
  26601. _edgesRenderer: Nullable<IEdgesRenderer>;
  26602. /** @hidden */
  26603. _masterMesh: Nullable<AbstractMesh>;
  26604. /** @hidden */
  26605. _boundingInfo: Nullable<BoundingInfo>;
  26606. /** @hidden */
  26607. _renderId: number;
  26608. /**
  26609. * Gets or sets the list of subMeshes
  26610. * @see http://doc.babylonjs.com/how_to/multi_materials
  26611. */
  26612. subMeshes: SubMesh[];
  26613. /** @hidden */
  26614. _intersectionsInProgress: AbstractMesh[];
  26615. /** @hidden */
  26616. _unIndexed: boolean;
  26617. /** @hidden */
  26618. _lightSources: Light[];
  26619. /** Gets the list of lights affecting that mesh */
  26620. readonly lightSources: Light[];
  26621. /** @hidden */
  26622. readonly _positions: Nullable<Vector3[]>;
  26623. /** @hidden */
  26624. _waitingData: {
  26625. lods: Nullable<any>;
  26626. actions: Nullable<any>;
  26627. freezeWorldMatrix: Nullable<boolean>;
  26628. };
  26629. /** @hidden */
  26630. _bonesTransformMatrices: Nullable<Float32Array>;
  26631. /** @hidden */
  26632. _transformMatrixTexture: Nullable<RawTexture>;
  26633. /**
  26634. * Gets or sets a skeleton to apply skining transformations
  26635. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  26636. */
  26637. skeleton: Nullable<Skeleton>;
  26638. /**
  26639. * An event triggered when the mesh is rebuilt.
  26640. */
  26641. onRebuildObservable: Observable<AbstractMesh>;
  26642. /**
  26643. * Creates a new AbstractMesh
  26644. * @param name defines the name of the mesh
  26645. * @param scene defines the hosting scene
  26646. */
  26647. constructor(name: string, scene?: Nullable<Scene>);
  26648. /**
  26649. * Returns the string "AbstractMesh"
  26650. * @returns "AbstractMesh"
  26651. */
  26652. getClassName(): string;
  26653. /**
  26654. * Gets a string representation of the current mesh
  26655. * @param fullDetails defines a boolean indicating if full details must be included
  26656. * @returns a string representation of the current mesh
  26657. */
  26658. toString(fullDetails?: boolean): string;
  26659. /**
  26660. * @hidden
  26661. */
  26662. protected _getEffectiveParent(): Nullable<Node>;
  26663. /** @hidden */
  26664. _getActionManagerForTrigger(trigger?: number, initialCall?: boolean): Nullable<AbstractActionManager>;
  26665. /** @hidden */
  26666. _rebuild(): void;
  26667. /** @hidden */
  26668. _resyncLightSources(): void;
  26669. /** @hidden */
  26670. _resyncLighSource(light: Light): void;
  26671. /** @hidden */
  26672. _unBindEffect(): void;
  26673. /** @hidden */
  26674. _removeLightSource(light: Light, dispose: boolean): void;
  26675. private _markSubMeshesAsDirty;
  26676. /** @hidden */
  26677. _markSubMeshesAsLightDirty(dispose?: boolean): void;
  26678. /** @hidden */
  26679. _markSubMeshesAsAttributesDirty(): void;
  26680. /** @hidden */
  26681. _markSubMeshesAsMiscDirty(): void;
  26682. /**
  26683. * Gets or sets a Vector3 depicting the mesh scaling along each local axis X, Y, Z. Default is (1.0, 1.0, 1.0)
  26684. */
  26685. scaling: Vector3;
  26686. /**
  26687. * Returns true if the mesh is blocked. Implemented by child classes
  26688. */
  26689. readonly isBlocked: boolean;
  26690. /**
  26691. * Returns the mesh itself by default. Implemented by child classes
  26692. * @param camera defines the camera to use to pick the right LOD level
  26693. * @returns the currentAbstractMesh
  26694. */
  26695. getLOD(camera: Camera): Nullable<AbstractMesh>;
  26696. /**
  26697. * Returns 0 by default. Implemented by child classes
  26698. * @returns an integer
  26699. */
  26700. getTotalVertices(): number;
  26701. /**
  26702. * Returns a positive integer : the total number of indices in this mesh geometry.
  26703. * @returns the numner of indices or zero if the mesh has no geometry.
  26704. */
  26705. getTotalIndices(): number;
  26706. /**
  26707. * Returns null by default. Implemented by child classes
  26708. * @returns null
  26709. */
  26710. getIndices(): Nullable<IndicesArray>;
  26711. /**
  26712. * Returns the array of the requested vertex data kind. Implemented by child classes
  26713. * @param kind defines the vertex data kind to use
  26714. * @returns null
  26715. */
  26716. getVerticesData(kind: string): Nullable<FloatArray>;
  26717. /**
  26718. * Sets the vertex data of the mesh geometry for the requested `kind`.
  26719. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  26720. * Note that a new underlying VertexBuffer object is created each call.
  26721. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  26722. * @param kind defines vertex data kind:
  26723. * * VertexBuffer.PositionKind
  26724. * * VertexBuffer.UVKind
  26725. * * VertexBuffer.UV2Kind
  26726. * * VertexBuffer.UV3Kind
  26727. * * VertexBuffer.UV4Kind
  26728. * * VertexBuffer.UV5Kind
  26729. * * VertexBuffer.UV6Kind
  26730. * * VertexBuffer.ColorKind
  26731. * * VertexBuffer.MatricesIndicesKind
  26732. * * VertexBuffer.MatricesIndicesExtraKind
  26733. * * VertexBuffer.MatricesWeightsKind
  26734. * * VertexBuffer.MatricesWeightsExtraKind
  26735. * @param data defines the data source
  26736. * @param updatable defines if the data must be flagged as updatable (or static)
  26737. * @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
  26738. * @returns the current mesh
  26739. */
  26740. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh;
  26741. /**
  26742. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  26743. * If the mesh has no geometry, it is simply returned as it is.
  26744. * @param kind defines vertex data kind:
  26745. * * VertexBuffer.PositionKind
  26746. * * VertexBuffer.UVKind
  26747. * * VertexBuffer.UV2Kind
  26748. * * VertexBuffer.UV3Kind
  26749. * * VertexBuffer.UV4Kind
  26750. * * VertexBuffer.UV5Kind
  26751. * * VertexBuffer.UV6Kind
  26752. * * VertexBuffer.ColorKind
  26753. * * VertexBuffer.MatricesIndicesKind
  26754. * * VertexBuffer.MatricesIndicesExtraKind
  26755. * * VertexBuffer.MatricesWeightsKind
  26756. * * VertexBuffer.MatricesWeightsExtraKind
  26757. * @param data defines the data source
  26758. * @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
  26759. * @param makeItUnique If true, a new global geometry is created from this data and is set to the mesh
  26760. * @returns the current mesh
  26761. */
  26762. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): AbstractMesh;
  26763. /**
  26764. * Sets the mesh indices,
  26765. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  26766. * @param indices Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array)
  26767. * @param totalVertices Defines the total number of vertices
  26768. * @returns the current mesh
  26769. */
  26770. setIndices(indices: IndicesArray, totalVertices: Nullable<number>): AbstractMesh;
  26771. /**
  26772. * Gets a boolean indicating if specific vertex data is present
  26773. * @param kind defines the vertex data kind to use
  26774. * @returns true is data kind is present
  26775. */
  26776. isVerticesDataPresent(kind: string): boolean;
  26777. /**
  26778. * Returns the mesh BoundingInfo object or creates a new one and returns if it was undefined.
  26779. * Note that it returns a shallow bounding of the mesh (i.e. it does not include children).
  26780. * To get the full bounding of all children, call `getHierarchyBoundingVectors` instead.
  26781. * @returns a BoundingInfo
  26782. */
  26783. getBoundingInfo(): BoundingInfo;
  26784. /**
  26785. * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)
  26786. * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box. Default is false
  26787. * @param ignoreRotation ignore rotation when computing the scale (ie. object will be axis aligned). Default is false
  26788. * @param predicate predicate that is passed in to getHierarchyBoundingVectors when selecting which object should be included when scaling
  26789. * @returns the current mesh
  26790. */
  26791. normalizeToUnitCube(includeDescendants?: boolean, ignoreRotation?: boolean, predicate?: Nullable<(node: AbstractMesh) => boolean>): AbstractMesh;
  26792. /**
  26793. * Overwrite the current bounding info
  26794. * @param boundingInfo defines the new bounding info
  26795. * @returns the current mesh
  26796. */
  26797. setBoundingInfo(boundingInfo: BoundingInfo): AbstractMesh;
  26798. /** Gets a boolean indicating if this mesh has skinning data and an attached skeleton */
  26799. readonly useBones: boolean;
  26800. /** @hidden */
  26801. _preActivate(): void;
  26802. /** @hidden */
  26803. _preActivateForIntermediateRendering(renderId: number): void;
  26804. /** @hidden */
  26805. _activate(renderId: number, intermediateRendering: boolean): boolean;
  26806. /** @hidden */
  26807. _postActivate(): void;
  26808. /** @hidden */
  26809. _freeze(): void;
  26810. /** @hidden */
  26811. _unFreeze(): void;
  26812. /**
  26813. * Gets the current world matrix
  26814. * @returns a Matrix
  26815. */
  26816. getWorldMatrix(): Matrix;
  26817. /** @hidden */
  26818. _getWorldMatrixDeterminant(): number;
  26819. /**
  26820. * Gets a boolean indicating if this mesh is an instance or a regular mesh
  26821. */
  26822. readonly isAnInstance: boolean;
  26823. /**
  26824. * Gets a boolean indicating if this mesh has instances
  26825. */
  26826. readonly hasInstances: boolean;
  26827. /**
  26828. * Perform relative position change from the point of view of behind the front of the mesh.
  26829. * This is performed taking into account the meshes current rotation, so you do not have to care.
  26830. * Supports definition of mesh facing forward or backward
  26831. * @param amountRight defines the distance on the right axis
  26832. * @param amountUp defines the distance on the up axis
  26833. * @param amountForward defines the distance on the forward axis
  26834. * @returns the current mesh
  26835. */
  26836. movePOV(amountRight: number, amountUp: number, amountForward: number): AbstractMesh;
  26837. /**
  26838. * Calculate relative position change from the point of view of behind the front of the mesh.
  26839. * This is performed taking into account the meshes current rotation, so you do not have to care.
  26840. * Supports definition of mesh facing forward or backward
  26841. * @param amountRight defines the distance on the right axis
  26842. * @param amountUp defines the distance on the up axis
  26843. * @param amountForward defines the distance on the forward axis
  26844. * @returns the new displacement vector
  26845. */
  26846. calcMovePOV(amountRight: number, amountUp: number, amountForward: number): Vector3;
  26847. /**
  26848. * Perform relative rotation change from the point of view of behind the front of the mesh.
  26849. * Supports definition of mesh facing forward or backward
  26850. * @param flipBack defines the flip
  26851. * @param twirlClockwise defines the twirl
  26852. * @param tiltRight defines the tilt
  26853. * @returns the current mesh
  26854. */
  26855. rotatePOV(flipBack: number, twirlClockwise: number, tiltRight: number): AbstractMesh;
  26856. /**
  26857. * Calculate relative rotation change from the point of view of behind the front of the mesh.
  26858. * Supports definition of mesh facing forward or backward.
  26859. * @param flipBack defines the flip
  26860. * @param twirlClockwise defines the twirl
  26861. * @param tiltRight defines the tilt
  26862. * @returns the new rotation vector
  26863. */
  26864. calcRotatePOV(flipBack: number, twirlClockwise: number, tiltRight: number): Vector3;
  26865. /**
  26866. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  26867. * This means the mesh underlying bounding box and sphere are recomputed.
  26868. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  26869. * @returns the current mesh
  26870. */
  26871. refreshBoundingInfo(applySkeleton?: boolean): AbstractMesh;
  26872. /** @hidden */
  26873. _refreshBoundingInfo(data: Nullable<FloatArray>, bias: Nullable<Vector2>): void;
  26874. /** @hidden */
  26875. _getPositionData(applySkeleton: boolean): Nullable<FloatArray>;
  26876. /** @hidden */
  26877. _updateBoundingInfo(): AbstractMesh;
  26878. /** @hidden */
  26879. _updateSubMeshesBoundingInfo(matrix: DeepImmutable<Matrix>): AbstractMesh;
  26880. /** @hidden */
  26881. protected _afterComputeWorldMatrix(): void;
  26882. /** @hidden */
  26883. readonly _effectiveMesh: AbstractMesh;
  26884. /**
  26885. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  26886. * A mesh is in the frustum if its bounding box intersects the frustum
  26887. * @param frustumPlanes defines the frustum to test
  26888. * @returns true if the mesh is in the frustum planes
  26889. */
  26890. isInFrustum(frustumPlanes: Plane[]): boolean;
  26891. /**
  26892. * Returns `true` if the mesh is completely in the frustum defined be the passed array of planes.
  26893. * A mesh is completely in the frustum if its bounding box it completely inside the frustum.
  26894. * @param frustumPlanes defines the frustum to test
  26895. * @returns true if the mesh is completely in the frustum planes
  26896. */
  26897. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  26898. /**
  26899. * True if the mesh intersects another mesh or a SolidParticle object
  26900. * @param mesh defines a target mesh or SolidParticle to test
  26901. * @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)
  26902. * @param includeDescendants Can be set to true to test if the mesh defined in parameters intersects with the current mesh or any child meshes
  26903. * @returns true if there is an intersection
  26904. */
  26905. intersectsMesh(mesh: AbstractMesh | SolidParticle, precise?: boolean, includeDescendants?: boolean): boolean;
  26906. /**
  26907. * Returns true if the passed point (Vector3) is inside the mesh bounding box
  26908. * @param point defines the point to test
  26909. * @returns true if there is an intersection
  26910. */
  26911. intersectsPoint(point: Vector3): boolean;
  26912. /**
  26913. * Gets or sets a boolean indicating that this mesh can be used in the collision engine
  26914. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  26915. */
  26916. checkCollisions: boolean;
  26917. /**
  26918. * Gets Collider object used to compute collisions (not physics)
  26919. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  26920. */
  26921. readonly collider: Nullable<Collider>;
  26922. /**
  26923. * Move the mesh using collision engine
  26924. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  26925. * @param displacement defines the requested displacement vector
  26926. * @returns the current mesh
  26927. */
  26928. moveWithCollisions(displacement: Vector3): AbstractMesh;
  26929. private _onCollisionPositionChange;
  26930. /** @hidden */
  26931. _collideForSubMesh(subMesh: SubMesh, transformMatrix: Matrix, collider: Collider): AbstractMesh;
  26932. /** @hidden */
  26933. _processCollisionsForSubMeshes(collider: Collider, transformMatrix: Matrix): AbstractMesh;
  26934. /** @hidden */
  26935. _checkCollision(collider: Collider): AbstractMesh;
  26936. /** @hidden */
  26937. _generatePointsArray(): boolean;
  26938. /**
  26939. * Checks if the passed Ray intersects with the mesh
  26940. * @param ray defines the ray to use
  26941. * @param fastCheck defines if fast mode (but less precise) must be used (false by default)
  26942. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  26943. * @returns the picking info
  26944. * @see http://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  26945. */
  26946. intersects(ray: Ray, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): PickingInfo;
  26947. /**
  26948. * Clones the current mesh
  26949. * @param name defines the mesh name
  26950. * @param newParent defines the new mesh parent
  26951. * @param doNotCloneChildren defines a boolean indicating that children must not be cloned (false by default)
  26952. * @returns the new mesh
  26953. */
  26954. clone(name: string, newParent: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<AbstractMesh>;
  26955. /**
  26956. * Disposes all the submeshes of the current meshnp
  26957. * @returns the current mesh
  26958. */
  26959. releaseSubMeshes(): AbstractMesh;
  26960. /**
  26961. * Releases resources associated with this abstract mesh.
  26962. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  26963. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  26964. */
  26965. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  26966. /**
  26967. * Adds the passed mesh as a child to the current mesh
  26968. * @param mesh defines the child mesh
  26969. * @returns the current mesh
  26970. */
  26971. addChild(mesh: AbstractMesh): AbstractMesh;
  26972. /**
  26973. * Removes the passed mesh from the current mesh children list
  26974. * @param mesh defines the child mesh
  26975. * @returns the current mesh
  26976. */
  26977. removeChild(mesh: AbstractMesh): AbstractMesh;
  26978. /** @hidden */
  26979. private _initFacetData;
  26980. /**
  26981. * Updates the mesh facetData arrays and the internal partitioning when the mesh is morphed or updated.
  26982. * This method can be called within the render loop.
  26983. * 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
  26984. * @returns the current mesh
  26985. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  26986. */
  26987. updateFacetData(): AbstractMesh;
  26988. /**
  26989. * Returns the facetLocalNormals array.
  26990. * The normals are expressed in the mesh local spac
  26991. * @returns an array of Vector3
  26992. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  26993. */
  26994. getFacetLocalNormals(): Vector3[];
  26995. /**
  26996. * Returns the facetLocalPositions array.
  26997. * The facet positions are expressed in the mesh local space
  26998. * @returns an array of Vector3
  26999. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27000. */
  27001. getFacetLocalPositions(): Vector3[];
  27002. /**
  27003. * Returns the facetLocalPartioning array
  27004. * @returns an array of array of numbers
  27005. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27006. */
  27007. getFacetLocalPartitioning(): number[][];
  27008. /**
  27009. * Returns the i-th facet position in the world system.
  27010. * This method allocates a new Vector3 per call
  27011. * @param i defines the facet index
  27012. * @returns a new Vector3
  27013. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27014. */
  27015. getFacetPosition(i: number): Vector3;
  27016. /**
  27017. * Sets the reference Vector3 with the i-th facet position in the world system
  27018. * @param i defines the facet index
  27019. * @param ref defines the target vector
  27020. * @returns the current mesh
  27021. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27022. */
  27023. getFacetPositionToRef(i: number, ref: Vector3): AbstractMesh;
  27024. /**
  27025. * Returns the i-th facet normal in the world system.
  27026. * This method allocates a new Vector3 per call
  27027. * @param i defines the facet index
  27028. * @returns a new Vector3
  27029. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27030. */
  27031. getFacetNormal(i: number): Vector3;
  27032. /**
  27033. * Sets the reference Vector3 with the i-th facet normal in the world system
  27034. * @param i defines the facet index
  27035. * @param ref defines the target vector
  27036. * @returns the current mesh
  27037. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27038. */
  27039. getFacetNormalToRef(i: number, ref: Vector3): this;
  27040. /**
  27041. * 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)
  27042. * @param x defines x coordinate
  27043. * @param y defines y coordinate
  27044. * @param z defines z coordinate
  27045. * @returns the array of facet indexes
  27046. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27047. */
  27048. getFacetsAtLocalCoordinates(x: number, y: number, z: number): Nullable<number[]>;
  27049. /**
  27050. * Returns the closest mesh facet index at (x,y,z) World coordinates, null if not found
  27051. * @param projected sets as the (x,y,z) world projection on the facet
  27052. * @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
  27053. * @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
  27054. * @param x defines x coordinate
  27055. * @param y defines y coordinate
  27056. * @param z defines z coordinate
  27057. * @returns the face index if found (or null instead)
  27058. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27059. */
  27060. getClosestFacetAtCoordinates(x: number, y: number, z: number, projected?: Vector3, checkFace?: boolean, facing?: boolean): Nullable<number>;
  27061. /**
  27062. * Returns the closest mesh facet index at (x,y,z) local coordinates, null if not found
  27063. * @param projected sets as the (x,y,z) local projection on the facet
  27064. * @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
  27065. * @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
  27066. * @param x defines x coordinate
  27067. * @param y defines y coordinate
  27068. * @param z defines z coordinate
  27069. * @returns the face index if found (or null instead)
  27070. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27071. */
  27072. getClosestFacetAtLocalCoordinates(x: number, y: number, z: number, projected?: Vector3, checkFace?: boolean, facing?: boolean): Nullable<number>;
  27073. /**
  27074. * Returns the object "parameter" set with all the expected parameters for facetData computation by ComputeNormals()
  27075. * @returns the parameters
  27076. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27077. */
  27078. getFacetDataParameters(): any;
  27079. /**
  27080. * Disables the feature FacetData and frees the related memory
  27081. * @returns the current mesh
  27082. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27083. */
  27084. disableFacetData(): AbstractMesh;
  27085. /**
  27086. * Updates the AbstractMesh indices array
  27087. * @param indices defines the data source
  27088. * @param offset defines the offset in the index buffer where to store the new data (can be null)
  27089. * @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)
  27090. * @returns the current mesh
  27091. */
  27092. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): AbstractMesh;
  27093. /**
  27094. * Creates new normals data for the mesh
  27095. * @param updatable defines if the normal vertex buffer must be flagged as updatable
  27096. * @returns the current mesh
  27097. */
  27098. createNormals(updatable: boolean): AbstractMesh;
  27099. /**
  27100. * Align the mesh with a normal
  27101. * @param normal defines the normal to use
  27102. * @param upDirection can be used to redefined the up vector to use (will use the (0, 1, 0) by default)
  27103. * @returns the current mesh
  27104. */
  27105. alignWithNormal(normal: Vector3, upDirection?: Vector3): AbstractMesh;
  27106. /** @hidden */
  27107. _checkOcclusionQuery(): boolean;
  27108. /**
  27109. * Disables the mesh edge rendering mode
  27110. * @returns the currentAbstractMesh
  27111. */
  27112. disableEdgesRendering(): AbstractMesh;
  27113. /**
  27114. * Enables the edge rendering mode on the mesh.
  27115. * This mode makes the mesh edges visible
  27116. * @param epsilon defines the maximal distance between two angles to detect a face
  27117. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  27118. * @returns the currentAbstractMesh
  27119. * @see https://www.babylonjs-playground.com/#19O9TU#0
  27120. */
  27121. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): AbstractMesh;
  27122. }
  27123. }
  27124. declare module "babylonjs/Actions/actionEvent" {
  27125. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  27126. import { Nullable } from "babylonjs/types";
  27127. import { Sprite } from "babylonjs/Sprites/sprite";
  27128. import { Scene } from "babylonjs/scene";
  27129. import { Vector2 } from "babylonjs/Maths/math.vector";
  27130. /**
  27131. * Interface used to define ActionEvent
  27132. */
  27133. export interface IActionEvent {
  27134. /** The mesh or sprite that triggered the action */
  27135. source: any;
  27136. /** The X mouse cursor position at the time of the event */
  27137. pointerX: number;
  27138. /** The Y mouse cursor position at the time of the event */
  27139. pointerY: number;
  27140. /** The mesh that is currently pointed at (can be null) */
  27141. meshUnderPointer: Nullable<AbstractMesh>;
  27142. /** the original (browser) event that triggered the ActionEvent */
  27143. sourceEvent?: any;
  27144. /** additional data for the event */
  27145. additionalData?: any;
  27146. }
  27147. /**
  27148. * ActionEvent is the event being sent when an action is triggered.
  27149. */
  27150. export class ActionEvent implements IActionEvent {
  27151. /** The mesh or sprite that triggered the action */
  27152. source: any;
  27153. /** The X mouse cursor position at the time of the event */
  27154. pointerX: number;
  27155. /** The Y mouse cursor position at the time of the event */
  27156. pointerY: number;
  27157. /** The mesh that is currently pointed at (can be null) */
  27158. meshUnderPointer: Nullable<AbstractMesh>;
  27159. /** the original (browser) event that triggered the ActionEvent */
  27160. sourceEvent?: any;
  27161. /** additional data for the event */
  27162. additionalData?: any;
  27163. /**
  27164. * Creates a new ActionEvent
  27165. * @param source The mesh or sprite that triggered the action
  27166. * @param pointerX The X mouse cursor position at the time of the event
  27167. * @param pointerY The Y mouse cursor position at the time of the event
  27168. * @param meshUnderPointer The mesh that is currently pointed at (can be null)
  27169. * @param sourceEvent the original (browser) event that triggered the ActionEvent
  27170. * @param additionalData additional data for the event
  27171. */
  27172. constructor(
  27173. /** The mesh or sprite that triggered the action */
  27174. source: any,
  27175. /** The X mouse cursor position at the time of the event */
  27176. pointerX: number,
  27177. /** The Y mouse cursor position at the time of the event */
  27178. pointerY: number,
  27179. /** The mesh that is currently pointed at (can be null) */
  27180. meshUnderPointer: Nullable<AbstractMesh>,
  27181. /** the original (browser) event that triggered the ActionEvent */
  27182. sourceEvent?: any,
  27183. /** additional data for the event */
  27184. additionalData?: any);
  27185. /**
  27186. * Helper function to auto-create an ActionEvent from a source mesh.
  27187. * @param source The source mesh that triggered the event
  27188. * @param evt The original (browser) event
  27189. * @param additionalData additional data for the event
  27190. * @returns the new ActionEvent
  27191. */
  27192. static CreateNew(source: AbstractMesh, evt?: Event, additionalData?: any): ActionEvent;
  27193. /**
  27194. * Helper function to auto-create an ActionEvent from a source sprite
  27195. * @param source The source sprite that triggered the event
  27196. * @param scene Scene associated with the sprite
  27197. * @param evt The original (browser) event
  27198. * @param additionalData additional data for the event
  27199. * @returns the new ActionEvent
  27200. */
  27201. static CreateNewFromSprite(source: Sprite, scene: Scene, evt?: Event, additionalData?: any): ActionEvent;
  27202. /**
  27203. * Helper function to auto-create an ActionEvent from a scene. If triggered by a mesh use ActionEvent.CreateNew
  27204. * @param scene the scene where the event occurred
  27205. * @param evt The original (browser) event
  27206. * @returns the new ActionEvent
  27207. */
  27208. static CreateNewFromScene(scene: Scene, evt: Event): ActionEvent;
  27209. /**
  27210. * Helper function to auto-create an ActionEvent from a primitive
  27211. * @param prim defines the target primitive
  27212. * @param pointerPos defines the pointer position
  27213. * @param evt The original (browser) event
  27214. * @param additionalData additional data for the event
  27215. * @returns the new ActionEvent
  27216. */
  27217. static CreateNewFromPrimitive(prim: any, pointerPos: Vector2, evt?: Event, additionalData?: any): ActionEvent;
  27218. }
  27219. }
  27220. declare module "babylonjs/Actions/abstractActionManager" {
  27221. import { IDisposable } from "babylonjs/scene";
  27222. import { IActionEvent } from "babylonjs/Actions/actionEvent";
  27223. import { IAction } from "babylonjs/Actions/action";
  27224. import { Nullable } from "babylonjs/types";
  27225. /**
  27226. * Abstract class used to decouple action Manager from scene and meshes.
  27227. * Do not instantiate.
  27228. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  27229. */
  27230. export abstract class AbstractActionManager implements IDisposable {
  27231. /** Gets the list of active triggers */
  27232. static Triggers: {
  27233. [key: string]: number;
  27234. };
  27235. /** Gets the cursor to use when hovering items */
  27236. hoverCursor: string;
  27237. /** Gets the list of actions */
  27238. actions: IAction[];
  27239. /**
  27240. * Gets or sets a boolean indicating that the manager is recursive meaning that it can trigger action from children
  27241. */
  27242. isRecursive: boolean;
  27243. /**
  27244. * Releases all associated resources
  27245. */
  27246. abstract dispose(): void;
  27247. /**
  27248. * Does this action manager has pointer triggers
  27249. */
  27250. abstract readonly hasPointerTriggers: boolean;
  27251. /**
  27252. * Does this action manager has pick triggers
  27253. */
  27254. abstract readonly hasPickTriggers: boolean;
  27255. /**
  27256. * Process a specific trigger
  27257. * @param trigger defines the trigger to process
  27258. * @param evt defines the event details to be processed
  27259. */
  27260. abstract processTrigger(trigger: number, evt?: IActionEvent): void;
  27261. /**
  27262. * Does this action manager handles actions of any of the given triggers
  27263. * @param triggers defines the triggers to be tested
  27264. * @return a boolean indicating whether one (or more) of the triggers is handled
  27265. */
  27266. abstract hasSpecificTriggers(triggers: number[]): boolean;
  27267. /**
  27268. * Does this action manager handles actions of any of the given triggers. This function takes two arguments for
  27269. * speed.
  27270. * @param triggerA defines the trigger to be tested
  27271. * @param triggerB defines the trigger to be tested
  27272. * @return a boolean indicating whether one (or more) of the triggers is handled
  27273. */
  27274. abstract hasSpecificTriggers2(triggerA: number, triggerB: number): boolean;
  27275. /**
  27276. * Does this action manager handles actions of a given trigger
  27277. * @param trigger defines the trigger to be tested
  27278. * @param parameterPredicate defines an optional predicate to filter triggers by parameter
  27279. * @return whether the trigger is handled
  27280. */
  27281. abstract hasSpecificTrigger(trigger: number, parameterPredicate?: (parameter: any) => boolean): boolean;
  27282. /**
  27283. * Serialize this manager to a JSON object
  27284. * @param name defines the property name to store this manager
  27285. * @returns a JSON representation of this manager
  27286. */
  27287. abstract serialize(name: string): any;
  27288. /**
  27289. * Registers an action to this action manager
  27290. * @param action defines the action to be registered
  27291. * @return the action amended (prepared) after registration
  27292. */
  27293. abstract registerAction(action: IAction): Nullable<IAction>;
  27294. /**
  27295. * Unregisters an action to this action manager
  27296. * @param action defines the action to be unregistered
  27297. * @return a boolean indicating whether the action has been unregistered
  27298. */
  27299. abstract unregisterAction(action: IAction): Boolean;
  27300. /**
  27301. * Does exist one action manager with at least one trigger
  27302. **/
  27303. static readonly HasTriggers: boolean;
  27304. /**
  27305. * Does exist one action manager with at least one pick trigger
  27306. **/
  27307. static readonly HasPickTriggers: boolean;
  27308. /**
  27309. * Does exist one action manager that handles actions of a given trigger
  27310. * @param trigger defines the trigger to be tested
  27311. * @return a boolean indicating whether the trigger is handeled by at least one action manager
  27312. **/
  27313. static HasSpecificTrigger(trigger: number): boolean;
  27314. }
  27315. }
  27316. declare module "babylonjs/node" {
  27317. import { Scene } from "babylonjs/scene";
  27318. import { Nullable } from "babylonjs/types";
  27319. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  27320. import { Engine } from "babylonjs/Engines/engine";
  27321. import { IBehaviorAware, Behavior } from "babylonjs/Behaviors/behavior";
  27322. import { Observable } from "babylonjs/Misc/observable";
  27323. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  27324. import { IInspectable } from "babylonjs/Misc/iInspectable";
  27325. import { Animatable } from "babylonjs/Animations/animatable";
  27326. import { AnimationPropertiesOverride } from "babylonjs/Animations/animationPropertiesOverride";
  27327. import { Animation } from "babylonjs/Animations/animation";
  27328. import { AnimationRange } from "babylonjs/Animations/animationRange";
  27329. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  27330. /**
  27331. * Defines how a node can be built from a string name.
  27332. */
  27333. export type NodeConstructor = (name: string, scene: Scene, options?: any) => () => Node;
  27334. /**
  27335. * Node is the basic class for all scene objects (Mesh, Light, Camera.)
  27336. */
  27337. export class Node implements IBehaviorAware<Node> {
  27338. /** @hidden */
  27339. static _AnimationRangeFactory: (name: string, from: number, to: number) => import("babylonjs/Animations/animationRange").AnimationRange;
  27340. private static _NodeConstructors;
  27341. /**
  27342. * Add a new node constructor
  27343. * @param type defines the type name of the node to construct
  27344. * @param constructorFunc defines the constructor function
  27345. */
  27346. static AddNodeConstructor(type: string, constructorFunc: NodeConstructor): void;
  27347. /**
  27348. * Returns a node constructor based on type name
  27349. * @param type defines the type name
  27350. * @param name defines the new node name
  27351. * @param scene defines the hosting scene
  27352. * @param options defines optional options to transmit to constructors
  27353. * @returns the new constructor or null
  27354. */
  27355. static Construct(type: string, name: string, scene: Scene, options?: any): Nullable<() => Node>;
  27356. /**
  27357. * Gets or sets the name of the node
  27358. */
  27359. name: string;
  27360. /**
  27361. * Gets or sets the id of the node
  27362. */
  27363. id: string;
  27364. /**
  27365. * Gets or sets the unique id of the node
  27366. */
  27367. uniqueId: number;
  27368. /**
  27369. * Gets or sets a string used to store user defined state for the node
  27370. */
  27371. state: string;
  27372. /**
  27373. * Gets or sets an object used to store user defined information for the node
  27374. */
  27375. metadata: any;
  27376. /**
  27377. * For internal use only. Please do not use.
  27378. */
  27379. reservedDataStore: any;
  27380. /**
  27381. * List of inspectable custom properties (used by the Inspector)
  27382. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  27383. */
  27384. inspectableCustomProperties: IInspectable[];
  27385. /**
  27386. * Gets or sets a boolean used to define if the node must be serialized
  27387. */
  27388. doNotSerialize: boolean;
  27389. /** @hidden */
  27390. _isDisposed: boolean;
  27391. /**
  27392. * Gets a list of Animations associated with the node
  27393. */
  27394. animations: import("babylonjs/Animations/animation").Animation[];
  27395. protected _ranges: {
  27396. [name: string]: Nullable<AnimationRange>;
  27397. };
  27398. /**
  27399. * Callback raised when the node is ready to be used
  27400. */
  27401. onReady: Nullable<(node: Node) => void>;
  27402. private _isEnabled;
  27403. private _isParentEnabled;
  27404. private _isReady;
  27405. /** @hidden */
  27406. _currentRenderId: number;
  27407. private _parentUpdateId;
  27408. /** @hidden */
  27409. _childUpdateId: number;
  27410. /** @hidden */
  27411. _waitingParentId: Nullable<string>;
  27412. /** @hidden */
  27413. _scene: Scene;
  27414. /** @hidden */
  27415. _cache: any;
  27416. private _parentNode;
  27417. private _children;
  27418. /** @hidden */
  27419. _worldMatrix: Matrix;
  27420. /** @hidden */
  27421. _worldMatrixDeterminant: number;
  27422. /** @hidden */
  27423. _worldMatrixDeterminantIsDirty: boolean;
  27424. /** @hidden */
  27425. private _sceneRootNodesIndex;
  27426. /**
  27427. * Gets a boolean indicating if the node has been disposed
  27428. * @returns true if the node was disposed
  27429. */
  27430. isDisposed(): boolean;
  27431. /**
  27432. * Gets or sets the parent of the node (without keeping the current position in the scene)
  27433. * @see https://doc.babylonjs.com/how_to/parenting
  27434. */
  27435. parent: Nullable<Node>;
  27436. private addToSceneRootNodes;
  27437. private removeFromSceneRootNodes;
  27438. private _animationPropertiesOverride;
  27439. /**
  27440. * Gets or sets the animation properties override
  27441. */
  27442. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  27443. /**
  27444. * Gets a string idenfifying the name of the class
  27445. * @returns "Node" string
  27446. */
  27447. getClassName(): string;
  27448. /** @hidden */
  27449. readonly _isNode: boolean;
  27450. /**
  27451. * An event triggered when the mesh is disposed
  27452. */
  27453. onDisposeObservable: Observable<Node>;
  27454. private _onDisposeObserver;
  27455. /**
  27456. * Sets a callback that will be raised when the node will be disposed
  27457. */
  27458. onDispose: () => void;
  27459. /**
  27460. * Creates a new Node
  27461. * @param name the name and id to be given to this node
  27462. * @param scene the scene this node will be added to
  27463. * @param addToRootNodes the node will be added to scene.rootNodes
  27464. */
  27465. constructor(name: string, scene?: Nullable<Scene>, addToRootNodes?: boolean);
  27466. /**
  27467. * Gets the scene of the node
  27468. * @returns a scene
  27469. */
  27470. getScene(): Scene;
  27471. /**
  27472. * Gets the engine of the node
  27473. * @returns a Engine
  27474. */
  27475. getEngine(): Engine;
  27476. private _behaviors;
  27477. /**
  27478. * Attach a behavior to the node
  27479. * @see http://doc.babylonjs.com/features/behaviour
  27480. * @param behavior defines the behavior to attach
  27481. * @param attachImmediately defines that the behavior must be attached even if the scene is still loading
  27482. * @returns the current Node
  27483. */
  27484. addBehavior(behavior: Behavior<Node>, attachImmediately?: boolean): Node;
  27485. /**
  27486. * Remove an attached behavior
  27487. * @see http://doc.babylonjs.com/features/behaviour
  27488. * @param behavior defines the behavior to attach
  27489. * @returns the current Node
  27490. */
  27491. removeBehavior(behavior: Behavior<Node>): Node;
  27492. /**
  27493. * Gets the list of attached behaviors
  27494. * @see http://doc.babylonjs.com/features/behaviour
  27495. */
  27496. readonly behaviors: Behavior<Node>[];
  27497. /**
  27498. * Gets an attached behavior by name
  27499. * @param name defines the name of the behavior to look for
  27500. * @see http://doc.babylonjs.com/features/behaviour
  27501. * @returns null if behavior was not found else the requested behavior
  27502. */
  27503. getBehaviorByName(name: string): Nullable<Behavior<Node>>;
  27504. /**
  27505. * Returns the latest update of the World matrix
  27506. * @returns a Matrix
  27507. */
  27508. getWorldMatrix(): Matrix;
  27509. /** @hidden */
  27510. _getWorldMatrixDeterminant(): number;
  27511. /**
  27512. * Returns directly the latest state of the mesh World matrix.
  27513. * A Matrix is returned.
  27514. */
  27515. readonly worldMatrixFromCache: Matrix;
  27516. /** @hidden */
  27517. _initCache(): void;
  27518. /** @hidden */
  27519. updateCache(force?: boolean): void;
  27520. /** @hidden */
  27521. _getActionManagerForTrigger(trigger?: number, initialCall?: boolean): Nullable<AbstractActionManager>;
  27522. /** @hidden */
  27523. _updateCache(ignoreParentClass?: boolean): void;
  27524. /** @hidden */
  27525. _isSynchronized(): boolean;
  27526. /** @hidden */
  27527. _markSyncedWithParent(): void;
  27528. /** @hidden */
  27529. isSynchronizedWithParent(): boolean;
  27530. /** @hidden */
  27531. isSynchronized(): boolean;
  27532. /**
  27533. * Is this node ready to be used/rendered
  27534. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  27535. * @return true if the node is ready
  27536. */
  27537. isReady(completeCheck?: boolean): boolean;
  27538. /**
  27539. * Is this node enabled?
  27540. * 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
  27541. * @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
  27542. * @return whether this node (and its parent) is enabled
  27543. */
  27544. isEnabled(checkAncestors?: boolean): boolean;
  27545. /** @hidden */
  27546. protected _syncParentEnabledState(): void;
  27547. /**
  27548. * Set the enabled state of this node
  27549. * @param value defines the new enabled state
  27550. */
  27551. setEnabled(value: boolean): void;
  27552. /**
  27553. * Is this node a descendant of the given node?
  27554. * The function will iterate up the hierarchy until the ancestor was found or no more parents defined
  27555. * @param ancestor defines the parent node to inspect
  27556. * @returns a boolean indicating if this node is a descendant of the given node
  27557. */
  27558. isDescendantOf(ancestor: Node): boolean;
  27559. /** @hidden */
  27560. _getDescendants(results: Node[], directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): void;
  27561. /**
  27562. * Will return all nodes that have this node as ascendant
  27563. * @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
  27564. * @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
  27565. * @return all children nodes of all types
  27566. */
  27567. getDescendants(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): Node[];
  27568. /**
  27569. * Get all child-meshes of this node
  27570. * @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)
  27571. * @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
  27572. * @returns an array of AbstractMesh
  27573. */
  27574. getChildMeshes(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): AbstractMesh[];
  27575. /**
  27576. * Get all direct children of this node
  27577. * @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
  27578. * @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)
  27579. * @returns an array of Node
  27580. */
  27581. getChildren(predicate?: (node: Node) => boolean, directDescendantsOnly?: boolean): Node[];
  27582. /** @hidden */
  27583. _setReady(state: boolean): void;
  27584. /**
  27585. * Get an animation by name
  27586. * @param name defines the name of the animation to look for
  27587. * @returns null if not found else the requested animation
  27588. */
  27589. getAnimationByName(name: string): Nullable<Animation>;
  27590. /**
  27591. * Creates an animation range for this node
  27592. * @param name defines the name of the range
  27593. * @param from defines the starting key
  27594. * @param to defines the end key
  27595. */
  27596. createAnimationRange(name: string, from: number, to: number): void;
  27597. /**
  27598. * Delete a specific animation range
  27599. * @param name defines the name of the range to delete
  27600. * @param deleteFrames defines if animation frames from the range must be deleted as well
  27601. */
  27602. deleteAnimationRange(name: string, deleteFrames?: boolean): void;
  27603. /**
  27604. * Get an animation range by name
  27605. * @param name defines the name of the animation range to look for
  27606. * @returns null if not found else the requested animation range
  27607. */
  27608. getAnimationRange(name: string): Nullable<AnimationRange>;
  27609. /**
  27610. * Gets the list of all animation ranges defined on this node
  27611. * @returns an array
  27612. */
  27613. getAnimationRanges(): Nullable<AnimationRange>[];
  27614. /**
  27615. * Will start the animation sequence
  27616. * @param name defines the range frames for animation sequence
  27617. * @param loop defines if the animation should loop (false by default)
  27618. * @param speedRatio defines the speed factor in which to run the animation (1 by default)
  27619. * @param onAnimationEnd defines a function to be executed when the animation ended (undefined by default)
  27620. * @returns the object created for this animation. If range does not exist, it will return null
  27621. */
  27622. beginAnimation(name: string, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): Nullable<Animatable>;
  27623. /**
  27624. * Serialize animation ranges into a JSON compatible object
  27625. * @returns serialization object
  27626. */
  27627. serializeAnimationRanges(): any;
  27628. /**
  27629. * Computes the world matrix of the node
  27630. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  27631. * @returns the world matrix
  27632. */
  27633. computeWorldMatrix(force?: boolean): Matrix;
  27634. /**
  27635. * Releases resources associated with this node.
  27636. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  27637. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  27638. */
  27639. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  27640. /**
  27641. * Parse animation range data from a serialization object and store them into a given node
  27642. * @param node defines where to store the animation ranges
  27643. * @param parsedNode defines the serialization object to read data from
  27644. * @param scene defines the hosting scene
  27645. */
  27646. static ParseAnimationRanges(node: Node, parsedNode: any, scene: Scene): void;
  27647. /**
  27648. * Return the minimum and maximum world vectors of the entire hierarchy under current node
  27649. * @param includeDescendants Include bounding info from descendants as well (true by default)
  27650. * @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
  27651. * @returns the new bounding vectors
  27652. */
  27653. getHierarchyBoundingVectors(includeDescendants?: boolean, predicate?: Nullable<(abstractMesh: AbstractMesh) => boolean>): {
  27654. min: Vector3;
  27655. max: Vector3;
  27656. };
  27657. }
  27658. }
  27659. declare module "babylonjs/Animations/animation" {
  27660. import { IEasingFunction, EasingFunction } from "babylonjs/Animations/easing";
  27661. import { Vector3, Quaternion, Vector2, Matrix } from "babylonjs/Maths/math.vector";
  27662. import { Color3 } from "babylonjs/Maths/math.color";
  27663. import { Nullable } from "babylonjs/types";
  27664. import { Scene } from "babylonjs/scene";
  27665. import { IAnimationKey } from "babylonjs/Animations/animationKey";
  27666. import { AnimationRange } from "babylonjs/Animations/animationRange";
  27667. import { AnimationEvent } from "babylonjs/Animations/animationEvent";
  27668. import { Node } from "babylonjs/node";
  27669. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  27670. import { Size } from "babylonjs/Maths/math.size";
  27671. import { Animatable } from "babylonjs/Animations/animatable";
  27672. import { RuntimeAnimation } from "babylonjs/Animations/runtimeAnimation";
  27673. /**
  27674. * @hidden
  27675. */
  27676. export class _IAnimationState {
  27677. key: number;
  27678. repeatCount: number;
  27679. workValue?: any;
  27680. loopMode?: number;
  27681. offsetValue?: any;
  27682. highLimitValue?: any;
  27683. }
  27684. /**
  27685. * Class used to store any kind of animation
  27686. */
  27687. export class Animation {
  27688. /**Name of the animation */
  27689. name: string;
  27690. /**Property to animate */
  27691. targetProperty: string;
  27692. /**The frames per second of the animation */
  27693. framePerSecond: number;
  27694. /**The data type of the animation */
  27695. dataType: number;
  27696. /**The loop mode of the animation */
  27697. loopMode?: number | undefined;
  27698. /**Specifies if blending should be enabled */
  27699. enableBlending?: boolean | undefined;
  27700. /**
  27701. * Use matrix interpolation instead of using direct key value when animating matrices
  27702. */
  27703. static AllowMatricesInterpolation: boolean;
  27704. /**
  27705. * When matrix interpolation is enabled, this boolean forces the system to use Matrix.DecomposeLerp instead of Matrix.Lerp. Interpolation is more precise but slower
  27706. */
  27707. static AllowMatrixDecomposeForInterpolation: boolean;
  27708. /**
  27709. * Stores the key frames of the animation
  27710. */
  27711. private _keys;
  27712. /**
  27713. * Stores the easing function of the animation
  27714. */
  27715. private _easingFunction;
  27716. /**
  27717. * @hidden Internal use only
  27718. */
  27719. _runtimeAnimations: import("babylonjs/Animations/runtimeAnimation").RuntimeAnimation[];
  27720. /**
  27721. * The set of event that will be linked to this animation
  27722. */
  27723. private _events;
  27724. /**
  27725. * Stores an array of target property paths
  27726. */
  27727. targetPropertyPath: string[];
  27728. /**
  27729. * Stores the blending speed of the animation
  27730. */
  27731. blendingSpeed: number;
  27732. /**
  27733. * Stores the animation ranges for the animation
  27734. */
  27735. private _ranges;
  27736. /**
  27737. * @hidden Internal use
  27738. */
  27739. static _PrepareAnimation(name: string, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction): Nullable<Animation>;
  27740. /**
  27741. * Sets up an animation
  27742. * @param property The property to animate
  27743. * @param animationType The animation type to apply
  27744. * @param framePerSecond The frames per second of the animation
  27745. * @param easingFunction The easing function used in the animation
  27746. * @returns The created animation
  27747. */
  27748. static CreateAnimation(property: string, animationType: number, framePerSecond: number, easingFunction: EasingFunction): Animation;
  27749. /**
  27750. * Create and start an animation on a node
  27751. * @param name defines the name of the global animation that will be run on all nodes
  27752. * @param node defines the root node where the animation will take place
  27753. * @param targetProperty defines property to animate
  27754. * @param framePerSecond defines the number of frame per second yo use
  27755. * @param totalFrame defines the number of frames in total
  27756. * @param from defines the initial value
  27757. * @param to defines the final value
  27758. * @param loopMode defines which loop mode you want to use (off by default)
  27759. * @param easingFunction defines the easing function to use (linear by default)
  27760. * @param onAnimationEnd defines the callback to call when animation end
  27761. * @returns the animatable created for this animation
  27762. */
  27763. static CreateAndStartAnimation(name: string, node: Node, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Nullable<Animatable>;
  27764. /**
  27765. * Create and start an animation on a node and its descendants
  27766. * @param name defines the name of the global animation that will be run on all nodes
  27767. * @param node defines the root node where the animation will take place
  27768. * @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
  27769. * @param targetProperty defines property to animate
  27770. * @param framePerSecond defines the number of frame per second to use
  27771. * @param totalFrame defines the number of frames in total
  27772. * @param from defines the initial value
  27773. * @param to defines the final value
  27774. * @param loopMode defines which loop mode you want to use (off by default)
  27775. * @param easingFunction defines the easing function to use (linear by default)
  27776. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  27777. * @returns the list of animatables created for all nodes
  27778. * @example https://www.babylonjs-playground.com/#MH0VLI
  27779. */
  27780. 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[]>;
  27781. /**
  27782. * Creates a new animation, merges it with the existing animations and starts it
  27783. * @param name Name of the animation
  27784. * @param node Node which contains the scene that begins the animations
  27785. * @param targetProperty Specifies which property to animate
  27786. * @param framePerSecond The frames per second of the animation
  27787. * @param totalFrame The total number of frames
  27788. * @param from The frame at the beginning of the animation
  27789. * @param to The frame at the end of the animation
  27790. * @param loopMode Specifies the loop mode of the animation
  27791. * @param easingFunction (Optional) The easing function of the animation, which allow custom mathematical formulas for animations
  27792. * @param onAnimationEnd Callback to run once the animation is complete
  27793. * @returns Nullable animation
  27794. */
  27795. static CreateMergeAndStartAnimation(name: string, node: Node, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Nullable<Animatable>;
  27796. /**
  27797. * Transition property of an host to the target Value
  27798. * @param property The property to transition
  27799. * @param targetValue The target Value of the property
  27800. * @param host The object where the property to animate belongs
  27801. * @param scene Scene used to run the animation
  27802. * @param frameRate Framerate (in frame/s) to use
  27803. * @param transition The transition type we want to use
  27804. * @param duration The duration of the animation, in milliseconds
  27805. * @param onAnimationEnd Callback trigger at the end of the animation
  27806. * @returns Nullable animation
  27807. */
  27808. static TransitionTo(property: string, targetValue: any, host: any, scene: Scene, frameRate: number, transition: Animation, duration: number, onAnimationEnd?: Nullable<() => void>): Nullable<Animatable>;
  27809. /**
  27810. * Return the array of runtime animations currently using this animation
  27811. */
  27812. readonly runtimeAnimations: RuntimeAnimation[];
  27813. /**
  27814. * Specifies if any of the runtime animations are currently running
  27815. */
  27816. readonly hasRunningRuntimeAnimations: boolean;
  27817. /**
  27818. * Initializes the animation
  27819. * @param name Name of the animation
  27820. * @param targetProperty Property to animate
  27821. * @param framePerSecond The frames per second of the animation
  27822. * @param dataType The data type of the animation
  27823. * @param loopMode The loop mode of the animation
  27824. * @param enableBlending Specifies if blending should be enabled
  27825. */
  27826. constructor(
  27827. /**Name of the animation */
  27828. name: string,
  27829. /**Property to animate */
  27830. targetProperty: string,
  27831. /**The frames per second of the animation */
  27832. framePerSecond: number,
  27833. /**The data type of the animation */
  27834. dataType: number,
  27835. /**The loop mode of the animation */
  27836. loopMode?: number | undefined,
  27837. /**Specifies if blending should be enabled */
  27838. enableBlending?: boolean | undefined);
  27839. /**
  27840. * Converts the animation to a string
  27841. * @param fullDetails support for multiple levels of logging within scene loading
  27842. * @returns String form of the animation
  27843. */
  27844. toString(fullDetails?: boolean): string;
  27845. /**
  27846. * Add an event to this animation
  27847. * @param event Event to add
  27848. */
  27849. addEvent(event: AnimationEvent): void;
  27850. /**
  27851. * Remove all events found at the given frame
  27852. * @param frame The frame to remove events from
  27853. */
  27854. removeEvents(frame: number): void;
  27855. /**
  27856. * Retrieves all the events from the animation
  27857. * @returns Events from the animation
  27858. */
  27859. getEvents(): AnimationEvent[];
  27860. /**
  27861. * Creates an animation range
  27862. * @param name Name of the animation range
  27863. * @param from Starting frame of the animation range
  27864. * @param to Ending frame of the animation
  27865. */
  27866. createRange(name: string, from: number, to: number): void;
  27867. /**
  27868. * Deletes an animation range by name
  27869. * @param name Name of the animation range to delete
  27870. * @param deleteFrames Specifies if the key frames for the range should also be deleted (true) or not (false)
  27871. */
  27872. deleteRange(name: string, deleteFrames?: boolean): void;
  27873. /**
  27874. * Gets the animation range by name, or null if not defined
  27875. * @param name Name of the animation range
  27876. * @returns Nullable animation range
  27877. */
  27878. getRange(name: string): Nullable<AnimationRange>;
  27879. /**
  27880. * Gets the key frames from the animation
  27881. * @returns The key frames of the animation
  27882. */
  27883. getKeys(): Array<IAnimationKey>;
  27884. /**
  27885. * Gets the highest frame rate of the animation
  27886. * @returns Highest frame rate of the animation
  27887. */
  27888. getHighestFrame(): number;
  27889. /**
  27890. * Gets the easing function of the animation
  27891. * @returns Easing function of the animation
  27892. */
  27893. getEasingFunction(): IEasingFunction;
  27894. /**
  27895. * Sets the easing function of the animation
  27896. * @param easingFunction A custom mathematical formula for animation
  27897. */
  27898. setEasingFunction(easingFunction: EasingFunction): void;
  27899. /**
  27900. * Interpolates a scalar linearly
  27901. * @param startValue Start value of the animation curve
  27902. * @param endValue End value of the animation curve
  27903. * @param gradient Scalar amount to interpolate
  27904. * @returns Interpolated scalar value
  27905. */
  27906. floatInterpolateFunction(startValue: number, endValue: number, gradient: number): number;
  27907. /**
  27908. * Interpolates a scalar cubically
  27909. * @param startValue Start value of the animation curve
  27910. * @param outTangent End tangent of the animation
  27911. * @param endValue End value of the animation curve
  27912. * @param inTangent Start tangent of the animation curve
  27913. * @param gradient Scalar amount to interpolate
  27914. * @returns Interpolated scalar value
  27915. */
  27916. floatInterpolateFunctionWithTangents(startValue: number, outTangent: number, endValue: number, inTangent: number, gradient: number): number;
  27917. /**
  27918. * Interpolates a quaternion using a spherical linear interpolation
  27919. * @param startValue Start value of the animation curve
  27920. * @param endValue End value of the animation curve
  27921. * @param gradient Scalar amount to interpolate
  27922. * @returns Interpolated quaternion value
  27923. */
  27924. quaternionInterpolateFunction(startValue: Quaternion, endValue: Quaternion, gradient: number): Quaternion;
  27925. /**
  27926. * Interpolates a quaternion cubically
  27927. * @param startValue Start value of the animation curve
  27928. * @param outTangent End tangent of the animation curve
  27929. * @param endValue End value of the animation curve
  27930. * @param inTangent Start tangent of the animation curve
  27931. * @param gradient Scalar amount to interpolate
  27932. * @returns Interpolated quaternion value
  27933. */
  27934. quaternionInterpolateFunctionWithTangents(startValue: Quaternion, outTangent: Quaternion, endValue: Quaternion, inTangent: Quaternion, gradient: number): Quaternion;
  27935. /**
  27936. * Interpolates a Vector3 linearl
  27937. * @param startValue Start value of the animation curve
  27938. * @param endValue End value of the animation curve
  27939. * @param gradient Scalar amount to interpolate
  27940. * @returns Interpolated scalar value
  27941. */
  27942. vector3InterpolateFunction(startValue: Vector3, endValue: Vector3, gradient: number): Vector3;
  27943. /**
  27944. * Interpolates a Vector3 cubically
  27945. * @param startValue Start value of the animation curve
  27946. * @param outTangent End tangent of the animation
  27947. * @param endValue End value of the animation curve
  27948. * @param inTangent Start tangent of the animation curve
  27949. * @param gradient Scalar amount to interpolate
  27950. * @returns InterpolatedVector3 value
  27951. */
  27952. vector3InterpolateFunctionWithTangents(startValue: Vector3, outTangent: Vector3, endValue: Vector3, inTangent: Vector3, gradient: number): Vector3;
  27953. /**
  27954. * Interpolates a Vector2 linearly
  27955. * @param startValue Start value of the animation curve
  27956. * @param endValue End value of the animation curve
  27957. * @param gradient Scalar amount to interpolate
  27958. * @returns Interpolated Vector2 value
  27959. */
  27960. vector2InterpolateFunction(startValue: Vector2, endValue: Vector2, gradient: number): Vector2;
  27961. /**
  27962. * Interpolates a Vector2 cubically
  27963. * @param startValue Start value of the animation curve
  27964. * @param outTangent End tangent of the animation
  27965. * @param endValue End value of the animation curve
  27966. * @param inTangent Start tangent of the animation curve
  27967. * @param gradient Scalar amount to interpolate
  27968. * @returns Interpolated Vector2 value
  27969. */
  27970. vector2InterpolateFunctionWithTangents(startValue: Vector2, outTangent: Vector2, endValue: Vector2, inTangent: Vector2, gradient: number): Vector2;
  27971. /**
  27972. * Interpolates a size linearly
  27973. * @param startValue Start value of the animation curve
  27974. * @param endValue End value of the animation curve
  27975. * @param gradient Scalar amount to interpolate
  27976. * @returns Interpolated Size value
  27977. */
  27978. sizeInterpolateFunction(startValue: Size, endValue: Size, gradient: number): Size;
  27979. /**
  27980. * Interpolates a Color3 linearly
  27981. * @param startValue Start value of the animation curve
  27982. * @param endValue End value of the animation curve
  27983. * @param gradient Scalar amount to interpolate
  27984. * @returns Interpolated Color3 value
  27985. */
  27986. color3InterpolateFunction(startValue: Color3, endValue: Color3, gradient: number): Color3;
  27987. /**
  27988. * @hidden Internal use only
  27989. */
  27990. _getKeyValue(value: any): any;
  27991. /**
  27992. * @hidden Internal use only
  27993. */
  27994. _interpolate(currentFrame: number, state: _IAnimationState): any;
  27995. /**
  27996. * Defines the function to use to interpolate matrices
  27997. * @param startValue defines the start matrix
  27998. * @param endValue defines the end matrix
  27999. * @param gradient defines the gradient between both matrices
  28000. * @param result defines an optional target matrix where to store the interpolation
  28001. * @returns the interpolated matrix
  28002. */
  28003. matrixInterpolateFunction(startValue: Matrix, endValue: Matrix, gradient: number, result?: Matrix): Matrix;
  28004. /**
  28005. * Makes a copy of the animation
  28006. * @returns Cloned animation
  28007. */
  28008. clone(): Animation;
  28009. /**
  28010. * Sets the key frames of the animation
  28011. * @param values The animation key frames to set
  28012. */
  28013. setKeys(values: Array<IAnimationKey>): void;
  28014. /**
  28015. * Serializes the animation to an object
  28016. * @returns Serialized object
  28017. */
  28018. serialize(): any;
  28019. /**
  28020. * Float animation type
  28021. */
  28022. private static _ANIMATIONTYPE_FLOAT;
  28023. /**
  28024. * Vector3 animation type
  28025. */
  28026. private static _ANIMATIONTYPE_VECTOR3;
  28027. /**
  28028. * Quaternion animation type
  28029. */
  28030. private static _ANIMATIONTYPE_QUATERNION;
  28031. /**
  28032. * Matrix animation type
  28033. */
  28034. private static _ANIMATIONTYPE_MATRIX;
  28035. /**
  28036. * Color3 animation type
  28037. */
  28038. private static _ANIMATIONTYPE_COLOR3;
  28039. /**
  28040. * Vector2 animation type
  28041. */
  28042. private static _ANIMATIONTYPE_VECTOR2;
  28043. /**
  28044. * Size animation type
  28045. */
  28046. private static _ANIMATIONTYPE_SIZE;
  28047. /**
  28048. * Relative Loop Mode
  28049. */
  28050. private static _ANIMATIONLOOPMODE_RELATIVE;
  28051. /**
  28052. * Cycle Loop Mode
  28053. */
  28054. private static _ANIMATIONLOOPMODE_CYCLE;
  28055. /**
  28056. * Constant Loop Mode
  28057. */
  28058. private static _ANIMATIONLOOPMODE_CONSTANT;
  28059. /**
  28060. * Get the float animation type
  28061. */
  28062. static readonly ANIMATIONTYPE_FLOAT: number;
  28063. /**
  28064. * Get the Vector3 animation type
  28065. */
  28066. static readonly ANIMATIONTYPE_VECTOR3: number;
  28067. /**
  28068. * Get the Vector2 animation type
  28069. */
  28070. static readonly ANIMATIONTYPE_VECTOR2: number;
  28071. /**
  28072. * Get the Size animation type
  28073. */
  28074. static readonly ANIMATIONTYPE_SIZE: number;
  28075. /**
  28076. * Get the Quaternion animation type
  28077. */
  28078. static readonly ANIMATIONTYPE_QUATERNION: number;
  28079. /**
  28080. * Get the Matrix animation type
  28081. */
  28082. static readonly ANIMATIONTYPE_MATRIX: number;
  28083. /**
  28084. * Get the Color3 animation type
  28085. */
  28086. static readonly ANIMATIONTYPE_COLOR3: number;
  28087. /**
  28088. * Get the Relative Loop Mode
  28089. */
  28090. static readonly ANIMATIONLOOPMODE_RELATIVE: number;
  28091. /**
  28092. * Get the Cycle Loop Mode
  28093. */
  28094. static readonly ANIMATIONLOOPMODE_CYCLE: number;
  28095. /**
  28096. * Get the Constant Loop Mode
  28097. */
  28098. static readonly ANIMATIONLOOPMODE_CONSTANT: number;
  28099. /** @hidden */
  28100. static _UniversalLerp(left: any, right: any, amount: number): any;
  28101. /**
  28102. * Parses an animation object and creates an animation
  28103. * @param parsedAnimation Parsed animation object
  28104. * @returns Animation object
  28105. */
  28106. static Parse(parsedAnimation: any): Animation;
  28107. /**
  28108. * Appends the serialized animations from the source animations
  28109. * @param source Source containing the animations
  28110. * @param destination Target to store the animations
  28111. */
  28112. static AppendSerializedAnimations(source: IAnimatable, destination: any): void;
  28113. }
  28114. }
  28115. declare module "babylonjs/Animations/animatable.interface" {
  28116. import { Nullable } from "babylonjs/types";
  28117. import { Animation } from "babylonjs/Animations/animation";
  28118. /**
  28119. * Interface containing an array of animations
  28120. */
  28121. export interface IAnimatable {
  28122. /**
  28123. * Array of animations
  28124. */
  28125. animations: Nullable<Array<Animation>>;
  28126. }
  28127. }
  28128. declare module "babylonjs/Materials/fresnelParameters" {
  28129. import { Color3 } from "babylonjs/Maths/math.color";
  28130. /**
  28131. * This represents all the required information to add a fresnel effect on a material:
  28132. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  28133. */
  28134. export class FresnelParameters {
  28135. private _isEnabled;
  28136. /**
  28137. * Define if the fresnel effect is enable or not.
  28138. */
  28139. isEnabled: boolean;
  28140. /**
  28141. * Define the color used on edges (grazing angle)
  28142. */
  28143. leftColor: Color3;
  28144. /**
  28145. * Define the color used on center
  28146. */
  28147. rightColor: Color3;
  28148. /**
  28149. * Define bias applied to computed fresnel term
  28150. */
  28151. bias: number;
  28152. /**
  28153. * Defined the power exponent applied to fresnel term
  28154. */
  28155. power: number;
  28156. /**
  28157. * Clones the current fresnel and its valuues
  28158. * @returns a clone fresnel configuration
  28159. */
  28160. clone(): FresnelParameters;
  28161. /**
  28162. * Serializes the current fresnel parameters to a JSON representation.
  28163. * @return the JSON serialization
  28164. */
  28165. serialize(): any;
  28166. /**
  28167. * Parse a JSON object and deserialize it to a new Fresnel parameter object.
  28168. * @param parsedFresnelParameters Define the JSON representation
  28169. * @returns the parsed parameters
  28170. */
  28171. static Parse(parsedFresnelParameters: any): FresnelParameters;
  28172. }
  28173. }
  28174. declare module "babylonjs/Misc/decorators" {
  28175. import { Nullable } from "babylonjs/types";
  28176. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  28177. import { Scene } from "babylonjs/scene";
  28178. export function expandToProperty(callback: string, targetKey?: Nullable<string>): (target: any, propertyKey: string) => void;
  28179. export function serialize(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28180. export function serializeAsTexture(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28181. export function serializeAsColor3(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28182. export function serializeAsFresnelParameters(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28183. export function serializeAsVector2(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28184. export function serializeAsVector3(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28185. export function serializeAsMeshReference(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28186. export function serializeAsColorCurves(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28187. export function serializeAsColor4(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28188. export function serializeAsImageProcessingConfiguration(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28189. export function serializeAsQuaternion(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28190. export function serializeAsMatrix(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28191. /**
  28192. * Decorator used to define property that can be serialized as reference to a camera
  28193. * @param sourceName defines the name of the property to decorate
  28194. */
  28195. export function serializeAsCameraReference(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28196. /**
  28197. * Class used to help serialization objects
  28198. */
  28199. export class SerializationHelper {
  28200. /** @hidden */
  28201. static _ImageProcessingConfigurationParser: (sourceProperty: any) => import("babylonjs/Materials/imageProcessingConfiguration").ImageProcessingConfiguration;
  28202. /** @hidden */
  28203. static _FresnelParametersParser: (sourceProperty: any) => import("babylonjs/Materials/fresnelParameters").FresnelParameters;
  28204. /** @hidden */
  28205. static _ColorCurvesParser: (sourceProperty: any) => import("babylonjs/Materials/colorCurves").ColorCurves;
  28206. /** @hidden */
  28207. static _TextureParser: (sourceProperty: any, scene: import("babylonjs/scene").Scene, rootUrl: string) => Nullable<import("babylonjs/Materials/Textures/baseTexture").BaseTexture>;
  28208. /**
  28209. * Appends the serialized animations from the source animations
  28210. * @param source Source containing the animations
  28211. * @param destination Target to store the animations
  28212. */
  28213. static AppendSerializedAnimations(source: IAnimatable, destination: any): void;
  28214. /**
  28215. * Static function used to serialized a specific entity
  28216. * @param entity defines the entity to serialize
  28217. * @param serializationObject defines the optional target obecjt where serialization data will be stored
  28218. * @returns a JSON compatible object representing the serialization of the entity
  28219. */
  28220. static Serialize<T>(entity: T, serializationObject?: any): any;
  28221. /**
  28222. * Creates a new entity from a serialization data object
  28223. * @param creationFunction defines a function used to instanciated the new entity
  28224. * @param source defines the source serialization data
  28225. * @param scene defines the hosting scene
  28226. * @param rootUrl defines the root url for resources
  28227. * @returns a new entity
  28228. */
  28229. static Parse<T>(creationFunction: () => T, source: any, scene: Nullable<Scene>, rootUrl?: Nullable<string>): T;
  28230. /**
  28231. * Clones an object
  28232. * @param creationFunction defines the function used to instanciate the new object
  28233. * @param source defines the source object
  28234. * @returns the cloned object
  28235. */
  28236. static Clone<T>(creationFunction: () => T, source: T): T;
  28237. /**
  28238. * Instanciates a new object based on a source one (some data will be shared between both object)
  28239. * @param creationFunction defines the function used to instanciate the new object
  28240. * @param source defines the source object
  28241. * @returns the new object
  28242. */
  28243. static Instanciate<T>(creationFunction: () => T, source: T): T;
  28244. }
  28245. }
  28246. declare module "babylonjs/Misc/HighDynamicRange/panoramaToCubemap" {
  28247. import { Nullable } from "babylonjs/types";
  28248. /**
  28249. * CubeMap information grouping all the data for each faces as well as the cubemap size.
  28250. */
  28251. export interface CubeMapInfo {
  28252. /**
  28253. * The pixel array for the front face.
  28254. * This is stored in format, left to right, up to down format.
  28255. */
  28256. front: Nullable<ArrayBufferView>;
  28257. /**
  28258. * The pixel array for the back face.
  28259. * This is stored in format, left to right, up to down format.
  28260. */
  28261. back: Nullable<ArrayBufferView>;
  28262. /**
  28263. * The pixel array for the left face.
  28264. * This is stored in format, left to right, up to down format.
  28265. */
  28266. left: Nullable<ArrayBufferView>;
  28267. /**
  28268. * The pixel array for the right face.
  28269. * This is stored in format, left to right, up to down format.
  28270. */
  28271. right: Nullable<ArrayBufferView>;
  28272. /**
  28273. * The pixel array for the up face.
  28274. * This is stored in format, left to right, up to down format.
  28275. */
  28276. up: Nullable<ArrayBufferView>;
  28277. /**
  28278. * The pixel array for the down face.
  28279. * This is stored in format, left to right, up to down format.
  28280. */
  28281. down: Nullable<ArrayBufferView>;
  28282. /**
  28283. * The size of the cubemap stored.
  28284. *
  28285. * Each faces will be size * size pixels.
  28286. */
  28287. size: number;
  28288. /**
  28289. * The format of the texture.
  28290. *
  28291. * RGBA, RGB.
  28292. */
  28293. format: number;
  28294. /**
  28295. * The type of the texture data.
  28296. *
  28297. * UNSIGNED_INT, FLOAT.
  28298. */
  28299. type: number;
  28300. /**
  28301. * Specifies whether the texture is in gamma space.
  28302. */
  28303. gammaSpace: boolean;
  28304. }
  28305. /**
  28306. * Helper class useful to convert panorama picture to their cubemap representation in 6 faces.
  28307. */
  28308. export class PanoramaToCubeMapTools {
  28309. private static FACE_FRONT;
  28310. private static FACE_BACK;
  28311. private static FACE_RIGHT;
  28312. private static FACE_LEFT;
  28313. private static FACE_DOWN;
  28314. private static FACE_UP;
  28315. /**
  28316. * Converts a panorma stored in RGB right to left up to down format into a cubemap (6 faces).
  28317. *
  28318. * @param float32Array The source data.
  28319. * @param inputWidth The width of the input panorama.
  28320. * @param inputHeight The height of the input panorama.
  28321. * @param size The willing size of the generated cubemap (each faces will be size * size pixels)
  28322. * @return The cubemap data
  28323. */
  28324. static ConvertPanoramaToCubemap(float32Array: Float32Array, inputWidth: number, inputHeight: number, size: number): CubeMapInfo;
  28325. private static CreateCubemapTexture;
  28326. private static CalcProjectionSpherical;
  28327. }
  28328. }
  28329. declare module "babylonjs/Misc/HighDynamicRange/cubemapToSphericalPolynomial" {
  28330. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  28331. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  28332. import { Nullable } from "babylonjs/types";
  28333. import { CubeMapInfo } from "babylonjs/Misc/HighDynamicRange/panoramaToCubemap";
  28334. /**
  28335. * Helper class dealing with the extraction of spherical polynomial dataArray
  28336. * from a cube map.
  28337. */
  28338. export class CubeMapToSphericalPolynomialTools {
  28339. private static FileFaces;
  28340. /**
  28341. * Converts a texture to the according Spherical Polynomial data.
  28342. * This extracts the first 3 orders only as they are the only one used in the lighting.
  28343. *
  28344. * @param texture The texture to extract the information from.
  28345. * @return The Spherical Polynomial data.
  28346. */
  28347. static ConvertCubeMapTextureToSphericalPolynomial(texture: BaseTexture): Nullable<SphericalPolynomial>;
  28348. /**
  28349. * Converts a cubemap to the according Spherical Polynomial data.
  28350. * This extracts the first 3 orders only as they are the only one used in the lighting.
  28351. *
  28352. * @param cubeInfo The Cube map to extract the information from.
  28353. * @return The Spherical Polynomial data.
  28354. */
  28355. static ConvertCubeMapToSphericalPolynomial(cubeInfo: CubeMapInfo): SphericalPolynomial;
  28356. }
  28357. }
  28358. declare module "babylonjs/Misc/guid" {
  28359. /**
  28360. * Class used to manipulate GUIDs
  28361. */
  28362. export class GUID {
  28363. /**
  28364. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  28365. * Be aware Math.random() could cause collisions, but:
  28366. * "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"
  28367. * @returns a pseudo random id
  28368. */
  28369. static RandomId(): string;
  28370. }
  28371. }
  28372. declare module "babylonjs/Materials/Textures/baseTexture" {
  28373. import { Observable } from "babylonjs/Misc/observable";
  28374. import { Nullable } from "babylonjs/types";
  28375. import { Scene } from "babylonjs/scene";
  28376. import { Matrix } from "babylonjs/Maths/math.vector";
  28377. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  28378. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  28379. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  28380. import { ISize } from "babylonjs/Maths/math.size";
  28381. /**
  28382. * Base class of all the textures in babylon.
  28383. * It groups all the common properties the materials, post process, lights... might need
  28384. * in order to make a correct use of the texture.
  28385. */
  28386. export class BaseTexture implements IAnimatable {
  28387. /**
  28388. * Default anisotropic filtering level for the application.
  28389. * It is set to 4 as a good tradeoff between perf and quality.
  28390. */
  28391. static DEFAULT_ANISOTROPIC_FILTERING_LEVEL: number;
  28392. /**
  28393. * Gets or sets the unique id of the texture
  28394. */
  28395. uniqueId: number;
  28396. /**
  28397. * Define the name of the texture.
  28398. */
  28399. name: string;
  28400. /**
  28401. * Gets or sets an object used to store user defined information.
  28402. */
  28403. metadata: any;
  28404. /**
  28405. * For internal use only. Please do not use.
  28406. */
  28407. reservedDataStore: any;
  28408. private _hasAlpha;
  28409. /**
  28410. * Define if the texture is having a usable alpha value (can be use for transparency or glossiness for instance).
  28411. */
  28412. hasAlpha: boolean;
  28413. /**
  28414. * Defines if the alpha value should be determined via the rgb values.
  28415. * If true the luminance of the pixel might be used to find the corresponding alpha value.
  28416. */
  28417. getAlphaFromRGB: boolean;
  28418. /**
  28419. * Intensity or strength of the texture.
  28420. * It is commonly used by materials to fine tune the intensity of the texture
  28421. */
  28422. level: number;
  28423. /**
  28424. * Define the UV chanel to use starting from 0 and defaulting to 0.
  28425. * This is part of the texture as textures usually maps to one uv set.
  28426. */
  28427. coordinatesIndex: number;
  28428. private _coordinatesMode;
  28429. /**
  28430. * How a texture is mapped.
  28431. *
  28432. * | Value | Type | Description |
  28433. * | ----- | ----------------------------------- | ----------- |
  28434. * | 0 | EXPLICIT_MODE | |
  28435. * | 1 | SPHERICAL_MODE | |
  28436. * | 2 | PLANAR_MODE | |
  28437. * | 3 | CUBIC_MODE | |
  28438. * | 4 | PROJECTION_MODE | |
  28439. * | 5 | SKYBOX_MODE | |
  28440. * | 6 | INVCUBIC_MODE | |
  28441. * | 7 | EQUIRECTANGULAR_MODE | |
  28442. * | 8 | FIXED_EQUIRECTANGULAR_MODE | |
  28443. * | 9 | FIXED_EQUIRECTANGULAR_MIRRORED_MODE | |
  28444. */
  28445. coordinatesMode: number;
  28446. /**
  28447. * | Value | Type | Description |
  28448. * | ----- | ------------------ | ----------- |
  28449. * | 0 | CLAMP_ADDRESSMODE | |
  28450. * | 1 | WRAP_ADDRESSMODE | |
  28451. * | 2 | MIRROR_ADDRESSMODE | |
  28452. */
  28453. wrapU: number;
  28454. /**
  28455. * | Value | Type | Description |
  28456. * | ----- | ------------------ | ----------- |
  28457. * | 0 | CLAMP_ADDRESSMODE | |
  28458. * | 1 | WRAP_ADDRESSMODE | |
  28459. * | 2 | MIRROR_ADDRESSMODE | |
  28460. */
  28461. wrapV: number;
  28462. /**
  28463. * | Value | Type | Description |
  28464. * | ----- | ------------------ | ----------- |
  28465. * | 0 | CLAMP_ADDRESSMODE | |
  28466. * | 1 | WRAP_ADDRESSMODE | |
  28467. * | 2 | MIRROR_ADDRESSMODE | |
  28468. */
  28469. wrapR: number;
  28470. /**
  28471. * With compliant hardware and browser (supporting anisotropic filtering)
  28472. * this defines the level of anisotropic filtering in the texture.
  28473. * The higher the better but the slower. This defaults to 4 as it seems to be the best tradeoff.
  28474. */
  28475. anisotropicFilteringLevel: number;
  28476. /**
  28477. * Define if the texture is a cube texture or if false a 2d texture.
  28478. */
  28479. isCube: boolean;
  28480. /**
  28481. * Define if the texture is a 3d texture (webgl 2) or if false a 2d texture.
  28482. */
  28483. is3D: boolean;
  28484. /**
  28485. * Define if the texture contains data in gamma space (most of the png/jpg aside bump).
  28486. * HDR texture are usually stored in linear space.
  28487. * This only impacts the PBR and Background materials
  28488. */
  28489. gammaSpace: boolean;
  28490. /**
  28491. * Gets or sets whether or not the texture contains RGBD data.
  28492. */
  28493. isRGBD: boolean;
  28494. /**
  28495. * Is Z inverted in the texture (useful in a cube texture).
  28496. */
  28497. invertZ: boolean;
  28498. /**
  28499. * Are mip maps generated for this texture or not.
  28500. */
  28501. readonly noMipmap: boolean;
  28502. /**
  28503. * @hidden
  28504. */
  28505. lodLevelInAlpha: boolean;
  28506. /**
  28507. * With prefiltered texture, defined the offset used during the prefiltering steps.
  28508. */
  28509. lodGenerationOffset: number;
  28510. /**
  28511. * With prefiltered texture, defined the scale used during the prefiltering steps.
  28512. */
  28513. lodGenerationScale: number;
  28514. /**
  28515. * With prefiltered texture, defined if the specular generation is based on a linear ramp.
  28516. * By default we are using a log2 of the linear roughness helping to keep a better resolution for
  28517. * average roughness values.
  28518. */
  28519. linearSpecularLOD: boolean;
  28520. /**
  28521. * In case a better definition than spherical harmonics is required for the diffuse part of the environment.
  28522. * You can set the irradiance texture to rely on a texture instead of the spherical approach.
  28523. * This texture need to have the same characteristics than its parent (Cube vs 2d, coordinates mode, Gamma/Linear, RGBD).
  28524. */
  28525. irradianceTexture: Nullable<BaseTexture>;
  28526. /**
  28527. * Define if the texture is a render target.
  28528. */
  28529. isRenderTarget: boolean;
  28530. /**
  28531. * Define the unique id of the texture in the scene.
  28532. */
  28533. readonly uid: string;
  28534. /**
  28535. * Return a string representation of the texture.
  28536. * @returns the texture as a string
  28537. */
  28538. toString(): string;
  28539. /**
  28540. * Get the class name of the texture.
  28541. * @returns "BaseTexture"
  28542. */
  28543. getClassName(): string;
  28544. /**
  28545. * Define the list of animation attached to the texture.
  28546. */
  28547. animations: import("babylonjs/Animations/animation").Animation[];
  28548. /**
  28549. * An event triggered when the texture is disposed.
  28550. */
  28551. onDisposeObservable: Observable<BaseTexture>;
  28552. private _onDisposeObserver;
  28553. /**
  28554. * Callback triggered when the texture has been disposed.
  28555. * Kept for back compatibility, you can use the onDisposeObservable instead.
  28556. */
  28557. onDispose: () => void;
  28558. /**
  28559. * Define the current state of the loading sequence when in delayed load mode.
  28560. */
  28561. delayLoadState: number;
  28562. private _scene;
  28563. /** @hidden */
  28564. _texture: Nullable<InternalTexture>;
  28565. private _uid;
  28566. /**
  28567. * Define if the texture is preventinga material to render or not.
  28568. * If not and the texture is not ready, the engine will use a default black texture instead.
  28569. */
  28570. readonly isBlocking: boolean;
  28571. /**
  28572. * Instantiates a new BaseTexture.
  28573. * Base class of all the textures in babylon.
  28574. * It groups all the common properties the materials, post process, lights... might need
  28575. * in order to make a correct use of the texture.
  28576. * @param scene Define the scene the texture blongs to
  28577. */
  28578. constructor(scene: Nullable<Scene>);
  28579. /**
  28580. * Get the scene the texture belongs to.
  28581. * @returns the scene or null if undefined
  28582. */
  28583. getScene(): Nullable<Scene>;
  28584. /**
  28585. * Get the texture transform matrix used to offset tile the texture for istance.
  28586. * @returns the transformation matrix
  28587. */
  28588. getTextureMatrix(): Matrix;
  28589. /**
  28590. * Get the texture reflection matrix used to rotate/transform the reflection.
  28591. * @returns the reflection matrix
  28592. */
  28593. getReflectionTextureMatrix(): Matrix;
  28594. /**
  28595. * Get the underlying lower level texture from Babylon.
  28596. * @returns the insternal texture
  28597. */
  28598. getInternalTexture(): Nullable<InternalTexture>;
  28599. /**
  28600. * Get if the texture is ready to be consumed (either it is ready or it is not blocking)
  28601. * @returns true if ready or not blocking
  28602. */
  28603. isReadyOrNotBlocking(): boolean;
  28604. /**
  28605. * Get if the texture is ready to be used (downloaded, converted, mip mapped...).
  28606. * @returns true if fully ready
  28607. */
  28608. isReady(): boolean;
  28609. private _cachedSize;
  28610. /**
  28611. * Get the size of the texture.
  28612. * @returns the texture size.
  28613. */
  28614. getSize(): ISize;
  28615. /**
  28616. * Get the base size of the texture.
  28617. * It can be different from the size if the texture has been resized for POT for instance
  28618. * @returns the base size
  28619. */
  28620. getBaseSize(): ISize;
  28621. /**
  28622. * Update the sampling mode of the texture.
  28623. * Default is Trilinear mode.
  28624. *
  28625. * | Value | Type | Description |
  28626. * | ----- | ------------------ | ----------- |
  28627. * | 1 | NEAREST_SAMPLINGMODE or NEAREST_NEAREST_MIPLINEAR | Nearest is: mag = nearest, min = nearest, mip = linear |
  28628. * | 2 | BILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPNEAREST | Bilinear is: mag = linear, min = linear, mip = nearest |
  28629. * | 3 | TRILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPLINEAR | Trilinear is: mag = linear, min = linear, mip = linear |
  28630. * | 4 | NEAREST_NEAREST_MIPNEAREST | |
  28631. * | 5 | NEAREST_LINEAR_MIPNEAREST | |
  28632. * | 6 | NEAREST_LINEAR_MIPLINEAR | |
  28633. * | 7 | NEAREST_LINEAR | |
  28634. * | 8 | NEAREST_NEAREST | |
  28635. * | 9 | LINEAR_NEAREST_MIPNEAREST | |
  28636. * | 10 | LINEAR_NEAREST_MIPLINEAR | |
  28637. * | 11 | LINEAR_LINEAR | |
  28638. * | 12 | LINEAR_NEAREST | |
  28639. *
  28640. * > _mag_: magnification filter (close to the viewer)
  28641. * > _min_: minification filter (far from the viewer)
  28642. * > _mip_: filter used between mip map levels
  28643. *@param samplingMode Define the new sampling mode of the texture
  28644. */
  28645. updateSamplingMode(samplingMode: number): void;
  28646. /**
  28647. * Scales the texture if is `canRescale()`
  28648. * @param ratio the resize factor we want to use to rescale
  28649. */
  28650. scale(ratio: number): void;
  28651. /**
  28652. * Get if the texture can rescale.
  28653. */
  28654. readonly canRescale: boolean;
  28655. /** @hidden */
  28656. _getFromCache(url: Nullable<string>, noMipmap: boolean, sampling?: number, invertY?: boolean): Nullable<InternalTexture>;
  28657. /** @hidden */
  28658. _rebuild(): void;
  28659. /**
  28660. * Triggers the load sequence in delayed load mode.
  28661. */
  28662. delayLoad(): void;
  28663. /**
  28664. * Clones the texture.
  28665. * @returns the cloned texture
  28666. */
  28667. clone(): Nullable<BaseTexture>;
  28668. /**
  28669. * Get the texture underlying type (INT, FLOAT...)
  28670. */
  28671. readonly textureType: number;
  28672. /**
  28673. * Get the texture underlying format (RGB, RGBA...)
  28674. */
  28675. readonly textureFormat: number;
  28676. /**
  28677. * Reads the pixels stored in the webgl texture and returns them as an ArrayBuffer.
  28678. * This will returns an RGBA array buffer containing either in values (0-255) or
  28679. * float values (0-1) depending of the underlying buffer type.
  28680. * @param faceIndex defines the face of the texture to read (in case of cube texture)
  28681. * @param level defines the LOD level of the texture to read (in case of Mip Maps)
  28682. * @param buffer defines a user defined buffer to fill with data (can be null)
  28683. * @returns The Array buffer containing the pixels data.
  28684. */
  28685. readPixels(faceIndex?: number, level?: number, buffer?: Nullable<ArrayBufferView>): Nullable<ArrayBufferView>;
  28686. /**
  28687. * Release and destroy the underlying lower level texture aka internalTexture.
  28688. */
  28689. releaseInternalTexture(): void;
  28690. /**
  28691. * Get the polynomial representation of the texture data.
  28692. * This is mainly use as a fast way to recover IBL Diffuse irradiance data.
  28693. * @see https://learnopengl.com/PBR/IBL/Diffuse-irradiance
  28694. */
  28695. sphericalPolynomial: Nullable<SphericalPolynomial>;
  28696. /** @hidden */
  28697. readonly _lodTextureHigh: Nullable<BaseTexture>;
  28698. /** @hidden */
  28699. readonly _lodTextureMid: Nullable<BaseTexture>;
  28700. /** @hidden */
  28701. readonly _lodTextureLow: Nullable<BaseTexture>;
  28702. /**
  28703. * Dispose the texture and release its associated resources.
  28704. */
  28705. dispose(): void;
  28706. /**
  28707. * Serialize the texture into a JSON representation that can be parsed later on.
  28708. * @returns the JSON representation of the texture
  28709. */
  28710. serialize(): any;
  28711. /**
  28712. * Helper function to be called back once a list of texture contains only ready textures.
  28713. * @param textures Define the list of textures to wait for
  28714. * @param callback Define the callback triggered once the entire list will be ready
  28715. */
  28716. static WhenAllReady(textures: BaseTexture[], callback: () => void): void;
  28717. }
  28718. }
  28719. declare module "babylonjs/Materials/Textures/internalTexture" {
  28720. import { Observable } from "babylonjs/Misc/observable";
  28721. import { Nullable, int } from "babylonjs/types";
  28722. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  28723. import { Engine } from "babylonjs/Engines/engine";
  28724. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  28725. /**
  28726. * Class used to store data associated with WebGL texture data for the engine
  28727. * This class should not be used directly
  28728. */
  28729. export class InternalTexture {
  28730. /** @hidden */
  28731. static _UpdateRGBDAsync: (internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number) => Promise<void>;
  28732. /**
  28733. * The source of the texture data is unknown
  28734. */
  28735. static DATASOURCE_UNKNOWN: number;
  28736. /**
  28737. * Texture data comes from an URL
  28738. */
  28739. static DATASOURCE_URL: number;
  28740. /**
  28741. * Texture data is only used for temporary storage
  28742. */
  28743. static DATASOURCE_TEMP: number;
  28744. /**
  28745. * Texture data comes from raw data (ArrayBuffer)
  28746. */
  28747. static DATASOURCE_RAW: number;
  28748. /**
  28749. * Texture content is dynamic (video or dynamic texture)
  28750. */
  28751. static DATASOURCE_DYNAMIC: number;
  28752. /**
  28753. * Texture content is generated by rendering to it
  28754. */
  28755. static DATASOURCE_RENDERTARGET: number;
  28756. /**
  28757. * Texture content is part of a multi render target process
  28758. */
  28759. static DATASOURCE_MULTIRENDERTARGET: number;
  28760. /**
  28761. * Texture data comes from a cube data file
  28762. */
  28763. static DATASOURCE_CUBE: number;
  28764. /**
  28765. * Texture data comes from a raw cube data
  28766. */
  28767. static DATASOURCE_CUBERAW: number;
  28768. /**
  28769. * Texture data come from a prefiltered cube data file
  28770. */
  28771. static DATASOURCE_CUBEPREFILTERED: number;
  28772. /**
  28773. * Texture content is raw 3D data
  28774. */
  28775. static DATASOURCE_RAW3D: number;
  28776. /**
  28777. * Texture content is a depth texture
  28778. */
  28779. static DATASOURCE_DEPTHTEXTURE: number;
  28780. /**
  28781. * Texture data comes from a raw cube data encoded with RGBD
  28782. */
  28783. static DATASOURCE_CUBERAW_RGBD: number;
  28784. /**
  28785. * Defines if the texture is ready
  28786. */
  28787. isReady: boolean;
  28788. /**
  28789. * Defines if the texture is a cube texture
  28790. */
  28791. isCube: boolean;
  28792. /**
  28793. * Defines if the texture contains 3D data
  28794. */
  28795. is3D: boolean;
  28796. /**
  28797. * Defines if the texture contains multiview data
  28798. */
  28799. isMultiview: boolean;
  28800. /**
  28801. * Gets the URL used to load this texture
  28802. */
  28803. url: string;
  28804. /**
  28805. * Gets the sampling mode of the texture
  28806. */
  28807. samplingMode: number;
  28808. /**
  28809. * Gets a boolean indicating if the texture needs mipmaps generation
  28810. */
  28811. generateMipMaps: boolean;
  28812. /**
  28813. * Gets the number of samples used by the texture (WebGL2+ only)
  28814. */
  28815. samples: number;
  28816. /**
  28817. * Gets the type of the texture (int, float...)
  28818. */
  28819. type: number;
  28820. /**
  28821. * Gets the format of the texture (RGB, RGBA...)
  28822. */
  28823. format: number;
  28824. /**
  28825. * Observable called when the texture is loaded
  28826. */
  28827. onLoadedObservable: Observable<InternalTexture>;
  28828. /**
  28829. * Gets the width of the texture
  28830. */
  28831. width: number;
  28832. /**
  28833. * Gets the height of the texture
  28834. */
  28835. height: number;
  28836. /**
  28837. * Gets the depth of the texture
  28838. */
  28839. depth: number;
  28840. /**
  28841. * Gets the initial width of the texture (It could be rescaled if the current system does not support non power of two textures)
  28842. */
  28843. baseWidth: number;
  28844. /**
  28845. * Gets the initial height of the texture (It could be rescaled if the current system does not support non power of two textures)
  28846. */
  28847. baseHeight: number;
  28848. /**
  28849. * Gets the initial depth of the texture (It could be rescaled if the current system does not support non power of two textures)
  28850. */
  28851. baseDepth: number;
  28852. /**
  28853. * Gets a boolean indicating if the texture is inverted on Y axis
  28854. */
  28855. invertY: boolean;
  28856. /** @hidden */
  28857. _invertVScale: boolean;
  28858. /** @hidden */
  28859. _associatedChannel: number;
  28860. /** @hidden */
  28861. _dataSource: number;
  28862. /** @hidden */
  28863. _buffer: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob>;
  28864. /** @hidden */
  28865. _bufferView: Nullable<ArrayBufferView>;
  28866. /** @hidden */
  28867. _bufferViewArray: Nullable<ArrayBufferView[]>;
  28868. /** @hidden */
  28869. _bufferViewArrayArray: Nullable<ArrayBufferView[][]>;
  28870. /** @hidden */
  28871. _size: number;
  28872. /** @hidden */
  28873. _extension: string;
  28874. /** @hidden */
  28875. _files: Nullable<string[]>;
  28876. /** @hidden */
  28877. _workingCanvas: Nullable<HTMLCanvasElement>;
  28878. /** @hidden */
  28879. _workingContext: Nullable<CanvasRenderingContext2D>;
  28880. /** @hidden */
  28881. _framebuffer: Nullable<WebGLFramebuffer>;
  28882. /** @hidden */
  28883. _depthStencilBuffer: Nullable<WebGLRenderbuffer>;
  28884. /** @hidden */
  28885. _MSAAFramebuffer: Nullable<WebGLFramebuffer>;
  28886. /** @hidden */
  28887. _MSAARenderBuffer: Nullable<WebGLRenderbuffer>;
  28888. /** @hidden */
  28889. _attachments: Nullable<number[]>;
  28890. /** @hidden */
  28891. _cachedCoordinatesMode: Nullable<number>;
  28892. /** @hidden */
  28893. _cachedWrapU: Nullable<number>;
  28894. /** @hidden */
  28895. _cachedWrapV: Nullable<number>;
  28896. /** @hidden */
  28897. _cachedWrapR: Nullable<number>;
  28898. /** @hidden */
  28899. _cachedAnisotropicFilteringLevel: Nullable<number>;
  28900. /** @hidden */
  28901. _isDisabled: boolean;
  28902. /** @hidden */
  28903. _compression: Nullable<string>;
  28904. /** @hidden */
  28905. _generateStencilBuffer: boolean;
  28906. /** @hidden */
  28907. _generateDepthBuffer: boolean;
  28908. /** @hidden */
  28909. _comparisonFunction: number;
  28910. /** @hidden */
  28911. _sphericalPolynomial: Nullable<SphericalPolynomial>;
  28912. /** @hidden */
  28913. _lodGenerationScale: number;
  28914. /** @hidden */
  28915. _lodGenerationOffset: number;
  28916. /** @hidden */
  28917. _colorTextureArray: Nullable<WebGLTexture>;
  28918. /** @hidden */
  28919. _depthStencilTextureArray: Nullable<WebGLTexture>;
  28920. /** @hidden */
  28921. _lodTextureHigh: Nullable<BaseTexture>;
  28922. /** @hidden */
  28923. _lodTextureMid: Nullable<BaseTexture>;
  28924. /** @hidden */
  28925. _lodTextureLow: Nullable<BaseTexture>;
  28926. /** @hidden */
  28927. _isRGBD: boolean;
  28928. /** @hidden */
  28929. _linearSpecularLOD: boolean;
  28930. /** @hidden */
  28931. _irradianceTexture: Nullable<BaseTexture>;
  28932. /** @hidden */
  28933. _webGLTexture: Nullable<WebGLTexture>;
  28934. /** @hidden */
  28935. _references: number;
  28936. private _engine;
  28937. /**
  28938. * Gets the Engine the texture belongs to.
  28939. * @returns The babylon engine
  28940. */
  28941. getEngine(): Engine;
  28942. /**
  28943. * Gets the data source type of the texture (can be one of the InternalTexture.DATASOURCE_XXXX)
  28944. */
  28945. readonly dataSource: number;
  28946. /**
  28947. * Creates a new InternalTexture
  28948. * @param engine defines the engine to use
  28949. * @param dataSource defines the type of data that will be used
  28950. * @param delayAllocation if the texture allocation should be delayed (default: false)
  28951. */
  28952. constructor(engine: Engine, dataSource: number, delayAllocation?: boolean);
  28953. /**
  28954. * Increments the number of references (ie. the number of Texture that point to it)
  28955. */
  28956. incrementReferences(): void;
  28957. /**
  28958. * Change the size of the texture (not the size of the content)
  28959. * @param width defines the new width
  28960. * @param height defines the new height
  28961. * @param depth defines the new depth (1 by default)
  28962. */
  28963. updateSize(width: int, height: int, depth?: int): void;
  28964. /** @hidden */
  28965. _rebuild(): void;
  28966. /** @hidden */
  28967. _swapAndDie(target: InternalTexture): void;
  28968. /**
  28969. * Dispose the current allocated resources
  28970. */
  28971. dispose(): void;
  28972. }
  28973. }
  28974. declare module "babylonjs/Materials/effect" {
  28975. import { Observable } from "babylonjs/Misc/observable";
  28976. import { Nullable } from "babylonjs/types";
  28977. import { IDisposable } from "babylonjs/scene";
  28978. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  28979. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  28980. import { IMatrixLike, IVector2Like, IVector3Like, IVector4Like, IColor3Like, IColor4Like } from "babylonjs/Maths/math.like";
  28981. import { Engine } from "babylonjs/Engines/engine";
  28982. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  28983. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  28984. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  28985. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  28986. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  28987. /**
  28988. * EffectFallbacks can be used to add fallbacks (properties to disable) to certain properties when desired to improve performance.
  28989. * (Eg. Start at high quality with reflection and fog, if fps is low, remove reflection, if still low remove fog)
  28990. */
  28991. export class EffectFallbacks {
  28992. private _defines;
  28993. private _currentRank;
  28994. private _maxRank;
  28995. private _mesh;
  28996. /**
  28997. * Removes the fallback from the bound mesh.
  28998. */
  28999. unBindMesh(): void;
  29000. /**
  29001. * Adds a fallback on the specified property.
  29002. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  29003. * @param define The name of the define in the shader
  29004. */
  29005. addFallback(rank: number, define: string): void;
  29006. /**
  29007. * Sets the mesh to use CPU skinning when needing to fallback.
  29008. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  29009. * @param mesh The mesh to use the fallbacks.
  29010. */
  29011. addCPUSkinningFallback(rank: number, mesh: AbstractMesh): void;
  29012. /**
  29013. * Checks to see if more fallbacks are still availible.
  29014. */
  29015. readonly hasMoreFallbacks: boolean;
  29016. /**
  29017. * Removes the defines that should be removed when falling back.
  29018. * @param currentDefines defines the current define statements for the shader.
  29019. * @param effect defines the current effect we try to compile
  29020. * @returns The resulting defines with defines of the current rank removed.
  29021. */
  29022. reduce(currentDefines: string, effect: Effect): string;
  29023. }
  29024. /**
  29025. * Options to be used when creating an effect.
  29026. */
  29027. export class EffectCreationOptions {
  29028. /**
  29029. * Atrributes that will be used in the shader.
  29030. */
  29031. attributes: string[];
  29032. /**
  29033. * Uniform varible names that will be set in the shader.
  29034. */
  29035. uniformsNames: string[];
  29036. /**
  29037. * Uniform buffer varible names that will be set in the shader.
  29038. */
  29039. uniformBuffersNames: string[];
  29040. /**
  29041. * Sampler texture variable names that will be set in the shader.
  29042. */
  29043. samplers: string[];
  29044. /**
  29045. * Define statements that will be set in the shader.
  29046. */
  29047. defines: any;
  29048. /**
  29049. * Possible fallbacks for this effect to improve performance when needed.
  29050. */
  29051. fallbacks: Nullable<EffectFallbacks>;
  29052. /**
  29053. * Callback that will be called when the shader is compiled.
  29054. */
  29055. onCompiled: Nullable<(effect: Effect) => void>;
  29056. /**
  29057. * Callback that will be called if an error occurs during shader compilation.
  29058. */
  29059. onError: Nullable<(effect: Effect, errors: string) => void>;
  29060. /**
  29061. * Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})
  29062. */
  29063. indexParameters: any;
  29064. /**
  29065. * Max number of lights that can be used in the shader.
  29066. */
  29067. maxSimultaneousLights: number;
  29068. /**
  29069. * See https://developer.mozilla.org/en-US/docs/Web/API/WebGL2RenderingContext/transformFeedbackVaryings
  29070. */
  29071. transformFeedbackVaryings: Nullable<string[]>;
  29072. }
  29073. /**
  29074. * Effect containing vertex and fragment shader that can be executed on an object.
  29075. */
  29076. export class Effect implements IDisposable {
  29077. /**
  29078. * Gets or sets the relative url used to load shaders if using the engine in non-minified mode
  29079. */
  29080. static ShadersRepository: string;
  29081. /**
  29082. * Name of the effect.
  29083. */
  29084. name: any;
  29085. /**
  29086. * String container all the define statements that should be set on the shader.
  29087. */
  29088. defines: string;
  29089. /**
  29090. * Callback that will be called when the shader is compiled.
  29091. */
  29092. onCompiled: Nullable<(effect: Effect) => void>;
  29093. /**
  29094. * Callback that will be called if an error occurs during shader compilation.
  29095. */
  29096. onError: Nullable<(effect: Effect, errors: string) => void>;
  29097. /**
  29098. * Callback that will be called when effect is bound.
  29099. */
  29100. onBind: Nullable<(effect: Effect) => void>;
  29101. /**
  29102. * Unique ID of the effect.
  29103. */
  29104. uniqueId: number;
  29105. /**
  29106. * Observable that will be called when the shader is compiled.
  29107. * It is recommended to use executeWhenCompile() or to make sure that scene.isReady() is called to get this observable raised.
  29108. */
  29109. onCompileObservable: Observable<Effect>;
  29110. /**
  29111. * Observable that will be called if an error occurs during shader compilation.
  29112. */
  29113. onErrorObservable: Observable<Effect>;
  29114. /** @hidden */
  29115. _onBindObservable: Nullable<Observable<Effect>>;
  29116. /**
  29117. * Observable that will be called when effect is bound.
  29118. */
  29119. readonly onBindObservable: Observable<Effect>;
  29120. /** @hidden */
  29121. _bonesComputationForcedToCPU: boolean;
  29122. private static _uniqueIdSeed;
  29123. private _engine;
  29124. private _uniformBuffersNames;
  29125. private _uniformsNames;
  29126. private _samplerList;
  29127. private _samplers;
  29128. private _isReady;
  29129. private _compilationError;
  29130. private _attributesNames;
  29131. private _attributes;
  29132. private _uniforms;
  29133. /**
  29134. * Key for the effect.
  29135. * @hidden
  29136. */
  29137. _key: string;
  29138. private _indexParameters;
  29139. private _fallbacks;
  29140. private _vertexSourceCode;
  29141. private _fragmentSourceCode;
  29142. private _vertexSourceCodeOverride;
  29143. private _fragmentSourceCodeOverride;
  29144. private _transformFeedbackVaryings;
  29145. /**
  29146. * Compiled shader to webGL program.
  29147. * @hidden
  29148. */
  29149. _pipelineContext: Nullable<IPipelineContext>;
  29150. private _valueCache;
  29151. private static _baseCache;
  29152. /**
  29153. * Instantiates an effect.
  29154. * An effect can be used to create/manage/execute vertex and fragment shaders.
  29155. * @param baseName Name of the effect.
  29156. * @param attributesNamesOrOptions List of attribute names that will be passed to the shader or set of all options to create the effect.
  29157. * @param uniformsNamesOrEngine List of uniform variable names that will be passed to the shader or the engine that will be used to render effect.
  29158. * @param samplers List of sampler variables that will be passed to the shader.
  29159. * @param engine Engine to be used to render the effect
  29160. * @param defines Define statements to be added to the shader.
  29161. * @param fallbacks Possible fallbacks for this effect to improve performance when needed.
  29162. * @param onCompiled Callback that will be called when the shader is compiled.
  29163. * @param onError Callback that will be called if an error occurs during shader compilation.
  29164. * @param indexParameters Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})
  29165. */
  29166. constructor(baseName: any, attributesNamesOrOptions: string[] | EffectCreationOptions, uniformsNamesOrEngine: string[] | Engine, samplers?: Nullable<string[]>, engine?: Engine, defines?: Nullable<string>, fallbacks?: Nullable<EffectFallbacks>, onCompiled?: Nullable<(effect: Effect) => void>, onError?: Nullable<(effect: Effect, errors: string) => void>, indexParameters?: any);
  29167. private _useFinalCode;
  29168. /**
  29169. * Unique key for this effect
  29170. */
  29171. readonly key: string;
  29172. /**
  29173. * If the effect has been compiled and prepared.
  29174. * @returns if the effect is compiled and prepared.
  29175. */
  29176. isReady(): boolean;
  29177. private _isReadyInternal;
  29178. /**
  29179. * The engine the effect was initialized with.
  29180. * @returns the engine.
  29181. */
  29182. getEngine(): Engine;
  29183. /**
  29184. * The pipeline context for this effect
  29185. * @returns the associated pipeline context
  29186. */
  29187. getPipelineContext(): Nullable<IPipelineContext>;
  29188. /**
  29189. * The set of names of attribute variables for the shader.
  29190. * @returns An array of attribute names.
  29191. */
  29192. getAttributesNames(): string[];
  29193. /**
  29194. * Returns the attribute at the given index.
  29195. * @param index The index of the attribute.
  29196. * @returns The location of the attribute.
  29197. */
  29198. getAttributeLocation(index: number): number;
  29199. /**
  29200. * Returns the attribute based on the name of the variable.
  29201. * @param name of the attribute to look up.
  29202. * @returns the attribute location.
  29203. */
  29204. getAttributeLocationByName(name: string): number;
  29205. /**
  29206. * The number of attributes.
  29207. * @returns the numnber of attributes.
  29208. */
  29209. getAttributesCount(): number;
  29210. /**
  29211. * Gets the index of a uniform variable.
  29212. * @param uniformName of the uniform to look up.
  29213. * @returns the index.
  29214. */
  29215. getUniformIndex(uniformName: string): number;
  29216. /**
  29217. * Returns the attribute based on the name of the variable.
  29218. * @param uniformName of the uniform to look up.
  29219. * @returns the location of the uniform.
  29220. */
  29221. getUniform(uniformName: string): Nullable<WebGLUniformLocation>;
  29222. /**
  29223. * Returns an array of sampler variable names
  29224. * @returns The array of sampler variable neames.
  29225. */
  29226. getSamplers(): string[];
  29227. /**
  29228. * The error from the last compilation.
  29229. * @returns the error string.
  29230. */
  29231. getCompilationError(): string;
  29232. /**
  29233. * Adds a callback to the onCompiled observable and call the callback imediatly if already ready.
  29234. * @param func The callback to be used.
  29235. */
  29236. executeWhenCompiled(func: (effect: Effect) => void): void;
  29237. private _checkIsReady;
  29238. /** @hidden */
  29239. _loadVertexShader(vertex: any, callback: (data: any) => void): void;
  29240. /** @hidden */
  29241. _loadFragmentShader(fragment: any, callback: (data: any) => void): void;
  29242. /** @hidden */
  29243. _dumpShadersSource(vertexCode: string, fragmentCode: string, defines: string): void;
  29244. /**
  29245. * Recompiles the webGL program
  29246. * @param vertexSourceCode The source code for the vertex shader.
  29247. * @param fragmentSourceCode The source code for the fragment shader.
  29248. * @param onCompiled Callback called when completed.
  29249. * @param onError Callback called on error.
  29250. * @hidden
  29251. */
  29252. _rebuildProgram(vertexSourceCode: string, fragmentSourceCode: string, onCompiled: (pipelineContext: IPipelineContext) => void, onError: (message: string) => void): void;
  29253. /**
  29254. * Prepares the effect
  29255. * @hidden
  29256. */
  29257. _prepareEffect(): void;
  29258. private _processCompilationErrors;
  29259. /**
  29260. * Checks if the effect is supported. (Must be called after compilation)
  29261. */
  29262. readonly isSupported: boolean;
  29263. /**
  29264. * Binds a texture to the engine to be used as output of the shader.
  29265. * @param channel Name of the output variable.
  29266. * @param texture Texture to bind.
  29267. * @hidden
  29268. */
  29269. _bindTexture(channel: string, texture: InternalTexture): void;
  29270. /**
  29271. * Sets a texture on the engine to be used in the shader.
  29272. * @param channel Name of the sampler variable.
  29273. * @param texture Texture to set.
  29274. */
  29275. setTexture(channel: string, texture: Nullable<BaseTexture>): void;
  29276. /**
  29277. * Sets a depth stencil texture from a render target on the engine to be used in the shader.
  29278. * @param channel Name of the sampler variable.
  29279. * @param texture Texture to set.
  29280. */
  29281. setDepthStencilTexture(channel: string, texture: Nullable<RenderTargetTexture>): void;
  29282. /**
  29283. * Sets an array of textures on the engine to be used in the shader.
  29284. * @param channel Name of the variable.
  29285. * @param textures Textures to set.
  29286. */
  29287. setTextureArray(channel: string, textures: BaseTexture[]): void;
  29288. /**
  29289. * 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)
  29290. * @param channel Name of the sampler variable.
  29291. * @param postProcess Post process to get the input texture from.
  29292. */
  29293. setTextureFromPostProcess(channel: string, postProcess: Nullable<PostProcess>): void;
  29294. /**
  29295. * (Warning! setTextureFromPostProcessOutput may be desired instead)
  29296. * 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)
  29297. * @param channel Name of the sampler variable.
  29298. * @param postProcess Post process to get the output texture from.
  29299. */
  29300. setTextureFromPostProcessOutput(channel: string, postProcess: Nullable<PostProcess>): void;
  29301. /** @hidden */
  29302. _cacheMatrix(uniformName: string, matrix: IMatrixLike): boolean;
  29303. /** @hidden */
  29304. _cacheFloat2(uniformName: string, x: number, y: number): boolean;
  29305. /** @hidden */
  29306. _cacheFloat3(uniformName: string, x: number, y: number, z: number): boolean;
  29307. /** @hidden */
  29308. _cacheFloat4(uniformName: string, x: number, y: number, z: number, w: number): boolean;
  29309. /**
  29310. * Binds a buffer to a uniform.
  29311. * @param buffer Buffer to bind.
  29312. * @param name Name of the uniform variable to bind to.
  29313. */
  29314. bindUniformBuffer(buffer: DataBuffer, name: string): void;
  29315. /**
  29316. * Binds block to a uniform.
  29317. * @param blockName Name of the block to bind.
  29318. * @param index Index to bind.
  29319. */
  29320. bindUniformBlock(blockName: string, index: number): void;
  29321. /**
  29322. * Sets an interger value on a uniform variable.
  29323. * @param uniformName Name of the variable.
  29324. * @param value Value to be set.
  29325. * @returns this effect.
  29326. */
  29327. setInt(uniformName: string, value: number): Effect;
  29328. /**
  29329. * Sets an int array on a uniform variable.
  29330. * @param uniformName Name of the variable.
  29331. * @param array array to be set.
  29332. * @returns this effect.
  29333. */
  29334. setIntArray(uniformName: string, array: Int32Array): Effect;
  29335. /**
  29336. * 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)
  29337. * @param uniformName Name of the variable.
  29338. * @param array array to be set.
  29339. * @returns this effect.
  29340. */
  29341. setIntArray2(uniformName: string, array: Int32Array): Effect;
  29342. /**
  29343. * 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)
  29344. * @param uniformName Name of the variable.
  29345. * @param array array to be set.
  29346. * @returns this effect.
  29347. */
  29348. setIntArray3(uniformName: string, array: Int32Array): Effect;
  29349. /**
  29350. * 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)
  29351. * @param uniformName Name of the variable.
  29352. * @param array array to be set.
  29353. * @returns this effect.
  29354. */
  29355. setIntArray4(uniformName: string, array: Int32Array): Effect;
  29356. /**
  29357. * Sets an float array on a uniform variable.
  29358. * @param uniformName Name of the variable.
  29359. * @param array array to be set.
  29360. * @returns this effect.
  29361. */
  29362. setFloatArray(uniformName: string, array: Float32Array): Effect;
  29363. /**
  29364. * 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)
  29365. * @param uniformName Name of the variable.
  29366. * @param array array to be set.
  29367. * @returns this effect.
  29368. */
  29369. setFloatArray2(uniformName: string, array: Float32Array): Effect;
  29370. /**
  29371. * 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)
  29372. * @param uniformName Name of the variable.
  29373. * @param array array to be set.
  29374. * @returns this effect.
  29375. */
  29376. setFloatArray3(uniformName: string, array: Float32Array): Effect;
  29377. /**
  29378. * 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)
  29379. * @param uniformName Name of the variable.
  29380. * @param array array to be set.
  29381. * @returns this effect.
  29382. */
  29383. setFloatArray4(uniformName: string, array: Float32Array): Effect;
  29384. /**
  29385. * Sets an array on a uniform variable.
  29386. * @param uniformName Name of the variable.
  29387. * @param array array to be set.
  29388. * @returns this effect.
  29389. */
  29390. setArray(uniformName: string, array: number[]): Effect;
  29391. /**
  29392. * 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)
  29393. * @param uniformName Name of the variable.
  29394. * @param array array to be set.
  29395. * @returns this effect.
  29396. */
  29397. setArray2(uniformName: string, array: number[]): Effect;
  29398. /**
  29399. * 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)
  29400. * @param uniformName Name of the variable.
  29401. * @param array array to be set.
  29402. * @returns this effect.
  29403. */
  29404. setArray3(uniformName: string, array: number[]): Effect;
  29405. /**
  29406. * 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)
  29407. * @param uniformName Name of the variable.
  29408. * @param array array to be set.
  29409. * @returns this effect.
  29410. */
  29411. setArray4(uniformName: string, array: number[]): Effect;
  29412. /**
  29413. * Sets matrices on a uniform variable.
  29414. * @param uniformName Name of the variable.
  29415. * @param matrices matrices to be set.
  29416. * @returns this effect.
  29417. */
  29418. setMatrices(uniformName: string, matrices: Float32Array): Effect;
  29419. /**
  29420. * Sets matrix on a uniform variable.
  29421. * @param uniformName Name of the variable.
  29422. * @param matrix matrix to be set.
  29423. * @returns this effect.
  29424. */
  29425. setMatrix(uniformName: string, matrix: IMatrixLike): Effect;
  29426. /**
  29427. * 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)
  29428. * @param uniformName Name of the variable.
  29429. * @param matrix matrix to be set.
  29430. * @returns this effect.
  29431. */
  29432. setMatrix3x3(uniformName: string, matrix: Float32Array): Effect;
  29433. /**
  29434. * Sets a 2x2 matrix on a uniform variable. (Speicified as [1,2,3,4] will result in [1,2][3,4] matrix)
  29435. * @param uniformName Name of the variable.
  29436. * @param matrix matrix to be set.
  29437. * @returns this effect.
  29438. */
  29439. setMatrix2x2(uniformName: string, matrix: Float32Array): Effect;
  29440. /**
  29441. * Sets a float on a uniform variable.
  29442. * @param uniformName Name of the variable.
  29443. * @param value value to be set.
  29444. * @returns this effect.
  29445. */
  29446. setFloat(uniformName: string, value: number): Effect;
  29447. /**
  29448. * Sets a boolean on a uniform variable.
  29449. * @param uniformName Name of the variable.
  29450. * @param bool value to be set.
  29451. * @returns this effect.
  29452. */
  29453. setBool(uniformName: string, bool: boolean): Effect;
  29454. /**
  29455. * Sets a Vector2 on a uniform variable.
  29456. * @param uniformName Name of the variable.
  29457. * @param vector2 vector2 to be set.
  29458. * @returns this effect.
  29459. */
  29460. setVector2(uniformName: string, vector2: IVector2Like): Effect;
  29461. /**
  29462. * Sets a float2 on a uniform variable.
  29463. * @param uniformName Name of the variable.
  29464. * @param x First float in float2.
  29465. * @param y Second float in float2.
  29466. * @returns this effect.
  29467. */
  29468. setFloat2(uniformName: string, x: number, y: number): Effect;
  29469. /**
  29470. * Sets a Vector3 on a uniform variable.
  29471. * @param uniformName Name of the variable.
  29472. * @param vector3 Value to be set.
  29473. * @returns this effect.
  29474. */
  29475. setVector3(uniformName: string, vector3: IVector3Like): Effect;
  29476. /**
  29477. * Sets a float3 on a uniform variable.
  29478. * @param uniformName Name of the variable.
  29479. * @param x First float in float3.
  29480. * @param y Second float in float3.
  29481. * @param z Third float in float3.
  29482. * @returns this effect.
  29483. */
  29484. setFloat3(uniformName: string, x: number, y: number, z: number): Effect;
  29485. /**
  29486. * Sets a Vector4 on a uniform variable.
  29487. * @param uniformName Name of the variable.
  29488. * @param vector4 Value to be set.
  29489. * @returns this effect.
  29490. */
  29491. setVector4(uniformName: string, vector4: IVector4Like): Effect;
  29492. /**
  29493. * Sets a float4 on a uniform variable.
  29494. * @param uniformName Name of the variable.
  29495. * @param x First float in float4.
  29496. * @param y Second float in float4.
  29497. * @param z Third float in float4.
  29498. * @param w Fourth float in float4.
  29499. * @returns this effect.
  29500. */
  29501. setFloat4(uniformName: string, x: number, y: number, z: number, w: number): Effect;
  29502. /**
  29503. * Sets a Color3 on a uniform variable.
  29504. * @param uniformName Name of the variable.
  29505. * @param color3 Value to be set.
  29506. * @returns this effect.
  29507. */
  29508. setColor3(uniformName: string, color3: IColor3Like): Effect;
  29509. /**
  29510. * Sets a Color4 on a uniform variable.
  29511. * @param uniformName Name of the variable.
  29512. * @param color3 Value to be set.
  29513. * @param alpha Alpha value to be set.
  29514. * @returns this effect.
  29515. */
  29516. setColor4(uniformName: string, color3: IColor3Like, alpha: number): Effect;
  29517. /**
  29518. * Sets a Color4 on a uniform variable
  29519. * @param uniformName defines the name of the variable
  29520. * @param color4 defines the value to be set
  29521. * @returns this effect.
  29522. */
  29523. setDirectColor4(uniformName: string, color4: IColor4Like): Effect;
  29524. /** Release all associated resources */
  29525. dispose(): void;
  29526. /**
  29527. * This function will add a new shader to the shader store
  29528. * @param name the name of the shader
  29529. * @param pixelShader optional pixel shader content
  29530. * @param vertexShader optional vertex shader content
  29531. */
  29532. static RegisterShader(name: string, pixelShader?: string, vertexShader?: string): void;
  29533. /**
  29534. * Store of each shader (The can be looked up using effect.key)
  29535. */
  29536. static ShadersStore: {
  29537. [key: string]: string;
  29538. };
  29539. /**
  29540. * Store of each included file for a shader (The can be looked up using effect.key)
  29541. */
  29542. static IncludesShadersStore: {
  29543. [key: string]: string;
  29544. };
  29545. /**
  29546. * Resets the cache of effects.
  29547. */
  29548. static ResetCache(): void;
  29549. }
  29550. }
  29551. declare module "babylonjs/Materials/uniformBuffer" {
  29552. import { Nullable, FloatArray } from "babylonjs/types";
  29553. import { Matrix, Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  29554. import { Engine } from "babylonjs/Engines/engine";
  29555. import { Effect } from "babylonjs/Materials/effect";
  29556. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  29557. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  29558. import { Color3 } from "babylonjs/Maths/math.color";
  29559. /**
  29560. * Uniform buffer objects.
  29561. *
  29562. * Handles blocks of uniform on the GPU.
  29563. *
  29564. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  29565. *
  29566. * For more information, please refer to :
  29567. * https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  29568. */
  29569. export class UniformBuffer {
  29570. private _engine;
  29571. private _buffer;
  29572. private _data;
  29573. private _bufferData;
  29574. private _dynamic?;
  29575. private _uniformLocations;
  29576. private _uniformSizes;
  29577. private _uniformLocationPointer;
  29578. private _needSync;
  29579. private _noUBO;
  29580. private _currentEffect;
  29581. private static _MAX_UNIFORM_SIZE;
  29582. private static _tempBuffer;
  29583. /**
  29584. * Lambda to Update a 3x3 Matrix in a uniform buffer.
  29585. * This is dynamic to allow compat with webgl 1 and 2.
  29586. * You will need to pass the name of the uniform as well as the value.
  29587. */
  29588. updateMatrix3x3: (name: string, matrix: Float32Array) => void;
  29589. /**
  29590. * Lambda to Update a 2x2 Matrix in a uniform buffer.
  29591. * This is dynamic to allow compat with webgl 1 and 2.
  29592. * You will need to pass the name of the uniform as well as the value.
  29593. */
  29594. updateMatrix2x2: (name: string, matrix: Float32Array) => void;
  29595. /**
  29596. * Lambda to Update a single float in a uniform buffer.
  29597. * This is dynamic to allow compat with webgl 1 and 2.
  29598. * You will need to pass the name of the uniform as well as the value.
  29599. */
  29600. updateFloat: (name: string, x: number) => void;
  29601. /**
  29602. * Lambda to Update a vec2 of float in a uniform buffer.
  29603. * This is dynamic to allow compat with webgl 1 and 2.
  29604. * You will need to pass the name of the uniform as well as the value.
  29605. */
  29606. updateFloat2: (name: string, x: number, y: number, suffix?: string) => void;
  29607. /**
  29608. * Lambda to Update a vec3 of float in a uniform buffer.
  29609. * This is dynamic to allow compat with webgl 1 and 2.
  29610. * You will need to pass the name of the uniform as well as the value.
  29611. */
  29612. updateFloat3: (name: string, x: number, y: number, z: number, suffix?: string) => void;
  29613. /**
  29614. * Lambda to Update a vec4 of float in a uniform buffer.
  29615. * This is dynamic to allow compat with webgl 1 and 2.
  29616. * You will need to pass the name of the uniform as well as the value.
  29617. */
  29618. updateFloat4: (name: string, x: number, y: number, z: number, w: number, suffix?: string) => void;
  29619. /**
  29620. * Lambda to Update a 4x4 Matrix in a uniform buffer.
  29621. * This is dynamic to allow compat with webgl 1 and 2.
  29622. * You will need to pass the name of the uniform as well as the value.
  29623. */
  29624. updateMatrix: (name: string, mat: Matrix) => void;
  29625. /**
  29626. * Lambda to Update vec3 of float from a Vector in a uniform buffer.
  29627. * This is dynamic to allow compat with webgl 1 and 2.
  29628. * You will need to pass the name of the uniform as well as the value.
  29629. */
  29630. updateVector3: (name: string, vector: Vector3) => void;
  29631. /**
  29632. * Lambda to Update vec4 of float from a Vector in a uniform buffer.
  29633. * This is dynamic to allow compat with webgl 1 and 2.
  29634. * You will need to pass the name of the uniform as well as the value.
  29635. */
  29636. updateVector4: (name: string, vector: Vector4) => void;
  29637. /**
  29638. * Lambda to Update vec3 of float from a Color in a uniform buffer.
  29639. * This is dynamic to allow compat with webgl 1 and 2.
  29640. * You will need to pass the name of the uniform as well as the value.
  29641. */
  29642. updateColor3: (name: string, color: Color3, suffix?: string) => void;
  29643. /**
  29644. * Lambda to Update vec4 of float from a Color in a uniform buffer.
  29645. * This is dynamic to allow compat with webgl 1 and 2.
  29646. * You will need to pass the name of the uniform as well as the value.
  29647. */
  29648. updateColor4: (name: string, color: Color3, alpha: number, suffix?: string) => void;
  29649. /**
  29650. * Instantiates a new Uniform buffer objects.
  29651. *
  29652. * Handles blocks of uniform on the GPU.
  29653. *
  29654. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  29655. *
  29656. * For more information, please refer to :
  29657. * @see https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  29658. * @param engine Define the engine the buffer is associated with
  29659. * @param data Define the data contained in the buffer
  29660. * @param dynamic Define if the buffer is updatable
  29661. */
  29662. constructor(engine: Engine, data?: number[], dynamic?: boolean);
  29663. /**
  29664. * Indicates if the buffer is using the WebGL2 UBO implementation,
  29665. * or just falling back on setUniformXXX calls.
  29666. */
  29667. readonly useUbo: boolean;
  29668. /**
  29669. * Indicates if the WebGL underlying uniform buffer is in sync
  29670. * with the javascript cache data.
  29671. */
  29672. readonly isSync: boolean;
  29673. /**
  29674. * Indicates if the WebGL underlying uniform buffer is dynamic.
  29675. * Also, a dynamic UniformBuffer will disable cache verification and always
  29676. * update the underlying WebGL uniform buffer to the GPU.
  29677. * @returns if Dynamic, otherwise false
  29678. */
  29679. isDynamic(): boolean;
  29680. /**
  29681. * The data cache on JS side.
  29682. * @returns the underlying data as a float array
  29683. */
  29684. getData(): Float32Array;
  29685. /**
  29686. * The underlying WebGL Uniform buffer.
  29687. * @returns the webgl buffer
  29688. */
  29689. getBuffer(): Nullable<DataBuffer>;
  29690. /**
  29691. * std140 layout specifies how to align data within an UBO structure.
  29692. * See https://khronos.org/registry/OpenGL/specs/gl/glspec45.core.pdf#page=159
  29693. * for specs.
  29694. */
  29695. private _fillAlignment;
  29696. /**
  29697. * Adds an uniform in the buffer.
  29698. * Warning : the subsequents calls of this function must be in the same order as declared in the shader
  29699. * for the layout to be correct !
  29700. * @param name Name of the uniform, as used in the uniform block in the shader.
  29701. * @param size Data size, or data directly.
  29702. */
  29703. addUniform(name: string, size: number | number[]): void;
  29704. /**
  29705. * Adds a Matrix 4x4 to the uniform buffer.
  29706. * @param name Name of the uniform, as used in the uniform block in the shader.
  29707. * @param mat A 4x4 matrix.
  29708. */
  29709. addMatrix(name: string, mat: Matrix): void;
  29710. /**
  29711. * Adds a vec2 to the uniform buffer.
  29712. * @param name Name of the uniform, as used in the uniform block in the shader.
  29713. * @param x Define the x component value of the vec2
  29714. * @param y Define the y component value of the vec2
  29715. */
  29716. addFloat2(name: string, x: number, y: number): void;
  29717. /**
  29718. * Adds a vec3 to the uniform buffer.
  29719. * @param name Name of the uniform, as used in the uniform block in the shader.
  29720. * @param x Define the x component value of the vec3
  29721. * @param y Define the y component value of the vec3
  29722. * @param z Define the z component value of the vec3
  29723. */
  29724. addFloat3(name: string, x: number, y: number, z: number): void;
  29725. /**
  29726. * Adds a vec3 to the uniform buffer.
  29727. * @param name Name of the uniform, as used in the uniform block in the shader.
  29728. * @param color Define the vec3 from a Color
  29729. */
  29730. addColor3(name: string, color: Color3): void;
  29731. /**
  29732. * Adds a vec4 to the uniform buffer.
  29733. * @param name Name of the uniform, as used in the uniform block in the shader.
  29734. * @param color Define the rgb components from a Color
  29735. * @param alpha Define the a component of the vec4
  29736. */
  29737. addColor4(name: string, color: Color3, alpha: number): void;
  29738. /**
  29739. * Adds a vec3 to the uniform buffer.
  29740. * @param name Name of the uniform, as used in the uniform block in the shader.
  29741. * @param vector Define the vec3 components from a Vector
  29742. */
  29743. addVector3(name: string, vector: Vector3): void;
  29744. /**
  29745. * Adds a Matrix 3x3 to the uniform buffer.
  29746. * @param name Name of the uniform, as used in the uniform block in the shader.
  29747. */
  29748. addMatrix3x3(name: string): void;
  29749. /**
  29750. * Adds a Matrix 2x2 to the uniform buffer.
  29751. * @param name Name of the uniform, as used in the uniform block in the shader.
  29752. */
  29753. addMatrix2x2(name: string): void;
  29754. /**
  29755. * Effectively creates the WebGL Uniform Buffer, once layout is completed with `addUniform`.
  29756. */
  29757. create(): void;
  29758. /** @hidden */
  29759. _rebuild(): void;
  29760. /**
  29761. * Updates the WebGL Uniform Buffer on the GPU.
  29762. * If the `dynamic` flag is set to true, no cache comparison is done.
  29763. * Otherwise, the buffer will be updated only if the cache differs.
  29764. */
  29765. update(): void;
  29766. /**
  29767. * Updates the value of an uniform. The `update` method must be called afterwards to make it effective in the GPU.
  29768. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  29769. * @param data Define the flattened data
  29770. * @param size Define the size of the data.
  29771. */
  29772. updateUniform(uniformName: string, data: FloatArray, size: number): void;
  29773. private _valueCache;
  29774. private _cacheMatrix;
  29775. private _updateMatrix3x3ForUniform;
  29776. private _updateMatrix3x3ForEffect;
  29777. private _updateMatrix2x2ForEffect;
  29778. private _updateMatrix2x2ForUniform;
  29779. private _updateFloatForEffect;
  29780. private _updateFloatForUniform;
  29781. private _updateFloat2ForEffect;
  29782. private _updateFloat2ForUniform;
  29783. private _updateFloat3ForEffect;
  29784. private _updateFloat3ForUniform;
  29785. private _updateFloat4ForEffect;
  29786. private _updateFloat4ForUniform;
  29787. private _updateMatrixForEffect;
  29788. private _updateMatrixForUniform;
  29789. private _updateVector3ForEffect;
  29790. private _updateVector3ForUniform;
  29791. private _updateVector4ForEffect;
  29792. private _updateVector4ForUniform;
  29793. private _updateColor3ForEffect;
  29794. private _updateColor3ForUniform;
  29795. private _updateColor4ForEffect;
  29796. private _updateColor4ForUniform;
  29797. /**
  29798. * Sets a sampler uniform on the effect.
  29799. * @param name Define the name of the sampler.
  29800. * @param texture Define the texture to set in the sampler
  29801. */
  29802. setTexture(name: string, texture: Nullable<BaseTexture>): void;
  29803. /**
  29804. * Directly updates the value of the uniform in the cache AND on the GPU.
  29805. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  29806. * @param data Define the flattened data
  29807. */
  29808. updateUniformDirectly(uniformName: string, data: FloatArray): void;
  29809. /**
  29810. * Binds this uniform buffer to an effect.
  29811. * @param effect Define the effect to bind the buffer to
  29812. * @param name Name of the uniform block in the shader.
  29813. */
  29814. bindToEffect(effect: Effect, name: string): void;
  29815. /**
  29816. * Disposes the uniform buffer.
  29817. */
  29818. dispose(): void;
  29819. }
  29820. }
  29821. declare module "babylonjs/Audio/analyser" {
  29822. import { Scene } from "babylonjs/scene";
  29823. /**
  29824. * Class used to work with sound analyzer using fast fourier transform (FFT)
  29825. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  29826. */
  29827. export class Analyser {
  29828. /**
  29829. * Gets or sets the smoothing
  29830. * @ignorenaming
  29831. */
  29832. SMOOTHING: number;
  29833. /**
  29834. * Gets or sets the FFT table size
  29835. * @ignorenaming
  29836. */
  29837. FFT_SIZE: number;
  29838. /**
  29839. * Gets or sets the bar graph amplitude
  29840. * @ignorenaming
  29841. */
  29842. BARGRAPHAMPLITUDE: number;
  29843. /**
  29844. * Gets or sets the position of the debug canvas
  29845. * @ignorenaming
  29846. */
  29847. DEBUGCANVASPOS: {
  29848. x: number;
  29849. y: number;
  29850. };
  29851. /**
  29852. * Gets or sets the debug canvas size
  29853. * @ignorenaming
  29854. */
  29855. DEBUGCANVASSIZE: {
  29856. width: number;
  29857. height: number;
  29858. };
  29859. private _byteFreqs;
  29860. private _byteTime;
  29861. private _floatFreqs;
  29862. private _webAudioAnalyser;
  29863. private _debugCanvas;
  29864. private _debugCanvasContext;
  29865. private _scene;
  29866. private _registerFunc;
  29867. private _audioEngine;
  29868. /**
  29869. * Creates a new analyser
  29870. * @param scene defines hosting scene
  29871. */
  29872. constructor(scene: Scene);
  29873. /**
  29874. * Get the number of data values you will have to play with for the visualization
  29875. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/frequencyBinCount
  29876. * @returns a number
  29877. */
  29878. getFrequencyBinCount(): number;
  29879. /**
  29880. * Gets the current frequency data as a byte array
  29881. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  29882. * @returns a Uint8Array
  29883. */
  29884. getByteFrequencyData(): Uint8Array;
  29885. /**
  29886. * Gets the current waveform as a byte array
  29887. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteTimeDomainData
  29888. * @returns a Uint8Array
  29889. */
  29890. getByteTimeDomainData(): Uint8Array;
  29891. /**
  29892. * Gets the current frequency data as a float array
  29893. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  29894. * @returns a Float32Array
  29895. */
  29896. getFloatFrequencyData(): Float32Array;
  29897. /**
  29898. * Renders the debug canvas
  29899. */
  29900. drawDebugCanvas(): void;
  29901. /**
  29902. * Stops rendering the debug canvas and removes it
  29903. */
  29904. stopDebugCanvas(): void;
  29905. /**
  29906. * Connects two audio nodes
  29907. * @param inputAudioNode defines first node to connect
  29908. * @param outputAudioNode defines second node to connect
  29909. */
  29910. connectAudioNodes(inputAudioNode: AudioNode, outputAudioNode: AudioNode): void;
  29911. /**
  29912. * Releases all associated resources
  29913. */
  29914. dispose(): void;
  29915. }
  29916. }
  29917. declare module "babylonjs/Audio/audioEngine" {
  29918. import { IDisposable } from "babylonjs/scene";
  29919. import { Analyser } from "babylonjs/Audio/analyser";
  29920. import { Nullable } from "babylonjs/types";
  29921. import { Observable } from "babylonjs/Misc/observable";
  29922. /**
  29923. * This represents an audio engine and it is responsible
  29924. * to play, synchronize and analyse sounds throughout the application.
  29925. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  29926. */
  29927. export interface IAudioEngine extends IDisposable {
  29928. /**
  29929. * Gets whether the current host supports Web Audio and thus could create AudioContexts.
  29930. */
  29931. readonly canUseWebAudio: boolean;
  29932. /**
  29933. * Gets the current AudioContext if available.
  29934. */
  29935. readonly audioContext: Nullable<AudioContext>;
  29936. /**
  29937. * The master gain node defines the global audio volume of your audio engine.
  29938. */
  29939. readonly masterGain: GainNode;
  29940. /**
  29941. * Gets whether or not mp3 are supported by your browser.
  29942. */
  29943. readonly isMP3supported: boolean;
  29944. /**
  29945. * Gets whether or not ogg are supported by your browser.
  29946. */
  29947. readonly isOGGsupported: boolean;
  29948. /**
  29949. * Defines if Babylon should emit a warning if WebAudio is not supported.
  29950. * @ignoreNaming
  29951. */
  29952. WarnedWebAudioUnsupported: boolean;
  29953. /**
  29954. * Defines if the audio engine relies on a custom unlocked button.
  29955. * In this case, the embedded button will not be displayed.
  29956. */
  29957. useCustomUnlockedButton: boolean;
  29958. /**
  29959. * Gets whether or not the audio engine is unlocked (require first a user gesture on some browser).
  29960. */
  29961. readonly unlocked: boolean;
  29962. /**
  29963. * Event raised when audio has been unlocked on the browser.
  29964. */
  29965. onAudioUnlockedObservable: Observable<AudioEngine>;
  29966. /**
  29967. * Event raised when audio has been locked on the browser.
  29968. */
  29969. onAudioLockedObservable: Observable<AudioEngine>;
  29970. /**
  29971. * Flags the audio engine in Locked state.
  29972. * This happens due to new browser policies preventing audio to autoplay.
  29973. */
  29974. lock(): void;
  29975. /**
  29976. * Unlocks the audio engine once a user action has been done on the dom.
  29977. * This is helpful to resume play once browser policies have been satisfied.
  29978. */
  29979. unlock(): void;
  29980. }
  29981. /**
  29982. * This represents the default audio engine used in babylon.
  29983. * It is responsible to play, synchronize and analyse sounds throughout the application.
  29984. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  29985. */
  29986. export class AudioEngine implements IAudioEngine {
  29987. private _audioContext;
  29988. private _audioContextInitialized;
  29989. private _muteButton;
  29990. private _hostElement;
  29991. /**
  29992. * Gets whether the current host supports Web Audio and thus could create AudioContexts.
  29993. */
  29994. canUseWebAudio: boolean;
  29995. /**
  29996. * The master gain node defines the global audio volume of your audio engine.
  29997. */
  29998. masterGain: GainNode;
  29999. /**
  30000. * Defines if Babylon should emit a warning if WebAudio is not supported.
  30001. * @ignoreNaming
  30002. */
  30003. WarnedWebAudioUnsupported: boolean;
  30004. /**
  30005. * Gets whether or not mp3 are supported by your browser.
  30006. */
  30007. isMP3supported: boolean;
  30008. /**
  30009. * Gets whether or not ogg are supported by your browser.
  30010. */
  30011. isOGGsupported: boolean;
  30012. /**
  30013. * Gets whether audio has been unlocked on the device.
  30014. * Some Browsers have strong restrictions about Audio and won t autoplay unless
  30015. * a user interaction has happened.
  30016. */
  30017. unlocked: boolean;
  30018. /**
  30019. * Defines if the audio engine relies on a custom unlocked button.
  30020. * In this case, the embedded button will not be displayed.
  30021. */
  30022. useCustomUnlockedButton: boolean;
  30023. /**
  30024. * Event raised when audio has been unlocked on the browser.
  30025. */
  30026. onAudioUnlockedObservable: Observable<AudioEngine>;
  30027. /**
  30028. * Event raised when audio has been locked on the browser.
  30029. */
  30030. onAudioLockedObservable: Observable<AudioEngine>;
  30031. /**
  30032. * Gets the current AudioContext if available.
  30033. */
  30034. readonly audioContext: Nullable<AudioContext>;
  30035. private _connectedAnalyser;
  30036. /**
  30037. * Instantiates a new audio engine.
  30038. *
  30039. * There should be only one per page as some browsers restrict the number
  30040. * of audio contexts you can create.
  30041. * @param hostElement defines the host element where to display the mute icon if necessary
  30042. */
  30043. constructor(hostElement?: Nullable<HTMLElement>);
  30044. /**
  30045. * Flags the audio engine in Locked state.
  30046. * This happens due to new browser policies preventing audio to autoplay.
  30047. */
  30048. lock(): void;
  30049. /**
  30050. * Unlocks the audio engine once a user action has been done on the dom.
  30051. * This is helpful to resume play once browser policies have been satisfied.
  30052. */
  30053. unlock(): void;
  30054. private _resumeAudioContext;
  30055. private _initializeAudioContext;
  30056. private _tryToRun;
  30057. private _triggerRunningState;
  30058. private _triggerSuspendedState;
  30059. private _displayMuteButton;
  30060. private _moveButtonToTopLeft;
  30061. private _onResize;
  30062. private _hideMuteButton;
  30063. /**
  30064. * Destroy and release the resources associated with the audio ccontext.
  30065. */
  30066. dispose(): void;
  30067. /**
  30068. * Gets the global volume sets on the master gain.
  30069. * @returns the global volume if set or -1 otherwise
  30070. */
  30071. getGlobalVolume(): number;
  30072. /**
  30073. * Sets the global volume of your experience (sets on the master gain).
  30074. * @param newVolume Defines the new global volume of the application
  30075. */
  30076. setGlobalVolume(newVolume: number): void;
  30077. /**
  30078. * Connect the audio engine to an audio analyser allowing some amazing
  30079. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  30080. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  30081. * @param analyser The analyser to connect to the engine
  30082. */
  30083. connectToAnalyser(analyser: Analyser): void;
  30084. }
  30085. }
  30086. declare module "babylonjs/Loading/loadingScreen" {
  30087. /**
  30088. * Interface used to present a loading screen while loading a scene
  30089. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  30090. */
  30091. export interface ILoadingScreen {
  30092. /**
  30093. * Function called to display the loading screen
  30094. */
  30095. displayLoadingUI: () => void;
  30096. /**
  30097. * Function called to hide the loading screen
  30098. */
  30099. hideLoadingUI: () => void;
  30100. /**
  30101. * Gets or sets the color to use for the background
  30102. */
  30103. loadingUIBackgroundColor: string;
  30104. /**
  30105. * Gets or sets the text to display while loading
  30106. */
  30107. loadingUIText: string;
  30108. }
  30109. /**
  30110. * Class used for the default loading screen
  30111. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  30112. */
  30113. export class DefaultLoadingScreen implements ILoadingScreen {
  30114. private _renderingCanvas;
  30115. private _loadingText;
  30116. private _loadingDivBackgroundColor;
  30117. private _loadingDiv;
  30118. private _loadingTextDiv;
  30119. /** Gets or sets the logo url to use for the default loading screen */
  30120. static DefaultLogoUrl: string;
  30121. /** Gets or sets the spinner url to use for the default loading screen */
  30122. static DefaultSpinnerUrl: string;
  30123. /**
  30124. * Creates a new default loading screen
  30125. * @param _renderingCanvas defines the canvas used to render the scene
  30126. * @param _loadingText defines the default text to display
  30127. * @param _loadingDivBackgroundColor defines the default background color
  30128. */
  30129. constructor(_renderingCanvas: HTMLCanvasElement, _loadingText?: string, _loadingDivBackgroundColor?: string);
  30130. /**
  30131. * Function called to display the loading screen
  30132. */
  30133. displayLoadingUI(): void;
  30134. /**
  30135. * Function called to hide the loading screen
  30136. */
  30137. hideLoadingUI(): void;
  30138. /**
  30139. * Gets or sets the text to display while loading
  30140. */
  30141. loadingUIText: string;
  30142. /**
  30143. * Gets or sets the color to use for the background
  30144. */
  30145. loadingUIBackgroundColor: string;
  30146. private _resizeLoadingUI;
  30147. }
  30148. }
  30149. declare module "babylonjs/Engines/WebGL/webGLPipelineContext" {
  30150. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  30151. import { Engine } from "babylonjs/Engines/engine";
  30152. import { Nullable } from "babylonjs/types";
  30153. /** @hidden */
  30154. export class WebGLPipelineContext implements IPipelineContext {
  30155. engine: Engine;
  30156. program: Nullable<WebGLProgram>;
  30157. context?: WebGLRenderingContext;
  30158. vertexShader?: WebGLShader;
  30159. fragmentShader?: WebGLShader;
  30160. isParallelCompiled: boolean;
  30161. onCompiled?: () => void;
  30162. transformFeedback?: WebGLTransformFeedback | null;
  30163. readonly isAsync: boolean;
  30164. readonly isReady: boolean;
  30165. _handlesSpectorRebuildCallback(onCompiled: (program: WebGLProgram) => void): void;
  30166. }
  30167. }
  30168. declare module "babylonjs/Meshes/WebGL/webGLDataBuffer" {
  30169. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  30170. /** @hidden */
  30171. export class WebGLDataBuffer extends DataBuffer {
  30172. private _buffer;
  30173. constructor(resource: WebGLBuffer);
  30174. readonly underlyingResource: any;
  30175. }
  30176. }
  30177. declare module "babylonjs/Engines/WebGL/webGL2ShaderProcessors" {
  30178. import { IShaderProcessor } from "babylonjs/Engines/Processors/iShaderProcessor";
  30179. /** @hidden */
  30180. export class WebGL2ShaderProcessor implements IShaderProcessor {
  30181. attributeProcessor(attribute: string): string;
  30182. varyingProcessor(varying: string, isFragment: boolean): string;
  30183. postProcessor(code: string, defines: string[], isFragment: boolean): string;
  30184. }
  30185. }
  30186. declare module "babylonjs/Misc/perfCounter" {
  30187. /**
  30188. * This class is used to track a performance counter which is number based.
  30189. * The user has access to many properties which give statistics of different nature.
  30190. *
  30191. * The implementer can track two kinds of Performance Counter: time and count.
  30192. * 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.
  30193. * 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.
  30194. */
  30195. export class PerfCounter {
  30196. /**
  30197. * Gets or sets a global boolean to turn on and off all the counters
  30198. */
  30199. static Enabled: boolean;
  30200. /**
  30201. * Returns the smallest value ever
  30202. */
  30203. readonly min: number;
  30204. /**
  30205. * Returns the biggest value ever
  30206. */
  30207. readonly max: number;
  30208. /**
  30209. * Returns the average value since the performance counter is running
  30210. */
  30211. readonly average: number;
  30212. /**
  30213. * Returns the average value of the last second the counter was monitored
  30214. */
  30215. readonly lastSecAverage: number;
  30216. /**
  30217. * Returns the current value
  30218. */
  30219. readonly current: number;
  30220. /**
  30221. * Gets the accumulated total
  30222. */
  30223. readonly total: number;
  30224. /**
  30225. * Gets the total value count
  30226. */
  30227. readonly count: number;
  30228. /**
  30229. * Creates a new counter
  30230. */
  30231. constructor();
  30232. /**
  30233. * Call this method to start monitoring a new frame.
  30234. * 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.
  30235. */
  30236. fetchNewFrame(): void;
  30237. /**
  30238. * Call this method to monitor a count of something (e.g. mesh drawn in viewport count)
  30239. * @param newCount the count value to add to the monitored count
  30240. * @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.
  30241. */
  30242. addCount(newCount: number, fetchResult: boolean): void;
  30243. /**
  30244. * Start monitoring this performance counter
  30245. */
  30246. beginMonitoring(): void;
  30247. /**
  30248. * Compute the time lapsed since the previous beginMonitoring() call.
  30249. * @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
  30250. */
  30251. endMonitoring(newFrame?: boolean): void;
  30252. private _fetchResult;
  30253. private _startMonitoringTime;
  30254. private _min;
  30255. private _max;
  30256. private _average;
  30257. private _current;
  30258. private _totalValueCount;
  30259. private _totalAccumulated;
  30260. private _lastSecAverage;
  30261. private _lastSecAccumulated;
  30262. private _lastSecTime;
  30263. private _lastSecValueCount;
  30264. }
  30265. }
  30266. declare module "babylonjs/Misc/customAnimationFrameRequester" {
  30267. /**
  30268. * Interface for any object that can request an animation frame
  30269. */
  30270. export interface ICustomAnimationFrameRequester {
  30271. /**
  30272. * This function will be called when the render loop is ready. If this is not populated, the engine's renderloop function will be called
  30273. */
  30274. renderFunction?: Function;
  30275. /**
  30276. * Called to request the next frame to render to
  30277. * @see https://developer.mozilla.org/en-US/docs/Web/API/window/requestAnimationFrame
  30278. */
  30279. requestAnimationFrame: Function;
  30280. /**
  30281. * You can pass this value to cancelAnimationFrame() to cancel the refresh callback request
  30282. * @see https://developer.mozilla.org/en-US/docs/Web/API/window/requestAnimationFrame#Return_value
  30283. */
  30284. requestID?: number;
  30285. }
  30286. }
  30287. declare module "babylonjs/Materials/Textures/videoTexture" {
  30288. import { Observable } from "babylonjs/Misc/observable";
  30289. import { Nullable } from "babylonjs/types";
  30290. import { Scene } from "babylonjs/scene";
  30291. import { Texture } from "babylonjs/Materials/Textures/texture";
  30292. /**
  30293. * Settings for finer control over video usage
  30294. */
  30295. export interface VideoTextureSettings {
  30296. /**
  30297. * Applies `autoplay` to video, if specified
  30298. */
  30299. autoPlay?: boolean;
  30300. /**
  30301. * Applies `loop` to video, if specified
  30302. */
  30303. loop?: boolean;
  30304. /**
  30305. * Automatically updates internal texture from video at every frame in the render loop
  30306. */
  30307. autoUpdateTexture: boolean;
  30308. /**
  30309. * Image src displayed during the video loading or until the user interacts with the video.
  30310. */
  30311. poster?: string;
  30312. }
  30313. /**
  30314. * If you want to display a video in your scene, this is the special texture for that.
  30315. * This special texture works similar to other textures, with the exception of a few parameters.
  30316. * @see https://doc.babylonjs.com/how_to/video_texture
  30317. */
  30318. export class VideoTexture extends Texture {
  30319. /**
  30320. * Tells whether textures will be updated automatically or user is required to call `updateTexture` manually
  30321. */
  30322. readonly autoUpdateTexture: boolean;
  30323. /**
  30324. * The video instance used by the texture internally
  30325. */
  30326. readonly video: HTMLVideoElement;
  30327. private _onUserActionRequestedObservable;
  30328. /**
  30329. * Event triggerd when a dom action is required by the user to play the video.
  30330. * This happens due to recent changes in browser policies preventing video to auto start.
  30331. */
  30332. readonly onUserActionRequestedObservable: Observable<Texture>;
  30333. private _generateMipMaps;
  30334. private _engine;
  30335. private _stillImageCaptured;
  30336. private _displayingPosterTexture;
  30337. private _settings;
  30338. private _createInternalTextureOnEvent;
  30339. private _frameId;
  30340. /**
  30341. * Creates a video texture.
  30342. * If you want to display a video in your scene, this is the special texture for that.
  30343. * This special texture works similar to other textures, with the exception of a few parameters.
  30344. * @see https://doc.babylonjs.com/how_to/video_texture
  30345. * @param name optional name, will detect from video source, if not defined
  30346. * @param src can be used to provide an url, array of urls or an already setup HTML video element.
  30347. * @param scene is obviously the current scene.
  30348. * @param generateMipMaps can be used to turn on mipmaps (Can be expensive for videoTextures because they are often updated).
  30349. * @param invertY is false by default but can be used to invert video on Y axis
  30350. * @param samplingMode controls the sampling method and is set to TRILINEAR_SAMPLINGMODE by default
  30351. * @param settings allows finer control over video usage
  30352. */
  30353. constructor(name: Nullable<string>, src: string | string[] | HTMLVideoElement, scene: Nullable<Scene>, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, settings?: VideoTextureSettings);
  30354. private _getName;
  30355. private _getVideo;
  30356. private _createInternalTexture;
  30357. private reset;
  30358. /**
  30359. * @hidden Internal method to initiate `update`.
  30360. */
  30361. _rebuild(): void;
  30362. /**
  30363. * Update Texture in the `auto` mode. Does not do anything if `settings.autoUpdateTexture` is false.
  30364. */
  30365. update(): void;
  30366. /**
  30367. * Update Texture in `manual` mode. Does not do anything if not visible or paused.
  30368. * @param isVisible Visibility state, detected by user using `scene.getActiveMeshes()` or othervise.
  30369. */
  30370. updateTexture(isVisible: boolean): void;
  30371. protected _updateInternalTexture: () => void;
  30372. /**
  30373. * Change video content. Changing video instance or setting multiple urls (as in constructor) is not supported.
  30374. * @param url New url.
  30375. */
  30376. updateURL(url: string): void;
  30377. /**
  30378. * Dispose the texture and release its associated resources.
  30379. */
  30380. dispose(): void;
  30381. /**
  30382. * Creates a video texture straight from a stream.
  30383. * @param scene Define the scene the texture should be created in
  30384. * @param stream Define the stream the texture should be created from
  30385. * @returns The created video texture as a promise
  30386. */
  30387. static CreateFromStreamAsync(scene: Scene, stream: MediaStream): Promise<VideoTexture>;
  30388. /**
  30389. * Creates a video texture straight from your WebCam video feed.
  30390. * @param scene Define the scene the texture should be created in
  30391. * @param constraints Define the constraints to use to create the web cam feed from WebRTC
  30392. * @param audioConstaints Define the audio constraints to use to create the web cam feed from WebRTC
  30393. * @returns The created video texture as a promise
  30394. */
  30395. static CreateFromWebCamAsync(scene: Scene, constraints: {
  30396. minWidth: number;
  30397. maxWidth: number;
  30398. minHeight: number;
  30399. maxHeight: number;
  30400. deviceId: string;
  30401. } & MediaTrackConstraints, audioConstaints?: boolean | MediaTrackConstraints): Promise<VideoTexture>;
  30402. /**
  30403. * Creates a video texture straight from your WebCam video feed.
  30404. * @param scene Define the scene the texture should be created in
  30405. * @param onReady Define a callback to triggered once the texture will be ready
  30406. * @param constraints Define the constraints to use to create the web cam feed from WebRTC
  30407. * @param audioConstaints Define the audio constraints to use to create the web cam feed from WebRTC
  30408. */
  30409. static CreateFromWebCam(scene: Scene, onReady: (videoTexture: VideoTexture) => void, constraints: {
  30410. minWidth: number;
  30411. maxWidth: number;
  30412. minHeight: number;
  30413. maxHeight: number;
  30414. deviceId: string;
  30415. } & MediaTrackConstraints, audioConstaints?: boolean | MediaTrackConstraints): void;
  30416. }
  30417. }
  30418. declare module "babylonjs/Engines/engine" {
  30419. import { Observable } from "babylonjs/Misc/observable";
  30420. import { PerformanceMonitor } from "babylonjs/Misc/performanceMonitor";
  30421. import { Nullable, FloatArray, DataArray, IndicesArray } from "babylonjs/types";
  30422. import { Scene } from "babylonjs/scene";
  30423. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  30424. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  30425. import { Effect, EffectCreationOptions, EffectFallbacks } from "babylonjs/Materials/effect";
  30426. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  30427. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  30428. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  30429. import { IAudioEngine } from "babylonjs/Audio/audioEngine";
  30430. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  30431. import { ILoadingScreen } from "babylonjs/Loading/loadingScreen";
  30432. import { _DepthCullingState, _StencilState, _AlphaState } from "babylonjs/States/index";
  30433. import { RenderTargetCreationOptions } from "babylonjs/Materials/Textures/renderTargetCreationOptions";
  30434. import { WebRequest } from "babylonjs/Misc/webRequest";
  30435. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  30436. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  30437. import { IShaderProcessor } from "babylonjs/Engines/Processors/iShaderProcessor";
  30438. import { PerfCounter } from "babylonjs/Misc/perfCounter";
  30439. import { IFileRequest } from "babylonjs/Misc/fileRequest";
  30440. import { ICustomAnimationFrameRequester } from "babylonjs/Misc/customAnimationFrameRequester";
  30441. import { IViewportLike, IColor4Like } from "babylonjs/Maths/math.like";
  30442. import { Material } from "babylonjs/Materials/material";
  30443. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  30444. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  30445. /**
  30446. * Defines the interface used by objects containing a viewport (like a camera)
  30447. */
  30448. interface IViewportOwnerLike {
  30449. /**
  30450. * Gets or sets the viewport
  30451. */
  30452. viewport: IViewportLike;
  30453. }
  30454. /**
  30455. * Interface for attribute information associated with buffer instanciation
  30456. */
  30457. export class InstancingAttributeInfo {
  30458. /**
  30459. * Index/offset of the attribute in the vertex shader
  30460. */
  30461. index: number;
  30462. /**
  30463. * size of the attribute, 1, 2, 3 or 4
  30464. */
  30465. attributeSize: number;
  30466. /**
  30467. * type of the attribute, gl.BYTE, gl.UNSIGNED_BYTE, gl.SHORT, gl.UNSIGNED_SHORT, gl.FIXED, gl.FLOAT.
  30468. * default is FLOAT
  30469. */
  30470. attribyteType: number;
  30471. /**
  30472. * normalization of fixed-point data. behavior unclear, use FALSE, default is FALSE
  30473. */
  30474. normalized: boolean;
  30475. /**
  30476. * Offset of the data in the Vertex Buffer acting as the instancing buffer
  30477. */
  30478. offset: number;
  30479. /**
  30480. * Name of the GLSL attribute, for debugging purpose only
  30481. */
  30482. attributeName: string;
  30483. }
  30484. /**
  30485. * Define options used to create a depth texture
  30486. */
  30487. export class DepthTextureCreationOptions {
  30488. /** Specifies whether or not a stencil should be allocated in the texture */
  30489. generateStencil?: boolean;
  30490. /** Specifies whether or not bilinear filtering is enable on the texture */
  30491. bilinearFiltering?: boolean;
  30492. /** Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode */
  30493. comparisonFunction?: number;
  30494. /** Specifies if the created texture is a cube texture */
  30495. isCube?: boolean;
  30496. }
  30497. /**
  30498. * Class used to describe the capabilities of the engine relatively to the current browser
  30499. */
  30500. export class EngineCapabilities {
  30501. /** Maximum textures units per fragment shader */
  30502. maxTexturesImageUnits: number;
  30503. /** Maximum texture units per vertex shader */
  30504. maxVertexTextureImageUnits: number;
  30505. /** Maximum textures units in the entire pipeline */
  30506. maxCombinedTexturesImageUnits: number;
  30507. /** Maximum texture size */
  30508. maxTextureSize: number;
  30509. /** Maximum cube texture size */
  30510. maxCubemapTextureSize: number;
  30511. /** Maximum render texture size */
  30512. maxRenderTextureSize: number;
  30513. /** Maximum number of vertex attributes */
  30514. maxVertexAttribs: number;
  30515. /** Maximum number of varyings */
  30516. maxVaryingVectors: number;
  30517. /** Maximum number of uniforms per vertex shader */
  30518. maxVertexUniformVectors: number;
  30519. /** Maximum number of uniforms per fragment shader */
  30520. maxFragmentUniformVectors: number;
  30521. /** Defines if standard derivates (dx/dy) are supported */
  30522. standardDerivatives: boolean;
  30523. /** Defines if s3tc texture compression is supported */
  30524. s3tc: Nullable<WEBGL_compressed_texture_s3tc>;
  30525. /** Defines if pvrtc texture compression is supported */
  30526. pvrtc: any;
  30527. /** Defines if etc1 texture compression is supported */
  30528. etc1: any;
  30529. /** Defines if etc2 texture compression is supported */
  30530. etc2: any;
  30531. /** Defines if astc texture compression is supported */
  30532. astc: any;
  30533. /** Defines if float textures are supported */
  30534. textureFloat: boolean;
  30535. /** Defines if vertex array objects are supported */
  30536. vertexArrayObject: boolean;
  30537. /** Gets the webgl extension for anisotropic filtering (null if not supported) */
  30538. textureAnisotropicFilterExtension: Nullable<EXT_texture_filter_anisotropic>;
  30539. /** Gets the maximum level of anisotropy supported */
  30540. maxAnisotropy: number;
  30541. /** Defines if instancing is supported */
  30542. instancedArrays: boolean;
  30543. /** Defines if 32 bits indices are supported */
  30544. uintIndices: boolean;
  30545. /** Defines if high precision shaders are supported */
  30546. highPrecisionShaderSupported: boolean;
  30547. /** Defines if depth reading in the fragment shader is supported */
  30548. fragmentDepthSupported: boolean;
  30549. /** Defines if float texture linear filtering is supported*/
  30550. textureFloatLinearFiltering: boolean;
  30551. /** Defines if rendering to float textures is supported */
  30552. textureFloatRender: boolean;
  30553. /** Defines if half float textures are supported*/
  30554. textureHalfFloat: boolean;
  30555. /** Defines if half float texture linear filtering is supported*/
  30556. textureHalfFloatLinearFiltering: boolean;
  30557. /** Defines if rendering to half float textures is supported */
  30558. textureHalfFloatRender: boolean;
  30559. /** Defines if textureLOD shader command is supported */
  30560. textureLOD: boolean;
  30561. /** Defines if draw buffers extension is supported */
  30562. drawBuffersExtension: boolean;
  30563. /** Defines if depth textures are supported */
  30564. depthTextureExtension: boolean;
  30565. /** Defines if float color buffer are supported */
  30566. colorBufferFloat: boolean;
  30567. /** Gets disjoint timer query extension (null if not supported) */
  30568. timerQuery: EXT_disjoint_timer_query;
  30569. /** Defines if timestamp can be used with timer query */
  30570. canUseTimestampForTimerQuery: boolean;
  30571. /** Defines if multiview is supported (https://www.khronos.org/registry/webgl/extensions/WEBGL_multiview/) */
  30572. multiview: any;
  30573. /** Function used to let the system compiles shaders in background */
  30574. parallelShaderCompile: {
  30575. COMPLETION_STATUS_KHR: number;
  30576. };
  30577. /** Max number of texture samples for MSAA */
  30578. maxMSAASamples: number;
  30579. }
  30580. /** Interface defining initialization parameters for Engine class */
  30581. export interface EngineOptions extends WebGLContextAttributes {
  30582. /**
  30583. * Defines if the engine should no exceed a specified device ratio
  30584. * @see https://developer.mozilla.org/en-US/docs/Web/API/Window/devicePixelRatio
  30585. */
  30586. limitDeviceRatio?: number;
  30587. /**
  30588. * Defines if webvr should be enabled automatically
  30589. * @see http://doc.babylonjs.com/how_to/webvr_camera
  30590. */
  30591. autoEnableWebVR?: boolean;
  30592. /**
  30593. * Defines if webgl2 should be turned off even if supported
  30594. * @see http://doc.babylonjs.com/features/webgl2
  30595. */
  30596. disableWebGL2Support?: boolean;
  30597. /**
  30598. * Defines if webaudio should be initialized as well
  30599. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  30600. */
  30601. audioEngine?: boolean;
  30602. /**
  30603. * Defines if animations should run using a deterministic lock step
  30604. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  30605. */
  30606. deterministicLockstep?: boolean;
  30607. /** Defines the maximum steps to use with deterministic lock step mode */
  30608. lockstepMaxSteps?: number;
  30609. /**
  30610. * Defines that engine should ignore context lost events
  30611. * If this event happens when this parameter is true, you will have to reload the page to restore rendering
  30612. */
  30613. doNotHandleContextLost?: boolean;
  30614. /**
  30615. * Defines that engine should ignore modifying touch action attribute and style
  30616. * If not handle, you might need to set it up on your side for expected touch devices behavior.
  30617. */
  30618. doNotHandleTouchAction?: boolean;
  30619. /**
  30620. * Defines that engine should compile shaders with high precision floats (if supported). True by default
  30621. */
  30622. useHighPrecisionFloats?: boolean;
  30623. }
  30624. /**
  30625. * Defines the interface used by display changed events
  30626. */
  30627. export interface IDisplayChangedEventArgs {
  30628. /** Gets the vrDisplay object (if any) */
  30629. vrDisplay: Nullable<any>;
  30630. /** Gets a boolean indicating if webVR is supported */
  30631. vrSupported: boolean;
  30632. }
  30633. /**
  30634. * The engine class is responsible for interfacing with all lower-level APIs such as WebGL and Audio
  30635. */
  30636. export class Engine {
  30637. /** Use this array to turn off some WebGL2 features on known buggy browsers version */
  30638. static ExceptionList: ({
  30639. key: string;
  30640. capture: string;
  30641. captureConstraint: number;
  30642. targets: string[];
  30643. } | {
  30644. key: string;
  30645. capture: null;
  30646. captureConstraint: null;
  30647. targets: string[];
  30648. })[];
  30649. /** Gets the list of created engines */
  30650. static readonly Instances: Engine[];
  30651. /**
  30652. * Gets the latest created engine
  30653. */
  30654. static readonly LastCreatedEngine: Nullable<Engine>;
  30655. /**
  30656. * Gets the latest created scene
  30657. */
  30658. static readonly LastCreatedScene: Nullable<Scene>;
  30659. /**
  30660. * Will flag all materials in all scenes in all engines as dirty to trigger new shader compilation
  30661. * @param flag defines which part of the materials must be marked as dirty
  30662. * @param predicate defines a predicate used to filter which materials should be affected
  30663. */
  30664. static MarkAllMaterialsAsDirty(flag: number, predicate?: (mat: Material) => boolean): void;
  30665. /** @hidden */
  30666. static _TextureLoaders: IInternalTextureLoader[];
  30667. /** Defines that alpha blending is disabled */
  30668. static readonly ALPHA_DISABLE: number;
  30669. /** Defines that alpha blending to SRC ALPHA * SRC + DEST */
  30670. static readonly ALPHA_ADD: number;
  30671. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC ALPHA) * DEST */
  30672. static readonly ALPHA_COMBINE: number;
  30673. /** Defines that alpha blending to DEST - SRC * DEST */
  30674. static readonly ALPHA_SUBTRACT: number;
  30675. /** Defines that alpha blending to SRC * DEST */
  30676. static readonly ALPHA_MULTIPLY: number;
  30677. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC) * DEST */
  30678. static readonly ALPHA_MAXIMIZED: number;
  30679. /** Defines that alpha blending to SRC + DEST */
  30680. static readonly ALPHA_ONEONE: number;
  30681. /** Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST */
  30682. static readonly ALPHA_PREMULTIPLIED: number;
  30683. /**
  30684. * Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST
  30685. * Alpha will be set to (1 - SRC ALPHA) * DEST ALPHA
  30686. */
  30687. static readonly ALPHA_PREMULTIPLIED_PORTERDUFF: number;
  30688. /** Defines that alpha blending to CST * SRC + (1 - CST) * DEST */
  30689. static readonly ALPHA_INTERPOLATE: number;
  30690. /**
  30691. * Defines that alpha blending to SRC + (1 - SRC) * DEST
  30692. * Alpha will be set to SRC ALPHA + (1 - SRC ALPHA) * DEST ALPHA
  30693. */
  30694. static readonly ALPHA_SCREENMODE: number;
  30695. /** Defines that the ressource is not delayed*/
  30696. static readonly DELAYLOADSTATE_NONE: number;
  30697. /** Defines that the ressource was successfully delay loaded */
  30698. static readonly DELAYLOADSTATE_LOADED: number;
  30699. /** Defines that the ressource is currently delay loading */
  30700. static readonly DELAYLOADSTATE_LOADING: number;
  30701. /** Defines that the ressource is delayed and has not started loading */
  30702. static readonly DELAYLOADSTATE_NOTLOADED: number;
  30703. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn */
  30704. static readonly NEVER: number;
  30705. /** 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 */
  30706. static readonly ALWAYS: number;
  30707. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value */
  30708. static readonly LESS: number;
  30709. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value */
  30710. static readonly EQUAL: number;
  30711. /** 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 */
  30712. static readonly LEQUAL: number;
  30713. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value */
  30714. static readonly GREATER: number;
  30715. /** 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 */
  30716. static readonly GEQUAL: number;
  30717. /** 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 */
  30718. static readonly NOTEQUAL: number;
  30719. /** Passed to stencilOperation to specify that stencil value must be kept */
  30720. static readonly KEEP: number;
  30721. /** Passed to stencilOperation to specify that stencil value must be replaced */
  30722. static readonly REPLACE: number;
  30723. /** Passed to stencilOperation to specify that stencil value must be incremented */
  30724. static readonly INCR: number;
  30725. /** Passed to stencilOperation to specify that stencil value must be decremented */
  30726. static readonly DECR: number;
  30727. /** Passed to stencilOperation to specify that stencil value must be inverted */
  30728. static readonly INVERT: number;
  30729. /** Passed to stencilOperation to specify that stencil value must be incremented with wrapping */
  30730. static readonly INCR_WRAP: number;
  30731. /** Passed to stencilOperation to specify that stencil value must be decremented with wrapping */
  30732. static readonly DECR_WRAP: number;
  30733. /** Texture is not repeating outside of 0..1 UVs */
  30734. static readonly TEXTURE_CLAMP_ADDRESSMODE: number;
  30735. /** Texture is repeating outside of 0..1 UVs */
  30736. static readonly TEXTURE_WRAP_ADDRESSMODE: number;
  30737. /** Texture is repeating and mirrored */
  30738. static readonly TEXTURE_MIRROR_ADDRESSMODE: number;
  30739. /** ALPHA */
  30740. static readonly TEXTUREFORMAT_ALPHA: number;
  30741. /** LUMINANCE */
  30742. static readonly TEXTUREFORMAT_LUMINANCE: number;
  30743. /** LUMINANCE_ALPHA */
  30744. static readonly TEXTUREFORMAT_LUMINANCE_ALPHA: number;
  30745. /** RGB */
  30746. static readonly TEXTUREFORMAT_RGB: number;
  30747. /** RGBA */
  30748. static readonly TEXTUREFORMAT_RGBA: number;
  30749. /** RED */
  30750. static readonly TEXTUREFORMAT_RED: number;
  30751. /** RED (2nd reference) */
  30752. static readonly TEXTUREFORMAT_R: number;
  30753. /** RG */
  30754. static readonly TEXTUREFORMAT_RG: number;
  30755. /** RED_INTEGER */
  30756. static readonly TEXTUREFORMAT_RED_INTEGER: number;
  30757. /** RED_INTEGER (2nd reference) */
  30758. static readonly TEXTUREFORMAT_R_INTEGER: number;
  30759. /** RG_INTEGER */
  30760. static readonly TEXTUREFORMAT_RG_INTEGER: number;
  30761. /** RGB_INTEGER */
  30762. static readonly TEXTUREFORMAT_RGB_INTEGER: number;
  30763. /** RGBA_INTEGER */
  30764. static readonly TEXTUREFORMAT_RGBA_INTEGER: number;
  30765. /** UNSIGNED_BYTE */
  30766. static readonly TEXTURETYPE_UNSIGNED_BYTE: number;
  30767. /** UNSIGNED_BYTE (2nd reference) */
  30768. static readonly TEXTURETYPE_UNSIGNED_INT: number;
  30769. /** FLOAT */
  30770. static readonly TEXTURETYPE_FLOAT: number;
  30771. /** HALF_FLOAT */
  30772. static readonly TEXTURETYPE_HALF_FLOAT: number;
  30773. /** BYTE */
  30774. static readonly TEXTURETYPE_BYTE: number;
  30775. /** SHORT */
  30776. static readonly TEXTURETYPE_SHORT: number;
  30777. /** UNSIGNED_SHORT */
  30778. static readonly TEXTURETYPE_UNSIGNED_SHORT: number;
  30779. /** INT */
  30780. static readonly TEXTURETYPE_INT: number;
  30781. /** UNSIGNED_INT */
  30782. static readonly TEXTURETYPE_UNSIGNED_INTEGER: number;
  30783. /** UNSIGNED_SHORT_4_4_4_4 */
  30784. static readonly TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4: number;
  30785. /** UNSIGNED_SHORT_5_5_5_1 */
  30786. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1: number;
  30787. /** UNSIGNED_SHORT_5_6_5 */
  30788. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_6_5: number;
  30789. /** UNSIGNED_INT_2_10_10_10_REV */
  30790. static readonly TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV: number;
  30791. /** UNSIGNED_INT_24_8 */
  30792. static readonly TEXTURETYPE_UNSIGNED_INT_24_8: number;
  30793. /** UNSIGNED_INT_10F_11F_11F_REV */
  30794. static readonly TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV: number;
  30795. /** UNSIGNED_INT_5_9_9_9_REV */
  30796. static readonly TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV: number;
  30797. /** FLOAT_32_UNSIGNED_INT_24_8_REV */
  30798. static readonly TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV: number;
  30799. /** nearest is mag = nearest and min = nearest and mip = linear */
  30800. static readonly TEXTURE_NEAREST_SAMPLINGMODE: number;
  30801. /** Bilinear is mag = linear and min = linear and mip = nearest */
  30802. static readonly TEXTURE_BILINEAR_SAMPLINGMODE: number;
  30803. /** Trilinear is mag = linear and min = linear and mip = linear */
  30804. static readonly TEXTURE_TRILINEAR_SAMPLINGMODE: number;
  30805. /** nearest is mag = nearest and min = nearest and mip = linear */
  30806. static readonly TEXTURE_NEAREST_NEAREST_MIPLINEAR: number;
  30807. /** Bilinear is mag = linear and min = linear and mip = nearest */
  30808. static readonly TEXTURE_LINEAR_LINEAR_MIPNEAREST: number;
  30809. /** Trilinear is mag = linear and min = linear and mip = linear */
  30810. static readonly TEXTURE_LINEAR_LINEAR_MIPLINEAR: number;
  30811. /** mag = nearest and min = nearest and mip = nearest */
  30812. static readonly TEXTURE_NEAREST_NEAREST_MIPNEAREST: number;
  30813. /** mag = nearest and min = linear and mip = nearest */
  30814. static readonly TEXTURE_NEAREST_LINEAR_MIPNEAREST: number;
  30815. /** mag = nearest and min = linear and mip = linear */
  30816. static readonly TEXTURE_NEAREST_LINEAR_MIPLINEAR: number;
  30817. /** mag = nearest and min = linear and mip = none */
  30818. static readonly TEXTURE_NEAREST_LINEAR: number;
  30819. /** mag = nearest and min = nearest and mip = none */
  30820. static readonly TEXTURE_NEAREST_NEAREST: number;
  30821. /** mag = linear and min = nearest and mip = nearest */
  30822. static readonly TEXTURE_LINEAR_NEAREST_MIPNEAREST: number;
  30823. /** mag = linear and min = nearest and mip = linear */
  30824. static readonly TEXTURE_LINEAR_NEAREST_MIPLINEAR: number;
  30825. /** mag = linear and min = linear and mip = none */
  30826. static readonly TEXTURE_LINEAR_LINEAR: number;
  30827. /** mag = linear and min = nearest and mip = none */
  30828. static readonly TEXTURE_LINEAR_NEAREST: number;
  30829. /** Explicit coordinates mode */
  30830. static readonly TEXTURE_EXPLICIT_MODE: number;
  30831. /** Spherical coordinates mode */
  30832. static readonly TEXTURE_SPHERICAL_MODE: number;
  30833. /** Planar coordinates mode */
  30834. static readonly TEXTURE_PLANAR_MODE: number;
  30835. /** Cubic coordinates mode */
  30836. static readonly TEXTURE_CUBIC_MODE: number;
  30837. /** Projection coordinates mode */
  30838. static readonly TEXTURE_PROJECTION_MODE: number;
  30839. /** Skybox coordinates mode */
  30840. static readonly TEXTURE_SKYBOX_MODE: number;
  30841. /** Inverse Cubic coordinates mode */
  30842. static readonly TEXTURE_INVCUBIC_MODE: number;
  30843. /** Equirectangular coordinates mode */
  30844. static readonly TEXTURE_EQUIRECTANGULAR_MODE: number;
  30845. /** Equirectangular Fixed coordinates mode */
  30846. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MODE: number;
  30847. /** Equirectangular Fixed Mirrored coordinates mode */
  30848. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  30849. /** Defines that texture rescaling will use a floor to find the closer power of 2 size */
  30850. static readonly SCALEMODE_FLOOR: number;
  30851. /** Defines that texture rescaling will look for the nearest power of 2 size */
  30852. static readonly SCALEMODE_NEAREST: number;
  30853. /** Defines that texture rescaling will use a ceil to find the closer power of 2 size */
  30854. static readonly SCALEMODE_CEILING: number;
  30855. /**
  30856. * Returns the current npm package of the sdk
  30857. */
  30858. static readonly NpmPackage: string;
  30859. /**
  30860. * Returns the current version of the framework
  30861. */
  30862. static readonly Version: string;
  30863. /**
  30864. * Returns a string describing the current engine
  30865. */
  30866. readonly description: string;
  30867. /**
  30868. * Gets or sets the epsilon value used by collision engine
  30869. */
  30870. static CollisionsEpsilon: number;
  30871. /**
  30872. * Gets or sets the relative url used to load shaders if using the engine in non-minified mode
  30873. */
  30874. static ShadersRepository: string;
  30875. /**
  30876. * Method called to create the default loading screen.
  30877. * This can be overriden in your own app.
  30878. * @param canvas The rendering canvas element
  30879. * @returns The loading screen
  30880. */
  30881. static DefaultLoadingScreenFactory(canvas: HTMLCanvasElement): ILoadingScreen;
  30882. /**
  30883. * Method called to create the default rescale post process on each engine.
  30884. */
  30885. static _RescalePostProcessFactory: Nullable<(engine: Engine) => PostProcess>;
  30886. /** @hidden */
  30887. _shaderProcessor: IShaderProcessor;
  30888. /**
  30889. * Gets or sets a boolean that indicates if textures must be forced to power of 2 size even if not required
  30890. */
  30891. forcePOTTextures: boolean;
  30892. /**
  30893. * Gets a boolean indicating if the engine is currently rendering in fullscreen mode
  30894. */
  30895. isFullscreen: boolean;
  30896. /**
  30897. * Gets a boolean indicating if the pointer is currently locked
  30898. */
  30899. isPointerLock: boolean;
  30900. /**
  30901. * Gets or sets a boolean indicating if back faces must be culled (true by default)
  30902. */
  30903. cullBackFaces: boolean;
  30904. /**
  30905. * Gets or sets a boolean indicating if the engine must keep rendering even if the window is not in foregroun
  30906. */
  30907. renderEvenInBackground: boolean;
  30908. /**
  30909. * Gets or sets a boolean indicating that cache can be kept between frames
  30910. */
  30911. preventCacheWipeBetweenFrames: boolean;
  30912. /**
  30913. * Gets or sets a boolean to enable/disable IndexedDB support and avoid XHR on .manifest
  30914. **/
  30915. enableOfflineSupport: boolean;
  30916. /**
  30917. * 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)
  30918. **/
  30919. disableManifestCheck: boolean;
  30920. /**
  30921. * Gets the list of created scenes
  30922. */
  30923. scenes: Scene[];
  30924. /**
  30925. * Event raised when a new scene is created
  30926. */
  30927. onNewSceneAddedObservable: Observable<Scene>;
  30928. /**
  30929. * Gets the list of created postprocesses
  30930. */
  30931. postProcesses: import("babylonjs/PostProcesses/postProcess").PostProcess[];
  30932. /** Gets or sets a boolean indicating if the engine should validate programs after compilation */
  30933. validateShaderPrograms: boolean;
  30934. /**
  30935. * Observable event triggered each time the rendering canvas is resized
  30936. */
  30937. onResizeObservable: Observable<Engine>;
  30938. /**
  30939. * Observable event triggered each time the canvas loses focus
  30940. */
  30941. onCanvasBlurObservable: Observable<Engine>;
  30942. /**
  30943. * Observable event triggered each time the canvas gains focus
  30944. */
  30945. onCanvasFocusObservable: Observable<Engine>;
  30946. /**
  30947. * Observable event triggered each time the canvas receives pointerout event
  30948. */
  30949. onCanvasPointerOutObservable: Observable<PointerEvent>;
  30950. /**
  30951. * Observable event triggered before each texture is initialized
  30952. */
  30953. onBeforeTextureInitObservable: Observable<import("babylonjs/Materials/Textures/texture").Texture>;
  30954. /**
  30955. * Gets or sets a boolean indicating that uniform buffers must be disabled even if they are supported
  30956. */
  30957. disableUniformBuffers: boolean;
  30958. /** @hidden */
  30959. _uniformBuffers: UniformBuffer[];
  30960. /**
  30961. * Gets a boolean indicating that the engine supports uniform buffers
  30962. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  30963. */
  30964. readonly supportsUniformBuffers: boolean;
  30965. /**
  30966. * Observable raised when the engine begins a new frame
  30967. */
  30968. onBeginFrameObservable: Observable<Engine>;
  30969. /**
  30970. * If set, will be used to request the next animation frame for the render loop
  30971. */
  30972. customAnimationFrameRequester: Nullable<ICustomAnimationFrameRequester>;
  30973. /**
  30974. * Observable raised when the engine ends the current frame
  30975. */
  30976. onEndFrameObservable: Observable<Engine>;
  30977. /**
  30978. * Observable raised when the engine is about to compile a shader
  30979. */
  30980. onBeforeShaderCompilationObservable: Observable<Engine>;
  30981. /**
  30982. * Observable raised when the engine has jsut compiled a shader
  30983. */
  30984. onAfterShaderCompilationObservable: Observable<Engine>;
  30985. /** @hidden */
  30986. _gl: WebGLRenderingContext;
  30987. private _renderingCanvas;
  30988. private _windowIsBackground;
  30989. protected _webGLVersion: number;
  30990. protected _highPrecisionShadersAllowed: boolean;
  30991. /** @hidden */
  30992. readonly _shouldUseHighPrecisionShader: boolean;
  30993. /**
  30994. * Gets a boolean indicating that only power of 2 textures are supported
  30995. * Please note that you can still use non power of 2 textures but in this case the engine will forcefully convert them
  30996. */
  30997. readonly needPOTTextures: boolean;
  30998. /** @hidden */
  30999. _badOS: boolean;
  31000. /** @hidden */
  31001. _badDesktopOS: boolean;
  31002. /**
  31003. * Gets the audio engine
  31004. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  31005. * @ignorenaming
  31006. */
  31007. static audioEngine: IAudioEngine;
  31008. /**
  31009. * Default AudioEngine factory responsible of creating the Audio Engine.
  31010. * By default, this will create a BabylonJS Audio Engine if the workload has been embedded.
  31011. */
  31012. static AudioEngineFactory: (hostElement: Nullable<HTMLElement>) => IAudioEngine;
  31013. /**
  31014. * Default offline support factory responsible of creating a tool used to store data locally.
  31015. * By default, this will create a Database object if the workload has been embedded.
  31016. */
  31017. static OfflineProviderFactory: (urlToScene: string, callbackManifestChecked: (checked: boolean) => any, disableManifestCheck: boolean) => IOfflineProvider;
  31018. private _onFocus;
  31019. private _onBlur;
  31020. private _onCanvasPointerOut;
  31021. private _onCanvasBlur;
  31022. private _onCanvasFocus;
  31023. private _onFullscreenChange;
  31024. private _onPointerLockChange;
  31025. private _hardwareScalingLevel;
  31026. /** @hidden */
  31027. _caps: EngineCapabilities;
  31028. private _pointerLockRequested;
  31029. private _isStencilEnable;
  31030. protected _colorWrite: boolean;
  31031. private _loadingScreen;
  31032. /** @hidden */
  31033. _drawCalls: PerfCounter;
  31034. private _glVersion;
  31035. private _glRenderer;
  31036. private _glVendor;
  31037. private _videoTextureSupported;
  31038. private _renderingQueueLaunched;
  31039. private _activeRenderLoops;
  31040. private _deterministicLockstep;
  31041. private _lockstepMaxSteps;
  31042. /**
  31043. * Observable signaled when a context lost event is raised
  31044. */
  31045. onContextLostObservable: Observable<Engine>;
  31046. /**
  31047. * Observable signaled when a context restored event is raised
  31048. */
  31049. onContextRestoredObservable: Observable<Engine>;
  31050. private _onContextLost;
  31051. private _onContextRestored;
  31052. private _contextWasLost;
  31053. /** @hidden */
  31054. _doNotHandleContextLost: boolean;
  31055. /**
  31056. * Gets or sets a boolean indicating if resources should be retained to be able to handle context lost events
  31057. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#handling-webgl-context-lost
  31058. */
  31059. doNotHandleContextLost: boolean;
  31060. private _performanceMonitor;
  31061. private _fps;
  31062. private _deltaTime;
  31063. /**
  31064. * Turn this value on if you want to pause FPS computation when in background
  31065. */
  31066. disablePerformanceMonitorInBackground: boolean;
  31067. /**
  31068. * Gets the performance monitor attached to this engine
  31069. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  31070. */
  31071. readonly performanceMonitor: PerformanceMonitor;
  31072. /**
  31073. * Gets or sets a boolean indicating that vertex array object must be disabled even if they are supported
  31074. */
  31075. disableVertexArrayObjects: boolean;
  31076. /** @hidden */
  31077. protected _depthCullingState: _DepthCullingState;
  31078. /** @hidden */
  31079. protected _stencilState: _StencilState;
  31080. /** @hidden */
  31081. protected _alphaState: _AlphaState;
  31082. /** @hidden */
  31083. protected _alphaMode: number;
  31084. /** @hidden */
  31085. _internalTexturesCache: InternalTexture[];
  31086. /** @hidden */
  31087. protected _activeChannel: number;
  31088. private _currentTextureChannel;
  31089. /** @hidden */
  31090. protected _boundTexturesCache: {
  31091. [key: string]: Nullable<InternalTexture>;
  31092. };
  31093. /** @hidden */
  31094. protected _currentEffect: Nullable<Effect>;
  31095. /** @hidden */
  31096. protected _currentProgram: Nullable<WebGLProgram>;
  31097. private _compiledEffects;
  31098. private _vertexAttribArraysEnabled;
  31099. /** @hidden */
  31100. protected _cachedViewport: Nullable<IViewportLike>;
  31101. private _cachedVertexArrayObject;
  31102. /** @hidden */
  31103. protected _cachedVertexBuffers: any;
  31104. /** @hidden */
  31105. protected _cachedIndexBuffer: Nullable<DataBuffer>;
  31106. /** @hidden */
  31107. protected _cachedEffectForVertexBuffers: Nullable<Effect>;
  31108. /** @hidden */
  31109. _currentRenderTarget: Nullable<InternalTexture>;
  31110. private _uintIndicesCurrentlySet;
  31111. private _currentBoundBuffer;
  31112. /** @hidden */
  31113. protected _currentFramebuffer: Nullable<WebGLFramebuffer>;
  31114. private _currentBufferPointers;
  31115. private _currentInstanceLocations;
  31116. private _currentInstanceBuffers;
  31117. private _textureUnits;
  31118. /** @hidden */
  31119. _workingCanvas: Nullable<HTMLCanvasElement>;
  31120. /** @hidden */
  31121. _workingContext: Nullable<CanvasRenderingContext2D>;
  31122. private _rescalePostProcess;
  31123. private _dummyFramebuffer;
  31124. private _externalData;
  31125. /** @hidden */
  31126. _bindedRenderFunction: any;
  31127. private _vaoRecordInProgress;
  31128. private _mustWipeVertexAttributes;
  31129. private _emptyTexture;
  31130. private _emptyCubeTexture;
  31131. private _emptyTexture3D;
  31132. /** @hidden */
  31133. _frameHandler: number;
  31134. private _nextFreeTextureSlots;
  31135. private _maxSimultaneousTextures;
  31136. private _activeRequests;
  31137. private _texturesSupported;
  31138. /** @hidden */
  31139. _textureFormatInUse: Nullable<string>;
  31140. /**
  31141. * Gets the list of texture formats supported
  31142. */
  31143. readonly texturesSupported: Array<string>;
  31144. /**
  31145. * Gets the list of texture formats in use
  31146. */
  31147. readonly textureFormatInUse: Nullable<string>;
  31148. /**
  31149. * Gets the current viewport
  31150. */
  31151. readonly currentViewport: Nullable<IViewportLike>;
  31152. /**
  31153. * Gets the default empty texture
  31154. */
  31155. readonly emptyTexture: InternalTexture;
  31156. /**
  31157. * Gets the default empty 3D texture
  31158. */
  31159. readonly emptyTexture3D: InternalTexture;
  31160. /**
  31161. * Gets the default empty cube texture
  31162. */
  31163. readonly emptyCubeTexture: InternalTexture;
  31164. /**
  31165. * Defines whether the engine has been created with the premultipliedAlpha option on or not.
  31166. */
  31167. readonly premultipliedAlpha: boolean;
  31168. /**
  31169. * Creates a new engine
  31170. * @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
  31171. * @param antialias defines enable antialiasing (default: false)
  31172. * @param options defines further options to be sent to the getContext() function
  31173. * @param adaptToDeviceRatio defines whether to adapt to the device's viewport characteristics (default: false)
  31174. */
  31175. constructor(canvasOrContext: Nullable<HTMLCanvasElement | WebGLRenderingContext>, antialias?: boolean, options?: EngineOptions, adaptToDeviceRatio?: boolean);
  31176. /**
  31177. * Initializes a webVR display and starts listening to display change events
  31178. * The onVRDisplayChangedObservable will be notified upon these changes
  31179. * @returns The onVRDisplayChangedObservable
  31180. */
  31181. initWebVR(): Observable<IDisplayChangedEventArgs>;
  31182. /** @hidden */
  31183. _prepareVRComponent(): void;
  31184. /** @hidden */
  31185. _connectVREvents(canvas: HTMLCanvasElement, document: any): void;
  31186. /** @hidden */
  31187. _submitVRFrame(): void;
  31188. /**
  31189. * Call this function to leave webVR mode
  31190. * Will do nothing if webVR is not supported or if there is no webVR device
  31191. * @see http://doc.babylonjs.com/how_to/webvr_camera
  31192. */
  31193. disableVR(): void;
  31194. /**
  31195. * Gets a boolean indicating that the system is in VR mode and is presenting
  31196. * @returns true if VR mode is engaged
  31197. */
  31198. isVRPresenting(): boolean;
  31199. /** @hidden */
  31200. _requestVRFrame(): void;
  31201. private _disableTouchAction;
  31202. private _rebuildInternalTextures;
  31203. private _rebuildEffects;
  31204. /**
  31205. * Gets a boolean indicating if all created effects are ready
  31206. * @returns true if all effects are ready
  31207. */
  31208. areAllEffectsReady(): boolean;
  31209. private _rebuildBuffers;
  31210. private _initGLContext;
  31211. /**
  31212. * Gets version of the current webGL context
  31213. */
  31214. readonly webGLVersion: number;
  31215. /**
  31216. * Gets a string idenfifying the name of the class
  31217. * @returns "Engine" string
  31218. */
  31219. getClassName(): string;
  31220. /**
  31221. * Returns true if the stencil buffer has been enabled through the creation option of the context.
  31222. */
  31223. readonly isStencilEnable: boolean;
  31224. /** @hidden */
  31225. _prepareWorkingCanvas(): void;
  31226. /**
  31227. * Reset the texture cache to empty state
  31228. */
  31229. resetTextureCache(): void;
  31230. /**
  31231. * Gets a boolean indicating that the engine is running in deterministic lock step mode
  31232. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  31233. * @returns true if engine is in deterministic lock step mode
  31234. */
  31235. isDeterministicLockStep(): boolean;
  31236. /**
  31237. * Gets the max steps when engine is running in deterministic lock step
  31238. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  31239. * @returns the max steps
  31240. */
  31241. getLockstepMaxSteps(): number;
  31242. /**
  31243. * Gets an object containing information about the current webGL context
  31244. * @returns an object containing the vender, the renderer and the version of the current webGL context
  31245. */
  31246. getGlInfo(): {
  31247. vendor: string;
  31248. renderer: string;
  31249. version: string;
  31250. };
  31251. /**
  31252. * Gets current aspect ratio
  31253. * @param viewportOwner defines the camera to use to get the aspect ratio
  31254. * @param useScreen defines if screen size must be used (or the current render target if any)
  31255. * @returns a number defining the aspect ratio
  31256. */
  31257. getAspectRatio(viewportOwner: IViewportOwnerLike, useScreen?: boolean): number;
  31258. /**
  31259. * Gets current screen aspect ratio
  31260. * @returns a number defining the aspect ratio
  31261. */
  31262. getScreenAspectRatio(): number;
  31263. /**
  31264. * Gets the current render width
  31265. * @param useScreen defines if screen size must be used (or the current render target if any)
  31266. * @returns a number defining the current render width
  31267. */
  31268. getRenderWidth(useScreen?: boolean): number;
  31269. /**
  31270. * Gets the current render height
  31271. * @param useScreen defines if screen size must be used (or the current render target if any)
  31272. * @returns a number defining the current render height
  31273. */
  31274. getRenderHeight(useScreen?: boolean): number;
  31275. /**
  31276. * Gets the HTML canvas attached with the current webGL context
  31277. * @returns a HTML canvas
  31278. */
  31279. getRenderingCanvas(): Nullable<HTMLCanvasElement>;
  31280. /**
  31281. * Gets host window
  31282. * @returns the host window object
  31283. */
  31284. getHostWindow(): Window;
  31285. /**
  31286. * Gets host document
  31287. * @returns the host document object
  31288. */
  31289. getHostDocument(): Document;
  31290. /**
  31291. * Gets the client rect of the HTML canvas attached with the current webGL context
  31292. * @returns a client rectanglee
  31293. */
  31294. getRenderingCanvasClientRect(): Nullable<ClientRect>;
  31295. /**
  31296. * Defines the hardware scaling level.
  31297. * By default the hardware scaling level is computed from the window device ratio.
  31298. * 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.
  31299. * @param level defines the level to use
  31300. */
  31301. setHardwareScalingLevel(level: number): void;
  31302. /**
  31303. * Gets the current hardware scaling level.
  31304. * By default the hardware scaling level is computed from the window device ratio.
  31305. * 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.
  31306. * @returns a number indicating the current hardware scaling level
  31307. */
  31308. getHardwareScalingLevel(): number;
  31309. /**
  31310. * Gets the list of loaded textures
  31311. * @returns an array containing all loaded textures
  31312. */
  31313. getLoadedTexturesCache(): InternalTexture[];
  31314. /**
  31315. * Gets the object containing all engine capabilities
  31316. * @returns the EngineCapabilities object
  31317. */
  31318. getCaps(): EngineCapabilities;
  31319. /**
  31320. * Gets the current depth function
  31321. * @returns a number defining the depth function
  31322. */
  31323. getDepthFunction(): Nullable<number>;
  31324. /**
  31325. * Sets the current depth function
  31326. * @param depthFunc defines the function to use
  31327. */
  31328. setDepthFunction(depthFunc: number): void;
  31329. /**
  31330. * Sets the current depth function to GREATER
  31331. */
  31332. setDepthFunctionToGreater(): void;
  31333. /**
  31334. * Sets the current depth function to GEQUAL
  31335. */
  31336. setDepthFunctionToGreaterOrEqual(): void;
  31337. /**
  31338. * Sets the current depth function to LESS
  31339. */
  31340. setDepthFunctionToLess(): void;
  31341. private _cachedStencilBuffer;
  31342. private _cachedStencilFunction;
  31343. private _cachedStencilMask;
  31344. private _cachedStencilOperationPass;
  31345. private _cachedStencilOperationFail;
  31346. private _cachedStencilOperationDepthFail;
  31347. private _cachedStencilReference;
  31348. /**
  31349. * Caches the the state of the stencil buffer
  31350. */
  31351. cacheStencilState(): void;
  31352. /**
  31353. * Restores the state of the stencil buffer
  31354. */
  31355. restoreStencilState(): void;
  31356. /**
  31357. * Sets the current depth function to LEQUAL
  31358. */
  31359. setDepthFunctionToLessOrEqual(): void;
  31360. /**
  31361. * Gets a boolean indicating if stencil buffer is enabled
  31362. * @returns the current stencil buffer state
  31363. */
  31364. getStencilBuffer(): boolean;
  31365. /**
  31366. * Enable or disable the stencil buffer
  31367. * @param enable defines if the stencil buffer must be enabled or disabled
  31368. */
  31369. setStencilBuffer(enable: boolean): void;
  31370. /**
  31371. * Gets the current stencil mask
  31372. * @returns a number defining the new stencil mask to use
  31373. */
  31374. getStencilMask(): number;
  31375. /**
  31376. * Sets the current stencil mask
  31377. * @param mask defines the new stencil mask to use
  31378. */
  31379. setStencilMask(mask: number): void;
  31380. /**
  31381. * Gets the current stencil function
  31382. * @returns a number defining the stencil function to use
  31383. */
  31384. getStencilFunction(): number;
  31385. /**
  31386. * Gets the current stencil reference value
  31387. * @returns a number defining the stencil reference value to use
  31388. */
  31389. getStencilFunctionReference(): number;
  31390. /**
  31391. * Gets the current stencil mask
  31392. * @returns a number defining the stencil mask to use
  31393. */
  31394. getStencilFunctionMask(): number;
  31395. /**
  31396. * Sets the current stencil function
  31397. * @param stencilFunc defines the new stencil function to use
  31398. */
  31399. setStencilFunction(stencilFunc: number): void;
  31400. /**
  31401. * Sets the current stencil reference
  31402. * @param reference defines the new stencil reference to use
  31403. */
  31404. setStencilFunctionReference(reference: number): void;
  31405. /**
  31406. * Sets the current stencil mask
  31407. * @param mask defines the new stencil mask to use
  31408. */
  31409. setStencilFunctionMask(mask: number): void;
  31410. /**
  31411. * Gets the current stencil operation when stencil fails
  31412. * @returns a number defining stencil operation to use when stencil fails
  31413. */
  31414. getStencilOperationFail(): number;
  31415. /**
  31416. * Gets the current stencil operation when depth fails
  31417. * @returns a number defining stencil operation to use when depth fails
  31418. */
  31419. getStencilOperationDepthFail(): number;
  31420. /**
  31421. * Gets the current stencil operation when stencil passes
  31422. * @returns a number defining stencil operation to use when stencil passes
  31423. */
  31424. getStencilOperationPass(): number;
  31425. /**
  31426. * Sets the stencil operation to use when stencil fails
  31427. * @param operation defines the stencil operation to use when stencil fails
  31428. */
  31429. setStencilOperationFail(operation: number): void;
  31430. /**
  31431. * Sets the stencil operation to use when depth fails
  31432. * @param operation defines the stencil operation to use when depth fails
  31433. */
  31434. setStencilOperationDepthFail(operation: number): void;
  31435. /**
  31436. * Sets the stencil operation to use when stencil passes
  31437. * @param operation defines the stencil operation to use when stencil passes
  31438. */
  31439. setStencilOperationPass(operation: number): void;
  31440. /**
  31441. * Sets a boolean indicating if the dithering state is enabled or disabled
  31442. * @param value defines the dithering state
  31443. */
  31444. setDitheringState(value: boolean): void;
  31445. /**
  31446. * Sets a boolean indicating if the rasterizer state is enabled or disabled
  31447. * @param value defines the rasterizer state
  31448. */
  31449. setRasterizerState(value: boolean): void;
  31450. /**
  31451. * stop executing a render loop function and remove it from the execution array
  31452. * @param renderFunction defines the function to be removed. If not provided all functions will be removed.
  31453. */
  31454. stopRenderLoop(renderFunction?: () => void): void;
  31455. /** @hidden */
  31456. _renderLoop(): void;
  31457. /**
  31458. * Can be used to override the current requestAnimationFrame requester.
  31459. * @hidden
  31460. */
  31461. protected _queueNewFrame(bindedRenderFunction: any, requester?: any): number;
  31462. /**
  31463. * Register and execute a render loop. The engine can have more than one render function
  31464. * @param renderFunction defines the function to continuously execute
  31465. */
  31466. runRenderLoop(renderFunction: () => void): void;
  31467. /**
  31468. * Toggle full screen mode
  31469. * @param requestPointerLock defines if a pointer lock should be requested from the user
  31470. */
  31471. switchFullscreen(requestPointerLock: boolean): void;
  31472. /**
  31473. * Enters full screen mode
  31474. * @param requestPointerLock defines if a pointer lock should be requested from the user
  31475. */
  31476. enterFullscreen(requestPointerLock: boolean): void;
  31477. /**
  31478. * Exits full screen mode
  31479. */
  31480. exitFullscreen(): void;
  31481. /**
  31482. * Enters Pointerlock mode
  31483. */
  31484. enterPointerlock(): void;
  31485. /**
  31486. * Exits Pointerlock mode
  31487. */
  31488. exitPointerlock(): void;
  31489. /**
  31490. * Clear the current render buffer or the current render target (if any is set up)
  31491. * @param color defines the color to use
  31492. * @param backBuffer defines if the back buffer must be cleared
  31493. * @param depth defines if the depth buffer must be cleared
  31494. * @param stencil defines if the stencil buffer must be cleared
  31495. */
  31496. clear(color: Nullable<IColor4Like>, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  31497. /**
  31498. * Executes a scissor clear (ie. a clear on a specific portion of the screen)
  31499. * @param x defines the x-coordinate of the top left corner of the clear rectangle
  31500. * @param y defines the y-coordinate of the corner of the clear rectangle
  31501. * @param width defines the width of the clear rectangle
  31502. * @param height defines the height of the clear rectangle
  31503. * @param clearColor defines the clear color
  31504. */
  31505. scissorClear(x: number, y: number, width: number, height: number, clearColor: IColor4Like): void;
  31506. /**
  31507. * Enable scissor test on a specific rectangle (ie. render will only be executed on a specific portion of the screen)
  31508. * @param x defines the x-coordinate of the top left corner of the clear rectangle
  31509. * @param y defines the y-coordinate of the corner of the clear rectangle
  31510. * @param width defines the width of the clear rectangle
  31511. * @param height defines the height of the clear rectangle
  31512. */
  31513. enableScissor(x: number, y: number, width: number, height: number): void;
  31514. /**
  31515. * Disable previously set scissor test rectangle
  31516. */
  31517. disableScissor(): void;
  31518. private _viewportCached;
  31519. /** @hidden */
  31520. _viewport(x: number, y: number, width: number, height: number): void;
  31521. /**
  31522. * Set the WebGL's viewport
  31523. * @param viewport defines the viewport element to be used
  31524. * @param requiredWidth defines the width required for rendering. If not provided the rendering canvas' width is used
  31525. * @param requiredHeight defines the height required for rendering. If not provided the rendering canvas' height is used
  31526. */
  31527. setViewport(viewport: IViewportLike, requiredWidth?: number, requiredHeight?: number): void;
  31528. /**
  31529. * Directly set the WebGL Viewport
  31530. * @param x defines the x coordinate of the viewport (in screen space)
  31531. * @param y defines the y coordinate of the viewport (in screen space)
  31532. * @param width defines the width of the viewport (in screen space)
  31533. * @param height defines the height of the viewport (in screen space)
  31534. * @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
  31535. */
  31536. setDirectViewport(x: number, y: number, width: number, height: number): Nullable<IViewportLike>;
  31537. /**
  31538. * Begin a new frame
  31539. */
  31540. beginFrame(): void;
  31541. /**
  31542. * Enf the current frame
  31543. */
  31544. endFrame(): void;
  31545. /**
  31546. * Resize the view according to the canvas' size
  31547. */
  31548. resize(): void;
  31549. /**
  31550. * Force a specific size of the canvas
  31551. * @param width defines the new canvas' width
  31552. * @param height defines the new canvas' height
  31553. */
  31554. setSize(width: number, height: number): void;
  31555. /**
  31556. * Binds the frame buffer to the specified texture.
  31557. * @param texture The texture to render to or null for the default canvas
  31558. * @param faceIndex The face of the texture to render to in case of cube texture
  31559. * @param requiredWidth The width of the target to render to
  31560. * @param requiredHeight The height of the target to render to
  31561. * @param forceFullscreenViewport Forces the viewport to be the entire texture/screen if true
  31562. * @param depthStencilTexture The depth stencil texture to use to render
  31563. * @param lodLevel defines le lod level to bind to the frame buffer
  31564. */
  31565. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean, depthStencilTexture?: InternalTexture, lodLevel?: number): void;
  31566. /** @hidden */
  31567. _bindUnboundFramebuffer(framebuffer: Nullable<WebGLFramebuffer>): void;
  31568. /**
  31569. * Unbind the current render target texture from the webGL context
  31570. * @param texture defines the render target texture to unbind
  31571. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  31572. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  31573. */
  31574. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  31575. /**
  31576. * Force the mipmap generation for the given render target texture
  31577. * @param texture defines the render target texture to use
  31578. */
  31579. generateMipMapsForCubemap(texture: InternalTexture): void;
  31580. /**
  31581. * Force a webGL flush (ie. a flush of all waiting webGL commands)
  31582. */
  31583. flushFramebuffer(): void;
  31584. /**
  31585. * Unbind the current render target and bind the default framebuffer
  31586. */
  31587. restoreDefaultFramebuffer(): void;
  31588. /**
  31589. * Create an uniform buffer
  31590. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  31591. * @param elements defines the content of the uniform buffer
  31592. * @returns the webGL uniform buffer
  31593. */
  31594. createUniformBuffer(elements: FloatArray): DataBuffer;
  31595. /**
  31596. * Create a dynamic uniform buffer
  31597. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  31598. * @param elements defines the content of the uniform buffer
  31599. * @returns the webGL uniform buffer
  31600. */
  31601. createDynamicUniformBuffer(elements: FloatArray): DataBuffer;
  31602. /**
  31603. * Update an existing uniform buffer
  31604. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  31605. * @param uniformBuffer defines the target uniform buffer
  31606. * @param elements defines the content to update
  31607. * @param offset defines the offset in the uniform buffer where update should start
  31608. * @param count defines the size of the data to update
  31609. */
  31610. updateUniformBuffer(uniformBuffer: DataBuffer, elements: FloatArray, offset?: number, count?: number): void;
  31611. private _resetVertexBufferBinding;
  31612. /**
  31613. * Creates a vertex buffer
  31614. * @param data the data for the vertex buffer
  31615. * @returns the new WebGL static buffer
  31616. */
  31617. createVertexBuffer(data: DataArray): DataBuffer;
  31618. /**
  31619. * Creates a dynamic vertex buffer
  31620. * @param data the data for the dynamic vertex buffer
  31621. * @returns the new WebGL dynamic buffer
  31622. */
  31623. createDynamicVertexBuffer(data: DataArray): DataBuffer;
  31624. /**
  31625. * Update a dynamic index buffer
  31626. * @param indexBuffer defines the target index buffer
  31627. * @param indices defines the data to update
  31628. * @param offset defines the offset in the target index buffer where update should start
  31629. */
  31630. updateDynamicIndexBuffer(indexBuffer: DataBuffer, indices: IndicesArray, offset?: number): void;
  31631. /**
  31632. * Updates a dynamic vertex buffer.
  31633. * @param vertexBuffer the vertex buffer to update
  31634. * @param data the data used to update the vertex buffer
  31635. * @param byteOffset the byte offset of the data
  31636. * @param byteLength the byte length of the data
  31637. */
  31638. updateDynamicVertexBuffer(vertexBuffer: DataBuffer, data: DataArray, byteOffset?: number, byteLength?: number): void;
  31639. private _resetIndexBufferBinding;
  31640. /**
  31641. * Creates a new index buffer
  31642. * @param indices defines the content of the index buffer
  31643. * @param updatable defines if the index buffer must be updatable
  31644. * @returns a new webGL buffer
  31645. */
  31646. createIndexBuffer(indices: IndicesArray, updatable?: boolean): DataBuffer;
  31647. protected _normalizeIndexData(indices: IndicesArray): Uint16Array | Uint32Array;
  31648. /**
  31649. * Bind a webGL buffer to the webGL context
  31650. * @param buffer defines the buffer to bind
  31651. */
  31652. bindArrayBuffer(buffer: Nullable<DataBuffer>): void;
  31653. /**
  31654. * Bind an uniform buffer to the current webGL context
  31655. * @param buffer defines the buffer to bind
  31656. */
  31657. bindUniformBuffer(buffer: Nullable<DataBuffer>): void;
  31658. /**
  31659. * Bind a buffer to the current webGL context at a given location
  31660. * @param buffer defines the buffer to bind
  31661. * @param location defines the index where to bind the buffer
  31662. */
  31663. bindUniformBufferBase(buffer: DataBuffer, location: number): void;
  31664. /**
  31665. * Bind a specific block at a given index in a specific shader program
  31666. * @param pipelineContext defines the pipeline context to use
  31667. * @param blockName defines the block name
  31668. * @param index defines the index where to bind the block
  31669. */
  31670. bindUniformBlock(pipelineContext: IPipelineContext, blockName: string, index: number): void;
  31671. private bindIndexBuffer;
  31672. private bindBuffer;
  31673. /**
  31674. * update the bound buffer with the given data
  31675. * @param data defines the data to update
  31676. */
  31677. updateArrayBuffer(data: Float32Array): void;
  31678. private _vertexAttribPointer;
  31679. private _bindIndexBufferWithCache;
  31680. private _bindVertexBuffersAttributes;
  31681. /**
  31682. * Records a vertex array object
  31683. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  31684. * @param vertexBuffers defines the list of vertex buffers to store
  31685. * @param indexBuffer defines the index buffer to store
  31686. * @param effect defines the effect to store
  31687. * @returns the new vertex array object
  31688. */
  31689. recordVertexArrayObject(vertexBuffers: {
  31690. [key: string]: VertexBuffer;
  31691. }, indexBuffer: Nullable<DataBuffer>, effect: Effect): WebGLVertexArrayObject;
  31692. /**
  31693. * Bind a specific vertex array object
  31694. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  31695. * @param vertexArrayObject defines the vertex array object to bind
  31696. * @param indexBuffer defines the index buffer to bind
  31697. */
  31698. bindVertexArrayObject(vertexArrayObject: WebGLVertexArrayObject, indexBuffer: Nullable<DataBuffer>): void;
  31699. /**
  31700. * Bind webGl buffers directly to the webGL context
  31701. * @param vertexBuffer defines the vertex buffer to bind
  31702. * @param indexBuffer defines the index buffer to bind
  31703. * @param vertexDeclaration defines the vertex declaration to use with the vertex buffer
  31704. * @param vertexStrideSize defines the vertex stride of the vertex buffer
  31705. * @param effect defines the effect associated with the vertex buffer
  31706. */
  31707. bindBuffersDirectly(vertexBuffer: DataBuffer, indexBuffer: DataBuffer, vertexDeclaration: number[], vertexStrideSize: number, effect: Effect): void;
  31708. private _unbindVertexArrayObject;
  31709. /**
  31710. * Bind a list of vertex buffers to the webGL context
  31711. * @param vertexBuffers defines the list of vertex buffers to bind
  31712. * @param indexBuffer defines the index buffer to bind
  31713. * @param effect defines the effect associated with the vertex buffers
  31714. */
  31715. bindBuffers(vertexBuffers: {
  31716. [key: string]: Nullable<VertexBuffer>;
  31717. }, indexBuffer: Nullable<DataBuffer>, effect: Effect): void;
  31718. /**
  31719. * Unbind all instance attributes
  31720. */
  31721. unbindInstanceAttributes(): void;
  31722. /**
  31723. * Release and free the memory of a vertex array object
  31724. * @param vao defines the vertex array object to delete
  31725. */
  31726. releaseVertexArrayObject(vao: WebGLVertexArrayObject): void;
  31727. /** @hidden */
  31728. _releaseBuffer(buffer: DataBuffer): boolean;
  31729. protected _deleteBuffer(buffer: DataBuffer): void;
  31730. /**
  31731. * Creates a webGL buffer to use with instanciation
  31732. * @param capacity defines the size of the buffer
  31733. * @returns the webGL buffer
  31734. */
  31735. createInstancesBuffer(capacity: number): DataBuffer;
  31736. /**
  31737. * Delete a webGL buffer used with instanciation
  31738. * @param buffer defines the webGL buffer to delete
  31739. */
  31740. deleteInstancesBuffer(buffer: WebGLBuffer): void;
  31741. /**
  31742. * Update the content of a webGL buffer used with instanciation and bind it to the webGL context
  31743. * @param instancesBuffer defines the webGL buffer to update and bind
  31744. * @param data defines the data to store in the buffer
  31745. * @param offsetLocations defines the offsets or attributes information used to determine where data must be stored in the buffer
  31746. */
  31747. updateAndBindInstancesBuffer(instancesBuffer: DataBuffer, data: Float32Array, offsetLocations: number[] | InstancingAttributeInfo[]): void;
  31748. /**
  31749. * Apply all cached states (depth, culling, stencil and alpha)
  31750. */
  31751. applyStates(): void;
  31752. /**
  31753. * Send a draw order
  31754. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  31755. * @param indexStart defines the starting index
  31756. * @param indexCount defines the number of index to draw
  31757. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  31758. */
  31759. draw(useTriangles: boolean, indexStart: number, indexCount: number, instancesCount?: number): void;
  31760. /**
  31761. * Draw a list of points
  31762. * @param verticesStart defines the index of first vertex to draw
  31763. * @param verticesCount defines the count of vertices to draw
  31764. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  31765. */
  31766. drawPointClouds(verticesStart: number, verticesCount: number, instancesCount?: number): void;
  31767. /**
  31768. * Draw a list of unindexed primitives
  31769. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  31770. * @param verticesStart defines the index of first vertex to draw
  31771. * @param verticesCount defines the count of vertices to draw
  31772. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  31773. */
  31774. drawUnIndexed(useTriangles: boolean, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  31775. /**
  31776. * Draw a list of indexed primitives
  31777. * @param fillMode defines the primitive to use
  31778. * @param indexStart defines the starting index
  31779. * @param indexCount defines the number of index to draw
  31780. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  31781. */
  31782. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  31783. /**
  31784. * Draw a list of unindexed primitives
  31785. * @param fillMode defines the primitive to use
  31786. * @param verticesStart defines the index of first vertex to draw
  31787. * @param verticesCount defines the count of vertices to draw
  31788. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  31789. */
  31790. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  31791. private _drawMode;
  31792. /** @hidden */
  31793. _releaseEffect(effect: Effect): void;
  31794. /** @hidden */
  31795. _deletePipelineContext(pipelineContext: IPipelineContext): void;
  31796. /**
  31797. * Create a new effect (used to store vertex/fragment shaders)
  31798. * @param baseName defines the base name of the effect (The name of file without .fragment.fx or .vertex.fx)
  31799. * @param attributesNamesOrOptions defines either a list of attribute names or an EffectCreationOptions object
  31800. * @param uniformsNamesOrEngine defines either a list of uniform names or the engine to use
  31801. * @param samplers defines an array of string used to represent textures
  31802. * @param defines defines the string containing the defines to use to compile the shaders
  31803. * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
  31804. * @param onCompiled defines a function to call when the effect creation is successful
  31805. * @param onError defines a function to call when the effect creation has failed
  31806. * @param indexParameters defines an object containing the index values to use to compile shaders (like the maximum number of simultaneous lights)
  31807. * @returns the new Effect
  31808. */
  31809. createEffect(baseName: any, attributesNamesOrOptions: string[] | EffectCreationOptions, uniformsNamesOrEngine: string[] | Engine, samplers?: string[], defines?: string, fallbacks?: EffectFallbacks, onCompiled?: Nullable<(effect: Effect) => void>, onError?: Nullable<(effect: Effect, errors: string) => void>, indexParameters?: any): Effect;
  31810. protected static _concatenateShader(source: string, defines: Nullable<string>, shaderVersion?: string): string;
  31811. private _compileShader;
  31812. private _compileRawShader;
  31813. /**
  31814. * Directly creates a webGL program
  31815. * @param pipelineContext defines the pipeline context to attach to
  31816. * @param vertexCode defines the vertex shader code to use
  31817. * @param fragmentCode defines the fragment shader code to use
  31818. * @param context defines the webGL context to use (if not set, the current one will be used)
  31819. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  31820. * @returns the new webGL program
  31821. */
  31822. createRawShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  31823. /**
  31824. * Creates a webGL program
  31825. * @param pipelineContext defines the pipeline context to attach to
  31826. * @param vertexCode defines the vertex shader code to use
  31827. * @param fragmentCode defines the fragment shader code to use
  31828. * @param defines defines the string containing the defines to use to compile the shaders
  31829. * @param context defines the webGL context to use (if not set, the current one will be used)
  31830. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  31831. * @returns the new webGL program
  31832. */
  31833. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: Nullable<string>, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  31834. /**
  31835. * Creates a new pipeline context
  31836. * @returns the new pipeline
  31837. */
  31838. createPipelineContext(): IPipelineContext;
  31839. private _createShaderProgram;
  31840. private _finalizePipelineContext;
  31841. /** @hidden */
  31842. _preparePipelineContext(pipelineContext: IPipelineContext, vertexSourceCode: string, fragmentSourceCode: string, createAsRaw: boolean, rebuildRebind: any, defines: Nullable<string>, transformFeedbackVaryings: Nullable<string[]>): void;
  31843. /** @hidden */
  31844. _isRenderingStateCompiled(pipelineContext: IPipelineContext): boolean;
  31845. /** @hidden */
  31846. _executeWhenRenderingStateIsCompiled(pipelineContext: IPipelineContext, action: () => void): void;
  31847. /**
  31848. * Gets the list of webGL uniform locations associated with a specific program based on a list of uniform names
  31849. * @param pipelineContext defines the pipeline context to use
  31850. * @param uniformsNames defines the list of uniform names
  31851. * @returns an array of webGL uniform locations
  31852. */
  31853. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): Nullable<WebGLUniformLocation>[];
  31854. /**
  31855. * Gets the lsit of active attributes for a given webGL program
  31856. * @param pipelineContext defines the pipeline context to use
  31857. * @param attributesNames defines the list of attribute names to get
  31858. * @returns an array of indices indicating the offset of each attribute
  31859. */
  31860. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  31861. /**
  31862. * Activates an effect, mkaing it the current one (ie. the one used for rendering)
  31863. * @param effect defines the effect to activate
  31864. */
  31865. enableEffect(effect: Nullable<Effect>): void;
  31866. /**
  31867. * Set the value of an uniform to an array of int32
  31868. * @param uniform defines the webGL uniform location where to store the value
  31869. * @param array defines the array of int32 to store
  31870. */
  31871. setIntArray(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  31872. /**
  31873. * Set the value of an uniform to an array of int32 (stored as vec2)
  31874. * @param uniform defines the webGL uniform location where to store the value
  31875. * @param array defines the array of int32 to store
  31876. */
  31877. setIntArray2(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  31878. /**
  31879. * Set the value of an uniform to an array of int32 (stored as vec3)
  31880. * @param uniform defines the webGL uniform location where to store the value
  31881. * @param array defines the array of int32 to store
  31882. */
  31883. setIntArray3(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  31884. /**
  31885. * Set the value of an uniform to an array of int32 (stored as vec4)
  31886. * @param uniform defines the webGL uniform location where to store the value
  31887. * @param array defines the array of int32 to store
  31888. */
  31889. setIntArray4(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  31890. /**
  31891. * Set the value of an uniform to an array of float32
  31892. * @param uniform defines the webGL uniform location where to store the value
  31893. * @param array defines the array of float32 to store
  31894. */
  31895. setFloatArray(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
  31896. /**
  31897. * Set the value of an uniform to an array of float32 (stored as vec2)
  31898. * @param uniform defines the webGL uniform location where to store the value
  31899. * @param array defines the array of float32 to store
  31900. */
  31901. setFloatArray2(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
  31902. /**
  31903. * Set the value of an uniform to an array of float32 (stored as vec3)
  31904. * @param uniform defines the webGL uniform location where to store the value
  31905. * @param array defines the array of float32 to store
  31906. */
  31907. setFloatArray3(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
  31908. /**
  31909. * Set the value of an uniform to an array of float32 (stored as vec4)
  31910. * @param uniform defines the webGL uniform location where to store the value
  31911. * @param array defines the array of float32 to store
  31912. */
  31913. setFloatArray4(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
  31914. /**
  31915. * Set the value of an uniform to an array of number
  31916. * @param uniform defines the webGL uniform location where to store the value
  31917. * @param array defines the array of number to store
  31918. */
  31919. setArray(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
  31920. /**
  31921. * Set the value of an uniform to an array of number (stored as vec2)
  31922. * @param uniform defines the webGL uniform location where to store the value
  31923. * @param array defines the array of number to store
  31924. */
  31925. setArray2(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
  31926. /**
  31927. * Set the value of an uniform to an array of number (stored as vec3)
  31928. * @param uniform defines the webGL uniform location where to store the value
  31929. * @param array defines the array of number to store
  31930. */
  31931. setArray3(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
  31932. /**
  31933. * Set the value of an uniform to an array of number (stored as vec4)
  31934. * @param uniform defines the webGL uniform location where to store the value
  31935. * @param array defines the array of number to store
  31936. */
  31937. setArray4(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
  31938. /**
  31939. * Set the value of an uniform to an array of float32 (stored as matrices)
  31940. * @param uniform defines the webGL uniform location where to store the value
  31941. * @param matrices defines the array of float32 to store
  31942. */
  31943. setMatrices(uniform: Nullable<WebGLUniformLocation>, matrices: Float32Array): void;
  31944. /**
  31945. * Set the value of an uniform to a matrix (3x3)
  31946. * @param uniform defines the webGL uniform location where to store the value
  31947. * @param matrix defines the Float32Array representing the 3x3 matrix to store
  31948. */
  31949. setMatrix3x3(uniform: Nullable<WebGLUniformLocation>, matrix: Float32Array): void;
  31950. /**
  31951. * Set the value of an uniform to a matrix (2x2)
  31952. * @param uniform defines the webGL uniform location where to store the value
  31953. * @param matrix defines the Float32Array representing the 2x2 matrix to store
  31954. */
  31955. setMatrix2x2(uniform: Nullable<WebGLUniformLocation>, matrix: Float32Array): void;
  31956. /**
  31957. * Set the value of an uniform to a number (int)
  31958. * @param uniform defines the webGL uniform location where to store the value
  31959. * @param value defines the int number to store
  31960. */
  31961. setInt(uniform: Nullable<WebGLUniformLocation>, value: number): void;
  31962. /**
  31963. * Set the value of an uniform to a number (float)
  31964. * @param uniform defines the webGL uniform location where to store the value
  31965. * @param value defines the float number to store
  31966. */
  31967. setFloat(uniform: Nullable<WebGLUniformLocation>, value: number): void;
  31968. /**
  31969. * Set the value of an uniform to a vec2
  31970. * @param uniform defines the webGL uniform location where to store the value
  31971. * @param x defines the 1st component of the value
  31972. * @param y defines the 2nd component of the value
  31973. */
  31974. setFloat2(uniform: Nullable<WebGLUniformLocation>, x: number, y: number): void;
  31975. /**
  31976. * Set the value of an uniform to a vec3
  31977. * @param uniform defines the webGL uniform location where to store the value
  31978. * @param x defines the 1st component of the value
  31979. * @param y defines the 2nd component of the value
  31980. * @param z defines the 3rd component of the value
  31981. */
  31982. setFloat3(uniform: Nullable<WebGLUniformLocation>, x: number, y: number, z: number): void;
  31983. /**
  31984. * Set the value of an uniform to a boolean
  31985. * @param uniform defines the webGL uniform location where to store the value
  31986. * @param bool defines the boolean to store
  31987. */
  31988. setBool(uniform: Nullable<WebGLUniformLocation>, bool: number): void;
  31989. /**
  31990. * Set the value of an uniform to a vec4
  31991. * @param uniform defines the webGL uniform location where to store the value
  31992. * @param x defines the 1st component of the value
  31993. * @param y defines the 2nd component of the value
  31994. * @param z defines the 3rd component of the value
  31995. * @param w defines the 4th component of the value
  31996. */
  31997. setFloat4(uniform: Nullable<WebGLUniformLocation>, x: number, y: number, z: number, w: number): void;
  31998. /**
  31999. * Sets a Color4 on a uniform variable
  32000. * @param uniform defines the uniform location
  32001. * @param color4 defines the value to be set
  32002. */
  32003. setDirectColor4(uniform: Nullable<WebGLUniformLocation>, color4: IColor4Like): void;
  32004. /**
  32005. * Set various states to the webGL context
  32006. * @param culling defines backface culling state
  32007. * @param zOffset defines the value to apply to zOffset (0 by default)
  32008. * @param force defines if states must be applied even if cache is up to date
  32009. * @param reverseSide defines if culling must be reversed (CCW instead of CW and CW instead of CCW)
  32010. */
  32011. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  32012. /**
  32013. * Set the z offset to apply to current rendering
  32014. * @param value defines the offset to apply
  32015. */
  32016. setZOffset(value: number): void;
  32017. /**
  32018. * Gets the current value of the zOffset
  32019. * @returns the current zOffset state
  32020. */
  32021. getZOffset(): number;
  32022. /**
  32023. * Enable or disable depth buffering
  32024. * @param enable defines the state to set
  32025. */
  32026. setDepthBuffer(enable: boolean): void;
  32027. /**
  32028. * Gets a boolean indicating if depth writing is enabled
  32029. * @returns the current depth writing state
  32030. */
  32031. getDepthWrite(): boolean;
  32032. /**
  32033. * Enable or disable depth writing
  32034. * @param enable defines the state to set
  32035. */
  32036. setDepthWrite(enable: boolean): void;
  32037. /**
  32038. * Enable or disable color writing
  32039. * @param enable defines the state to set
  32040. */
  32041. setColorWrite(enable: boolean): void;
  32042. /**
  32043. * Gets a boolean indicating if color writing is enabled
  32044. * @returns the current color writing state
  32045. */
  32046. getColorWrite(): boolean;
  32047. /**
  32048. * Sets alpha constants used by some alpha blending modes
  32049. * @param r defines the red component
  32050. * @param g defines the green component
  32051. * @param b defines the blue component
  32052. * @param a defines the alpha component
  32053. */
  32054. setAlphaConstants(r: number, g: number, b: number, a: number): void;
  32055. /**
  32056. * Sets the current alpha mode
  32057. * @param mode defines the mode to use (one of the Engine.ALPHA_XXX)
  32058. * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)
  32059. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  32060. */
  32061. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  32062. /**
  32063. * Gets the current alpha mode
  32064. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  32065. * @returns the current alpha mode
  32066. */
  32067. getAlphaMode(): number;
  32068. /**
  32069. * Clears the list of texture accessible through engine.
  32070. * This can help preventing texture load conflict due to name collision.
  32071. */
  32072. clearInternalTexturesCache(): void;
  32073. /**
  32074. * Force the entire cache to be cleared
  32075. * You should not have to use this function unless your engine needs to share the webGL context with another engine
  32076. * @param bruteForce defines a boolean to force clearing ALL caches (including stencil, detoh and alpha states)
  32077. */
  32078. wipeCaches(bruteForce?: boolean): void;
  32079. /**
  32080. * Set the compressed texture format to use, based on the formats you have, and the formats
  32081. * supported by the hardware / browser.
  32082. *
  32083. * Khronos Texture Container (.ktx) files are used to support this. This format has the
  32084. * advantage of being specifically designed for OpenGL. Header elements directly correspond
  32085. * to API arguments needed to compressed textures. This puts the burden on the container
  32086. * generator to house the arcane code for determining these for current & future formats.
  32087. *
  32088. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  32089. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  32090. *
  32091. * Note: The result of this call is not taken into account when a texture is base64.
  32092. *
  32093. * @param formatsAvailable defines the list of those format families you have created
  32094. * on your server. Syntax: '-' + format family + '.ktx'. (Case and order do not matter.)
  32095. *
  32096. * Current families are astc, dxt, pvrtc, etc2, & etc1.
  32097. * @returns The extension selected.
  32098. */
  32099. setTextureFormatToUse(formatsAvailable: Array<string>): Nullable<string>;
  32100. /** @hidden */
  32101. _getSamplingParameters(samplingMode: number, generateMipMaps: boolean): {
  32102. min: number;
  32103. mag: number;
  32104. };
  32105. /** @hidden */
  32106. _createTexture(): WebGLTexture;
  32107. /**
  32108. * Usually called from Texture.ts.
  32109. * Passed information to create a WebGLTexture
  32110. * @param urlArg defines a value which contains one of the following:
  32111. * * A conventional http URL, e.g. 'http://...' or 'file://...'
  32112. * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
  32113. * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
  32114. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
  32115. * @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)
  32116. * @param scene needed for loading to the correct scene
  32117. * @param samplingMode mode with should be used sample / access the texture (Default: Texture.TRILINEAR_SAMPLINGMODE)
  32118. * @param onLoad optional callback to be called upon successful completion
  32119. * @param onError optional callback to be called upon failure
  32120. * @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
  32121. * @param fallback an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
  32122. * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
  32123. * @param forcedExtension defines the extension to use to pick the right loader
  32124. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (default: empty array)
  32125. * @returns a InternalTexture for assignment back into BABYLON.Texture
  32126. */
  32127. 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 | ArrayBufferView | HTMLImageElement | Blob>, fallback?: Nullable<InternalTexture>, format?: Nullable<number>, forcedExtension?: Nullable<string>, excludeLoaders?: Array<IInternalTextureLoader>): InternalTexture;
  32128. /**
  32129. * @hidden
  32130. * Rescales a texture
  32131. * @param source input texutre
  32132. * @param destination destination texture
  32133. * @param scene scene to use to render the resize
  32134. * @param internalFormat format to use when resizing
  32135. * @param onComplete callback to be called when resize has completed
  32136. */
  32137. _rescaleTexture(source: InternalTexture, destination: InternalTexture, scene: Nullable<Scene>, internalFormat: number, onComplete: () => void): void;
  32138. private _unpackFlipYCached;
  32139. /**
  32140. * In case you are sharing the context with other applications, it might
  32141. * be interested to not cache the unpack flip y state to ensure a consistent
  32142. * value would be set.
  32143. */
  32144. enableUnpackFlipYCached: boolean;
  32145. /** @hidden */
  32146. _unpackFlipY(value: boolean): void;
  32147. /** @hidden */
  32148. _getUnpackAlignement(): number;
  32149. /**
  32150. * Creates a dynamic texture
  32151. * @param width defines the width of the texture
  32152. * @param height defines the height of the texture
  32153. * @param generateMipMaps defines if the engine should generate the mip levels
  32154. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  32155. * @returns the dynamic texture inside an InternalTexture
  32156. */
  32157. createDynamicTexture(width: number, height: number, generateMipMaps: boolean, samplingMode: number): InternalTexture;
  32158. /**
  32159. * Update the sampling mode of a given texture
  32160. * @param samplingMode defines the required sampling mode
  32161. * @param texture defines the texture to update
  32162. */
  32163. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  32164. /**
  32165. * Update the content of a dynamic texture
  32166. * @param texture defines the texture to update
  32167. * @param canvas defines the canvas containing the source
  32168. * @param invertY defines if data must be stored with Y axis inverted
  32169. * @param premulAlpha defines if alpha is stored as premultiplied
  32170. * @param format defines the format of the data
  32171. * @param forceBindTexture if the texture should be forced to be bound eg. after a graphics context loss (Default: false)
  32172. */
  32173. updateDynamicTexture(texture: Nullable<InternalTexture>, canvas: HTMLCanvasElement, invertY: boolean, premulAlpha?: boolean, format?: number, forceBindTexture?: boolean): void;
  32174. /**
  32175. * Update a video texture
  32176. * @param texture defines the texture to update
  32177. * @param video defines the video element to use
  32178. * @param invertY defines if data must be stored with Y axis inverted
  32179. */
  32180. updateVideoTexture(texture: Nullable<InternalTexture>, video: HTMLVideoElement, invertY: boolean): void;
  32181. /**
  32182. * Updates a depth texture Comparison Mode and Function.
  32183. * If the comparison Function is equal to 0, the mode will be set to none.
  32184. * Otherwise, this only works in webgl 2 and requires a shadow sampler in the shader.
  32185. * @param texture The texture to set the comparison function for
  32186. * @param comparisonFunction The comparison function to set, 0 if no comparison required
  32187. */
  32188. updateTextureComparisonFunction(texture: InternalTexture, comparisonFunction: number): void;
  32189. /** @hidden */
  32190. _setupDepthStencilTexture(internalTexture: InternalTexture, size: number | {
  32191. width: number;
  32192. height: number;
  32193. }, generateStencil: boolean, bilinearFiltering: boolean, comparisonFunction: number): void;
  32194. /**
  32195. * Creates a depth stencil texture.
  32196. * This is only available in WebGL 2 or with the depth texture extension available.
  32197. * @param size The size of face edge in the texture.
  32198. * @param options The options defining the texture.
  32199. * @returns The texture
  32200. */
  32201. createDepthStencilTexture(size: number | {
  32202. width: number;
  32203. height: number;
  32204. }, options: DepthTextureCreationOptions): InternalTexture;
  32205. /**
  32206. * Creates a depth stencil texture.
  32207. * This is only available in WebGL 2 or with the depth texture extension available.
  32208. * @param size The size of face edge in the texture.
  32209. * @param options The options defining the texture.
  32210. * @returns The texture
  32211. */
  32212. private _createDepthStencilTexture;
  32213. /**
  32214. * Sets the frame buffer Depth / Stencil attachement of the render target to the defined depth stencil texture.
  32215. * @param renderTarget The render target to set the frame buffer for
  32216. */
  32217. setFrameBufferDepthStencilTexture(renderTarget: RenderTargetTexture): void;
  32218. /**
  32219. * Creates a new render target texture
  32220. * @param size defines the size of the texture
  32221. * @param options defines the options used to create the texture
  32222. * @returns a new render target texture stored in an InternalTexture
  32223. */
  32224. createRenderTargetTexture(size: number | {
  32225. width: number;
  32226. height: number;
  32227. }, options: boolean | RenderTargetCreationOptions): InternalTexture;
  32228. /** @hidden */
  32229. _setupFramebufferDepthAttachments(generateStencilBuffer: boolean, generateDepthBuffer: boolean, width: number, height: number, samples?: number): Nullable<WebGLRenderbuffer>;
  32230. /**
  32231. * Updates the sample count of a render target texture
  32232. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  32233. * @param texture defines the texture to update
  32234. * @param samples defines the sample count to set
  32235. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  32236. */
  32237. updateRenderTargetTextureSampleCount(texture: Nullable<InternalTexture>, samples: number): number;
  32238. /** @hidden */
  32239. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  32240. /** @hidden */
  32241. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number, babylonInternalFormat?: number, useTextureWidthAndHeight?: boolean): void;
  32242. /** @hidden */
  32243. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  32244. /** @hidden */
  32245. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement, faceIndex?: number, lod?: number): void;
  32246. /**
  32247. * @hidden
  32248. */
  32249. _setCubeMapTextureParams(loadMipmap: boolean): void;
  32250. protected _prepareWebGLTextureContinuation(texture: InternalTexture, scene: Nullable<Scene>, noMipmap: boolean, isCompressed: boolean, samplingMode: number): void;
  32251. private _prepareWebGLTexture;
  32252. /** @hidden */
  32253. _convertRGBtoRGBATextureData(rgbData: any, width: number, height: number, textureType: number): ArrayBufferView;
  32254. /** @hidden */
  32255. _releaseFramebufferObjects(texture: InternalTexture): void;
  32256. /** @hidden */
  32257. _releaseTexture(texture: InternalTexture): void;
  32258. protected _deleteTexture(texture: Nullable<WebGLTexture>): void;
  32259. protected _setProgram(program: WebGLProgram): void;
  32260. protected _boundUniforms: {
  32261. [key: number]: WebGLUniformLocation;
  32262. };
  32263. /**
  32264. * Binds an effect to the webGL context
  32265. * @param effect defines the effect to bind
  32266. */
  32267. bindSamplers(effect: Effect): void;
  32268. private _activateCurrentTexture;
  32269. /** @hidden */
  32270. _bindTextureDirectly(target: number, texture: Nullable<InternalTexture>, forTextureDataUpdate?: boolean, force?: boolean): boolean;
  32271. /** @hidden */
  32272. _bindTexture(channel: number, texture: Nullable<InternalTexture>): void;
  32273. /**
  32274. * Sets a texture to the webGL context from a postprocess
  32275. * @param channel defines the channel to use
  32276. * @param postProcess defines the source postprocess
  32277. */
  32278. setTextureFromPostProcess(channel: number, postProcess: Nullable<PostProcess>): void;
  32279. /**
  32280. * Binds the output of the passed in post process to the texture channel specified
  32281. * @param channel The channel the texture should be bound to
  32282. * @param postProcess The post process which's output should be bound
  32283. */
  32284. setTextureFromPostProcessOutput(channel: number, postProcess: Nullable<PostProcess>): void;
  32285. /**
  32286. * Unbind all textures from the webGL context
  32287. */
  32288. unbindAllTextures(): void;
  32289. /**
  32290. * Sets a texture to the according uniform.
  32291. * @param channel The texture channel
  32292. * @param uniform The uniform to set
  32293. * @param texture The texture to apply
  32294. */
  32295. setTexture(channel: number, uniform: Nullable<WebGLUniformLocation>, texture: Nullable<BaseTexture>): void;
  32296. /**
  32297. * Sets a depth stencil texture from a render target to the according uniform.
  32298. * @param channel The texture channel
  32299. * @param uniform The uniform to set
  32300. * @param texture The render target texture containing the depth stencil texture to apply
  32301. */
  32302. setDepthStencilTexture(channel: number, uniform: Nullable<WebGLUniformLocation>, texture: Nullable<RenderTargetTexture>): void;
  32303. private _bindSamplerUniformToChannel;
  32304. private _getTextureWrapMode;
  32305. protected _setTexture(channel: number, texture: Nullable<BaseTexture>, isPartOfTextureArray?: boolean, depthStencilTexture?: boolean): boolean;
  32306. /**
  32307. * Sets an array of texture to the webGL context
  32308. * @param channel defines the channel where the texture array must be set
  32309. * @param uniform defines the associated uniform location
  32310. * @param textures defines the array of textures to bind
  32311. */
  32312. setTextureArray(channel: number, uniform: Nullable<WebGLUniformLocation>, textures: BaseTexture[]): void;
  32313. /** @hidden */
  32314. _setAnisotropicLevel(target: number, texture: BaseTexture): void;
  32315. private _setTextureParameterFloat;
  32316. private _setTextureParameterInteger;
  32317. /**
  32318. * Reads pixels from the current frame buffer. Please note that this function can be slow
  32319. * @param x defines the x coordinate of the rectangle where pixels must be read
  32320. * @param y defines the y coordinate of the rectangle where pixels must be read
  32321. * @param width defines the width of the rectangle where pixels must be read
  32322. * @param height defines the height of the rectangle where pixels must be read
  32323. * @returns a Uint8Array containing RGBA colors
  32324. */
  32325. readPixels(x: number, y: number, width: number, height: number): Uint8Array;
  32326. /**
  32327. * Add an externaly attached data from its key.
  32328. * This method call will fail and return false, if such key already exists.
  32329. * If you don't care and just want to get the data no matter what, use the more convenient getOrAddExternalDataWithFactory() method.
  32330. * @param key the unique key that identifies the data
  32331. * @param data the data object to associate to the key for this Engine instance
  32332. * @return true if no such key were already present and the data was added successfully, false otherwise
  32333. */
  32334. addExternalData<T>(key: string, data: T): boolean;
  32335. /**
  32336. * Get an externaly attached data from its key
  32337. * @param key the unique key that identifies the data
  32338. * @return the associated data, if present (can be null), or undefined if not present
  32339. */
  32340. getExternalData<T>(key: string): T;
  32341. /**
  32342. * Get an externaly attached data from its key, create it using a factory if it's not already present
  32343. * @param key the unique key that identifies the data
  32344. * @param factory the factory that will be called to create the instance if and only if it doesn't exists
  32345. * @return the associated data, can be null if the factory returned null.
  32346. */
  32347. getOrAddExternalDataWithFactory<T>(key: string, factory: (k: string) => T): T;
  32348. /**
  32349. * Remove an externaly attached data from the Engine instance
  32350. * @param key the unique key that identifies the data
  32351. * @return true if the data was successfully removed, false if it doesn't exist
  32352. */
  32353. removeExternalData(key: string): boolean;
  32354. /**
  32355. * Unbind all vertex attributes from the webGL context
  32356. */
  32357. unbindAllAttributes(): void;
  32358. /**
  32359. * 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
  32360. */
  32361. releaseEffects(): void;
  32362. /**
  32363. * Dispose and release all associated resources
  32364. */
  32365. dispose(): void;
  32366. /**
  32367. * Display the loading screen
  32368. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  32369. */
  32370. displayLoadingUI(): void;
  32371. /**
  32372. * Hide the loading screen
  32373. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  32374. */
  32375. hideLoadingUI(): void;
  32376. /**
  32377. * Gets the current loading screen object
  32378. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  32379. */
  32380. /**
  32381. * Sets the current loading screen object
  32382. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  32383. */
  32384. loadingScreen: ILoadingScreen;
  32385. /**
  32386. * Sets the current loading screen text
  32387. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  32388. */
  32389. loadingUIText: string;
  32390. /**
  32391. * Sets the current loading screen background color
  32392. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  32393. */
  32394. loadingUIBackgroundColor: string;
  32395. /**
  32396. * Attach a new callback raised when context lost event is fired
  32397. * @param callback defines the callback to call
  32398. */
  32399. attachContextLostEvent(callback: ((event: WebGLContextEvent) => void)): void;
  32400. /**
  32401. * Attach a new callback raised when context restored event is fired
  32402. * @param callback defines the callback to call
  32403. */
  32404. attachContextRestoredEvent(callback: ((event: WebGLContextEvent) => void)): void;
  32405. /**
  32406. * Gets the source code of the vertex shader associated with a specific webGL program
  32407. * @param program defines the program to use
  32408. * @returns a string containing the source code of the vertex shader associated with the program
  32409. */
  32410. getVertexShaderSource(program: WebGLProgram): Nullable<string>;
  32411. /**
  32412. * Gets the source code of the fragment shader associated with a specific webGL program
  32413. * @param program defines the program to use
  32414. * @returns a string containing the source code of the fragment shader associated with the program
  32415. */
  32416. getFragmentShaderSource(program: WebGLProgram): Nullable<string>;
  32417. /**
  32418. * Get the current error code of the webGL context
  32419. * @returns the error code
  32420. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  32421. */
  32422. getError(): number;
  32423. /**
  32424. * Gets the current framerate
  32425. * @returns a number representing the framerate
  32426. */
  32427. getFps(): number;
  32428. /**
  32429. * Gets the time spent between current and previous frame
  32430. * @returns a number representing the delta time in ms
  32431. */
  32432. getDeltaTime(): number;
  32433. private _measureFps;
  32434. /** @hidden */
  32435. _readTexturePixels(texture: InternalTexture, width: number, height: number, faceIndex?: number, level?: number, buffer?: Nullable<ArrayBufferView>): ArrayBufferView;
  32436. private _canRenderToFloatFramebuffer;
  32437. private _canRenderToHalfFloatFramebuffer;
  32438. private _canRenderToFramebuffer;
  32439. /** @hidden */
  32440. _getWebGLTextureType(type: number): number;
  32441. /** @hidden */
  32442. _getInternalFormat(format: number): number;
  32443. /** @hidden */
  32444. _getRGBABufferInternalSizedFormat(type: number, format?: number): number;
  32445. /** @hidden */
  32446. _getRGBAMultiSampleBufferFormat(type: number): number;
  32447. /** @hidden */
  32448. _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;
  32449. /** @hidden */
  32450. _loadFileAsync(url: string, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean): Promise<string | ArrayBuffer>;
  32451. /**
  32452. * Gets a boolean indicating if the engine can be instanciated (ie. if a webGL context can be found)
  32453. * @returns true if the engine can be created
  32454. * @ignorenaming
  32455. */
  32456. static isSupported(): boolean;
  32457. /**
  32458. * Find the next highest power of two.
  32459. * @param x Number to start search from.
  32460. * @return Next highest power of two.
  32461. */
  32462. static CeilingPOT(x: number): number;
  32463. /**
  32464. * Find the next lowest power of two.
  32465. * @param x Number to start search from.
  32466. * @return Next lowest power of two.
  32467. */
  32468. static FloorPOT(x: number): number;
  32469. /**
  32470. * Find the nearest power of two.
  32471. * @param x Number to start search from.
  32472. * @return Next nearest power of two.
  32473. */
  32474. static NearestPOT(x: number): number;
  32475. /**
  32476. * Get the closest exponent of two
  32477. * @param value defines the value to approximate
  32478. * @param max defines the maximum value to return
  32479. * @param mode defines how to define the closest value
  32480. * @returns closest exponent of two of the given value
  32481. */
  32482. static GetExponentOfTwo(value: number, max: number, mode?: number): number;
  32483. /**
  32484. * Queue a new function into the requested animation frame pool (ie. this function will be executed byt the browser for the next frame)
  32485. * @param func - the function to be called
  32486. * @param requester - the object that will request the next frame. Falls back to window.
  32487. * @returns frame number
  32488. */
  32489. static QueueNewFrame(func: () => void, requester?: any): number;
  32490. /**
  32491. * Ask the browser to promote the current element to pointerlock mode
  32492. * @param element defines the DOM element to promote
  32493. */
  32494. static _RequestPointerlock(element: HTMLElement): void;
  32495. /**
  32496. * Asks the browser to exit pointerlock mode
  32497. */
  32498. static _ExitPointerlock(): void;
  32499. /**
  32500. * Ask the browser to promote the current element to fullscreen rendering mode
  32501. * @param element defines the DOM element to promote
  32502. */
  32503. static _RequestFullscreen(element: HTMLElement): void;
  32504. /**
  32505. * Asks the browser to exit fullscreen mode
  32506. */
  32507. static _ExitFullscreen(): void;
  32508. }
  32509. }
  32510. declare module "babylonjs/Engines/engineStore" {
  32511. import { Nullable } from "babylonjs/types";
  32512. import { Engine } from "babylonjs/Engines/engine";
  32513. import { Scene } from "babylonjs/scene";
  32514. /**
  32515. * The engine store class is responsible to hold all the instances of Engine and Scene created
  32516. * during the life time of the application.
  32517. */
  32518. export class EngineStore {
  32519. /** Gets the list of created engines */
  32520. static Instances: import("babylonjs/Engines/engine").Engine[];
  32521. /** @hidden */
  32522. static _LastCreatedScene: Nullable<Scene>;
  32523. /**
  32524. * Gets the latest created engine
  32525. */
  32526. static readonly LastCreatedEngine: Nullable<Engine>;
  32527. /**
  32528. * Gets the latest created scene
  32529. */
  32530. static readonly LastCreatedScene: Nullable<Scene>;
  32531. /**
  32532. * Gets or sets a global variable indicating if fallback texture must be used when a texture cannot be loaded
  32533. * @ignorenaming
  32534. */
  32535. static UseFallbackTexture: boolean;
  32536. /**
  32537. * Texture content used if a texture cannot loaded
  32538. * @ignorenaming
  32539. */
  32540. static FallbackTexture: string;
  32541. }
  32542. }
  32543. declare module "babylonjs/Misc/promise" {
  32544. /**
  32545. * Helper class that provides a small promise polyfill
  32546. */
  32547. export class PromisePolyfill {
  32548. /**
  32549. * Static function used to check if the polyfill is required
  32550. * If this is the case then the function will inject the polyfill to window.Promise
  32551. * @param force defines a boolean used to force the injection (mostly for testing purposes)
  32552. */
  32553. static Apply(force?: boolean): void;
  32554. }
  32555. }
  32556. declare module "babylonjs/Misc/interfaces/screenshotSize" {
  32557. /**
  32558. * Interface for screenshot methods with describe argument called `size` as object with options
  32559. * @link https://doc.babylonjs.com/api/classes/babylon.screenshottools
  32560. */
  32561. export interface IScreenshotSize {
  32562. /**
  32563. * number in pixels for canvas height
  32564. */
  32565. height?: number;
  32566. /**
  32567. * multiplier allowing render at a higher or lower resolution
  32568. * If value is defined then height and width will be ignored and taken from camera
  32569. */
  32570. precision?: number;
  32571. /**
  32572. * number in pixels for canvas width
  32573. */
  32574. width?: number;
  32575. }
  32576. }
  32577. declare module "babylonjs/Misc/tools" {
  32578. import { Nullable, float } from "babylonjs/types";
  32579. import { DomManagement } from "babylonjs/Misc/domManagement";
  32580. import { WebRequest } from "babylonjs/Misc/webRequest";
  32581. import { IFileRequest } from "babylonjs/Misc/fileRequest";
  32582. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  32583. import { IScreenshotSize } from "babylonjs/Misc/interfaces/screenshotSize";
  32584. import { Camera } from "babylonjs/Cameras/camera";
  32585. import { Engine } from "babylonjs/Engines/engine";
  32586. interface IColor4Like {
  32587. r: float;
  32588. g: float;
  32589. b: float;
  32590. a: float;
  32591. }
  32592. /**
  32593. * Class containing a set of static utilities functions
  32594. */
  32595. export class Tools {
  32596. /**
  32597. * Gets or sets the base URL to use to load assets
  32598. */
  32599. static BaseUrl: string;
  32600. /**
  32601. * Enable/Disable Custom HTTP Request Headers globally.
  32602. * default = false
  32603. * @see CustomRequestHeaders
  32604. */
  32605. static UseCustomRequestHeaders: boolean;
  32606. /**
  32607. * Custom HTTP Request Headers to be sent with XMLHttpRequests
  32608. * i.e. when loading files, where the server/service expects an Authorization header
  32609. */
  32610. static CustomRequestHeaders: {
  32611. [key: string]: string;
  32612. };
  32613. /**
  32614. * Gets or sets the retry strategy to apply when an error happens while loading an asset
  32615. */
  32616. static DefaultRetryStrategy: (url: string, request: WebRequest, retryIndex: number) => number;
  32617. /**
  32618. * Default behaviour for cors in the application.
  32619. * It can be a string if the expected behavior is identical in the entire app.
  32620. * Or a callback to be able to set it per url or on a group of them (in case of Video source for instance)
  32621. */
  32622. static CorsBehavior: string | ((url: string | string[]) => string);
  32623. /**
  32624. * Gets or sets a global variable indicating if fallback texture must be used when a texture cannot be loaded
  32625. * @ignorenaming
  32626. */
  32627. static UseFallbackTexture: boolean;
  32628. /**
  32629. * Use this object to register external classes like custom textures or material
  32630. * to allow the laoders to instantiate them
  32631. */
  32632. static RegisteredExternalClasses: {
  32633. [key: string]: Object;
  32634. };
  32635. /**
  32636. * Texture content used if a texture cannot loaded
  32637. * @ignorenaming
  32638. */
  32639. static fallbackTexture: string;
  32640. /**
  32641. * Read the content of a byte array at a specified coordinates (taking in account wrapping)
  32642. * @param u defines the coordinate on X axis
  32643. * @param v defines the coordinate on Y axis
  32644. * @param width defines the width of the source data
  32645. * @param height defines the height of the source data
  32646. * @param pixels defines the source byte array
  32647. * @param color defines the output color
  32648. */
  32649. static FetchToRef(u: number, v: number, width: number, height: number, pixels: Uint8Array, color: IColor4Like): void;
  32650. /**
  32651. * Interpolates between a and b via alpha
  32652. * @param a The lower value (returned when alpha = 0)
  32653. * @param b The upper value (returned when alpha = 1)
  32654. * @param alpha The interpolation-factor
  32655. * @return The mixed value
  32656. */
  32657. static Mix(a: number, b: number, alpha: number): number;
  32658. /**
  32659. * Tries to instantiate a new object from a given class name
  32660. * @param className defines the class name to instantiate
  32661. * @returns the new object or null if the system was not able to do the instantiation
  32662. */
  32663. static Instantiate(className: string): any;
  32664. /**
  32665. * Provides a slice function that will work even on IE
  32666. * @param data defines the array to slice
  32667. * @param start defines the start of the data (optional)
  32668. * @param end defines the end of the data (optional)
  32669. * @returns the new sliced array
  32670. */
  32671. static Slice<T>(data: T, start?: number, end?: number): T;
  32672. /**
  32673. * Polyfill for setImmediate
  32674. * @param action defines the action to execute after the current execution block
  32675. */
  32676. static SetImmediate(action: () => void): void;
  32677. /**
  32678. * Function indicating if a number is an exponent of 2
  32679. * @param value defines the value to test
  32680. * @returns true if the value is an exponent of 2
  32681. */
  32682. static IsExponentOfTwo(value: number): boolean;
  32683. private static _tmpFloatArray;
  32684. /**
  32685. * Returns the nearest 32-bit single precision float representation of a Number
  32686. * @param value A Number. If the parameter is of a different type, it will get converted
  32687. * to a number or to NaN if it cannot be converted
  32688. * @returns number
  32689. */
  32690. static FloatRound(value: number): number;
  32691. /**
  32692. * Extracts the filename from a path
  32693. * @param path defines the path to use
  32694. * @returns the filename
  32695. */
  32696. static GetFilename(path: string): string;
  32697. /**
  32698. * Extracts the "folder" part of a path (everything before the filename).
  32699. * @param uri The URI to extract the info from
  32700. * @param returnUnchangedIfNoSlash Do not touch the URI if no slashes are present
  32701. * @returns The "folder" part of the path
  32702. */
  32703. static GetFolderPath(uri: string, returnUnchangedIfNoSlash?: boolean): string;
  32704. /**
  32705. * Extracts text content from a DOM element hierarchy
  32706. * Back Compat only, please use DomManagement.GetDOMTextContent instead.
  32707. */
  32708. static GetDOMTextContent: typeof DomManagement.GetDOMTextContent;
  32709. /**
  32710. * Convert an angle in radians to degrees
  32711. * @param angle defines the angle to convert
  32712. * @returns the angle in degrees
  32713. */
  32714. static ToDegrees(angle: number): number;
  32715. /**
  32716. * Convert an angle in degrees to radians
  32717. * @param angle defines the angle to convert
  32718. * @returns the angle in radians
  32719. */
  32720. static ToRadians(angle: number): number;
  32721. /**
  32722. * Encode a buffer to a base64 string
  32723. * @param buffer defines the buffer to encode
  32724. * @returns the encoded string
  32725. */
  32726. static EncodeArrayBufferTobase64(buffer: ArrayBuffer): string;
  32727. /**
  32728. * Returns an array if obj is not an array
  32729. * @param obj defines the object to evaluate as an array
  32730. * @param allowsNullUndefined defines a boolean indicating if obj is allowed to be null or undefined
  32731. * @returns either obj directly if obj is an array or a new array containing obj
  32732. */
  32733. static MakeArray(obj: any, allowsNullUndefined?: boolean): Nullable<Array<any>>;
  32734. /**
  32735. * Gets the pointer prefix to use
  32736. * @returns "pointer" if touch is enabled. Else returns "mouse"
  32737. */
  32738. static GetPointerPrefix(): string;
  32739. /**
  32740. * Sets the cors behavior on a dom element. This will add the required Tools.CorsBehavior to the element.
  32741. * @param url define the url we are trying
  32742. * @param element define the dom element where to configure the cors policy
  32743. */
  32744. static SetCorsBehavior(url: string | string[], element: {
  32745. crossOrigin: string | null;
  32746. }): void;
  32747. /**
  32748. * Removes unwanted characters from an url
  32749. * @param url defines the url to clean
  32750. * @returns the cleaned url
  32751. */
  32752. static CleanUrl(url: string): string;
  32753. /**
  32754. * Gets or sets a function used to pre-process url before using them to load assets
  32755. */
  32756. static PreprocessUrl: (url: string) => string;
  32757. /**
  32758. * Loads an image as an HTMLImageElement.
  32759. * @param input url string, ArrayBuffer, or Blob to load
  32760. * @param onLoad callback called when the image successfully loads
  32761. * @param onError callback called when the image fails to load
  32762. * @param offlineProvider offline provider for caching
  32763. * @returns the HTMLImageElement of the loaded image
  32764. */
  32765. static LoadImage(input: string | ArrayBuffer | Blob, onLoad: (img: HTMLImageElement) => void, onError: (message?: string, exception?: any) => void, offlineProvider: Nullable<IOfflineProvider>): HTMLImageElement;
  32766. /**
  32767. * Loads a file
  32768. * @param url url string, ArrayBuffer, or Blob to load
  32769. * @param onSuccess callback called when the file successfully loads
  32770. * @param onProgress callback called while file is loading (if the server supports this mode)
  32771. * @param offlineProvider defines the offline provider for caching
  32772. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  32773. * @param onError callback called when the file fails to load
  32774. * @returns a file request object
  32775. */
  32776. 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;
  32777. /**
  32778. * Loads a file from a url
  32779. * @param url the file url to load
  32780. * @returns a promise containing an ArrayBuffer corrisponding to the loaded file
  32781. */
  32782. static LoadFileAsync(url: string): Promise<ArrayBuffer>;
  32783. /**
  32784. * Load a script (identified by an url). When the url returns, the
  32785. * content of this file is added into a new script element, attached to the DOM (body element)
  32786. * @param scriptUrl defines the url of the script to laod
  32787. * @param onSuccess defines the callback called when the script is loaded
  32788. * @param onError defines the callback to call if an error occurs
  32789. * @param scriptId defines the id of the script element
  32790. */
  32791. static LoadScript(scriptUrl: string, onSuccess: () => void, onError?: (message?: string, exception?: any) => void, scriptId?: string): void;
  32792. /**
  32793. * Load an asynchronous script (identified by an url). When the url returns, the
  32794. * content of this file is added into a new script element, attached to the DOM (body element)
  32795. * @param scriptUrl defines the url of the script to laod
  32796. * @param scriptId defines the id of the script element
  32797. * @returns a promise request object
  32798. */
  32799. static LoadScriptAsync(scriptUrl: string, scriptId?: string): Promise<boolean>;
  32800. /**
  32801. * Loads a file from a blob
  32802. * @param fileToLoad defines the blob to use
  32803. * @param callback defines the callback to call when data is loaded
  32804. * @param progressCallback defines the callback to call during loading process
  32805. * @returns a file request object
  32806. */
  32807. static ReadFileAsDataURL(fileToLoad: Blob, callback: (data: any) => void, progressCallback: (ev: ProgressEvent) => any): IFileRequest;
  32808. /**
  32809. * Loads a file
  32810. * @param fileToLoad defines the file to load
  32811. * @param callback defines the callback to call when data is loaded
  32812. * @param progressCallBack defines the callback to call during loading process
  32813. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  32814. * @returns a file request object
  32815. */
  32816. static ReadFile(fileToLoad: File, callback: (data: any) => void, progressCallBack?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean): IFileRequest;
  32817. /**
  32818. * Creates a data url from a given string content
  32819. * @param content defines the content to convert
  32820. * @returns the new data url link
  32821. */
  32822. static FileAsURL(content: string): string;
  32823. /**
  32824. * Format the given number to a specific decimal format
  32825. * @param value defines the number to format
  32826. * @param decimals defines the number of decimals to use
  32827. * @returns the formatted string
  32828. */
  32829. static Format(value: number, decimals?: number): string;
  32830. /**
  32831. * Tries to copy an object by duplicating every property
  32832. * @param source defines the source object
  32833. * @param destination defines the target object
  32834. * @param doNotCopyList defines a list of properties to avoid
  32835. * @param mustCopyList defines a list of properties to copy (even if they start with _)
  32836. */
  32837. static DeepCopy(source: any, destination: any, doNotCopyList?: string[], mustCopyList?: string[]): void;
  32838. /**
  32839. * Gets a boolean indicating if the given object has no own property
  32840. * @param obj defines the object to test
  32841. * @returns true if object has no own property
  32842. */
  32843. static IsEmpty(obj: any): boolean;
  32844. /**
  32845. * Function used to register events at window level
  32846. * @param windowElement defines the Window object to use
  32847. * @param events defines the events to register
  32848. */
  32849. static RegisterTopRootEvents(windowElement: Window, events: {
  32850. name: string;
  32851. handler: Nullable<(e: FocusEvent) => any>;
  32852. }[]): void;
  32853. /**
  32854. * Function used to unregister events from window level
  32855. * @param windowElement defines the Window object to use
  32856. * @param events defines the events to unregister
  32857. */
  32858. static UnregisterTopRootEvents(windowElement: Window, events: {
  32859. name: string;
  32860. handler: Nullable<(e: FocusEvent) => any>;
  32861. }[]): void;
  32862. /**
  32863. * @ignore
  32864. */
  32865. static _ScreenshotCanvas: HTMLCanvasElement;
  32866. /**
  32867. * Dumps the current bound framebuffer
  32868. * @param width defines the rendering width
  32869. * @param height defines the rendering height
  32870. * @param engine defines the hosting engine
  32871. * @param successCallback defines the callback triggered once the data are available
  32872. * @param mimeType defines the mime type of the result
  32873. * @param fileName defines the filename to download. If present, the result will automatically be downloaded
  32874. */
  32875. static DumpFramebuffer(width: number, height: number, engine: Engine, successCallback?: (data: string) => void, mimeType?: string, fileName?: string): void;
  32876. /**
  32877. * Converts the canvas data to blob.
  32878. * This acts as a polyfill for browsers not supporting the to blob function.
  32879. * @param canvas Defines the canvas to extract the data from
  32880. * @param successCallback Defines the callback triggered once the data are available
  32881. * @param mimeType Defines the mime type of the result
  32882. */
  32883. static ToBlob(canvas: HTMLCanvasElement, successCallback: (blob: Nullable<Blob>) => void, mimeType?: string): void;
  32884. /**
  32885. * Encodes the canvas data to base 64 or automatically download the result if filename is defined
  32886. * @param successCallback defines the callback triggered once the data are available
  32887. * @param mimeType defines the mime type of the result
  32888. * @param fileName defines he filename to download. If present, the result will automatically be downloaded
  32889. */
  32890. static EncodeScreenshotCanvasData(successCallback?: (data: string) => void, mimeType?: string, fileName?: string): void;
  32891. /**
  32892. * Downloads a blob in the browser
  32893. * @param blob defines the blob to download
  32894. * @param fileName defines the name of the downloaded file
  32895. */
  32896. static Download(blob: Blob, fileName: string): void;
  32897. /**
  32898. * Captures a screenshot of the current rendering
  32899. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  32900. * @param engine defines the rendering engine
  32901. * @param camera defines the source camera
  32902. * @param size This parameter can be set to a single number or to an object with the
  32903. * following (optional) properties: precision, width, height. If a single number is passed,
  32904. * it will be used for both width and height. If an object is passed, the screenshot size
  32905. * will be derived from the parameters. The precision property is a multiplier allowing
  32906. * rendering at a higher or lower resolution
  32907. * @param successCallback defines the callback receives a single parameter which contains the
  32908. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  32909. * src parameter of an <img> to display it
  32910. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  32911. * Check your browser for supported MIME types
  32912. */
  32913. static CreateScreenshot(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string): void;
  32914. /**
  32915. * Captures a screenshot of the current rendering
  32916. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  32917. * @param engine defines the rendering engine
  32918. * @param camera defines the source camera
  32919. * @param size This parameter can be set to a single number or to an object with the
  32920. * following (optional) properties: precision, width, height. If a single number is passed,
  32921. * it will be used for both width and height. If an object is passed, the screenshot size
  32922. * will be derived from the parameters. The precision property is a multiplier allowing
  32923. * rendering at a higher or lower resolution
  32924. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  32925. * Check your browser for supported MIME types
  32926. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  32927. * to the src parameter of an <img> to display it
  32928. */
  32929. static CreateScreenshotAsync(engine: Engine, camera: Camera, size: IScreenshotSize | number, mimeType?: string): Promise<string>;
  32930. /**
  32931. * Generates an image screenshot from the specified camera.
  32932. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  32933. * @param engine The engine to use for rendering
  32934. * @param camera The camera to use for rendering
  32935. * @param size This parameter can be set to a single number or to an object with the
  32936. * following (optional) properties: precision, width, height. If a single number is passed,
  32937. * it will be used for both width and height. If an object is passed, the screenshot size
  32938. * will be derived from the parameters. The precision property is a multiplier allowing
  32939. * rendering at a higher or lower resolution
  32940. * @param successCallback The callback receives a single parameter which contains the
  32941. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  32942. * src parameter of an <img> to display it
  32943. * @param mimeType The MIME type of the screenshot image (default: image/png).
  32944. * Check your browser for supported MIME types
  32945. * @param samples Texture samples (default: 1)
  32946. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  32947. * @param fileName A name for for the downloaded file.
  32948. */
  32949. static CreateScreenshotUsingRenderTarget(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): void;
  32950. /**
  32951. * Generates an image screenshot from the specified camera.
  32952. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  32953. * @param engine The engine to use for rendering
  32954. * @param camera The camera to use for rendering
  32955. * @param size This parameter can be set to a single number or to an object with the
  32956. * following (optional) properties: precision, width, height. If a single number is passed,
  32957. * it will be used for both width and height. If an object is passed, the screenshot size
  32958. * will be derived from the parameters. The precision property is a multiplier allowing
  32959. * rendering at a higher or lower resolution
  32960. * @param mimeType The MIME type of the screenshot image (default: image/png).
  32961. * Check your browser for supported MIME types
  32962. * @param samples Texture samples (default: 1)
  32963. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  32964. * @param fileName A name for for the downloaded file.
  32965. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  32966. * to the src parameter of an <img> to display it
  32967. */
  32968. static CreateScreenshotUsingRenderTargetAsync(engine: Engine, camera: Camera, size: IScreenshotSize | number, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): Promise<string>;
  32969. /**
  32970. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  32971. * Be aware Math.random() could cause collisions, but:
  32972. * "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"
  32973. * @returns a pseudo random id
  32974. */
  32975. static RandomId(): string;
  32976. /**
  32977. * Test if the given uri is a base64 string
  32978. * @param uri The uri to test
  32979. * @return True if the uri is a base64 string or false otherwise
  32980. */
  32981. static IsBase64(uri: string): boolean;
  32982. /**
  32983. * Decode the given base64 uri.
  32984. * @param uri The uri to decode
  32985. * @return The decoded base64 data.
  32986. */
  32987. static DecodeBase64(uri: string): ArrayBuffer;
  32988. /**
  32989. * Gets the absolute url.
  32990. * @param url the input url
  32991. * @return the absolute url
  32992. */
  32993. static GetAbsoluteUrl(url: string): string;
  32994. /**
  32995. * No log
  32996. */
  32997. static readonly NoneLogLevel: number;
  32998. /**
  32999. * Only message logs
  33000. */
  33001. static readonly MessageLogLevel: number;
  33002. /**
  33003. * Only warning logs
  33004. */
  33005. static readonly WarningLogLevel: number;
  33006. /**
  33007. * Only error logs
  33008. */
  33009. static readonly ErrorLogLevel: number;
  33010. /**
  33011. * All logs
  33012. */
  33013. static readonly AllLogLevel: number;
  33014. /**
  33015. * Gets a value indicating the number of loading errors
  33016. * @ignorenaming
  33017. */
  33018. static readonly errorsCount: number;
  33019. /**
  33020. * Callback called when a new log is added
  33021. */
  33022. static OnNewCacheEntry: (entry: string) => void;
  33023. /**
  33024. * Log a message to the console
  33025. * @param message defines the message to log
  33026. */
  33027. static Log(message: string): void;
  33028. /**
  33029. * Write a warning message to the console
  33030. * @param message defines the message to log
  33031. */
  33032. static Warn(message: string): void;
  33033. /**
  33034. * Write an error message to the console
  33035. * @param message defines the message to log
  33036. */
  33037. static Error(message: string): void;
  33038. /**
  33039. * Gets current log cache (list of logs)
  33040. */
  33041. static readonly LogCache: string;
  33042. /**
  33043. * Clears the log cache
  33044. */
  33045. static ClearLogCache(): void;
  33046. /**
  33047. * Sets the current log level (MessageLogLevel / WarningLogLevel / ErrorLogLevel)
  33048. */
  33049. static LogLevels: number;
  33050. /**
  33051. * Checks if the window object exists
  33052. * Back Compat only, please use DomManagement.IsWindowObjectExist instead.
  33053. */
  33054. static IsWindowObjectExist: typeof DomManagement.IsWindowObjectExist;
  33055. /**
  33056. * No performance log
  33057. */
  33058. static readonly PerformanceNoneLogLevel: number;
  33059. /**
  33060. * Use user marks to log performance
  33061. */
  33062. static readonly PerformanceUserMarkLogLevel: number;
  33063. /**
  33064. * Log performance to the console
  33065. */
  33066. static readonly PerformanceConsoleLogLevel: number;
  33067. private static _performance;
  33068. /**
  33069. * Sets the current performance log level
  33070. */
  33071. static PerformanceLogLevel: number;
  33072. private static _StartPerformanceCounterDisabled;
  33073. private static _EndPerformanceCounterDisabled;
  33074. private static _StartUserMark;
  33075. private static _EndUserMark;
  33076. private static _StartPerformanceConsole;
  33077. private static _EndPerformanceConsole;
  33078. /**
  33079. * Starts a performance counter
  33080. */
  33081. static StartPerformanceCounter: (counterName: string, condition?: boolean) => void;
  33082. /**
  33083. * Ends a specific performance coutner
  33084. */
  33085. static EndPerformanceCounter: (counterName: string, condition?: boolean) => void;
  33086. /**
  33087. * Gets either window.performance.now() if supported or Date.now() else
  33088. */
  33089. static readonly Now: number;
  33090. /**
  33091. * This method will return the name of the class used to create the instance of the given object.
  33092. * It will works only on Javascript basic data types (number, string, ...) and instance of class declared with the @className decorator.
  33093. * @param object the object to get the class name from
  33094. * @param isType defines if the object is actually a type
  33095. * @returns the name of the class, will be "object" for a custom data type not using the @className decorator
  33096. */
  33097. static GetClassName(object: any, isType?: boolean): string;
  33098. /**
  33099. * Gets the first element of an array satisfying a given predicate
  33100. * @param array defines the array to browse
  33101. * @param predicate defines the predicate to use
  33102. * @returns null if not found or the element
  33103. */
  33104. static First<T>(array: Array<T>, predicate: (item: T) => boolean): Nullable<T>;
  33105. /**
  33106. * This method will return the name of the full name of the class, including its owning module (if any).
  33107. * 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).
  33108. * @param object the object to get the class name from
  33109. * @param isType defines if the object is actually a type
  33110. * @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.
  33111. * @ignorenaming
  33112. */
  33113. static getFullClassName(object: any, isType?: boolean): Nullable<string>;
  33114. /**
  33115. * Returns a promise that resolves after the given amount of time.
  33116. * @param delay Number of milliseconds to delay
  33117. * @returns Promise that resolves after the given amount of time
  33118. */
  33119. static DelayAsync(delay: number): Promise<void>;
  33120. }
  33121. /**
  33122. * Use this className as a decorator on a given class definition to add it a name and optionally its module.
  33123. * You can then use the Tools.getClassName(obj) on an instance to retrieve its class name.
  33124. * This method is the only way to get it done in all cases, even if the .js file declaring the class is minified
  33125. * @param name The name of the class, case should be preserved
  33126. * @param module The name of the Module hosting the class, optional, but strongly recommended to specify if possible. Case should be preserved.
  33127. */
  33128. export function className(name: string, module?: string): (target: Object) => void;
  33129. /**
  33130. * An implementation of a loop for asynchronous functions.
  33131. */
  33132. export class AsyncLoop {
  33133. /**
  33134. * Defines the number of iterations for the loop
  33135. */
  33136. iterations: number;
  33137. /**
  33138. * Defines the current index of the loop.
  33139. */
  33140. index: number;
  33141. private _done;
  33142. private _fn;
  33143. private _successCallback;
  33144. /**
  33145. * Constructor.
  33146. * @param iterations the number of iterations.
  33147. * @param func the function to run each iteration
  33148. * @param successCallback the callback that will be called upon succesful execution
  33149. * @param offset starting offset.
  33150. */
  33151. constructor(
  33152. /**
  33153. * Defines the number of iterations for the loop
  33154. */
  33155. iterations: number, func: (asyncLoop: AsyncLoop) => void, successCallback: () => void, offset?: number);
  33156. /**
  33157. * Execute the next iteration. Must be called after the last iteration was finished.
  33158. */
  33159. executeNext(): void;
  33160. /**
  33161. * Break the loop and run the success callback.
  33162. */
  33163. breakLoop(): void;
  33164. /**
  33165. * Create and run an async loop.
  33166. * @param iterations the number of iterations.
  33167. * @param fn the function to run each iteration
  33168. * @param successCallback the callback that will be called upon succesful execution
  33169. * @param offset starting offset.
  33170. * @returns the created async loop object
  33171. */
  33172. static Run(iterations: number, fn: (asyncLoop: AsyncLoop) => void, successCallback: () => void, offset?: number): AsyncLoop;
  33173. /**
  33174. * A for-loop that will run a given number of iterations synchronous and the rest async.
  33175. * @param iterations total number of iterations
  33176. * @param syncedIterations number of synchronous iterations in each async iteration.
  33177. * @param fn the function to call each iteration.
  33178. * @param callback a success call back that will be called when iterating stops.
  33179. * @param breakFunction a break condition (optional)
  33180. * @param timeout timeout settings for the setTimeout function. default - 0.
  33181. * @returns the created async loop object
  33182. */
  33183. static SyncAsyncForLoop(iterations: number, syncedIterations: number, fn: (iteration: number) => void, callback: () => void, breakFunction?: () => boolean, timeout?: number): AsyncLoop;
  33184. }
  33185. }
  33186. declare module "babylonjs/Collisions/collisionCoordinator" {
  33187. import { Nullable } from "babylonjs/types";
  33188. import { Scene } from "babylonjs/scene";
  33189. import { Vector3 } from "babylonjs/Maths/math.vector";
  33190. import { Collider } from "babylonjs/Collisions/collider";
  33191. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  33192. /** @hidden */
  33193. export interface ICollisionCoordinator {
  33194. createCollider(): Collider;
  33195. getNewPosition(position: Vector3, displacement: Vector3, collider: Collider, maximumRetry: number, excludedMesh: Nullable<AbstractMesh>, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh: Nullable<AbstractMesh>) => void, collisionIndex: number): void;
  33196. init(scene: Scene): void;
  33197. }
  33198. /** @hidden */
  33199. export class DefaultCollisionCoordinator implements ICollisionCoordinator {
  33200. private _scene;
  33201. private _scaledPosition;
  33202. private _scaledVelocity;
  33203. private _finalPosition;
  33204. getNewPosition(position: Vector3, displacement: Vector3, collider: Collider, maximumRetry: number, excludedMesh: AbstractMesh, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh: Nullable<AbstractMesh>) => void, collisionIndex: number): void;
  33205. createCollider(): Collider;
  33206. init(scene: Scene): void;
  33207. private _collideWithWorld;
  33208. }
  33209. }
  33210. declare module "babylonjs/Inputs/scene.inputManager" {
  33211. import { Nullable } from "babylonjs/types";
  33212. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  33213. import { Vector2 } from "babylonjs/Maths/math.vector";
  33214. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  33215. import { Scene } from "babylonjs/scene";
  33216. /**
  33217. * Class used to manage all inputs for the scene.
  33218. */
  33219. export class InputManager {
  33220. /** The distance in pixel that you have to move to prevent some events */
  33221. static DragMovementThreshold: number;
  33222. /** Time in milliseconds to wait to raise long press events if button is still pressed */
  33223. static LongPressDelay: number;
  33224. /** Time in milliseconds with two consecutive clicks will be considered as a double click */
  33225. static DoubleClickDelay: number;
  33226. /** If you need to check double click without raising a single click at first click, enable this flag */
  33227. static ExclusiveDoubleClickMode: boolean;
  33228. private _wheelEventName;
  33229. private _onPointerMove;
  33230. private _onPointerDown;
  33231. private _onPointerUp;
  33232. private _initClickEvent;
  33233. private _initActionManager;
  33234. private _delayedSimpleClick;
  33235. private _delayedSimpleClickTimeout;
  33236. private _previousDelayedSimpleClickTimeout;
  33237. private _meshPickProceed;
  33238. private _previousButtonPressed;
  33239. private _currentPickResult;
  33240. private _previousPickResult;
  33241. private _totalPointersPressed;
  33242. private _doubleClickOccured;
  33243. private _pointerOverMesh;
  33244. private _pickedDownMesh;
  33245. private _pickedUpMesh;
  33246. private _pointerX;
  33247. private _pointerY;
  33248. private _unTranslatedPointerX;
  33249. private _unTranslatedPointerY;
  33250. private _startingPointerPosition;
  33251. private _previousStartingPointerPosition;
  33252. private _startingPointerTime;
  33253. private _previousStartingPointerTime;
  33254. private _pointerCaptures;
  33255. private _onKeyDown;
  33256. private _onKeyUp;
  33257. private _onCanvasFocusObserver;
  33258. private _onCanvasBlurObserver;
  33259. private _scene;
  33260. /**
  33261. * Creates a new InputManager
  33262. * @param scene defines the hosting scene
  33263. */
  33264. constructor(scene: Scene);
  33265. /**
  33266. * Gets the mesh that is currently under the pointer
  33267. */
  33268. readonly meshUnderPointer: Nullable<AbstractMesh>;
  33269. /**
  33270. * Gets the pointer coordinates in 2D without any translation (ie. straight out of the pointer event)
  33271. */
  33272. readonly unTranslatedPointer: Vector2;
  33273. /**
  33274. * Gets or sets the current on-screen X position of the pointer
  33275. */
  33276. pointerX: number;
  33277. /**
  33278. * Gets or sets the current on-screen Y position of the pointer
  33279. */
  33280. pointerY: number;
  33281. private _updatePointerPosition;
  33282. private _processPointerMove;
  33283. private _setRayOnPointerInfo;
  33284. private _checkPrePointerObservable;
  33285. /**
  33286. * Use this method to simulate a pointer move on a mesh
  33287. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  33288. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  33289. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  33290. */
  33291. simulatePointerMove(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): void;
  33292. /**
  33293. * Use this method to simulate a pointer down on a mesh
  33294. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  33295. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  33296. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  33297. */
  33298. simulatePointerDown(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): void;
  33299. private _processPointerDown;
  33300. /** @hidden */
  33301. _isPointerSwiping(): boolean;
  33302. /**
  33303. * Use this method to simulate a pointer up on a mesh
  33304. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  33305. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  33306. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  33307. * @param doubleTap indicates that the pointer up event should be considered as part of a double click (false by default)
  33308. */
  33309. simulatePointerUp(pickResult: PickingInfo, pointerEventInit?: PointerEventInit, doubleTap?: boolean): void;
  33310. private _processPointerUp;
  33311. /**
  33312. * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)
  33313. * @param pointerId defines the pointer id to use in a multi-touch scenario (0 by default)
  33314. * @returns true if the pointer was captured
  33315. */
  33316. isPointerCaptured(pointerId?: number): boolean;
  33317. /**
  33318. * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp
  33319. * @param attachUp defines if you want to attach events to pointerup
  33320. * @param attachDown defines if you want to attach events to pointerdown
  33321. * @param attachMove defines if you want to attach events to pointermove
  33322. */
  33323. attachControl(attachUp?: boolean, attachDown?: boolean, attachMove?: boolean): void;
  33324. /**
  33325. * Detaches all event handlers
  33326. */
  33327. detachControl(): void;
  33328. /**
  33329. * Force the value of meshUnderPointer
  33330. * @param mesh defines the mesh to use
  33331. */
  33332. setPointerOverMesh(mesh: Nullable<AbstractMesh>): void;
  33333. /**
  33334. * Gets the mesh under the pointer
  33335. * @returns a Mesh or null if no mesh is under the pointer
  33336. */
  33337. getPointerOverMesh(): Nullable<AbstractMesh>;
  33338. }
  33339. }
  33340. declare module "babylonjs/Misc/uniqueIdGenerator" {
  33341. /**
  33342. * Helper class used to generate session unique ID
  33343. */
  33344. export class UniqueIdGenerator {
  33345. private static _UniqueIdCounter;
  33346. /**
  33347. * Gets an unique (relatively to the current scene) Id
  33348. */
  33349. static readonly UniqueId: number;
  33350. }
  33351. }
  33352. declare module "babylonjs/Animations/animationGroup" {
  33353. import { Animatable } from "babylonjs/Animations/animatable";
  33354. import { Animation } from "babylonjs/Animations/animation";
  33355. import { Scene, IDisposable } from "babylonjs/scene";
  33356. import { Observable } from "babylonjs/Misc/observable";
  33357. import { Nullable } from "babylonjs/types";
  33358. import "babylonjs/Animations/animatable";
  33359. /**
  33360. * This class defines the direct association between an animation and a target
  33361. */
  33362. export class TargetedAnimation {
  33363. /**
  33364. * Animation to perform
  33365. */
  33366. animation: Animation;
  33367. /**
  33368. * Target to animate
  33369. */
  33370. target: any;
  33371. /**
  33372. * Serialize the object
  33373. * @returns the JSON object representing the current entity
  33374. */
  33375. serialize(): any;
  33376. }
  33377. /**
  33378. * Use this class to create coordinated animations on multiple targets
  33379. */
  33380. export class AnimationGroup implements IDisposable {
  33381. /** The name of the animation group */
  33382. name: string;
  33383. private _scene;
  33384. private _targetedAnimations;
  33385. private _animatables;
  33386. private _from;
  33387. private _to;
  33388. private _isStarted;
  33389. private _isPaused;
  33390. private _speedRatio;
  33391. private _loopAnimation;
  33392. /**
  33393. * Gets or sets the unique id of the node
  33394. */
  33395. uniqueId: number;
  33396. /**
  33397. * This observable will notify when one animation have ended
  33398. */
  33399. onAnimationEndObservable: Observable<TargetedAnimation>;
  33400. /**
  33401. * Observer raised when one animation loops
  33402. */
  33403. onAnimationLoopObservable: Observable<TargetedAnimation>;
  33404. /**
  33405. * This observable will notify when all animations have ended.
  33406. */
  33407. onAnimationGroupEndObservable: Observable<AnimationGroup>;
  33408. /**
  33409. * This observable will notify when all animations have paused.
  33410. */
  33411. onAnimationGroupPauseObservable: Observable<AnimationGroup>;
  33412. /**
  33413. * This observable will notify when all animations are playing.
  33414. */
  33415. onAnimationGroupPlayObservable: Observable<AnimationGroup>;
  33416. /**
  33417. * Gets the first frame
  33418. */
  33419. readonly from: number;
  33420. /**
  33421. * Gets the last frame
  33422. */
  33423. readonly to: number;
  33424. /**
  33425. * Define if the animations are started
  33426. */
  33427. readonly isStarted: boolean;
  33428. /**
  33429. * Gets a value indicating that the current group is playing
  33430. */
  33431. readonly isPlaying: boolean;
  33432. /**
  33433. * Gets or sets the speed ratio to use for all animations
  33434. */
  33435. /**
  33436. * Gets or sets the speed ratio to use for all animations
  33437. */
  33438. speedRatio: number;
  33439. /**
  33440. * Gets or sets if all animations should loop or not
  33441. */
  33442. loopAnimation: boolean;
  33443. /**
  33444. * Gets the targeted animations for this animation group
  33445. */
  33446. readonly targetedAnimations: Array<TargetedAnimation>;
  33447. /**
  33448. * returning the list of animatables controlled by this animation group.
  33449. */
  33450. readonly animatables: Array<Animatable>;
  33451. /**
  33452. * Instantiates a new Animation Group.
  33453. * This helps managing several animations at once.
  33454. * @see http://doc.babylonjs.com/how_to/group
  33455. * @param name Defines the name of the group
  33456. * @param scene Defines the scene the group belongs to
  33457. */
  33458. constructor(
  33459. /** The name of the animation group */
  33460. name: string, scene?: Nullable<Scene>);
  33461. /**
  33462. * Add an animation (with its target) in the group
  33463. * @param animation defines the animation we want to add
  33464. * @param target defines the target of the animation
  33465. * @returns the TargetedAnimation object
  33466. */
  33467. addTargetedAnimation(animation: Animation, target: any): TargetedAnimation;
  33468. /**
  33469. * This function will normalize every animation in the group to make sure they all go from beginFrame to endFrame
  33470. * It can add constant keys at begin or end
  33471. * @param beginFrame defines the new begin frame for all animations or the smallest begin frame of all animations if null (defaults to null)
  33472. * @param endFrame defines the new end frame for all animations or the largest end frame of all animations if null (defaults to null)
  33473. * @returns the animation group
  33474. */
  33475. normalize(beginFrame?: Nullable<number>, endFrame?: Nullable<number>): AnimationGroup;
  33476. /**
  33477. * Start all animations on given targets
  33478. * @param loop defines if animations must loop
  33479. * @param speedRatio defines the ratio to apply to animation speed (1 by default)
  33480. * @param from defines the from key (optional)
  33481. * @param to defines the to key (optional)
  33482. * @returns the current animation group
  33483. */
  33484. start(loop?: boolean, speedRatio?: number, from?: number, to?: number): AnimationGroup;
  33485. /**
  33486. * Pause all animations
  33487. * @returns the animation group
  33488. */
  33489. pause(): AnimationGroup;
  33490. /**
  33491. * Play all animations to initial state
  33492. * This function will start() the animations if they were not started or will restart() them if they were paused
  33493. * @param loop defines if animations must loop
  33494. * @returns the animation group
  33495. */
  33496. play(loop?: boolean): AnimationGroup;
  33497. /**
  33498. * Reset all animations to initial state
  33499. * @returns the animation group
  33500. */
  33501. reset(): AnimationGroup;
  33502. /**
  33503. * Restart animations from key 0
  33504. * @returns the animation group
  33505. */
  33506. restart(): AnimationGroup;
  33507. /**
  33508. * Stop all animations
  33509. * @returns the animation group
  33510. */
  33511. stop(): AnimationGroup;
  33512. /**
  33513. * Set animation weight for all animatables
  33514. * @param weight defines the weight to use
  33515. * @return the animationGroup
  33516. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  33517. */
  33518. setWeightForAllAnimatables(weight: number): AnimationGroup;
  33519. /**
  33520. * Synchronize and normalize all animatables with a source animatable
  33521. * @param root defines the root animatable to synchronize with
  33522. * @return the animationGroup
  33523. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  33524. */
  33525. syncAllAnimationsWith(root: Animatable): AnimationGroup;
  33526. /**
  33527. * Goes to a specific frame in this animation group
  33528. * @param frame the frame number to go to
  33529. * @return the animationGroup
  33530. */
  33531. goToFrame(frame: number): AnimationGroup;
  33532. /**
  33533. * Dispose all associated resources
  33534. */
  33535. dispose(): void;
  33536. private _checkAnimationGroupEnded;
  33537. /**
  33538. * Clone the current animation group and returns a copy
  33539. * @param newName defines the name of the new group
  33540. * @param targetConverter defines an optional function used to convert current animation targets to new ones
  33541. * @returns the new aniamtion group
  33542. */
  33543. clone(newName: string, targetConverter?: (oldTarget: any) => any): AnimationGroup;
  33544. /**
  33545. * Serializes the animationGroup to an object
  33546. * @returns Serialized object
  33547. */
  33548. serialize(): any;
  33549. /**
  33550. * Returns a new AnimationGroup object parsed from the source provided.
  33551. * @param parsedAnimationGroup defines the source
  33552. * @param scene defines the scene that will receive the animationGroup
  33553. * @returns a new AnimationGroup
  33554. */
  33555. static Parse(parsedAnimationGroup: any, scene: Scene): AnimationGroup;
  33556. /**
  33557. * Returns the string "AnimationGroup"
  33558. * @returns "AnimationGroup"
  33559. */
  33560. getClassName(): string;
  33561. /**
  33562. * Creates a detailled string about the object
  33563. * @param fullDetails defines if the output string will support multiple levels of logging within scene loading
  33564. * @returns a string representing the object
  33565. */
  33566. toString(fullDetails?: boolean): string;
  33567. }
  33568. }
  33569. declare module "babylonjs/scene" {
  33570. import { Nullable } from "babylonjs/types";
  33571. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  33572. import { Observable } from "babylonjs/Misc/observable";
  33573. import { SmartArrayNoDuplicate, SmartArray, ISmartArrayLike } from "babylonjs/Misc/smartArray";
  33574. import { Vector2, Vector3, Matrix } from "babylonjs/Maths/math.vector";
  33575. import { Geometry } from "babylonjs/Meshes/geometry";
  33576. import { TransformNode } from "babylonjs/Meshes/transformNode";
  33577. import { SubMesh } from "babylonjs/Meshes/subMesh";
  33578. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  33579. import { Mesh } from "babylonjs/Meshes/mesh";
  33580. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  33581. import { Bone } from "babylonjs/Bones/bone";
  33582. import { Skeleton } from "babylonjs/Bones/skeleton";
  33583. import { MorphTargetManager } from "babylonjs/Morph/morphTargetManager";
  33584. import { Camera } from "babylonjs/Cameras/camera";
  33585. import { AbstractScene } from "babylonjs/abstractScene";
  33586. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  33587. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  33588. import { Material } from "babylonjs/Materials/material";
  33589. import { ImageProcessingConfiguration } from "babylonjs/Materials/imageProcessingConfiguration";
  33590. import { Effect } from "babylonjs/Materials/effect";
  33591. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  33592. import { MultiMaterial } from "babylonjs/Materials/multiMaterial";
  33593. import { Light } from "babylonjs/Lights/light";
  33594. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  33595. import { ICollisionCoordinator } from "babylonjs/Collisions/collisionCoordinator";
  33596. import { PointerEventTypes, PointerInfoPre, PointerInfo } from "babylonjs/Events/pointerEvents";
  33597. import { KeyboardInfoPre, KeyboardInfo } from "babylonjs/Events/keyboardEvents";
  33598. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  33599. import { PostProcessManager } from "babylonjs/PostProcesses/postProcessManager";
  33600. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  33601. import { RenderingGroupInfo, IRenderingManagerAutoClearSetup } from "babylonjs/Rendering/renderingManager";
  33602. import { ISceneComponent, ISceneSerializableComponent, Stage, SimpleStageAction, RenderTargetsStageAction, RenderTargetStageAction, MeshStageAction, EvaluateSubMeshStageAction, ActiveMeshStageAction, CameraStageAction, RenderingGroupStageAction, RenderingMeshStageAction, PointerMoveStageAction, PointerUpDownStageAction, CameraStageFrameBufferAction } from "babylonjs/sceneComponent";
  33603. import { Engine } from "babylonjs/Engines/engine";
  33604. import { Node } from "babylonjs/node";
  33605. import { MorphTarget } from "babylonjs/Morph/morphTarget";
  33606. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  33607. import { WebRequest } from "babylonjs/Misc/webRequest";
  33608. import { InputManager } from "babylonjs/Inputs/scene.inputManager";
  33609. import { PerfCounter } from "babylonjs/Misc/perfCounter";
  33610. import { IFileRequest } from "babylonjs/Misc/fileRequest";
  33611. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  33612. import { Plane } from "babylonjs/Maths/math.plane";
  33613. import { Ray } from "babylonjs/Culling/ray";
  33614. import { TrianglePickingPredicate } from "babylonjs/Culling/ray";
  33615. import { Animation } from "babylonjs/Animations/animation";
  33616. import { Animatable } from "babylonjs/Animations/animatable";
  33617. import { AnimationGroup } from "babylonjs/Animations/animationGroup";
  33618. import { AnimationPropertiesOverride } from "babylonjs/Animations/animationPropertiesOverride";
  33619. import { Collider } from "babylonjs/Collisions/collider";
  33620. /**
  33621. * Define an interface for all classes that will hold resources
  33622. */
  33623. export interface IDisposable {
  33624. /**
  33625. * Releases all held resources
  33626. */
  33627. dispose(): void;
  33628. }
  33629. /** Interface defining initialization parameters for Scene class */
  33630. export interface SceneOptions {
  33631. /**
  33632. * Defines that scene should keep up-to-date a map of geometry to enable fast look-up by uniqueId
  33633. * It will improve performance when the number of geometries becomes important.
  33634. */
  33635. useGeometryUniqueIdsMap?: boolean;
  33636. /**
  33637. * Defines that each material of the scene should keep up-to-date a map of referencing meshes for fast diposing
  33638. * It will improve performance when the number of mesh becomes important, but might consume a bit more memory
  33639. */
  33640. useMaterialMeshMap?: boolean;
  33641. /**
  33642. * Defines that each mesh of the scene should keep up-to-date a map of referencing cloned meshes for fast diposing
  33643. * It will improve performance when the number of mesh becomes important, but might consume a bit more memory
  33644. */
  33645. useClonedMeshhMap?: boolean;
  33646. /** Defines if the creation of the scene should impact the engine (Eg. UtilityLayer's scene) */
  33647. virtual?: boolean;
  33648. }
  33649. /**
  33650. * Represents a scene to be rendered by the engine.
  33651. * @see http://doc.babylonjs.com/features/scene
  33652. */
  33653. export class Scene extends AbstractScene implements IAnimatable {
  33654. /** The fog is deactivated */
  33655. static readonly FOGMODE_NONE: number;
  33656. /** The fog density is following an exponential function */
  33657. static readonly FOGMODE_EXP: number;
  33658. /** The fog density is following an exponential function faster than FOGMODE_EXP */
  33659. static readonly FOGMODE_EXP2: number;
  33660. /** The fog density is following a linear function. */
  33661. static readonly FOGMODE_LINEAR: number;
  33662. /**
  33663. * Gets or sets the minimum deltatime when deterministic lock step is enabled
  33664. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  33665. */
  33666. static MinDeltaTime: number;
  33667. /**
  33668. * Gets or sets the maximum deltatime when deterministic lock step is enabled
  33669. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  33670. */
  33671. static MaxDeltaTime: number;
  33672. /**
  33673. * Factory used to create the default material.
  33674. * @param name The name of the material to create
  33675. * @param scene The scene to create the material for
  33676. * @returns The default material
  33677. */
  33678. static DefaultMaterialFactory(scene: Scene): Material;
  33679. /**
  33680. * Factory used to create the a collision coordinator.
  33681. * @returns The collision coordinator
  33682. */
  33683. static CollisionCoordinatorFactory(): ICollisionCoordinator;
  33684. /** @hidden */
  33685. _inputManager: InputManager;
  33686. /** Define this parameter if you are using multiple cameras and you want to specify which one should be used for pointer position */
  33687. cameraToUseForPointers: Nullable<Camera>;
  33688. /** @hidden */
  33689. readonly _isScene: boolean;
  33690. /**
  33691. * Gets or sets a boolean that indicates if the scene must clear the render buffer before rendering a frame
  33692. */
  33693. autoClear: boolean;
  33694. /**
  33695. * Gets or sets a boolean that indicates if the scene must clear the depth and stencil buffers before rendering a frame
  33696. */
  33697. autoClearDepthAndStencil: boolean;
  33698. /**
  33699. * Defines the color used to clear the render buffer (Default is (0.2, 0.2, 0.3, 1.0))
  33700. */
  33701. clearColor: Color4;
  33702. /**
  33703. * Defines the color used to simulate the ambient color (Default is (0, 0, 0))
  33704. */
  33705. ambientColor: Color3;
  33706. /**
  33707. * This is use to store the default BRDF lookup for PBR materials in your scene.
  33708. * It should only be one of the following (if not the default embedded one):
  33709. * * For uncorrelated BRDF (pbr.brdf.useEnergyConservation = false and pbr.brdf.useSmithVisibilityHeightCorrelated = false) : https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds
  33710. * * For correlated BRDF (pbr.brdf.useEnergyConservation = false and pbr.brdf.useSmithVisibilityHeightCorrelated = true) : https://assets.babylonjs.com/environments/correlatedBRDF.dds
  33711. * * For correlated multi scattering BRDF (pbr.brdf.useEnergyConservation = true and pbr.brdf.useSmithVisibilityHeightCorrelated = true) : https://assets.babylonjs.com/environments/correlatedMSBRDF.dds
  33712. * The material properties need to be setup according to the type of texture in use.
  33713. */
  33714. environmentBRDFTexture: BaseTexture;
  33715. /** @hidden */
  33716. protected _environmentTexture: Nullable<BaseTexture>;
  33717. /**
  33718. * Texture used in all pbr material as the reflection texture.
  33719. * As in the majority of the scene they are the same (exception for multi room and so on),
  33720. * this is easier to reference from here than from all the materials.
  33721. */
  33722. /**
  33723. * Texture used in all pbr material as the reflection texture.
  33724. * As in the majority of the scene they are the same (exception for multi room and so on),
  33725. * this is easier to set here than in all the materials.
  33726. */
  33727. environmentTexture: Nullable<BaseTexture>;
  33728. /** @hidden */
  33729. protected _environmentIntensity: number;
  33730. /**
  33731. * Intensity of the environment in all pbr material.
  33732. * This dims or reinforces the IBL lighting overall (reflection and diffuse).
  33733. * As in the majority of the scene they are the same (exception for multi room and so on),
  33734. * this is easier to reference from here than from all the materials.
  33735. */
  33736. /**
  33737. * Intensity of the environment in all pbr material.
  33738. * This dims or reinforces the IBL lighting overall (reflection and diffuse).
  33739. * As in the majority of the scene they are the same (exception for multi room and so on),
  33740. * this is easier to set here than in all the materials.
  33741. */
  33742. environmentIntensity: number;
  33743. /** @hidden */
  33744. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  33745. /**
  33746. * Default image processing configuration used either in the rendering
  33747. * Forward main pass or through the imageProcessingPostProcess if present.
  33748. * As in the majority of the scene they are the same (exception for multi camera),
  33749. * this is easier to reference from here than from all the materials and post process.
  33750. *
  33751. * No setter as we it is a shared configuration, you can set the values instead.
  33752. */
  33753. readonly imageProcessingConfiguration: ImageProcessingConfiguration;
  33754. private _forceWireframe;
  33755. /**
  33756. * Gets or sets a boolean indicating if all rendering must be done in wireframe
  33757. */
  33758. forceWireframe: boolean;
  33759. private _forcePointsCloud;
  33760. /**
  33761. * Gets or sets a boolean indicating if all rendering must be done in point cloud
  33762. */
  33763. forcePointsCloud: boolean;
  33764. /**
  33765. * Gets or sets the active clipplane 1
  33766. */
  33767. clipPlane: Nullable<Plane>;
  33768. /**
  33769. * Gets or sets the active clipplane 2
  33770. */
  33771. clipPlane2: Nullable<Plane>;
  33772. /**
  33773. * Gets or sets the active clipplane 3
  33774. */
  33775. clipPlane3: Nullable<Plane>;
  33776. /**
  33777. * Gets or sets the active clipplane 4
  33778. */
  33779. clipPlane4: Nullable<Plane>;
  33780. /**
  33781. * Gets or sets a boolean indicating if animations are enabled
  33782. */
  33783. animationsEnabled: boolean;
  33784. private _animationPropertiesOverride;
  33785. /**
  33786. * Gets or sets the animation properties override
  33787. */
  33788. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  33789. /**
  33790. * Gets or sets a boolean indicating if a constant deltatime has to be used
  33791. * This is mostly useful for testing purposes when you do not want the animations to scale with the framerate
  33792. */
  33793. useConstantAnimationDeltaTime: boolean;
  33794. /**
  33795. * Gets or sets a boolean indicating if the scene must keep the meshUnderPointer property updated
  33796. * Please note that it requires to run a ray cast through the scene on every frame
  33797. */
  33798. constantlyUpdateMeshUnderPointer: boolean;
  33799. /**
  33800. * Defines the HTML cursor to use when hovering over interactive elements
  33801. */
  33802. hoverCursor: string;
  33803. /**
  33804. * Defines the HTML default cursor to use (empty by default)
  33805. */
  33806. defaultCursor: string;
  33807. /**
  33808. * This is used to call preventDefault() on pointer down
  33809. * in order to block unwanted artifacts like system double clicks
  33810. */
  33811. preventDefaultOnPointerDown: boolean;
  33812. /**
  33813. * This is used to call preventDefault() on pointer up
  33814. * in order to block unwanted artifacts like system double clicks
  33815. */
  33816. preventDefaultOnPointerUp: boolean;
  33817. /**
  33818. * Gets or sets user defined metadata
  33819. */
  33820. metadata: any;
  33821. /**
  33822. * For internal use only. Please do not use.
  33823. */
  33824. reservedDataStore: any;
  33825. /**
  33826. * Gets the name of the plugin used to load this scene (null by default)
  33827. */
  33828. loadingPluginName: string;
  33829. /**
  33830. * Use this array to add regular expressions used to disable offline support for specific urls
  33831. */
  33832. disableOfflineSupportExceptionRules: RegExp[];
  33833. /**
  33834. * An event triggered when the scene is disposed.
  33835. */
  33836. onDisposeObservable: Observable<Scene>;
  33837. private _onDisposeObserver;
  33838. /** Sets a function to be executed when this scene is disposed. */
  33839. onDispose: () => void;
  33840. /**
  33841. * An event triggered before rendering the scene (right after animations and physics)
  33842. */
  33843. onBeforeRenderObservable: Observable<Scene>;
  33844. private _onBeforeRenderObserver;
  33845. /** Sets a function to be executed before rendering this scene */
  33846. beforeRender: Nullable<() => void>;
  33847. /**
  33848. * An event triggered after rendering the scene
  33849. */
  33850. onAfterRenderObservable: Observable<Scene>;
  33851. /**
  33852. * An event triggered after rendering the scene for an active camera (When scene.render is called this will be called after each camera)
  33853. */
  33854. onAfterRenderCameraObservable: Observable<Camera>;
  33855. private _onAfterRenderObserver;
  33856. /** Sets a function to be executed after rendering this scene */
  33857. afterRender: Nullable<() => void>;
  33858. /**
  33859. * An event triggered before animating the scene
  33860. */
  33861. onBeforeAnimationsObservable: Observable<Scene>;
  33862. /**
  33863. * An event triggered after animations processing
  33864. */
  33865. onAfterAnimationsObservable: Observable<Scene>;
  33866. /**
  33867. * An event triggered before draw calls are ready to be sent
  33868. */
  33869. onBeforeDrawPhaseObservable: Observable<Scene>;
  33870. /**
  33871. * An event triggered after draw calls have been sent
  33872. */
  33873. onAfterDrawPhaseObservable: Observable<Scene>;
  33874. /**
  33875. * An event triggered when the scene is ready
  33876. */
  33877. onReadyObservable: Observable<Scene>;
  33878. /**
  33879. * An event triggered before rendering a camera
  33880. */
  33881. onBeforeCameraRenderObservable: Observable<Camera>;
  33882. private _onBeforeCameraRenderObserver;
  33883. /** Sets a function to be executed before rendering a camera*/
  33884. beforeCameraRender: () => void;
  33885. /**
  33886. * An event triggered after rendering a camera
  33887. */
  33888. onAfterCameraRenderObservable: Observable<Camera>;
  33889. private _onAfterCameraRenderObserver;
  33890. /** Sets a function to be executed after rendering a camera*/
  33891. afterCameraRender: () => void;
  33892. /**
  33893. * An event triggered when active meshes evaluation is about to start
  33894. */
  33895. onBeforeActiveMeshesEvaluationObservable: Observable<Scene>;
  33896. /**
  33897. * An event triggered when active meshes evaluation is done
  33898. */
  33899. onAfterActiveMeshesEvaluationObservable: Observable<Scene>;
  33900. /**
  33901. * An event triggered when particles rendering is about to start
  33902. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  33903. */
  33904. onBeforeParticlesRenderingObservable: Observable<Scene>;
  33905. /**
  33906. * An event triggered when particles rendering is done
  33907. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  33908. */
  33909. onAfterParticlesRenderingObservable: Observable<Scene>;
  33910. /**
  33911. * An event triggered when SceneLoader.Append or SceneLoader.Load or SceneLoader.ImportMesh were successfully executed
  33912. */
  33913. onDataLoadedObservable: Observable<Scene>;
  33914. /**
  33915. * An event triggered when a camera is created
  33916. */
  33917. onNewCameraAddedObservable: Observable<Camera>;
  33918. /**
  33919. * An event triggered when a camera is removed
  33920. */
  33921. onCameraRemovedObservable: Observable<Camera>;
  33922. /**
  33923. * An event triggered when a light is created
  33924. */
  33925. onNewLightAddedObservable: Observable<Light>;
  33926. /**
  33927. * An event triggered when a light is removed
  33928. */
  33929. onLightRemovedObservable: Observable<Light>;
  33930. /**
  33931. * An event triggered when a geometry is created
  33932. */
  33933. onNewGeometryAddedObservable: Observable<Geometry>;
  33934. /**
  33935. * An event triggered when a geometry is removed
  33936. */
  33937. onGeometryRemovedObservable: Observable<Geometry>;
  33938. /**
  33939. * An event triggered when a transform node is created
  33940. */
  33941. onNewTransformNodeAddedObservable: Observable<TransformNode>;
  33942. /**
  33943. * An event triggered when a transform node is removed
  33944. */
  33945. onTransformNodeRemovedObservable: Observable<TransformNode>;
  33946. /**
  33947. * An event triggered when a mesh is created
  33948. */
  33949. onNewMeshAddedObservable: Observable<AbstractMesh>;
  33950. /**
  33951. * An event triggered when a mesh is removed
  33952. */
  33953. onMeshRemovedObservable: Observable<AbstractMesh>;
  33954. /**
  33955. * An event triggered when a skeleton is created
  33956. */
  33957. onNewSkeletonAddedObservable: Observable<Skeleton>;
  33958. /**
  33959. * An event triggered when a skeleton is removed
  33960. */
  33961. onSkeletonRemovedObservable: Observable<Skeleton>;
  33962. /**
  33963. * An event triggered when a material is created
  33964. */
  33965. onNewMaterialAddedObservable: Observable<Material>;
  33966. /**
  33967. * An event triggered when a material is removed
  33968. */
  33969. onMaterialRemovedObservable: Observable<Material>;
  33970. /**
  33971. * An event triggered when a texture is created
  33972. */
  33973. onNewTextureAddedObservable: Observable<BaseTexture>;
  33974. /**
  33975. * An event triggered when a texture is removed
  33976. */
  33977. onTextureRemovedObservable: Observable<BaseTexture>;
  33978. /**
  33979. * An event triggered when render targets are about to be rendered
  33980. * Can happen multiple times per frame.
  33981. */
  33982. onBeforeRenderTargetsRenderObservable: Observable<Scene>;
  33983. /**
  33984. * An event triggered when render targets were rendered.
  33985. * Can happen multiple times per frame.
  33986. */
  33987. onAfterRenderTargetsRenderObservable: Observable<Scene>;
  33988. /**
  33989. * An event triggered before calculating deterministic simulation step
  33990. */
  33991. onBeforeStepObservable: Observable<Scene>;
  33992. /**
  33993. * An event triggered after calculating deterministic simulation step
  33994. */
  33995. onAfterStepObservable: Observable<Scene>;
  33996. /**
  33997. * An event triggered when the activeCamera property is updated
  33998. */
  33999. onActiveCameraChanged: Observable<Scene>;
  34000. /**
  34001. * This Observable will be triggered before rendering each renderingGroup of each rendered camera.
  34002. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  34003. * 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)
  34004. */
  34005. onBeforeRenderingGroupObservable: Observable<RenderingGroupInfo>;
  34006. /**
  34007. * This Observable will be triggered after rendering each renderingGroup of each rendered camera.
  34008. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  34009. * 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)
  34010. */
  34011. onAfterRenderingGroupObservable: Observable<RenderingGroupInfo>;
  34012. /**
  34013. * This Observable will when a mesh has been imported into the scene.
  34014. */
  34015. onMeshImportedObservable: Observable<AbstractMesh>;
  34016. /**
  34017. * Gets or sets a user defined funtion to select LOD from a mesh and a camera.
  34018. * By default this function is undefined and Babylon.js will select LOD based on distance to camera
  34019. */
  34020. customLODSelector: (mesh: AbstractMesh, camera: Camera) => Nullable<AbstractMesh>;
  34021. /** @hidden */
  34022. _registeredForLateAnimationBindings: SmartArrayNoDuplicate<any>;
  34023. /**
  34024. * Gets or sets a predicate used to select candidate meshes for a pointer down event
  34025. */
  34026. pointerDownPredicate: (Mesh: AbstractMesh) => boolean;
  34027. /**
  34028. * Gets or sets a predicate used to select candidate meshes for a pointer up event
  34029. */
  34030. pointerUpPredicate: (Mesh: AbstractMesh) => boolean;
  34031. /**
  34032. * Gets or sets a predicate used to select candidate meshes for a pointer move event
  34033. */
  34034. pointerMovePredicate: (Mesh: AbstractMesh) => boolean;
  34035. /** Callback called when a pointer move is detected */
  34036. onPointerMove: (evt: PointerEvent, pickInfo: PickingInfo, type: PointerEventTypes) => void;
  34037. /** Callback called when a pointer down is detected */
  34038. onPointerDown: (evt: PointerEvent, pickInfo: PickingInfo, type: PointerEventTypes) => void;
  34039. /** Callback called when a pointer up is detected */
  34040. onPointerUp: (evt: PointerEvent, pickInfo: Nullable<PickingInfo>, type: PointerEventTypes) => void;
  34041. /** Callback called when a pointer pick is detected */
  34042. onPointerPick: (evt: PointerEvent, pickInfo: PickingInfo) => void;
  34043. /**
  34044. * 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).
  34045. * You have the possibility to skip the process and the call to onPointerObservable by setting PointerInfoPre.skipOnPointerObservable to true
  34046. */
  34047. onPrePointerObservable: Observable<PointerInfoPre>;
  34048. /**
  34049. * Observable event triggered each time an input event is received from the rendering canvas
  34050. */
  34051. onPointerObservable: Observable<PointerInfo>;
  34052. /**
  34053. * Gets the pointer coordinates without any translation (ie. straight out of the pointer event)
  34054. */
  34055. readonly unTranslatedPointer: Vector2;
  34056. /**
  34057. * Gets or sets the distance in pixel that you have to move to prevent some events. Default is 10 pixels
  34058. */
  34059. static DragMovementThreshold: number;
  34060. /**
  34061. * Time in milliseconds to wait to raise long press events if button is still pressed. Default is 500 ms
  34062. */
  34063. static LongPressDelay: number;
  34064. /**
  34065. * Time in milliseconds to wait to raise long press events if button is still pressed. Default is 300 ms
  34066. */
  34067. static DoubleClickDelay: number;
  34068. /** If you need to check double click without raising a single click at first click, enable this flag */
  34069. static ExclusiveDoubleClickMode: boolean;
  34070. /** @hidden */
  34071. _mirroredCameraPosition: Nullable<Vector3>;
  34072. /**
  34073. * This observable event is triggered when any keyboard event si raised and registered during Scene.attachControl()
  34074. * You have the possibility to skip the process and the call to onKeyboardObservable by setting KeyboardInfoPre.skipOnPointerObservable to true
  34075. */
  34076. onPreKeyboardObservable: Observable<KeyboardInfoPre>;
  34077. /**
  34078. * Observable event triggered each time an keyboard event is received from the hosting window
  34079. */
  34080. onKeyboardObservable: Observable<KeyboardInfo>;
  34081. private _useRightHandedSystem;
  34082. /**
  34083. * Gets or sets a boolean indicating if the scene must use right-handed coordinates system
  34084. */
  34085. useRightHandedSystem: boolean;
  34086. private _timeAccumulator;
  34087. private _currentStepId;
  34088. private _currentInternalStep;
  34089. /**
  34090. * Sets the step Id used by deterministic lock step
  34091. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  34092. * @param newStepId defines the step Id
  34093. */
  34094. setStepId(newStepId: number): void;
  34095. /**
  34096. * Gets the step Id used by deterministic lock step
  34097. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  34098. * @returns the step Id
  34099. */
  34100. getStepId(): number;
  34101. /**
  34102. * Gets the internal step used by deterministic lock step
  34103. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  34104. * @returns the internal step
  34105. */
  34106. getInternalStep(): number;
  34107. private _fogEnabled;
  34108. /**
  34109. * Gets or sets a boolean indicating if fog is enabled on this scene
  34110. * @see http://doc.babylonjs.com/babylon101/environment#fog
  34111. * (Default is true)
  34112. */
  34113. fogEnabled: boolean;
  34114. private _fogMode;
  34115. /**
  34116. * Gets or sets the fog mode to use
  34117. * @see http://doc.babylonjs.com/babylon101/environment#fog
  34118. * | mode | value |
  34119. * | --- | --- |
  34120. * | FOGMODE_NONE | 0 |
  34121. * | FOGMODE_EXP | 1 |
  34122. * | FOGMODE_EXP2 | 2 |
  34123. * | FOGMODE_LINEAR | 3 |
  34124. */
  34125. fogMode: number;
  34126. /**
  34127. * Gets or sets the fog color to use
  34128. * @see http://doc.babylonjs.com/babylon101/environment#fog
  34129. * (Default is Color3(0.2, 0.2, 0.3))
  34130. */
  34131. fogColor: Color3;
  34132. /**
  34133. * Gets or sets the fog density to use
  34134. * @see http://doc.babylonjs.com/babylon101/environment#fog
  34135. * (Default is 0.1)
  34136. */
  34137. fogDensity: number;
  34138. /**
  34139. * Gets or sets the fog start distance to use
  34140. * @see http://doc.babylonjs.com/babylon101/environment#fog
  34141. * (Default is 0)
  34142. */
  34143. fogStart: number;
  34144. /**
  34145. * Gets or sets the fog end distance to use
  34146. * @see http://doc.babylonjs.com/babylon101/environment#fog
  34147. * (Default is 1000)
  34148. */
  34149. fogEnd: number;
  34150. private _shadowsEnabled;
  34151. /**
  34152. * Gets or sets a boolean indicating if shadows are enabled on this scene
  34153. */
  34154. shadowsEnabled: boolean;
  34155. private _lightsEnabled;
  34156. /**
  34157. * Gets or sets a boolean indicating if lights are enabled on this scene
  34158. */
  34159. lightsEnabled: boolean;
  34160. /** All of the active cameras added to this scene. */
  34161. activeCameras: Camera[];
  34162. /** @hidden */
  34163. _activeCamera: Nullable<Camera>;
  34164. /** Gets or sets the current active camera */
  34165. activeCamera: Nullable<Camera>;
  34166. private _defaultMaterial;
  34167. /** The default material used on meshes when no material is affected */
  34168. /** The default material used on meshes when no material is affected */
  34169. defaultMaterial: Material;
  34170. private _texturesEnabled;
  34171. /**
  34172. * Gets or sets a boolean indicating if textures are enabled on this scene
  34173. */
  34174. texturesEnabled: boolean;
  34175. /**
  34176. * Gets or sets a boolean indicating if particles are enabled on this scene
  34177. */
  34178. particlesEnabled: boolean;
  34179. /**
  34180. * Gets or sets a boolean indicating if sprites are enabled on this scene
  34181. */
  34182. spritesEnabled: boolean;
  34183. private _skeletonsEnabled;
  34184. /**
  34185. * Gets or sets a boolean indicating if skeletons are enabled on this scene
  34186. */
  34187. skeletonsEnabled: boolean;
  34188. /**
  34189. * Gets or sets a boolean indicating if lens flares are enabled on this scene
  34190. */
  34191. lensFlaresEnabled: boolean;
  34192. /**
  34193. * Gets or sets a boolean indicating if collisions are enabled on this scene
  34194. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  34195. */
  34196. collisionsEnabled: boolean;
  34197. private _collisionCoordinator;
  34198. /** @hidden */
  34199. readonly collisionCoordinator: ICollisionCoordinator;
  34200. /**
  34201. * Defines the gravity applied to this scene (used only for collisions)
  34202. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  34203. */
  34204. gravity: Vector3;
  34205. /**
  34206. * Gets or sets a boolean indicating if postprocesses are enabled on this scene
  34207. */
  34208. postProcessesEnabled: boolean;
  34209. /**
  34210. * The list of postprocesses added to the scene
  34211. */
  34212. postProcesses: PostProcess[];
  34213. /**
  34214. * Gets the current postprocess manager
  34215. */
  34216. postProcessManager: PostProcessManager;
  34217. /**
  34218. * Gets or sets a boolean indicating if render targets are enabled on this scene
  34219. */
  34220. renderTargetsEnabled: boolean;
  34221. /**
  34222. * Gets or sets a boolean indicating if next render targets must be dumped as image for debugging purposes
  34223. * We recommend not using it and instead rely on Spector.js: http://spector.babylonjs.com
  34224. */
  34225. dumpNextRenderTargets: boolean;
  34226. /**
  34227. * The list of user defined render targets added to the scene
  34228. */
  34229. customRenderTargets: RenderTargetTexture[];
  34230. /**
  34231. * Defines if texture loading must be delayed
  34232. * If true, textures will only be loaded when they need to be rendered
  34233. */
  34234. useDelayedTextureLoading: boolean;
  34235. /**
  34236. * Gets the list of meshes imported to the scene through SceneLoader
  34237. */
  34238. importedMeshesFiles: String[];
  34239. /**
  34240. * Gets or sets a boolean indicating if probes are enabled on this scene
  34241. */
  34242. probesEnabled: boolean;
  34243. /**
  34244. * Gets or sets the current offline provider to use to store scene data
  34245. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  34246. */
  34247. offlineProvider: IOfflineProvider;
  34248. /**
  34249. * Gets or sets the action manager associated with the scene
  34250. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  34251. */
  34252. actionManager: AbstractActionManager;
  34253. private _meshesForIntersections;
  34254. /**
  34255. * Gets or sets a boolean indicating if procedural textures are enabled on this scene
  34256. */
  34257. proceduralTexturesEnabled: boolean;
  34258. private _engine;
  34259. private _totalVertices;
  34260. /** @hidden */
  34261. _activeIndices: PerfCounter;
  34262. /** @hidden */
  34263. _activeParticles: PerfCounter;
  34264. /** @hidden */
  34265. _activeBones: PerfCounter;
  34266. private _animationRatio;
  34267. /** @hidden */
  34268. _animationTimeLast: number;
  34269. /** @hidden */
  34270. _animationTime: number;
  34271. /**
  34272. * Gets or sets a general scale for animation speed
  34273. * @see https://www.babylonjs-playground.com/#IBU2W7#3
  34274. */
  34275. animationTimeScale: number;
  34276. /** @hidden */
  34277. _cachedMaterial: Nullable<Material>;
  34278. /** @hidden */
  34279. _cachedEffect: Nullable<Effect>;
  34280. /** @hidden */
  34281. _cachedVisibility: Nullable<number>;
  34282. private _renderId;
  34283. private _frameId;
  34284. private _executeWhenReadyTimeoutId;
  34285. private _intermediateRendering;
  34286. private _viewUpdateFlag;
  34287. private _projectionUpdateFlag;
  34288. /** @hidden */
  34289. _toBeDisposed: Nullable<IDisposable>[];
  34290. private _activeRequests;
  34291. /** @hidden */
  34292. _pendingData: any[];
  34293. private _isDisposed;
  34294. /**
  34295. * Gets or sets a boolean indicating that all submeshes of active meshes must be rendered
  34296. * Use this boolean to avoid computing frustum clipping on submeshes (This could help when you are CPU bound)
  34297. */
  34298. dispatchAllSubMeshesOfActiveMeshes: boolean;
  34299. private _activeMeshes;
  34300. private _processedMaterials;
  34301. private _renderTargets;
  34302. /** @hidden */
  34303. _activeParticleSystems: SmartArray<IParticleSystem>;
  34304. private _activeSkeletons;
  34305. private _softwareSkinnedMeshes;
  34306. private _renderingManager;
  34307. /** @hidden */
  34308. _activeAnimatables: import("babylonjs/Animations/animatable").Animatable[];
  34309. private _transformMatrix;
  34310. private _sceneUbo;
  34311. /** @hidden */
  34312. _viewMatrix: Matrix;
  34313. private _projectionMatrix;
  34314. /** @hidden */
  34315. _forcedViewPosition: Nullable<Vector3>;
  34316. /** @hidden */
  34317. _frustumPlanes: Plane[];
  34318. /**
  34319. * Gets the list of frustum planes (built from the active camera)
  34320. */
  34321. readonly frustumPlanes: Plane[];
  34322. /**
  34323. * Gets or sets a boolean indicating if lights must be sorted by priority (off by default)
  34324. * This is useful if there are more lights that the maximum simulteanous authorized
  34325. */
  34326. requireLightSorting: boolean;
  34327. /** @hidden */
  34328. readonly useMaterialMeshMap: boolean;
  34329. /** @hidden */
  34330. readonly useClonedMeshhMap: boolean;
  34331. private _externalData;
  34332. private _uid;
  34333. /**
  34334. * @hidden
  34335. * Backing store of defined scene components.
  34336. */
  34337. _components: ISceneComponent[];
  34338. /**
  34339. * @hidden
  34340. * Backing store of defined scene components.
  34341. */
  34342. _serializableComponents: ISceneSerializableComponent[];
  34343. /**
  34344. * List of components to register on the next registration step.
  34345. */
  34346. private _transientComponents;
  34347. /**
  34348. * Registers the transient components if needed.
  34349. */
  34350. private _registerTransientComponents;
  34351. /**
  34352. * @hidden
  34353. * Add a component to the scene.
  34354. * Note that the ccomponent could be registered on th next frame if this is called after
  34355. * the register component stage.
  34356. * @param component Defines the component to add to the scene
  34357. */
  34358. _addComponent(component: ISceneComponent): void;
  34359. /**
  34360. * @hidden
  34361. * Gets a component from the scene.
  34362. * @param name defines the name of the component to retrieve
  34363. * @returns the component or null if not present
  34364. */
  34365. _getComponent(name: string): Nullable<ISceneComponent>;
  34366. /**
  34367. * @hidden
  34368. * Defines the actions happening before camera updates.
  34369. */
  34370. _beforeCameraUpdateStage: Stage<SimpleStageAction>;
  34371. /**
  34372. * @hidden
  34373. * Defines the actions happening before clear the canvas.
  34374. */
  34375. _beforeClearStage: Stage<SimpleStageAction>;
  34376. /**
  34377. * @hidden
  34378. * Defines the actions when collecting render targets for the frame.
  34379. */
  34380. _gatherRenderTargetsStage: Stage<RenderTargetsStageAction>;
  34381. /**
  34382. * @hidden
  34383. * Defines the actions happening for one camera in the frame.
  34384. */
  34385. _gatherActiveCameraRenderTargetsStage: Stage<RenderTargetsStageAction>;
  34386. /**
  34387. * @hidden
  34388. * Defines the actions happening during the per mesh ready checks.
  34389. */
  34390. _isReadyForMeshStage: Stage<MeshStageAction>;
  34391. /**
  34392. * @hidden
  34393. * Defines the actions happening before evaluate active mesh checks.
  34394. */
  34395. _beforeEvaluateActiveMeshStage: Stage<SimpleStageAction>;
  34396. /**
  34397. * @hidden
  34398. * Defines the actions happening during the evaluate sub mesh checks.
  34399. */
  34400. _evaluateSubMeshStage: Stage<EvaluateSubMeshStageAction>;
  34401. /**
  34402. * @hidden
  34403. * Defines the actions happening during the active mesh stage.
  34404. */
  34405. _activeMeshStage: Stage<ActiveMeshStageAction>;
  34406. /**
  34407. * @hidden
  34408. * Defines the actions happening during the per camera render target step.
  34409. */
  34410. _cameraDrawRenderTargetStage: Stage<CameraStageFrameBufferAction>;
  34411. /**
  34412. * @hidden
  34413. * Defines the actions happening just before the active camera is drawing.
  34414. */
  34415. _beforeCameraDrawStage: Stage<CameraStageAction>;
  34416. /**
  34417. * @hidden
  34418. * Defines the actions happening just before a render target is drawing.
  34419. */
  34420. _beforeRenderTargetDrawStage: Stage<RenderTargetStageAction>;
  34421. /**
  34422. * @hidden
  34423. * Defines the actions happening just before a rendering group is drawing.
  34424. */
  34425. _beforeRenderingGroupDrawStage: Stage<RenderingGroupStageAction>;
  34426. /**
  34427. * @hidden
  34428. * Defines the actions happening just before a mesh is drawing.
  34429. */
  34430. _beforeRenderingMeshStage: Stage<RenderingMeshStageAction>;
  34431. /**
  34432. * @hidden
  34433. * Defines the actions happening just after a mesh has been drawn.
  34434. */
  34435. _afterRenderingMeshStage: Stage<RenderingMeshStageAction>;
  34436. /**
  34437. * @hidden
  34438. * Defines the actions happening just after a rendering group has been drawn.
  34439. */
  34440. _afterRenderingGroupDrawStage: Stage<RenderingGroupStageAction>;
  34441. /**
  34442. * @hidden
  34443. * Defines the actions happening just after the active camera has been drawn.
  34444. */
  34445. _afterCameraDrawStage: Stage<CameraStageAction>;
  34446. /**
  34447. * @hidden
  34448. * Defines the actions happening just after a render target has been drawn.
  34449. */
  34450. _afterRenderTargetDrawStage: Stage<RenderTargetStageAction>;
  34451. /**
  34452. * @hidden
  34453. * Defines the actions happening just after rendering all cameras and computing intersections.
  34454. */
  34455. _afterRenderStage: Stage<SimpleStageAction>;
  34456. /**
  34457. * @hidden
  34458. * Defines the actions happening when a pointer move event happens.
  34459. */
  34460. _pointerMoveStage: Stage<PointerMoveStageAction>;
  34461. /**
  34462. * @hidden
  34463. * Defines the actions happening when a pointer down event happens.
  34464. */
  34465. _pointerDownStage: Stage<PointerUpDownStageAction>;
  34466. /**
  34467. * @hidden
  34468. * Defines the actions happening when a pointer up event happens.
  34469. */
  34470. _pointerUpStage: Stage<PointerUpDownStageAction>;
  34471. /**
  34472. * an optional map from Geometry Id to Geometry index in the 'geometries' array
  34473. */
  34474. private geometriesByUniqueId;
  34475. /**
  34476. * Creates a new Scene
  34477. * @param engine defines the engine to use to render this scene
  34478. * @param options defines the scene options
  34479. */
  34480. constructor(engine: Engine, options?: SceneOptions);
  34481. /**
  34482. * Gets a string idenfifying the name of the class
  34483. * @returns "Scene" string
  34484. */
  34485. getClassName(): string;
  34486. private _defaultMeshCandidates;
  34487. /**
  34488. * @hidden
  34489. */
  34490. _getDefaultMeshCandidates(): ISmartArrayLike<AbstractMesh>;
  34491. private _defaultSubMeshCandidates;
  34492. /**
  34493. * @hidden
  34494. */
  34495. _getDefaultSubMeshCandidates(mesh: AbstractMesh): ISmartArrayLike<SubMesh>;
  34496. /**
  34497. * Sets the default candidate providers for the scene.
  34498. * This sets the getActiveMeshCandidates, getActiveSubMeshCandidates, getIntersectingSubMeshCandidates
  34499. * and getCollidingSubMeshCandidates to their default function
  34500. */
  34501. setDefaultCandidateProviders(): void;
  34502. /**
  34503. * Gets the mesh that is currently under the pointer
  34504. */
  34505. readonly meshUnderPointer: Nullable<AbstractMesh>;
  34506. /**
  34507. * Gets or sets the current on-screen X position of the pointer
  34508. */
  34509. pointerX: number;
  34510. /**
  34511. * Gets or sets the current on-screen Y position of the pointer
  34512. */
  34513. pointerY: number;
  34514. /**
  34515. * Gets the cached material (ie. the latest rendered one)
  34516. * @returns the cached material
  34517. */
  34518. getCachedMaterial(): Nullable<Material>;
  34519. /**
  34520. * Gets the cached effect (ie. the latest rendered one)
  34521. * @returns the cached effect
  34522. */
  34523. getCachedEffect(): Nullable<Effect>;
  34524. /**
  34525. * Gets the cached visibility state (ie. the latest rendered one)
  34526. * @returns the cached visibility state
  34527. */
  34528. getCachedVisibility(): Nullable<number>;
  34529. /**
  34530. * Gets a boolean indicating if the current material / effect / visibility must be bind again
  34531. * @param material defines the current material
  34532. * @param effect defines the current effect
  34533. * @param visibility defines the current visibility state
  34534. * @returns true if one parameter is not cached
  34535. */
  34536. isCachedMaterialInvalid(material: Material, effect: Effect, visibility?: number): boolean;
  34537. /**
  34538. * Gets the engine associated with the scene
  34539. * @returns an Engine
  34540. */
  34541. getEngine(): Engine;
  34542. /**
  34543. * Gets the total number of vertices rendered per frame
  34544. * @returns the total number of vertices rendered per frame
  34545. */
  34546. getTotalVertices(): number;
  34547. /**
  34548. * Gets the performance counter for total vertices
  34549. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  34550. */
  34551. readonly totalVerticesPerfCounter: PerfCounter;
  34552. /**
  34553. * Gets the total number of active indices rendered per frame (You can deduce the number of rendered triangles by dividing this number by 3)
  34554. * @returns the total number of active indices rendered per frame
  34555. */
  34556. getActiveIndices(): number;
  34557. /**
  34558. * Gets the performance counter for active indices
  34559. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  34560. */
  34561. readonly totalActiveIndicesPerfCounter: PerfCounter;
  34562. /**
  34563. * Gets the total number of active particles rendered per frame
  34564. * @returns the total number of active particles rendered per frame
  34565. */
  34566. getActiveParticles(): number;
  34567. /**
  34568. * Gets the performance counter for active particles
  34569. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  34570. */
  34571. readonly activeParticlesPerfCounter: PerfCounter;
  34572. /**
  34573. * Gets the total number of active bones rendered per frame
  34574. * @returns the total number of active bones rendered per frame
  34575. */
  34576. getActiveBones(): number;
  34577. /**
  34578. * Gets the performance counter for active bones
  34579. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  34580. */
  34581. readonly activeBonesPerfCounter: PerfCounter;
  34582. /**
  34583. * Gets the array of active meshes
  34584. * @returns an array of AbstractMesh
  34585. */
  34586. getActiveMeshes(): SmartArray<AbstractMesh>;
  34587. /**
  34588. * Gets the animation ratio (which is 1.0 is the scene renders at 60fps and 2 if the scene renders at 30fps, etc.)
  34589. * @returns a number
  34590. */
  34591. getAnimationRatio(): number;
  34592. /**
  34593. * Gets an unique Id for the current render phase
  34594. * @returns a number
  34595. */
  34596. getRenderId(): number;
  34597. /**
  34598. * Gets an unique Id for the current frame
  34599. * @returns a number
  34600. */
  34601. getFrameId(): number;
  34602. /** Call this function if you want to manually increment the render Id*/
  34603. incrementRenderId(): void;
  34604. private _createUbo;
  34605. /**
  34606. * Use this method to simulate a pointer move on a mesh
  34607. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  34608. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  34609. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  34610. * @returns the current scene
  34611. */
  34612. simulatePointerMove(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): Scene;
  34613. /**
  34614. * Use this method to simulate a pointer down on a mesh
  34615. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  34616. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  34617. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  34618. * @returns the current scene
  34619. */
  34620. simulatePointerDown(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): Scene;
  34621. /**
  34622. * Use this method to simulate a pointer up on a mesh
  34623. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  34624. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  34625. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  34626. * @param doubleTap indicates that the pointer up event should be considered as part of a double click (false by default)
  34627. * @returns the current scene
  34628. */
  34629. simulatePointerUp(pickResult: PickingInfo, pointerEventInit?: PointerEventInit, doubleTap?: boolean): Scene;
  34630. /**
  34631. * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)
  34632. * @param pointerId defines the pointer id to use in a multi-touch scenario (0 by default)
  34633. * @returns true if the pointer was captured
  34634. */
  34635. isPointerCaptured(pointerId?: number): boolean;
  34636. /**
  34637. * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp
  34638. * @param attachUp defines if you want to attach events to pointerup
  34639. * @param attachDown defines if you want to attach events to pointerdown
  34640. * @param attachMove defines if you want to attach events to pointermove
  34641. */
  34642. attachControl(attachUp?: boolean, attachDown?: boolean, attachMove?: boolean): void;
  34643. /** Detaches all event handlers*/
  34644. detachControl(): void;
  34645. /**
  34646. * This function will check if the scene can be rendered (textures are loaded, shaders are compiled)
  34647. * Delay loaded resources are not taking in account
  34648. * @return true if all required resources are ready
  34649. */
  34650. isReady(): boolean;
  34651. /** Resets all cached information relative to material (including effect and visibility) */
  34652. resetCachedMaterial(): void;
  34653. /**
  34654. * Registers a function to be called before every frame render
  34655. * @param func defines the function to register
  34656. */
  34657. registerBeforeRender(func: () => void): void;
  34658. /**
  34659. * Unregisters a function called before every frame render
  34660. * @param func defines the function to unregister
  34661. */
  34662. unregisterBeforeRender(func: () => void): void;
  34663. /**
  34664. * Registers a function to be called after every frame render
  34665. * @param func defines the function to register
  34666. */
  34667. registerAfterRender(func: () => void): void;
  34668. /**
  34669. * Unregisters a function called after every frame render
  34670. * @param func defines the function to unregister
  34671. */
  34672. unregisterAfterRender(func: () => void): void;
  34673. private _executeOnceBeforeRender;
  34674. /**
  34675. * The provided function will run before render once and will be disposed afterwards.
  34676. * A timeout delay can be provided so that the function will be executed in N ms.
  34677. * The timeout is using the browser's native setTimeout so time percision cannot be guaranteed.
  34678. * @param func The function to be executed.
  34679. * @param timeout optional delay in ms
  34680. */
  34681. executeOnceBeforeRender(func: () => void, timeout?: number): void;
  34682. /** @hidden */
  34683. _addPendingData(data: any): void;
  34684. /** @hidden */
  34685. _removePendingData(data: any): void;
  34686. /**
  34687. * Returns the number of items waiting to be loaded
  34688. * @returns the number of items waiting to be loaded
  34689. */
  34690. getWaitingItemsCount(): number;
  34691. /**
  34692. * Returns a boolean indicating if the scene is still loading data
  34693. */
  34694. readonly isLoading: boolean;
  34695. /**
  34696. * Registers a function to be executed when the scene is ready
  34697. * @param {Function} func - the function to be executed
  34698. */
  34699. executeWhenReady(func: () => void): void;
  34700. /**
  34701. * Returns a promise that resolves when the scene is ready
  34702. * @returns A promise that resolves when the scene is ready
  34703. */
  34704. whenReadyAsync(): Promise<void>;
  34705. /** @hidden */
  34706. _checkIsReady(): void;
  34707. /**
  34708. * Gets all animatable attached to the scene
  34709. */
  34710. readonly animatables: Animatable[];
  34711. /**
  34712. * Resets the last animation time frame.
  34713. * Useful to override when animations start running when loading a scene for the first time.
  34714. */
  34715. resetLastAnimationTimeFrame(): void;
  34716. /**
  34717. * Gets the current view matrix
  34718. * @returns a Matrix
  34719. */
  34720. getViewMatrix(): Matrix;
  34721. /**
  34722. * Gets the current projection matrix
  34723. * @returns a Matrix
  34724. */
  34725. getProjectionMatrix(): Matrix;
  34726. /**
  34727. * Gets the current transform matrix
  34728. * @returns a Matrix made of View * Projection
  34729. */
  34730. getTransformMatrix(): Matrix;
  34731. /**
  34732. * Sets the current transform matrix
  34733. * @param viewL defines the View matrix to use
  34734. * @param projectionL defines the Projection matrix to use
  34735. * @param viewR defines the right View matrix to use (if provided)
  34736. * @param projectionR defines the right Projection matrix to use (if provided)
  34737. */
  34738. setTransformMatrix(viewL: Matrix, projectionL: Matrix, viewR?: Matrix, projectionR?: Matrix): void;
  34739. /**
  34740. * Gets the uniform buffer used to store scene data
  34741. * @returns a UniformBuffer
  34742. */
  34743. getSceneUniformBuffer(): UniformBuffer;
  34744. /**
  34745. * Gets an unique (relatively to the current scene) Id
  34746. * @returns an unique number for the scene
  34747. */
  34748. getUniqueId(): number;
  34749. /**
  34750. * Add a mesh to the list of scene's meshes
  34751. * @param newMesh defines the mesh to add
  34752. * @param recursive if all child meshes should also be added to the scene
  34753. */
  34754. addMesh(newMesh: AbstractMesh, recursive?: boolean): void;
  34755. /**
  34756. * Remove a mesh for the list of scene's meshes
  34757. * @param toRemove defines the mesh to remove
  34758. * @param recursive if all child meshes should also be removed from the scene
  34759. * @returns the index where the mesh was in the mesh list
  34760. */
  34761. removeMesh(toRemove: AbstractMesh, recursive?: boolean): number;
  34762. /**
  34763. * Add a transform node to the list of scene's transform nodes
  34764. * @param newTransformNode defines the transform node to add
  34765. */
  34766. addTransformNode(newTransformNode: TransformNode): void;
  34767. /**
  34768. * Remove a transform node for the list of scene's transform nodes
  34769. * @param toRemove defines the transform node to remove
  34770. * @returns the index where the transform node was in the transform node list
  34771. */
  34772. removeTransformNode(toRemove: TransformNode): number;
  34773. /**
  34774. * Remove a skeleton for the list of scene's skeletons
  34775. * @param toRemove defines the skeleton to remove
  34776. * @returns the index where the skeleton was in the skeleton list
  34777. */
  34778. removeSkeleton(toRemove: Skeleton): number;
  34779. /**
  34780. * Remove a morph target for the list of scene's morph targets
  34781. * @param toRemove defines the morph target to remove
  34782. * @returns the index where the morph target was in the morph target list
  34783. */
  34784. removeMorphTargetManager(toRemove: MorphTargetManager): number;
  34785. /**
  34786. * Remove a light for the list of scene's lights
  34787. * @param toRemove defines the light to remove
  34788. * @returns the index where the light was in the light list
  34789. */
  34790. removeLight(toRemove: Light): number;
  34791. /**
  34792. * Remove a camera for the list of scene's cameras
  34793. * @param toRemove defines the camera to remove
  34794. * @returns the index where the camera was in the camera list
  34795. */
  34796. removeCamera(toRemove: Camera): number;
  34797. /**
  34798. * Remove a particle system for the list of scene's particle systems
  34799. * @param toRemove defines the particle system to remove
  34800. * @returns the index where the particle system was in the particle system list
  34801. */
  34802. removeParticleSystem(toRemove: IParticleSystem): number;
  34803. /**
  34804. * Remove a animation for the list of scene's animations
  34805. * @param toRemove defines the animation to remove
  34806. * @returns the index where the animation was in the animation list
  34807. */
  34808. removeAnimation(toRemove: Animation): number;
  34809. /**
  34810. * Will stop the animation of the given target
  34811. * @param target - the target
  34812. * @param animationName - the name of the animation to stop (all animations will be stopped if both this and targetMask are empty)
  34813. * @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)
  34814. */
  34815. stopAnimation(target: any, animationName?: string, targetMask?: (target: any) => boolean): void;
  34816. /**
  34817. * Removes the given animation group from this scene.
  34818. * @param toRemove The animation group to remove
  34819. * @returns The index of the removed animation group
  34820. */
  34821. removeAnimationGroup(toRemove: AnimationGroup): number;
  34822. /**
  34823. * Removes the given multi-material from this scene.
  34824. * @param toRemove The multi-material to remove
  34825. * @returns The index of the removed multi-material
  34826. */
  34827. removeMultiMaterial(toRemove: MultiMaterial): number;
  34828. /**
  34829. * Removes the given material from this scene.
  34830. * @param toRemove The material to remove
  34831. * @returns The index of the removed material
  34832. */
  34833. removeMaterial(toRemove: Material): number;
  34834. /**
  34835. * Removes the given action manager from this scene.
  34836. * @param toRemove The action manager to remove
  34837. * @returns The index of the removed action manager
  34838. */
  34839. removeActionManager(toRemove: AbstractActionManager): number;
  34840. /**
  34841. * Removes the given texture from this scene.
  34842. * @param toRemove The texture to remove
  34843. * @returns The index of the removed texture
  34844. */
  34845. removeTexture(toRemove: BaseTexture): number;
  34846. /**
  34847. * Adds the given light to this scene
  34848. * @param newLight The light to add
  34849. */
  34850. addLight(newLight: Light): void;
  34851. /**
  34852. * Sorts the list list based on light priorities
  34853. */
  34854. sortLightsByPriority(): void;
  34855. /**
  34856. * Adds the given camera to this scene
  34857. * @param newCamera The camera to add
  34858. */
  34859. addCamera(newCamera: Camera): void;
  34860. /**
  34861. * Adds the given skeleton to this scene
  34862. * @param newSkeleton The skeleton to add
  34863. */
  34864. addSkeleton(newSkeleton: Skeleton): void;
  34865. /**
  34866. * Adds the given particle system to this scene
  34867. * @param newParticleSystem The particle system to add
  34868. */
  34869. addParticleSystem(newParticleSystem: IParticleSystem): void;
  34870. /**
  34871. * Adds the given animation to this scene
  34872. * @param newAnimation The animation to add
  34873. */
  34874. addAnimation(newAnimation: Animation): void;
  34875. /**
  34876. * Adds the given animation group to this scene.
  34877. * @param newAnimationGroup The animation group to add
  34878. */
  34879. addAnimationGroup(newAnimationGroup: AnimationGroup): void;
  34880. /**
  34881. * Adds the given multi-material to this scene
  34882. * @param newMultiMaterial The multi-material to add
  34883. */
  34884. addMultiMaterial(newMultiMaterial: MultiMaterial): void;
  34885. /**
  34886. * Adds the given material to this scene
  34887. * @param newMaterial The material to add
  34888. */
  34889. addMaterial(newMaterial: Material): void;
  34890. /**
  34891. * Adds the given morph target to this scene
  34892. * @param newMorphTargetManager The morph target to add
  34893. */
  34894. addMorphTargetManager(newMorphTargetManager: MorphTargetManager): void;
  34895. /**
  34896. * Adds the given geometry to this scene
  34897. * @param newGeometry The geometry to add
  34898. */
  34899. addGeometry(newGeometry: Geometry): void;
  34900. /**
  34901. * Adds the given action manager to this scene
  34902. * @param newActionManager The action manager to add
  34903. */
  34904. addActionManager(newActionManager: AbstractActionManager): void;
  34905. /**
  34906. * Adds the given texture to this scene.
  34907. * @param newTexture The texture to add
  34908. */
  34909. addTexture(newTexture: BaseTexture): void;
  34910. /**
  34911. * Switch active camera
  34912. * @param newCamera defines the new active camera
  34913. * @param attachControl defines if attachControl must be called for the new active camera (default: true)
  34914. */
  34915. switchActiveCamera(newCamera: Camera, attachControl?: boolean): void;
  34916. /**
  34917. * sets the active camera of the scene using its ID
  34918. * @param id defines the camera's ID
  34919. * @return the new active camera or null if none found.
  34920. */
  34921. setActiveCameraByID(id: string): Nullable<Camera>;
  34922. /**
  34923. * sets the active camera of the scene using its name
  34924. * @param name defines the camera's name
  34925. * @returns the new active camera or null if none found.
  34926. */
  34927. setActiveCameraByName(name: string): Nullable<Camera>;
  34928. /**
  34929. * get an animation group using its name
  34930. * @param name defines the material's name
  34931. * @return the animation group or null if none found.
  34932. */
  34933. getAnimationGroupByName(name: string): Nullable<AnimationGroup>;
  34934. /**
  34935. * Get a material using its unique id
  34936. * @param uniqueId defines the material's unique id
  34937. * @return the material or null if none found.
  34938. */
  34939. getMaterialByUniqueID(uniqueId: number): Nullable<Material>;
  34940. /**
  34941. * get a material using its id
  34942. * @param id defines the material's ID
  34943. * @return the material or null if none found.
  34944. */
  34945. getMaterialByID(id: string): Nullable<Material>;
  34946. /**
  34947. * Gets a the last added material using a given id
  34948. * @param id defines the material's ID
  34949. * @return the last material with the given id or null if none found.
  34950. */
  34951. getLastMaterialByID(id: string): Nullable<Material>;
  34952. /**
  34953. * Gets a material using its name
  34954. * @param name defines the material's name
  34955. * @return the material or null if none found.
  34956. */
  34957. getMaterialByName(name: string): Nullable<Material>;
  34958. /**
  34959. * Get a texture using its unique id
  34960. * @param uniqueId defines the texture's unique id
  34961. * @return the texture or null if none found.
  34962. */
  34963. getTextureByUniqueID(uniqueId: number): Nullable<BaseTexture>;
  34964. /**
  34965. * Gets a camera using its id
  34966. * @param id defines the id to look for
  34967. * @returns the camera or null if not found
  34968. */
  34969. getCameraByID(id: string): Nullable<Camera>;
  34970. /**
  34971. * Gets a camera using its unique id
  34972. * @param uniqueId defines the unique id to look for
  34973. * @returns the camera or null if not found
  34974. */
  34975. getCameraByUniqueID(uniqueId: number): Nullable<Camera>;
  34976. /**
  34977. * Gets a camera using its name
  34978. * @param name defines the camera's name
  34979. * @return the camera or null if none found.
  34980. */
  34981. getCameraByName(name: string): Nullable<Camera>;
  34982. /**
  34983. * Gets a bone using its id
  34984. * @param id defines the bone's id
  34985. * @return the bone or null if not found
  34986. */
  34987. getBoneByID(id: string): Nullable<Bone>;
  34988. /**
  34989. * Gets a bone using its id
  34990. * @param name defines the bone's name
  34991. * @return the bone or null if not found
  34992. */
  34993. getBoneByName(name: string): Nullable<Bone>;
  34994. /**
  34995. * Gets a light node using its name
  34996. * @param name defines the the light's name
  34997. * @return the light or null if none found.
  34998. */
  34999. getLightByName(name: string): Nullable<Light>;
  35000. /**
  35001. * Gets a light node using its id
  35002. * @param id defines the light's id
  35003. * @return the light or null if none found.
  35004. */
  35005. getLightByID(id: string): Nullable<Light>;
  35006. /**
  35007. * Gets a light node using its scene-generated unique ID
  35008. * @param uniqueId defines the light's unique id
  35009. * @return the light or null if none found.
  35010. */
  35011. getLightByUniqueID(uniqueId: number): Nullable<Light>;
  35012. /**
  35013. * Gets a particle system by id
  35014. * @param id defines the particle system id
  35015. * @return the corresponding system or null if none found
  35016. */
  35017. getParticleSystemByID(id: string): Nullable<IParticleSystem>;
  35018. /**
  35019. * Gets a geometry using its ID
  35020. * @param id defines the geometry's id
  35021. * @return the geometry or null if none found.
  35022. */
  35023. getGeometryByID(id: string): Nullable<Geometry>;
  35024. private _getGeometryByUniqueID;
  35025. /**
  35026. * Add a new geometry to this scene
  35027. * @param geometry defines the geometry to be added to the scene.
  35028. * @param force defines if the geometry must be pushed even if a geometry with this id already exists
  35029. * @return a boolean defining if the geometry was added or not
  35030. */
  35031. pushGeometry(geometry: Geometry, force?: boolean): boolean;
  35032. /**
  35033. * Removes an existing geometry
  35034. * @param geometry defines the geometry to be removed from the scene
  35035. * @return a boolean defining if the geometry was removed or not
  35036. */
  35037. removeGeometry(geometry: Geometry): boolean;
  35038. /**
  35039. * Gets the list of geometries attached to the scene
  35040. * @returns an array of Geometry
  35041. */
  35042. getGeometries(): Geometry[];
  35043. /**
  35044. * Gets the first added mesh found of a given ID
  35045. * @param id defines the id to search for
  35046. * @return the mesh found or null if not found at all
  35047. */
  35048. getMeshByID(id: string): Nullable<AbstractMesh>;
  35049. /**
  35050. * Gets a list of meshes using their id
  35051. * @param id defines the id to search for
  35052. * @returns a list of meshes
  35053. */
  35054. getMeshesByID(id: string): Array<AbstractMesh>;
  35055. /**
  35056. * Gets the first added transform node found of a given ID
  35057. * @param id defines the id to search for
  35058. * @return the found transform node or null if not found at all.
  35059. */
  35060. getTransformNodeByID(id: string): Nullable<TransformNode>;
  35061. /**
  35062. * Gets a transform node with its auto-generated unique id
  35063. * @param uniqueId efines the unique id to search for
  35064. * @return the found transform node or null if not found at all.
  35065. */
  35066. getTransformNodeByUniqueID(uniqueId: number): Nullable<TransformNode>;
  35067. /**
  35068. * Gets a list of transform nodes using their id
  35069. * @param id defines the id to search for
  35070. * @returns a list of transform nodes
  35071. */
  35072. getTransformNodesByID(id: string): Array<TransformNode>;
  35073. /**
  35074. * Gets a mesh with its auto-generated unique id
  35075. * @param uniqueId defines the unique id to search for
  35076. * @return the found mesh or null if not found at all.
  35077. */
  35078. getMeshByUniqueID(uniqueId: number): Nullable<AbstractMesh>;
  35079. /**
  35080. * Gets a the last added mesh using a given id
  35081. * @param id defines the id to search for
  35082. * @return the found mesh or null if not found at all.
  35083. */
  35084. getLastMeshByID(id: string): Nullable<AbstractMesh>;
  35085. /**
  35086. * Gets a the last added node (Mesh, Camera, Light) using a given id
  35087. * @param id defines the id to search for
  35088. * @return the found node or null if not found at all
  35089. */
  35090. getLastEntryByID(id: string): Nullable<Node>;
  35091. /**
  35092. * Gets a node (Mesh, Camera, Light) using a given id
  35093. * @param id defines the id to search for
  35094. * @return the found node or null if not found at all
  35095. */
  35096. getNodeByID(id: string): Nullable<Node>;
  35097. /**
  35098. * Gets a node (Mesh, Camera, Light) using a given name
  35099. * @param name defines the name to search for
  35100. * @return the found node or null if not found at all.
  35101. */
  35102. getNodeByName(name: string): Nullable<Node>;
  35103. /**
  35104. * Gets a mesh using a given name
  35105. * @param name defines the name to search for
  35106. * @return the found mesh or null if not found at all.
  35107. */
  35108. getMeshByName(name: string): Nullable<AbstractMesh>;
  35109. /**
  35110. * Gets a transform node using a given name
  35111. * @param name defines the name to search for
  35112. * @return the found transform node or null if not found at all.
  35113. */
  35114. getTransformNodeByName(name: string): Nullable<TransformNode>;
  35115. /**
  35116. * Gets a skeleton using a given id (if many are found, this function will pick the last one)
  35117. * @param id defines the id to search for
  35118. * @return the found skeleton or null if not found at all.
  35119. */
  35120. getLastSkeletonByID(id: string): Nullable<Skeleton>;
  35121. /**
  35122. * Gets a skeleton using a given auto generated unique id
  35123. * @param uniqueId defines the unique id to search for
  35124. * @return the found skeleton or null if not found at all.
  35125. */
  35126. getSkeletonByUniqueId(uniqueId: number): Nullable<Skeleton>;
  35127. /**
  35128. * Gets a skeleton using a given id (if many are found, this function will pick the first one)
  35129. * @param id defines the id to search for
  35130. * @return the found skeleton or null if not found at all.
  35131. */
  35132. getSkeletonById(id: string): Nullable<Skeleton>;
  35133. /**
  35134. * Gets a skeleton using a given name
  35135. * @param name defines the name to search for
  35136. * @return the found skeleton or null if not found at all.
  35137. */
  35138. getSkeletonByName(name: string): Nullable<Skeleton>;
  35139. /**
  35140. * Gets a morph target manager using a given id (if many are found, this function will pick the last one)
  35141. * @param id defines the id to search for
  35142. * @return the found morph target manager or null if not found at all.
  35143. */
  35144. getMorphTargetManagerById(id: number): Nullable<MorphTargetManager>;
  35145. /**
  35146. * Gets a morph target using a given id (if many are found, this function will pick the first one)
  35147. * @param id defines the id to search for
  35148. * @return the found morph target or null if not found at all.
  35149. */
  35150. getMorphTargetById(id: string): Nullable<MorphTarget>;
  35151. /**
  35152. * Gets a boolean indicating if the given mesh is active
  35153. * @param mesh defines the mesh to look for
  35154. * @returns true if the mesh is in the active list
  35155. */
  35156. isActiveMesh(mesh: AbstractMesh): boolean;
  35157. /**
  35158. * Return a unique id as a string which can serve as an identifier for the scene
  35159. */
  35160. readonly uid: string;
  35161. /**
  35162. * Add an externaly attached data from its key.
  35163. * This method call will fail and return false, if such key already exists.
  35164. * If you don't care and just want to get the data no matter what, use the more convenient getOrAddExternalDataWithFactory() method.
  35165. * @param key the unique key that identifies the data
  35166. * @param data the data object to associate to the key for this Engine instance
  35167. * @return true if no such key were already present and the data was added successfully, false otherwise
  35168. */
  35169. addExternalData<T>(key: string, data: T): boolean;
  35170. /**
  35171. * Get an externaly attached data from its key
  35172. * @param key the unique key that identifies the data
  35173. * @return the associated data, if present (can be null), or undefined if not present
  35174. */
  35175. getExternalData<T>(key: string): Nullable<T>;
  35176. /**
  35177. * Get an externaly attached data from its key, create it using a factory if it's not already present
  35178. * @param key the unique key that identifies the data
  35179. * @param factory the factory that will be called to create the instance if and only if it doesn't exists
  35180. * @return the associated data, can be null if the factory returned null.
  35181. */
  35182. getOrAddExternalDataWithFactory<T>(key: string, factory: (k: string) => T): T;
  35183. /**
  35184. * Remove an externaly attached data from the Engine instance
  35185. * @param key the unique key that identifies the data
  35186. * @return true if the data was successfully removed, false if it doesn't exist
  35187. */
  35188. removeExternalData(key: string): boolean;
  35189. private _evaluateSubMesh;
  35190. /**
  35191. * Clear the processed materials smart array preventing retention point in material dispose.
  35192. */
  35193. freeProcessedMaterials(): void;
  35194. private _preventFreeActiveMeshesAndRenderingGroups;
  35195. /** Gets or sets a boolean blocking all the calls to freeActiveMeshes and freeRenderingGroups
  35196. * It can be used in order to prevent going through methods freeRenderingGroups and freeActiveMeshes several times to improve performance
  35197. * when disposing several meshes in a row or a hierarchy of meshes.
  35198. * When used, it is the responsability of the user to blockfreeActiveMeshesAndRenderingGroups back to false.
  35199. */
  35200. blockfreeActiveMeshesAndRenderingGroups: boolean;
  35201. /**
  35202. * Clear the active meshes smart array preventing retention point in mesh dispose.
  35203. */
  35204. freeActiveMeshes(): void;
  35205. /**
  35206. * Clear the info related to rendering groups preventing retention points during dispose.
  35207. */
  35208. freeRenderingGroups(): void;
  35209. /** @hidden */
  35210. _isInIntermediateRendering(): boolean;
  35211. /**
  35212. * Lambda returning the list of potentially active meshes.
  35213. */
  35214. getActiveMeshCandidates: () => ISmartArrayLike<AbstractMesh>;
  35215. /**
  35216. * Lambda returning the list of potentially active sub meshes.
  35217. */
  35218. getActiveSubMeshCandidates: (mesh: AbstractMesh) => ISmartArrayLike<SubMesh>;
  35219. /**
  35220. * Lambda returning the list of potentially intersecting sub meshes.
  35221. */
  35222. getIntersectingSubMeshCandidates: (mesh: AbstractMesh, localRay: Ray) => ISmartArrayLike<SubMesh>;
  35223. /**
  35224. * Lambda returning the list of potentially colliding sub meshes.
  35225. */
  35226. getCollidingSubMeshCandidates: (mesh: AbstractMesh, collider: Collider) => ISmartArrayLike<SubMesh>;
  35227. private _activeMeshesFrozen;
  35228. /**
  35229. * Use this function to stop evaluating active meshes. The current list will be keep alive between frames
  35230. * @returns the current scene
  35231. */
  35232. freezeActiveMeshes(): Scene;
  35233. /**
  35234. * Use this function to restart evaluating active meshes on every frame
  35235. * @returns the current scene
  35236. */
  35237. unfreezeActiveMeshes(): Scene;
  35238. private _evaluateActiveMeshes;
  35239. private _activeMesh;
  35240. /**
  35241. * Update the transform matrix to update from the current active camera
  35242. * @param force defines a boolean used to force the update even if cache is up to date
  35243. */
  35244. updateTransformMatrix(force?: boolean): void;
  35245. private _bindFrameBuffer;
  35246. /** @hidden */
  35247. _allowPostProcessClearColor: boolean;
  35248. /** @hidden */
  35249. _renderForCamera(camera: Camera, rigParent?: Camera): void;
  35250. private _processSubCameras;
  35251. private _checkIntersections;
  35252. /** @hidden */
  35253. _advancePhysicsEngineStep(step: number): void;
  35254. /**
  35255. * User updatable function that will return a deterministic frame time when engine is in deterministic lock step mode
  35256. */
  35257. getDeterministicFrameTime: () => number;
  35258. /** @hidden */
  35259. _animate(): void;
  35260. /** Execute all animations (for a frame) */
  35261. animate(): void;
  35262. /**
  35263. * Render the scene
  35264. * @param updateCameras defines a boolean indicating if cameras must update according to their inputs (true by default)
  35265. * @param ignoreAnimations defines a boolean indicating if animations should not be executed (false by default)
  35266. */
  35267. render(updateCameras?: boolean, ignoreAnimations?: boolean): void;
  35268. /**
  35269. * Freeze all materials
  35270. * A frozen material will not be updatable but should be faster to render
  35271. */
  35272. freezeMaterials(): void;
  35273. /**
  35274. * Unfreeze all materials
  35275. * A frozen material will not be updatable but should be faster to render
  35276. */
  35277. unfreezeMaterials(): void;
  35278. /**
  35279. * Releases all held ressources
  35280. */
  35281. dispose(): void;
  35282. /**
  35283. * Gets if the scene is already disposed
  35284. */
  35285. readonly isDisposed: boolean;
  35286. /**
  35287. * Call this function to reduce memory footprint of the scene.
  35288. * Vertex buffers will not store CPU data anymore (this will prevent picking, collisions or physics to work correctly)
  35289. */
  35290. clearCachedVertexData(): void;
  35291. /**
  35292. * This function will remove the local cached buffer data from texture.
  35293. * It will save memory but will prevent the texture from being rebuilt
  35294. */
  35295. cleanCachedTextureBuffer(): void;
  35296. /**
  35297. * Get the world extend vectors with an optional filter
  35298. *
  35299. * @param filterPredicate the predicate - which meshes should be included when calculating the world size
  35300. * @returns {{ min: Vector3; max: Vector3 }} min and max vectors
  35301. */
  35302. getWorldExtends(filterPredicate?: (mesh: AbstractMesh) => boolean): {
  35303. min: Vector3;
  35304. max: Vector3;
  35305. };
  35306. /**
  35307. * Creates a ray that can be used to pick in the scene
  35308. * @param x defines the x coordinate of the origin (on-screen)
  35309. * @param y defines the y coordinate of the origin (on-screen)
  35310. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  35311. * @param camera defines the camera to use for the picking
  35312. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  35313. * @returns a Ray
  35314. */
  35315. createPickingRay(x: number, y: number, world: Matrix, camera: Nullable<Camera>, cameraViewSpace?: boolean): Ray;
  35316. /**
  35317. * Creates a ray that can be used to pick in the scene
  35318. * @param x defines the x coordinate of the origin (on-screen)
  35319. * @param y defines the y coordinate of the origin (on-screen)
  35320. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  35321. * @param result defines the ray where to store the picking ray
  35322. * @param camera defines the camera to use for the picking
  35323. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  35324. * @returns the current scene
  35325. */
  35326. createPickingRayToRef(x: number, y: number, world: Matrix, result: Ray, camera: Nullable<Camera>, cameraViewSpace?: boolean): Scene;
  35327. /**
  35328. * Creates a ray that can be used to pick in the scene
  35329. * @param x defines the x coordinate of the origin (on-screen)
  35330. * @param y defines the y coordinate of the origin (on-screen)
  35331. * @param camera defines the camera to use for the picking
  35332. * @returns a Ray
  35333. */
  35334. createPickingRayInCameraSpace(x: number, y: number, camera?: Camera): Ray;
  35335. /**
  35336. * Creates a ray that can be used to pick in the scene
  35337. * @param x defines the x coordinate of the origin (on-screen)
  35338. * @param y defines the y coordinate of the origin (on-screen)
  35339. * @param result defines the ray where to store the picking ray
  35340. * @param camera defines the camera to use for the picking
  35341. * @returns the current scene
  35342. */
  35343. createPickingRayInCameraSpaceToRef(x: number, y: number, result: Ray, camera?: Camera): Scene;
  35344. /** Launch a ray to try to pick a mesh in the scene
  35345. * @param x position on screen
  35346. * @param y position on screen
  35347. * @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
  35348. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  35349. * @param camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  35350. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  35351. * @returns a PickingInfo
  35352. */
  35353. pick(x: number, y: number, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, camera?: Nullable<Camera>, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  35354. /** Use the given ray to pick a mesh in the scene
  35355. * @param ray The ray to use to pick meshes
  35356. * @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
  35357. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null
  35358. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  35359. * @returns a PickingInfo
  35360. */
  35361. pickWithRay(ray: Ray, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  35362. /**
  35363. * Launch a ray to try to pick a mesh in the scene
  35364. * @param x X position on screen
  35365. * @param y Y position on screen
  35366. * @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
  35367. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  35368. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  35369. * @returns an array of PickingInfo
  35370. */
  35371. multiPick(x: number, y: number, predicate?: (mesh: AbstractMesh) => boolean, camera?: Camera, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  35372. /**
  35373. * Launch a ray to try to pick a mesh in the scene
  35374. * @param ray Ray to use
  35375. * @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
  35376. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  35377. * @returns an array of PickingInfo
  35378. */
  35379. multiPickWithRay(ray: Ray, predicate: (mesh: AbstractMesh) => boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  35380. /**
  35381. * Force the value of meshUnderPointer
  35382. * @param mesh defines the mesh to use
  35383. */
  35384. setPointerOverMesh(mesh: Nullable<AbstractMesh>): void;
  35385. /**
  35386. * Gets the mesh under the pointer
  35387. * @returns a Mesh or null if no mesh is under the pointer
  35388. */
  35389. getPointerOverMesh(): Nullable<AbstractMesh>;
  35390. /** @hidden */
  35391. _rebuildGeometries(): void;
  35392. /** @hidden */
  35393. _rebuildTextures(): void;
  35394. private _getByTags;
  35395. /**
  35396. * Get a list of meshes by tags
  35397. * @param tagsQuery defines the tags query to use
  35398. * @param forEach defines a predicate used to filter results
  35399. * @returns an array of Mesh
  35400. */
  35401. getMeshesByTags(tagsQuery: string, forEach?: (mesh: AbstractMesh) => void): Mesh[];
  35402. /**
  35403. * Get a list of cameras by tags
  35404. * @param tagsQuery defines the tags query to use
  35405. * @param forEach defines a predicate used to filter results
  35406. * @returns an array of Camera
  35407. */
  35408. getCamerasByTags(tagsQuery: string, forEach?: (camera: Camera) => void): Camera[];
  35409. /**
  35410. * Get a list of lights by tags
  35411. * @param tagsQuery defines the tags query to use
  35412. * @param forEach defines a predicate used to filter results
  35413. * @returns an array of Light
  35414. */
  35415. getLightsByTags(tagsQuery: string, forEach?: (light: Light) => void): Light[];
  35416. /**
  35417. * Get a list of materials by tags
  35418. * @param tagsQuery defines the tags query to use
  35419. * @param forEach defines a predicate used to filter results
  35420. * @returns an array of Material
  35421. */
  35422. getMaterialByTags(tagsQuery: string, forEach?: (material: Material) => void): Material[];
  35423. /**
  35424. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  35425. * This allowed control for front to back rendering or reversly depending of the special needs.
  35426. *
  35427. * @param renderingGroupId The rendering group id corresponding to its index
  35428. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  35429. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  35430. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  35431. */
  35432. 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;
  35433. /**
  35434. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  35435. *
  35436. * @param renderingGroupId The rendering group id corresponding to its index
  35437. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  35438. * @param depth Automatically clears depth between groups if true and autoClear is true.
  35439. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  35440. */
  35441. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean, depth?: boolean, stencil?: boolean): void;
  35442. /**
  35443. * Gets the current auto clear configuration for one rendering group of the rendering
  35444. * manager.
  35445. * @param index the rendering group index to get the information for
  35446. * @returns The auto clear setup for the requested rendering group
  35447. */
  35448. getAutoClearDepthStencilSetup(index: number): IRenderingManagerAutoClearSetup;
  35449. private _blockMaterialDirtyMechanism;
  35450. /** Gets or sets a boolean blocking all the calls to markAllMaterialsAsDirty (ie. the materials won't be updated if they are out of sync) */
  35451. blockMaterialDirtyMechanism: boolean;
  35452. /**
  35453. * Will flag all materials as dirty to trigger new shader compilation
  35454. * @param flag defines the flag used to specify which material part must be marked as dirty
  35455. * @param predicate If not null, it will be used to specifiy if a material has to be marked as dirty
  35456. */
  35457. markAllMaterialsAsDirty(flag: number, predicate?: (mat: Material) => boolean): void;
  35458. /** @hidden */
  35459. _loadFile(url: string, onSuccess: (data: string | ArrayBuffer, responseURL?: string) => void, onProgress?: (data: any) => void, useOfflineSupport?: boolean, useArrayBuffer?: boolean, onError?: (request?: WebRequest, exception?: any) => void): IFileRequest;
  35460. /** @hidden */
  35461. _loadFileAsync(url: string, useOfflineSupport?: boolean, useArrayBuffer?: boolean): Promise<string | ArrayBuffer>;
  35462. }
  35463. }
  35464. declare module "babylonjs/assetContainer" {
  35465. import { AbstractScene } from "babylonjs/abstractScene";
  35466. import { Scene } from "babylonjs/scene";
  35467. import { Mesh } from "babylonjs/Meshes/mesh";
  35468. /**
  35469. * Set of assets to keep when moving a scene into an asset container.
  35470. */
  35471. export class KeepAssets extends AbstractScene {
  35472. }
  35473. /**
  35474. * Container with a set of assets that can be added or removed from a scene.
  35475. */
  35476. export class AssetContainer extends AbstractScene {
  35477. /**
  35478. * The scene the AssetContainer belongs to.
  35479. */
  35480. scene: Scene;
  35481. /**
  35482. * Instantiates an AssetContainer.
  35483. * @param scene The scene the AssetContainer belongs to.
  35484. */
  35485. constructor(scene: Scene);
  35486. /**
  35487. * Adds all the assets from the container to the scene.
  35488. */
  35489. addAllToScene(): void;
  35490. /**
  35491. * Removes all the assets in the container from the scene
  35492. */
  35493. removeAllFromScene(): void;
  35494. /**
  35495. * Disposes all the assets in the container
  35496. */
  35497. dispose(): void;
  35498. private _moveAssets;
  35499. /**
  35500. * Removes all the assets contained in the scene and adds them to the container.
  35501. * @param keepAssets Set of assets to keep in the scene. (default: empty)
  35502. */
  35503. moveAllFromScene(keepAssets?: KeepAssets): void;
  35504. /**
  35505. * 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.
  35506. * @returns the root mesh
  35507. */
  35508. createRootMesh(): Mesh;
  35509. }
  35510. }
  35511. declare module "babylonjs/abstractScene" {
  35512. import { Scene } from "babylonjs/scene";
  35513. import { Nullable } from "babylonjs/types";
  35514. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  35515. import { TransformNode } from "babylonjs/Meshes/transformNode";
  35516. import { Geometry } from "babylonjs/Meshes/geometry";
  35517. import { Skeleton } from "babylonjs/Bones/skeleton";
  35518. import { MorphTargetManager } from "babylonjs/Morph/morphTargetManager";
  35519. import { AssetContainer } from "babylonjs/assetContainer";
  35520. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  35521. import { AnimationGroup } from "babylonjs/Animations/animationGroup";
  35522. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  35523. import { Material } from "babylonjs/Materials/material";
  35524. import { MultiMaterial } from "babylonjs/Materials/multiMaterial";
  35525. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  35526. import { Camera } from "babylonjs/Cameras/camera";
  35527. import { Light } from "babylonjs/Lights/light";
  35528. import { Node } from "babylonjs/node";
  35529. import { Animation } from "babylonjs/Animations/animation";
  35530. /**
  35531. * Defines how the parser contract is defined.
  35532. * These parsers are used to parse a list of specific assets (like particle systems, etc..)
  35533. */
  35534. export type BabylonFileParser = (parsedData: any, scene: Scene, container: AssetContainer, rootUrl: string) => void;
  35535. /**
  35536. * Defines how the individual parser contract is defined.
  35537. * These parser can parse an individual asset
  35538. */
  35539. export type IndividualBabylonFileParser = (parsedData: any, scene: Scene, rootUrl: string) => any;
  35540. /**
  35541. * Base class of the scene acting as a container for the different elements composing a scene.
  35542. * This class is dynamically extended by the different components of the scene increasing
  35543. * flexibility and reducing coupling
  35544. */
  35545. export abstract class AbstractScene {
  35546. /**
  35547. * Stores the list of available parsers in the application.
  35548. */
  35549. private static _BabylonFileParsers;
  35550. /**
  35551. * Stores the list of available individual parsers in the application.
  35552. */
  35553. private static _IndividualBabylonFileParsers;
  35554. /**
  35555. * Adds a parser in the list of available ones
  35556. * @param name Defines the name of the parser
  35557. * @param parser Defines the parser to add
  35558. */
  35559. static AddParser(name: string, parser: BabylonFileParser): void;
  35560. /**
  35561. * Gets a general parser from the list of avaialble ones
  35562. * @param name Defines the name of the parser
  35563. * @returns the requested parser or null
  35564. */
  35565. static GetParser(name: string): Nullable<BabylonFileParser>;
  35566. /**
  35567. * Adds n individual parser in the list of available ones
  35568. * @param name Defines the name of the parser
  35569. * @param parser Defines the parser to add
  35570. */
  35571. static AddIndividualParser(name: string, parser: IndividualBabylonFileParser): void;
  35572. /**
  35573. * Gets an individual parser from the list of avaialble ones
  35574. * @param name Defines the name of the parser
  35575. * @returns the requested parser or null
  35576. */
  35577. static GetIndividualParser(name: string): Nullable<IndividualBabylonFileParser>;
  35578. /**
  35579. * Parser json data and populate both a scene and its associated container object
  35580. * @param jsonData Defines the data to parse
  35581. * @param scene Defines the scene to parse the data for
  35582. * @param container Defines the container attached to the parsing sequence
  35583. * @param rootUrl Defines the root url of the data
  35584. */
  35585. static Parse(jsonData: any, scene: Scene, container: AssetContainer, rootUrl: string): void;
  35586. /**
  35587. * Gets the list of root nodes (ie. nodes with no parent)
  35588. */
  35589. rootNodes: Node[];
  35590. /** All of the cameras added to this scene
  35591. * @see http://doc.babylonjs.com/babylon101/cameras
  35592. */
  35593. cameras: Camera[];
  35594. /**
  35595. * All of the lights added to this scene
  35596. * @see http://doc.babylonjs.com/babylon101/lights
  35597. */
  35598. lights: Light[];
  35599. /**
  35600. * All of the (abstract) meshes added to this scene
  35601. */
  35602. meshes: AbstractMesh[];
  35603. /**
  35604. * The list of skeletons added to the scene
  35605. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  35606. */
  35607. skeletons: Skeleton[];
  35608. /**
  35609. * All of the particle systems added to this scene
  35610. * @see http://doc.babylonjs.com/babylon101/particles
  35611. */
  35612. particleSystems: IParticleSystem[];
  35613. /**
  35614. * Gets a list of Animations associated with the scene
  35615. */
  35616. animations: Animation[];
  35617. /**
  35618. * All of the animation groups added to this scene
  35619. * @see http://doc.babylonjs.com/how_to/group
  35620. */
  35621. animationGroups: AnimationGroup[];
  35622. /**
  35623. * All of the multi-materials added to this scene
  35624. * @see http://doc.babylonjs.com/how_to/multi_materials
  35625. */
  35626. multiMaterials: MultiMaterial[];
  35627. /**
  35628. * All of the materials added to this scene
  35629. * In the context of a Scene, it is not supposed to be modified manually.
  35630. * Any addition or removal should be done using the addMaterial and removeMAterial Scene methods.
  35631. * Note also that the order of the Material wihin the array is not significant and might change.
  35632. * @see http://doc.babylonjs.com/babylon101/materials
  35633. */
  35634. materials: Material[];
  35635. /**
  35636. * The list of morph target managers added to the scene
  35637. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh
  35638. */
  35639. morphTargetManagers: MorphTargetManager[];
  35640. /**
  35641. * The list of geometries used in the scene.
  35642. */
  35643. geometries: Geometry[];
  35644. /**
  35645. * All of the tranform nodes added to this scene
  35646. * In the context of a Scene, it is not supposed to be modified manually.
  35647. * Any addition or removal should be done using the addTransformNode and removeTransformNode Scene methods.
  35648. * Note also that the order of the TransformNode wihin the array is not significant and might change.
  35649. * @see http://doc.babylonjs.com/how_to/transformnode
  35650. */
  35651. transformNodes: TransformNode[];
  35652. /**
  35653. * ActionManagers available on the scene.
  35654. */
  35655. actionManagers: AbstractActionManager[];
  35656. /**
  35657. * Textures to keep.
  35658. */
  35659. textures: BaseTexture[];
  35660. /**
  35661. * Environment texture for the scene
  35662. */
  35663. environmentTexture: Nullable<BaseTexture>;
  35664. }
  35665. }
  35666. declare module "babylonjs/Audio/sound" {
  35667. import { Observable } from "babylonjs/Misc/observable";
  35668. import { Vector3 } from "babylonjs/Maths/math.vector";
  35669. import { Nullable } from "babylonjs/types";
  35670. import { Scene } from "babylonjs/scene";
  35671. import { TransformNode } from "babylonjs/Meshes/transformNode";
  35672. /**
  35673. * Interface used to define options for Sound class
  35674. */
  35675. export interface ISoundOptions {
  35676. /**
  35677. * Does the sound autoplay once loaded.
  35678. */
  35679. autoplay?: boolean;
  35680. /**
  35681. * Does the sound loop after it finishes playing once.
  35682. */
  35683. loop?: boolean;
  35684. /**
  35685. * Sound's volume
  35686. */
  35687. volume?: number;
  35688. /**
  35689. * Is it a spatial sound?
  35690. */
  35691. spatialSound?: boolean;
  35692. /**
  35693. * Maximum distance to hear that sound
  35694. */
  35695. maxDistance?: number;
  35696. /**
  35697. * Uses user defined attenuation function
  35698. */
  35699. useCustomAttenuation?: boolean;
  35700. /**
  35701. * Define the roll off factor of spatial sounds.
  35702. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35703. */
  35704. rolloffFactor?: number;
  35705. /**
  35706. * Define the reference distance the sound should be heard perfectly.
  35707. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35708. */
  35709. refDistance?: number;
  35710. /**
  35711. * Define the distance attenuation model the sound will follow.
  35712. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35713. */
  35714. distanceModel?: string;
  35715. /**
  35716. * Defines the playback speed (1 by default)
  35717. */
  35718. playbackRate?: number;
  35719. /**
  35720. * Defines if the sound is from a streaming source
  35721. */
  35722. streaming?: boolean;
  35723. /**
  35724. * Defines an optional length (in seconds) inside the sound file
  35725. */
  35726. length?: number;
  35727. /**
  35728. * Defines an optional offset (in seconds) inside the sound file
  35729. */
  35730. offset?: number;
  35731. /**
  35732. * If true, URLs will not be required to state the audio file codec to use.
  35733. */
  35734. skipCodecCheck?: boolean;
  35735. }
  35736. /**
  35737. * Defines a sound that can be played in the application.
  35738. * The sound can either be an ambient track or a simple sound played in reaction to a user action.
  35739. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  35740. */
  35741. export class Sound {
  35742. /**
  35743. * The name of the sound in the scene.
  35744. */
  35745. name: string;
  35746. /**
  35747. * Does the sound autoplay once loaded.
  35748. */
  35749. autoplay: boolean;
  35750. /**
  35751. * Does the sound loop after it finishes playing once.
  35752. */
  35753. loop: boolean;
  35754. /**
  35755. * Does the sound use a custom attenuation curve to simulate the falloff
  35756. * happening when the source gets further away from the camera.
  35757. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  35758. */
  35759. useCustomAttenuation: boolean;
  35760. /**
  35761. * The sound track id this sound belongs to.
  35762. */
  35763. soundTrackId: number;
  35764. /**
  35765. * Is this sound currently played.
  35766. */
  35767. isPlaying: boolean;
  35768. /**
  35769. * Is this sound currently paused.
  35770. */
  35771. isPaused: boolean;
  35772. /**
  35773. * Does this sound enables spatial sound.
  35774. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35775. */
  35776. spatialSound: boolean;
  35777. /**
  35778. * Define the reference distance the sound should be heard perfectly.
  35779. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35780. */
  35781. refDistance: number;
  35782. /**
  35783. * Define the roll off factor of spatial sounds.
  35784. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35785. */
  35786. rolloffFactor: number;
  35787. /**
  35788. * Define the max distance the sound should be heard (intensity just became 0 at this point).
  35789. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35790. */
  35791. maxDistance: number;
  35792. /**
  35793. * Define the distance attenuation model the sound will follow.
  35794. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35795. */
  35796. distanceModel: string;
  35797. /**
  35798. * @hidden
  35799. * Back Compat
  35800. **/
  35801. onended: () => any;
  35802. /**
  35803. * Observable event when the current playing sound finishes.
  35804. */
  35805. onEndedObservable: Observable<Sound>;
  35806. private _panningModel;
  35807. private _playbackRate;
  35808. private _streaming;
  35809. private _startTime;
  35810. private _startOffset;
  35811. private _position;
  35812. /** @hidden */
  35813. _positionInEmitterSpace: boolean;
  35814. private _localDirection;
  35815. private _volume;
  35816. private _isReadyToPlay;
  35817. private _isDirectional;
  35818. private _readyToPlayCallback;
  35819. private _audioBuffer;
  35820. private _soundSource;
  35821. private _streamingSource;
  35822. private _soundPanner;
  35823. private _soundGain;
  35824. private _inputAudioNode;
  35825. private _outputAudioNode;
  35826. private _coneInnerAngle;
  35827. private _coneOuterAngle;
  35828. private _coneOuterGain;
  35829. private _scene;
  35830. private _connectedTransformNode;
  35831. private _customAttenuationFunction;
  35832. private _registerFunc;
  35833. private _isOutputConnected;
  35834. private _htmlAudioElement;
  35835. private _urlType;
  35836. private _length?;
  35837. private _offset?;
  35838. /** @hidden */
  35839. static _SceneComponentInitialization: (scene: Scene) => void;
  35840. /**
  35841. * Create a sound and attach it to a scene
  35842. * @param name Name of your sound
  35843. * @param urlOrArrayBuffer Url to the sound to load async or ArrayBuffer, it also works with MediaStreams
  35844. * @param scene defines the scene the sound belongs to
  35845. * @param readyToPlayCallback Provide a callback function if you'd like to load your code once the sound is ready to be played
  35846. * @param options Objects to provide with the current available options: autoplay, loop, volume, spatialSound, maxDistance, rolloffFactor, refDistance, distanceModel, panningModel, streaming
  35847. */
  35848. constructor(name: string, urlOrArrayBuffer: any, scene: Scene, readyToPlayCallback?: Nullable<() => void>, options?: ISoundOptions);
  35849. /**
  35850. * Release the sound and its associated resources
  35851. */
  35852. dispose(): void;
  35853. /**
  35854. * Gets if the sounds is ready to be played or not.
  35855. * @returns true if ready, otherwise false
  35856. */
  35857. isReady(): boolean;
  35858. private _soundLoaded;
  35859. /**
  35860. * Sets the data of the sound from an audiobuffer
  35861. * @param audioBuffer The audioBuffer containing the data
  35862. */
  35863. setAudioBuffer(audioBuffer: AudioBuffer): void;
  35864. /**
  35865. * Updates the current sounds options such as maxdistance, loop...
  35866. * @param options A JSON object containing values named as the object properties
  35867. */
  35868. updateOptions(options: ISoundOptions): void;
  35869. private _createSpatialParameters;
  35870. private _updateSpatialParameters;
  35871. /**
  35872. * Switch the panning model to HRTF:
  35873. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  35874. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35875. */
  35876. switchPanningModelToHRTF(): void;
  35877. /**
  35878. * Switch the panning model to Equal Power:
  35879. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  35880. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35881. */
  35882. switchPanningModelToEqualPower(): void;
  35883. private _switchPanningModel;
  35884. /**
  35885. * Connect this sound to a sound track audio node like gain...
  35886. * @param soundTrackAudioNode the sound track audio node to connect to
  35887. */
  35888. connectToSoundTrackAudioNode(soundTrackAudioNode: AudioNode): void;
  35889. /**
  35890. * Transform this sound into a directional source
  35891. * @param coneInnerAngle Size of the inner cone in degree
  35892. * @param coneOuterAngle Size of the outer cone in degree
  35893. * @param coneOuterGain Volume of the sound outside the outer cone (between 0.0 and 1.0)
  35894. */
  35895. setDirectionalCone(coneInnerAngle: number, coneOuterAngle: number, coneOuterGain: number): void;
  35896. /**
  35897. * Gets or sets the inner angle for the directional cone.
  35898. */
  35899. /**
  35900. * Gets or sets the inner angle for the directional cone.
  35901. */
  35902. directionalConeInnerAngle: number;
  35903. /**
  35904. * Gets or sets the outer angle for the directional cone.
  35905. */
  35906. /**
  35907. * Gets or sets the outer angle for the directional cone.
  35908. */
  35909. directionalConeOuterAngle: number;
  35910. /**
  35911. * Sets the position of the emitter if spatial sound is enabled
  35912. * @param newPosition Defines the new posisiton
  35913. */
  35914. setPosition(newPosition: Vector3): void;
  35915. /**
  35916. * Sets the local direction of the emitter if spatial sound is enabled
  35917. * @param newLocalDirection Defines the new local direction
  35918. */
  35919. setLocalDirectionToMesh(newLocalDirection: Vector3): void;
  35920. private _updateDirection;
  35921. /** @hidden */
  35922. updateDistanceFromListener(): void;
  35923. /**
  35924. * Sets a new custom attenuation function for the sound.
  35925. * @param callback Defines the function used for the attenuation
  35926. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  35927. */
  35928. setAttenuationFunction(callback: (currentVolume: number, currentDistance: number, maxDistance: number, refDistance: number, rolloffFactor: number) => number): void;
  35929. /**
  35930. * Play the sound
  35931. * @param time (optional) Start the sound after X seconds. Start immediately (0) by default.
  35932. * @param offset (optional) Start the sound at a specific time in seconds
  35933. * @param length (optional) Sound duration (in seconds)
  35934. */
  35935. play(time?: number, offset?: number, length?: number): void;
  35936. private _onended;
  35937. /**
  35938. * Stop the sound
  35939. * @param time (optional) Stop the sound after X seconds. Stop immediately (0) by default.
  35940. */
  35941. stop(time?: number): void;
  35942. /**
  35943. * Put the sound in pause
  35944. */
  35945. pause(): void;
  35946. /**
  35947. * Sets a dedicated volume for this sounds
  35948. * @param newVolume Define the new volume of the sound
  35949. * @param time Define time for gradual change to new volume
  35950. */
  35951. setVolume(newVolume: number, time?: number): void;
  35952. /**
  35953. * Set the sound play back rate
  35954. * @param newPlaybackRate Define the playback rate the sound should be played at
  35955. */
  35956. setPlaybackRate(newPlaybackRate: number): void;
  35957. /**
  35958. * Gets the volume of the sound.
  35959. * @returns the volume of the sound
  35960. */
  35961. getVolume(): number;
  35962. /**
  35963. * Attach the sound to a dedicated mesh
  35964. * @param transformNode The transform node to connect the sound with
  35965. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  35966. */
  35967. attachToMesh(transformNode: TransformNode): void;
  35968. /**
  35969. * Detach the sound from the previously attached mesh
  35970. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  35971. */
  35972. detachFromMesh(): void;
  35973. private _onRegisterAfterWorldMatrixUpdate;
  35974. /**
  35975. * Clone the current sound in the scene.
  35976. * @returns the new sound clone
  35977. */
  35978. clone(): Nullable<Sound>;
  35979. /**
  35980. * Gets the current underlying audio buffer containing the data
  35981. * @returns the audio buffer
  35982. */
  35983. getAudioBuffer(): Nullable<AudioBuffer>;
  35984. /**
  35985. * Serializes the Sound in a JSON representation
  35986. * @returns the JSON representation of the sound
  35987. */
  35988. serialize(): any;
  35989. /**
  35990. * Parse a JSON representation of a sound to innstantiate in a given scene
  35991. * @param parsedSound Define the JSON representation of the sound (usually coming from the serialize method)
  35992. * @param scene Define the scene the new parsed sound should be created in
  35993. * @param rootUrl Define the rooturl of the load in case we need to fetch relative dependencies
  35994. * @param sourceSound Define a cound place holder if do not need to instantiate a new one
  35995. * @returns the newly parsed sound
  35996. */
  35997. static Parse(parsedSound: any, scene: Scene, rootUrl: string, sourceSound?: Sound): Sound;
  35998. }
  35999. }
  36000. declare module "babylonjs/Actions/directAudioActions" {
  36001. import { Action } from "babylonjs/Actions/action";
  36002. import { Condition } from "babylonjs/Actions/condition";
  36003. import { Sound } from "babylonjs/Audio/sound";
  36004. /**
  36005. * This defines an action helpful to play a defined sound on a triggered action.
  36006. */
  36007. export class PlaySoundAction extends Action {
  36008. private _sound;
  36009. /**
  36010. * Instantiate the action
  36011. * @param triggerOptions defines the trigger options
  36012. * @param sound defines the sound to play
  36013. * @param condition defines the trigger related conditions
  36014. */
  36015. constructor(triggerOptions: any, sound: Sound, condition?: Condition);
  36016. /** @hidden */
  36017. _prepare(): void;
  36018. /**
  36019. * Execute the action and play the sound.
  36020. */
  36021. execute(): void;
  36022. /**
  36023. * Serializes the actions and its related information.
  36024. * @param parent defines the object to serialize in
  36025. * @returns the serialized object
  36026. */
  36027. serialize(parent: any): any;
  36028. }
  36029. /**
  36030. * This defines an action helpful to stop a defined sound on a triggered action.
  36031. */
  36032. export class StopSoundAction extends Action {
  36033. private _sound;
  36034. /**
  36035. * Instantiate the action
  36036. * @param triggerOptions defines the trigger options
  36037. * @param sound defines the sound to stop
  36038. * @param condition defines the trigger related conditions
  36039. */
  36040. constructor(triggerOptions: any, sound: Sound, condition?: Condition);
  36041. /** @hidden */
  36042. _prepare(): void;
  36043. /**
  36044. * Execute the action and stop the sound.
  36045. */
  36046. execute(): void;
  36047. /**
  36048. * Serializes the actions and its related information.
  36049. * @param parent defines the object to serialize in
  36050. * @returns the serialized object
  36051. */
  36052. serialize(parent: any): any;
  36053. }
  36054. }
  36055. declare module "babylonjs/Actions/interpolateValueAction" {
  36056. import { Action } from "babylonjs/Actions/action";
  36057. import { Condition } from "babylonjs/Actions/condition";
  36058. import { Observable } from "babylonjs/Misc/observable";
  36059. /**
  36060. * This defines an action responsible to change the value of a property
  36061. * by interpolating between its current value and the newly set one once triggered.
  36062. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  36063. */
  36064. export class InterpolateValueAction extends Action {
  36065. /**
  36066. * Defines the path of the property where the value should be interpolated
  36067. */
  36068. propertyPath: string;
  36069. /**
  36070. * Defines the target value at the end of the interpolation.
  36071. */
  36072. value: any;
  36073. /**
  36074. * Defines the time it will take for the property to interpolate to the value.
  36075. */
  36076. duration: number;
  36077. /**
  36078. * Defines if the other scene animations should be stopped when the action has been triggered
  36079. */
  36080. stopOtherAnimations?: boolean;
  36081. /**
  36082. * Defines a callback raised once the interpolation animation has been done.
  36083. */
  36084. onInterpolationDone?: () => void;
  36085. /**
  36086. * Observable triggered once the interpolation animation has been done.
  36087. */
  36088. onInterpolationDoneObservable: Observable<InterpolateValueAction>;
  36089. private _target;
  36090. private _effectiveTarget;
  36091. private _property;
  36092. /**
  36093. * Instantiate the action
  36094. * @param triggerOptions defines the trigger options
  36095. * @param target defines the object containing the value to interpolate
  36096. * @param propertyPath defines the path to the property in the target object
  36097. * @param value defines the target value at the end of the interpolation
  36098. * @param duration deines the time it will take for the property to interpolate to the value.
  36099. * @param condition defines the trigger related conditions
  36100. * @param stopOtherAnimations defines if the other scene animations should be stopped when the action has been triggered
  36101. * @param onInterpolationDone defines a callback raised once the interpolation animation has been done
  36102. */
  36103. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, duration?: number, condition?: Condition, stopOtherAnimations?: boolean, onInterpolationDone?: () => void);
  36104. /** @hidden */
  36105. _prepare(): void;
  36106. /**
  36107. * Execute the action starts the value interpolation.
  36108. */
  36109. execute(): void;
  36110. /**
  36111. * Serializes the actions and its related information.
  36112. * @param parent defines the object to serialize in
  36113. * @returns the serialized object
  36114. */
  36115. serialize(parent: any): any;
  36116. }
  36117. }
  36118. declare module "babylonjs/Actions/index" {
  36119. export * from "babylonjs/Actions/abstractActionManager";
  36120. export * from "babylonjs/Actions/action";
  36121. export * from "babylonjs/Actions/actionEvent";
  36122. export * from "babylonjs/Actions/actionManager";
  36123. export * from "babylonjs/Actions/condition";
  36124. export * from "babylonjs/Actions/directActions";
  36125. export * from "babylonjs/Actions/directAudioActions";
  36126. export * from "babylonjs/Actions/interpolateValueAction";
  36127. }
  36128. declare module "babylonjs/Animations/index" {
  36129. export * from "babylonjs/Animations/animatable";
  36130. export * from "babylonjs/Animations/animation";
  36131. export * from "babylonjs/Animations/animationGroup";
  36132. export * from "babylonjs/Animations/animationPropertiesOverride";
  36133. export * from "babylonjs/Animations/easing";
  36134. export * from "babylonjs/Animations/runtimeAnimation";
  36135. export * from "babylonjs/Animations/animationEvent";
  36136. export * from "babylonjs/Animations/animationGroup";
  36137. export * from "babylonjs/Animations/animationKey";
  36138. export * from "babylonjs/Animations/animationRange";
  36139. export * from "babylonjs/Animations/animatable.interface";
  36140. }
  36141. declare module "babylonjs/Audio/soundTrack" {
  36142. import { Sound } from "babylonjs/Audio/sound";
  36143. import { Analyser } from "babylonjs/Audio/analyser";
  36144. import { Scene } from "babylonjs/scene";
  36145. /**
  36146. * Options allowed during the creation of a sound track.
  36147. */
  36148. export interface ISoundTrackOptions {
  36149. /**
  36150. * The volume the sound track should take during creation
  36151. */
  36152. volume?: number;
  36153. /**
  36154. * Define if the sound track is the main sound track of the scene
  36155. */
  36156. mainTrack?: boolean;
  36157. }
  36158. /**
  36159. * It could be useful to isolate your music & sounds on several tracks to better manage volume on a grouped instance of sounds.
  36160. * It will be also used in a future release to apply effects on a specific track.
  36161. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  36162. */
  36163. export class SoundTrack {
  36164. /**
  36165. * The unique identifier of the sound track in the scene.
  36166. */
  36167. id: number;
  36168. /**
  36169. * The list of sounds included in the sound track.
  36170. */
  36171. soundCollection: Array<Sound>;
  36172. private _outputAudioNode;
  36173. private _scene;
  36174. private _isMainTrack;
  36175. private _connectedAnalyser;
  36176. private _options;
  36177. private _isInitialized;
  36178. /**
  36179. * Creates a new sound track.
  36180. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  36181. * @param scene Define the scene the sound track belongs to
  36182. * @param options
  36183. */
  36184. constructor(scene: Scene, options?: ISoundTrackOptions);
  36185. private _initializeSoundTrackAudioGraph;
  36186. /**
  36187. * Release the sound track and its associated resources
  36188. */
  36189. dispose(): void;
  36190. /**
  36191. * Adds a sound to this sound track
  36192. * @param sound define the cound to add
  36193. * @ignoreNaming
  36194. */
  36195. AddSound(sound: Sound): void;
  36196. /**
  36197. * Removes a sound to this sound track
  36198. * @param sound define the cound to remove
  36199. * @ignoreNaming
  36200. */
  36201. RemoveSound(sound: Sound): void;
  36202. /**
  36203. * Set a global volume for the full sound track.
  36204. * @param newVolume Define the new volume of the sound track
  36205. */
  36206. setVolume(newVolume: number): void;
  36207. /**
  36208. * Switch the panning model to HRTF:
  36209. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  36210. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36211. */
  36212. switchPanningModelToHRTF(): void;
  36213. /**
  36214. * Switch the panning model to Equal Power:
  36215. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  36216. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36217. */
  36218. switchPanningModelToEqualPower(): void;
  36219. /**
  36220. * Connect the sound track to an audio analyser allowing some amazing
  36221. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  36222. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  36223. * @param analyser The analyser to connect to the engine
  36224. */
  36225. connectToAnalyser(analyser: Analyser): void;
  36226. }
  36227. }
  36228. declare module "babylonjs/Audio/audioSceneComponent" {
  36229. import { Sound } from "babylonjs/Audio/sound";
  36230. import { SoundTrack } from "babylonjs/Audio/soundTrack";
  36231. import { Nullable } from "babylonjs/types";
  36232. import { Vector3 } from "babylonjs/Maths/math.vector";
  36233. import { ISceneSerializableComponent } from "babylonjs/sceneComponent";
  36234. import { Scene } from "babylonjs/scene";
  36235. import { AbstractScene } from "babylonjs/abstractScene";
  36236. import "babylonjs/Audio/audioEngine";
  36237. module "babylonjs/abstractScene" {
  36238. interface AbstractScene {
  36239. /**
  36240. * The list of sounds used in the scene.
  36241. */
  36242. sounds: Nullable<Array<Sound>>;
  36243. }
  36244. }
  36245. module "babylonjs/scene" {
  36246. interface Scene {
  36247. /**
  36248. * @hidden
  36249. * Backing field
  36250. */
  36251. _mainSoundTrack: SoundTrack;
  36252. /**
  36253. * The main sound track played by the scene.
  36254. * It cotains your primary collection of sounds.
  36255. */
  36256. mainSoundTrack: SoundTrack;
  36257. /**
  36258. * The list of sound tracks added to the scene
  36259. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  36260. */
  36261. soundTracks: Nullable<Array<SoundTrack>>;
  36262. /**
  36263. * Gets a sound using a given name
  36264. * @param name defines the name to search for
  36265. * @return the found sound or null if not found at all.
  36266. */
  36267. getSoundByName(name: string): Nullable<Sound>;
  36268. /**
  36269. * Gets or sets if audio support is enabled
  36270. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  36271. */
  36272. audioEnabled: boolean;
  36273. /**
  36274. * Gets or sets if audio will be output to headphones
  36275. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  36276. */
  36277. headphone: boolean;
  36278. /**
  36279. * Gets or sets custom audio listener position provider
  36280. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  36281. */
  36282. audioListenerPositionProvider: Nullable<() => Vector3>;
  36283. }
  36284. }
  36285. /**
  36286. * Defines the sound scene component responsible to manage any sounds
  36287. * in a given scene.
  36288. */
  36289. export class AudioSceneComponent implements ISceneSerializableComponent {
  36290. /**
  36291. * The component name helpfull to identify the component in the list of scene components.
  36292. */
  36293. readonly name: string;
  36294. /**
  36295. * The scene the component belongs to.
  36296. */
  36297. scene: Scene;
  36298. private _audioEnabled;
  36299. /**
  36300. * Gets whether audio is enabled or not.
  36301. * Please use related enable/disable method to switch state.
  36302. */
  36303. readonly audioEnabled: boolean;
  36304. private _headphone;
  36305. /**
  36306. * Gets whether audio is outputing to headphone or not.
  36307. * Please use the according Switch methods to change output.
  36308. */
  36309. readonly headphone: boolean;
  36310. private _audioListenerPositionProvider;
  36311. /**
  36312. * Gets the current audio listener position provider
  36313. */
  36314. /**
  36315. * Sets a custom listener position for all sounds in the scene
  36316. * By default, this is the position of the first active camera
  36317. */
  36318. audioListenerPositionProvider: Nullable<() => Vector3>;
  36319. /**
  36320. * Creates a new instance of the component for the given scene
  36321. * @param scene Defines the scene to register the component in
  36322. */
  36323. constructor(scene: Scene);
  36324. /**
  36325. * Registers the component in a given scene
  36326. */
  36327. register(): void;
  36328. /**
  36329. * Rebuilds the elements related to this component in case of
  36330. * context lost for instance.
  36331. */
  36332. rebuild(): void;
  36333. /**
  36334. * Serializes the component data to the specified json object
  36335. * @param serializationObject The object to serialize to
  36336. */
  36337. serialize(serializationObject: any): void;
  36338. /**
  36339. * Adds all the elements from the container to the scene
  36340. * @param container the container holding the elements
  36341. */
  36342. addFromContainer(container: AbstractScene): void;
  36343. /**
  36344. * Removes all the elements in the container from the scene
  36345. * @param container contains the elements to remove
  36346. * @param dispose if the removed element should be disposed (default: false)
  36347. */
  36348. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  36349. /**
  36350. * Disposes the component and the associated ressources.
  36351. */
  36352. dispose(): void;
  36353. /**
  36354. * Disables audio in the associated scene.
  36355. */
  36356. disableAudio(): void;
  36357. /**
  36358. * Enables audio in the associated scene.
  36359. */
  36360. enableAudio(): void;
  36361. /**
  36362. * Switch audio to headphone output.
  36363. */
  36364. switchAudioModeForHeadphones(): void;
  36365. /**
  36366. * Switch audio to normal speakers.
  36367. */
  36368. switchAudioModeForNormalSpeakers(): void;
  36369. private _afterRender;
  36370. }
  36371. }
  36372. declare module "babylonjs/Audio/weightedsound" {
  36373. import { Sound } from "babylonjs/Audio/sound";
  36374. /**
  36375. * Wraps one or more Sound objects and selects one with random weight for playback.
  36376. */
  36377. export class WeightedSound {
  36378. /** When true a Sound will be selected and played when the current playing Sound completes. */
  36379. loop: boolean;
  36380. private _coneInnerAngle;
  36381. private _coneOuterAngle;
  36382. private _volume;
  36383. /** A Sound is currently playing. */
  36384. isPlaying: boolean;
  36385. /** A Sound is currently paused. */
  36386. isPaused: boolean;
  36387. private _sounds;
  36388. private _weights;
  36389. private _currentIndex?;
  36390. /**
  36391. * Creates a new WeightedSound from the list of sounds given.
  36392. * @param loop When true a Sound will be selected and played when the current playing Sound completes.
  36393. * @param sounds Array of Sounds that will be selected from.
  36394. * @param weights Array of number values for selection weights; length must equal sounds, values will be normalized to 1
  36395. */
  36396. constructor(loop: boolean, sounds: Sound[], weights: number[]);
  36397. /**
  36398. * The size of cone in degrees for a directional sound in which there will be no attenuation.
  36399. */
  36400. /**
  36401. * The size of cone in degress for a directional sound in which there will be no attenuation.
  36402. */
  36403. directionalConeInnerAngle: number;
  36404. /**
  36405. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  36406. * Listener angles between innerAngle and outerAngle will falloff linearly.
  36407. */
  36408. /**
  36409. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  36410. * Listener angles between innerAngle and outerAngle will falloff linearly.
  36411. */
  36412. directionalConeOuterAngle: number;
  36413. /**
  36414. * Playback volume.
  36415. */
  36416. /**
  36417. * Playback volume.
  36418. */
  36419. volume: number;
  36420. private _onended;
  36421. /**
  36422. * Suspend playback
  36423. */
  36424. pause(): void;
  36425. /**
  36426. * Stop playback
  36427. */
  36428. stop(): void;
  36429. /**
  36430. * Start playback.
  36431. * @param startOffset Position the clip head at a specific time in seconds.
  36432. */
  36433. play(startOffset?: number): void;
  36434. }
  36435. }
  36436. declare module "babylonjs/Audio/index" {
  36437. export * from "babylonjs/Audio/analyser";
  36438. export * from "babylonjs/Audio/audioEngine";
  36439. export * from "babylonjs/Audio/audioSceneComponent";
  36440. export * from "babylonjs/Audio/sound";
  36441. export * from "babylonjs/Audio/soundTrack";
  36442. export * from "babylonjs/Audio/weightedsound";
  36443. }
  36444. declare module "babylonjs/Behaviors/Cameras/bouncingBehavior" {
  36445. import { Behavior } from "babylonjs/Behaviors/behavior";
  36446. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  36447. import { BackEase } from "babylonjs/Animations/easing";
  36448. /**
  36449. * Add a bouncing effect to an ArcRotateCamera when reaching a specified minimum and maximum radius
  36450. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  36451. */
  36452. export class BouncingBehavior implements Behavior<ArcRotateCamera> {
  36453. /**
  36454. * Gets the name of the behavior.
  36455. */
  36456. readonly name: string;
  36457. /**
  36458. * The easing function used by animations
  36459. */
  36460. static EasingFunction: BackEase;
  36461. /**
  36462. * The easing mode used by animations
  36463. */
  36464. static EasingMode: number;
  36465. /**
  36466. * The duration of the animation, in milliseconds
  36467. */
  36468. transitionDuration: number;
  36469. /**
  36470. * Length of the distance animated by the transition when lower radius is reached
  36471. */
  36472. lowerRadiusTransitionRange: number;
  36473. /**
  36474. * Length of the distance animated by the transition when upper radius is reached
  36475. */
  36476. upperRadiusTransitionRange: number;
  36477. private _autoTransitionRange;
  36478. /**
  36479. * Gets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  36480. */
  36481. /**
  36482. * Sets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  36483. * Transition ranges will be set to 5% of the bounding box diagonal in world space
  36484. */
  36485. autoTransitionRange: boolean;
  36486. private _attachedCamera;
  36487. private _onAfterCheckInputsObserver;
  36488. private _onMeshTargetChangedObserver;
  36489. /**
  36490. * Initializes the behavior.
  36491. */
  36492. init(): void;
  36493. /**
  36494. * Attaches the behavior to its arc rotate camera.
  36495. * @param camera Defines the camera to attach the behavior to
  36496. */
  36497. attach(camera: ArcRotateCamera): void;
  36498. /**
  36499. * Detaches the behavior from its current arc rotate camera.
  36500. */
  36501. detach(): void;
  36502. private _radiusIsAnimating;
  36503. private _radiusBounceTransition;
  36504. private _animatables;
  36505. private _cachedWheelPrecision;
  36506. /**
  36507. * Checks if the camera radius is at the specified limit. Takes into account animation locks.
  36508. * @param radiusLimit The limit to check against.
  36509. * @return Bool to indicate if at limit.
  36510. */
  36511. private _isRadiusAtLimit;
  36512. /**
  36513. * Applies an animation to the radius of the camera, extending by the radiusDelta.
  36514. * @param radiusDelta The delta by which to animate to. Can be negative.
  36515. */
  36516. private _applyBoundRadiusAnimation;
  36517. /**
  36518. * Removes all animation locks. Allows new animations to be added to any of the camera properties.
  36519. */
  36520. protected _clearAnimationLocks(): void;
  36521. /**
  36522. * Stops and removes all animations that have been applied to the camera
  36523. */
  36524. stopAllAnimations(): void;
  36525. }
  36526. }
  36527. declare module "babylonjs/Behaviors/Cameras/framingBehavior" {
  36528. import { Behavior } from "babylonjs/Behaviors/behavior";
  36529. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  36530. import { ExponentialEase } from "babylonjs/Animations/easing";
  36531. import { Nullable } from "babylonjs/types";
  36532. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  36533. import { Vector3 } from "babylonjs/Maths/math.vector";
  36534. /**
  36535. * 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.
  36536. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  36537. */
  36538. export class FramingBehavior implements Behavior<ArcRotateCamera> {
  36539. /**
  36540. * Gets the name of the behavior.
  36541. */
  36542. readonly name: string;
  36543. private _mode;
  36544. private _radiusScale;
  36545. private _positionScale;
  36546. private _defaultElevation;
  36547. private _elevationReturnTime;
  36548. private _elevationReturnWaitTime;
  36549. private _zoomStopsAnimation;
  36550. private _framingTime;
  36551. /**
  36552. * The easing function used by animations
  36553. */
  36554. static EasingFunction: ExponentialEase;
  36555. /**
  36556. * The easing mode used by animations
  36557. */
  36558. static EasingMode: number;
  36559. /**
  36560. * Sets the current mode used by the behavior
  36561. */
  36562. /**
  36563. * Gets current mode used by the behavior.
  36564. */
  36565. mode: number;
  36566. /**
  36567. * Sets the scale applied to the radius (1 by default)
  36568. */
  36569. /**
  36570. * Gets the scale applied to the radius
  36571. */
  36572. radiusScale: number;
  36573. /**
  36574. * Sets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  36575. */
  36576. /**
  36577. * Gets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  36578. */
  36579. positionScale: number;
  36580. /**
  36581. * Sets the angle above/below the horizontal plane to return to when the return to default elevation idle
  36582. * behaviour is triggered, in radians.
  36583. */
  36584. /**
  36585. * Gets the angle above/below the horizontal plane to return to when the return to default elevation idle
  36586. * behaviour is triggered, in radians.
  36587. */
  36588. defaultElevation: number;
  36589. /**
  36590. * Sets the time (in milliseconds) taken to return to the default beta position.
  36591. * Negative value indicates camera should not return to default.
  36592. */
  36593. /**
  36594. * Gets the time (in milliseconds) taken to return to the default beta position.
  36595. * Negative value indicates camera should not return to default.
  36596. */
  36597. elevationReturnTime: number;
  36598. /**
  36599. * Sets the delay (in milliseconds) taken before the camera returns to the default beta position.
  36600. */
  36601. /**
  36602. * Gets the delay (in milliseconds) taken before the camera returns to the default beta position.
  36603. */
  36604. elevationReturnWaitTime: number;
  36605. /**
  36606. * Sets the flag that indicates if user zooming should stop animation.
  36607. */
  36608. /**
  36609. * Gets the flag that indicates if user zooming should stop animation.
  36610. */
  36611. zoomStopsAnimation: boolean;
  36612. /**
  36613. * Sets the transition time when framing the mesh, in milliseconds
  36614. */
  36615. /**
  36616. * Gets the transition time when framing the mesh, in milliseconds
  36617. */
  36618. framingTime: number;
  36619. /**
  36620. * Define if the behavior should automatically change the configured
  36621. * camera limits and sensibilities.
  36622. */
  36623. autoCorrectCameraLimitsAndSensibility: boolean;
  36624. private _onPrePointerObservableObserver;
  36625. private _onAfterCheckInputsObserver;
  36626. private _onMeshTargetChangedObserver;
  36627. private _attachedCamera;
  36628. private _isPointerDown;
  36629. private _lastInteractionTime;
  36630. /**
  36631. * Initializes the behavior.
  36632. */
  36633. init(): void;
  36634. /**
  36635. * Attaches the behavior to its arc rotate camera.
  36636. * @param camera Defines the camera to attach the behavior to
  36637. */
  36638. attach(camera: ArcRotateCamera): void;
  36639. /**
  36640. * Detaches the behavior from its current arc rotate camera.
  36641. */
  36642. detach(): void;
  36643. private _animatables;
  36644. private _betaIsAnimating;
  36645. private _betaTransition;
  36646. private _radiusTransition;
  36647. private _vectorTransition;
  36648. /**
  36649. * Targets the given mesh and updates zoom level accordingly.
  36650. * @param mesh The mesh to target.
  36651. * @param radius Optional. If a cached radius position already exists, overrides default.
  36652. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  36653. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  36654. * @param onAnimationEnd Callback triggered at the end of the framing animation
  36655. */
  36656. zoomOnMesh(mesh: AbstractMesh, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  36657. /**
  36658. * Targets the given mesh with its children and updates zoom level accordingly.
  36659. * @param mesh The mesh to target.
  36660. * @param radius Optional. If a cached radius position already exists, overrides default.
  36661. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  36662. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  36663. * @param onAnimationEnd Callback triggered at the end of the framing animation
  36664. */
  36665. zoomOnMeshHierarchy(mesh: AbstractMesh, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  36666. /**
  36667. * Targets the given meshes with their children and updates zoom level accordingly.
  36668. * @param meshes The mesh to target.
  36669. * @param radius Optional. If a cached radius position already exists, overrides default.
  36670. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  36671. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  36672. * @param onAnimationEnd Callback triggered at the end of the framing animation
  36673. */
  36674. zoomOnMeshesHierarchy(meshes: AbstractMesh[], focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  36675. /**
  36676. * Targets the bounding box info defined by its extends and updates zoom level accordingly.
  36677. * @param minimumWorld Determines the smaller position of the bounding box extend
  36678. * @param maximumWorld Determines the bigger position of the bounding box extend
  36679. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  36680. * @param onAnimationEnd Callback triggered at the end of the framing animation
  36681. */
  36682. zoomOnBoundingInfo(minimumWorld: Vector3, maximumWorld: Vector3, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  36683. /**
  36684. * Calculates the lowest radius for the camera based on the bounding box of the mesh.
  36685. * @param mesh The mesh on which to base the calculation. mesh boundingInfo used to estimate necessary
  36686. * frustum width.
  36687. * @return The minimum distance from the primary mesh's center point at which the camera must be kept in order
  36688. * to fully enclose the mesh in the viewing frustum.
  36689. */
  36690. protected _calculateLowerRadiusFromModelBoundingSphere(minimumWorld: Vector3, maximumWorld: Vector3): number;
  36691. /**
  36692. * Keeps the camera above the ground plane. If the user pulls the camera below the ground plane, the camera
  36693. * is automatically returned to its default position (expected to be above ground plane).
  36694. */
  36695. private _maintainCameraAboveGround;
  36696. /**
  36697. * Returns the frustum slope based on the canvas ratio and camera FOV
  36698. * @returns The frustum slope represented as a Vector2 with X and Y slopes
  36699. */
  36700. private _getFrustumSlope;
  36701. /**
  36702. * Removes all animation locks. Allows new animations to be added to any of the arcCamera properties.
  36703. */
  36704. private _clearAnimationLocks;
  36705. /**
  36706. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  36707. */
  36708. private _applyUserInteraction;
  36709. /**
  36710. * Stops and removes all animations that have been applied to the camera
  36711. */
  36712. stopAllAnimations(): void;
  36713. /**
  36714. * Gets a value indicating if the user is moving the camera
  36715. */
  36716. readonly isUserIsMoving: boolean;
  36717. /**
  36718. * The camera can move all the way towards the mesh.
  36719. */
  36720. static IgnoreBoundsSizeMode: number;
  36721. /**
  36722. * The camera is not allowed to zoom closer to the mesh than the point at which the adjusted bounding sphere touches the frustum sides
  36723. */
  36724. static FitFrustumSidesMode: number;
  36725. }
  36726. }
  36727. declare module "babylonjs/Cameras/Inputs/BaseCameraPointersInput" {
  36728. import { Nullable } from "babylonjs/types";
  36729. import { Camera } from "babylonjs/Cameras/camera";
  36730. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  36731. import { PointerTouch } from "babylonjs/Events/pointerEvents";
  36732. /**
  36733. * Base class for Camera Pointer Inputs.
  36734. * See FollowCameraPointersInput in src/Cameras/Inputs/followCameraPointersInput.ts
  36735. * for example usage.
  36736. */
  36737. export abstract class BaseCameraPointersInput implements ICameraInput<Camera> {
  36738. /**
  36739. * Defines the camera the input is attached to.
  36740. */
  36741. abstract camera: Camera;
  36742. /**
  36743. * Whether keyboard modifier keys are pressed at time of last mouse event.
  36744. */
  36745. protected _altKey: boolean;
  36746. protected _ctrlKey: boolean;
  36747. protected _metaKey: boolean;
  36748. protected _shiftKey: boolean;
  36749. /**
  36750. * Which mouse buttons were pressed at time of last mouse event.
  36751. * https://developer.mozilla.org/en-US/docs/Web/API/MouseEvent/buttons
  36752. */
  36753. protected _buttonsPressed: number;
  36754. /**
  36755. * Defines the buttons associated with the input to handle camera move.
  36756. */
  36757. buttons: number[];
  36758. /**
  36759. * Attach the input controls to a specific dom element to get the input from.
  36760. * @param element Defines the element the controls should be listened from
  36761. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  36762. */
  36763. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  36764. /**
  36765. * Detach the current controls from the specified dom element.
  36766. * @param element Defines the element to stop listening the inputs from
  36767. */
  36768. detachControl(element: Nullable<HTMLElement>): void;
  36769. /**
  36770. * Gets the class name of the current input.
  36771. * @returns the class name
  36772. */
  36773. getClassName(): string;
  36774. /**
  36775. * Get the friendly name associated with the input class.
  36776. * @returns the input friendly name
  36777. */
  36778. getSimpleName(): string;
  36779. /**
  36780. * Called on pointer POINTERDOUBLETAP event.
  36781. * Override this method to provide functionality on POINTERDOUBLETAP event.
  36782. */
  36783. protected onDoubleTap(type: string): void;
  36784. /**
  36785. * Called on pointer POINTERMOVE event if only a single touch is active.
  36786. * Override this method to provide functionality.
  36787. */
  36788. protected onTouch(point: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  36789. /**
  36790. * Called on pointer POINTERMOVE event if multiple touches are active.
  36791. * Override this method to provide functionality.
  36792. */
  36793. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  36794. /**
  36795. * Called on JS contextmenu event.
  36796. * Override this method to provide functionality.
  36797. */
  36798. protected onContextMenu(evt: PointerEvent): void;
  36799. /**
  36800. * Called each time a new POINTERDOWN event occurs. Ie, for each button
  36801. * press.
  36802. * Override this method to provide functionality.
  36803. */
  36804. protected onButtonDown(evt: PointerEvent): void;
  36805. /**
  36806. * Called each time a new POINTERUP event occurs. Ie, for each button
  36807. * release.
  36808. * Override this method to provide functionality.
  36809. */
  36810. protected onButtonUp(evt: PointerEvent): void;
  36811. /**
  36812. * Called when window becomes inactive.
  36813. * Override this method to provide functionality.
  36814. */
  36815. protected onLostFocus(): void;
  36816. private _pointerInput;
  36817. private _observer;
  36818. private _onLostFocus;
  36819. private pointA;
  36820. private pointB;
  36821. }
  36822. }
  36823. declare module "babylonjs/Cameras/Inputs/arcRotateCameraPointersInput" {
  36824. import { Nullable } from "babylonjs/types";
  36825. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  36826. import { BaseCameraPointersInput } from "babylonjs/Cameras/Inputs/BaseCameraPointersInput";
  36827. import { PointerTouch } from "babylonjs/Events/pointerEvents";
  36828. /**
  36829. * Manage the pointers inputs to control an arc rotate camera.
  36830. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  36831. */
  36832. export class ArcRotateCameraPointersInput extends BaseCameraPointersInput {
  36833. /**
  36834. * Defines the camera the input is attached to.
  36835. */
  36836. camera: ArcRotateCamera;
  36837. /**
  36838. * Gets the class name of the current input.
  36839. * @returns the class name
  36840. */
  36841. getClassName(): string;
  36842. /**
  36843. * Defines the buttons associated with the input to handle camera move.
  36844. */
  36845. buttons: number[];
  36846. /**
  36847. * Defines the pointer angular sensibility along the X axis or how fast is
  36848. * the camera rotating.
  36849. */
  36850. angularSensibilityX: number;
  36851. /**
  36852. * Defines the pointer angular sensibility along the Y axis or how fast is
  36853. * the camera rotating.
  36854. */
  36855. angularSensibilityY: number;
  36856. /**
  36857. * Defines the pointer pinch precision or how fast is the camera zooming.
  36858. */
  36859. pinchPrecision: number;
  36860. /**
  36861. * pinchDeltaPercentage will be used instead of pinchPrecision if different
  36862. * from 0.
  36863. * It defines the percentage of current camera.radius to use as delta when
  36864. * pinch zoom is used.
  36865. */
  36866. pinchDeltaPercentage: number;
  36867. /**
  36868. * Defines the pointer panning sensibility or how fast is the camera moving.
  36869. */
  36870. panningSensibility: number;
  36871. /**
  36872. * Defines whether panning (2 fingers swipe) is enabled through multitouch.
  36873. */
  36874. multiTouchPanning: boolean;
  36875. /**
  36876. * Defines whether panning is enabled for both pan (2 fingers swipe) and
  36877. * zoom (pinch) through multitouch.
  36878. */
  36879. multiTouchPanAndZoom: boolean;
  36880. /**
  36881. * Revers pinch action direction.
  36882. */
  36883. pinchInwards: boolean;
  36884. private _isPanClick;
  36885. private _twoFingerActivityCount;
  36886. private _isPinching;
  36887. /**
  36888. * Called on pointer POINTERMOVE event if only a single touch is active.
  36889. */
  36890. protected onTouch(point: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  36891. /**
  36892. * Called on pointer POINTERDOUBLETAP event.
  36893. */
  36894. protected onDoubleTap(type: string): void;
  36895. /**
  36896. * Called on pointer POINTERMOVE event if multiple touches are active.
  36897. */
  36898. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  36899. /**
  36900. * Called each time a new POINTERDOWN event occurs. Ie, for each button
  36901. * press.
  36902. */
  36903. protected onButtonDown(evt: PointerEvent): void;
  36904. /**
  36905. * Called each time a new POINTERUP event occurs. Ie, for each button
  36906. * release.
  36907. */
  36908. protected onButtonUp(evt: PointerEvent): void;
  36909. /**
  36910. * Called when window becomes inactive.
  36911. */
  36912. protected onLostFocus(): void;
  36913. }
  36914. }
  36915. declare module "babylonjs/Cameras/Inputs/arcRotateCameraKeyboardMoveInput" {
  36916. import { Nullable } from "babylonjs/types";
  36917. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  36918. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  36919. /**
  36920. * Manage the keyboard inputs to control the movement of an arc rotate camera.
  36921. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  36922. */
  36923. export class ArcRotateCameraKeyboardMoveInput implements ICameraInput<ArcRotateCamera> {
  36924. /**
  36925. * Defines the camera the input is attached to.
  36926. */
  36927. camera: ArcRotateCamera;
  36928. /**
  36929. * Defines the list of key codes associated with the up action (increase alpha)
  36930. */
  36931. keysUp: number[];
  36932. /**
  36933. * Defines the list of key codes associated with the down action (decrease alpha)
  36934. */
  36935. keysDown: number[];
  36936. /**
  36937. * Defines the list of key codes associated with the left action (increase beta)
  36938. */
  36939. keysLeft: number[];
  36940. /**
  36941. * Defines the list of key codes associated with the right action (decrease beta)
  36942. */
  36943. keysRight: number[];
  36944. /**
  36945. * Defines the list of key codes associated with the reset action.
  36946. * Those keys reset the camera to its last stored state (with the method camera.storeState())
  36947. */
  36948. keysReset: number[];
  36949. /**
  36950. * Defines the panning sensibility of the inputs.
  36951. * (How fast is the camera paning)
  36952. */
  36953. panningSensibility: number;
  36954. /**
  36955. * Defines the zooming sensibility of the inputs.
  36956. * (How fast is the camera zooming)
  36957. */
  36958. zoomingSensibility: number;
  36959. /**
  36960. * Defines wether maintaining the alt key down switch the movement mode from
  36961. * orientation to zoom.
  36962. */
  36963. useAltToZoom: boolean;
  36964. /**
  36965. * Rotation speed of the camera
  36966. */
  36967. angularSpeed: number;
  36968. private _keys;
  36969. private _ctrlPressed;
  36970. private _altPressed;
  36971. private _onCanvasBlurObserver;
  36972. private _onKeyboardObserver;
  36973. private _engine;
  36974. private _scene;
  36975. /**
  36976. * Attach the input controls to a specific dom element to get the input from.
  36977. * @param element Defines the element the controls should be listened from
  36978. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  36979. */
  36980. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  36981. /**
  36982. * Detach the current controls from the specified dom element.
  36983. * @param element Defines the element to stop listening the inputs from
  36984. */
  36985. detachControl(element: Nullable<HTMLElement>): void;
  36986. /**
  36987. * Update the current camera state depending on the inputs that have been used this frame.
  36988. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  36989. */
  36990. checkInputs(): void;
  36991. /**
  36992. * Gets the class name of the current intput.
  36993. * @returns the class name
  36994. */
  36995. getClassName(): string;
  36996. /**
  36997. * Get the friendly name associated with the input class.
  36998. * @returns the input friendly name
  36999. */
  37000. getSimpleName(): string;
  37001. }
  37002. }
  37003. declare module "babylonjs/Cameras/Inputs/arcRotateCameraMouseWheelInput" {
  37004. import { Nullable } from "babylonjs/types";
  37005. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  37006. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  37007. /**
  37008. * Manage the mouse wheel inputs to control an arc rotate camera.
  37009. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  37010. */
  37011. export class ArcRotateCameraMouseWheelInput implements ICameraInput<ArcRotateCamera> {
  37012. /**
  37013. * Defines the camera the input is attached to.
  37014. */
  37015. camera: ArcRotateCamera;
  37016. /**
  37017. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  37018. */
  37019. wheelPrecision: number;
  37020. /**
  37021. * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.
  37022. * It defines the percentage of current camera.radius to use as delta when wheel is used.
  37023. */
  37024. wheelDeltaPercentage: number;
  37025. private _wheel;
  37026. private _observer;
  37027. private computeDeltaFromMouseWheelLegacyEvent;
  37028. /**
  37029. * Attach the input controls to a specific dom element to get the input from.
  37030. * @param element Defines the element the controls should be listened from
  37031. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  37032. */
  37033. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  37034. /**
  37035. * Detach the current controls from the specified dom element.
  37036. * @param element Defines the element to stop listening the inputs from
  37037. */
  37038. detachControl(element: Nullable<HTMLElement>): void;
  37039. /**
  37040. * Gets the class name of the current intput.
  37041. * @returns the class name
  37042. */
  37043. getClassName(): string;
  37044. /**
  37045. * Get the friendly name associated with the input class.
  37046. * @returns the input friendly name
  37047. */
  37048. getSimpleName(): string;
  37049. }
  37050. }
  37051. declare module "babylonjs/Cameras/arcRotateCameraInputsManager" {
  37052. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  37053. import { CameraInputsManager } from "babylonjs/Cameras/cameraInputsManager";
  37054. /**
  37055. * Default Inputs manager for the ArcRotateCamera.
  37056. * It groups all the default supported inputs for ease of use.
  37057. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  37058. */
  37059. export class ArcRotateCameraInputsManager extends CameraInputsManager<ArcRotateCamera> {
  37060. /**
  37061. * Instantiates a new ArcRotateCameraInputsManager.
  37062. * @param camera Defines the camera the inputs belong to
  37063. */
  37064. constructor(camera: ArcRotateCamera);
  37065. /**
  37066. * Add mouse wheel input support to the input manager.
  37067. * @returns the current input manager
  37068. */
  37069. addMouseWheel(): ArcRotateCameraInputsManager;
  37070. /**
  37071. * Add pointers input support to the input manager.
  37072. * @returns the current input manager
  37073. */
  37074. addPointers(): ArcRotateCameraInputsManager;
  37075. /**
  37076. * Add keyboard input support to the input manager.
  37077. * @returns the current input manager
  37078. */
  37079. addKeyboard(): ArcRotateCameraInputsManager;
  37080. }
  37081. }
  37082. declare module "babylonjs/Cameras/arcRotateCamera" {
  37083. import { Observable } from "babylonjs/Misc/observable";
  37084. import { Nullable } from "babylonjs/types";
  37085. import { Scene } from "babylonjs/scene";
  37086. import { Matrix, Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  37087. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  37088. import { AutoRotationBehavior } from "babylonjs/Behaviors/Cameras/autoRotationBehavior";
  37089. import { BouncingBehavior } from "babylonjs/Behaviors/Cameras/bouncingBehavior";
  37090. import { FramingBehavior } from "babylonjs/Behaviors/Cameras/framingBehavior";
  37091. import { Camera } from "babylonjs/Cameras/camera";
  37092. import { TargetCamera } from "babylonjs/Cameras/targetCamera";
  37093. import { ArcRotateCameraInputsManager } from "babylonjs/Cameras/arcRotateCameraInputsManager";
  37094. import { Collider } from "babylonjs/Collisions/collider";
  37095. /**
  37096. * This represents an orbital type of camera.
  37097. *
  37098. * 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.
  37099. * 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.
  37100. * @see http://doc.babylonjs.com/babylon101/cameras#arc-rotate-camera
  37101. */
  37102. export class ArcRotateCamera extends TargetCamera {
  37103. /**
  37104. * Defines the rotation angle of the camera along the longitudinal axis.
  37105. */
  37106. alpha: number;
  37107. /**
  37108. * Defines the rotation angle of the camera along the latitudinal axis.
  37109. */
  37110. beta: number;
  37111. /**
  37112. * Defines the radius of the camera from it s target point.
  37113. */
  37114. radius: number;
  37115. protected _target: Vector3;
  37116. protected _targetHost: Nullable<AbstractMesh>;
  37117. /**
  37118. * Defines the target point of the camera.
  37119. * The camera looks towards it form the radius distance.
  37120. */
  37121. target: Vector3;
  37122. /**
  37123. * Define the current local position of the camera in the scene
  37124. */
  37125. position: Vector3;
  37126. protected _upVector: Vector3;
  37127. protected _upToYMatrix: Matrix;
  37128. protected _YToUpMatrix: Matrix;
  37129. /**
  37130. * The vector the camera should consider as up. (default is Vector3(0, 1, 0) as returned by Vector3.Up())
  37131. * Setting this will copy the given vector to the camera's upVector, and set rotation matrices to and from Y up.
  37132. * DO NOT set the up vector using copyFrom or copyFromFloats, as this bypasses setting the above matrices.
  37133. */
  37134. upVector: Vector3;
  37135. /**
  37136. * Sets the Y-up to camera up-vector rotation matrix, and the up-vector to Y-up rotation matrix.
  37137. */
  37138. setMatUp(): void;
  37139. /**
  37140. * Current inertia value on the longitudinal axis.
  37141. * The bigger this number the longer it will take for the camera to stop.
  37142. */
  37143. inertialAlphaOffset: number;
  37144. /**
  37145. * Current inertia value on the latitudinal axis.
  37146. * The bigger this number the longer it will take for the camera to stop.
  37147. */
  37148. inertialBetaOffset: number;
  37149. /**
  37150. * Current inertia value on the radius axis.
  37151. * The bigger this number the longer it will take for the camera to stop.
  37152. */
  37153. inertialRadiusOffset: number;
  37154. /**
  37155. * Minimum allowed angle on the longitudinal axis.
  37156. * This can help limiting how the Camera is able to move in the scene.
  37157. */
  37158. lowerAlphaLimit: Nullable<number>;
  37159. /**
  37160. * Maximum allowed angle on the longitudinal axis.
  37161. * This can help limiting how the Camera is able to move in the scene.
  37162. */
  37163. upperAlphaLimit: Nullable<number>;
  37164. /**
  37165. * Minimum allowed angle on the latitudinal axis.
  37166. * This can help limiting how the Camera is able to move in the scene.
  37167. */
  37168. lowerBetaLimit: number;
  37169. /**
  37170. * Maximum allowed angle on the latitudinal axis.
  37171. * This can help limiting how the Camera is able to move in the scene.
  37172. */
  37173. upperBetaLimit: number;
  37174. /**
  37175. * Minimum allowed distance of the camera to the target (The camera can not get closer).
  37176. * This can help limiting how the Camera is able to move in the scene.
  37177. */
  37178. lowerRadiusLimit: Nullable<number>;
  37179. /**
  37180. * Maximum allowed distance of the camera to the target (The camera can not get further).
  37181. * This can help limiting how the Camera is able to move in the scene.
  37182. */
  37183. upperRadiusLimit: Nullable<number>;
  37184. /**
  37185. * Defines the current inertia value used during panning of the camera along the X axis.
  37186. */
  37187. inertialPanningX: number;
  37188. /**
  37189. * Defines the current inertia value used during panning of the camera along the Y axis.
  37190. */
  37191. inertialPanningY: number;
  37192. /**
  37193. * Defines the distance used to consider the camera in pan mode vs pinch/zoom.
  37194. * Basically if your fingers moves away from more than this distance you will be considered
  37195. * in pinch mode.
  37196. */
  37197. pinchToPanMaxDistance: number;
  37198. /**
  37199. * Defines the maximum distance the camera can pan.
  37200. * This could help keeping the cammera always in your scene.
  37201. */
  37202. panningDistanceLimit: Nullable<number>;
  37203. /**
  37204. * Defines the target of the camera before paning.
  37205. */
  37206. panningOriginTarget: Vector3;
  37207. /**
  37208. * Defines the value of the inertia used during panning.
  37209. * 0 would mean stop inertia and one would mean no decelleration at all.
  37210. */
  37211. panningInertia: number;
  37212. /**
  37213. * Gets or Set the pointer angular sensibility along the X axis or how fast is the camera rotating.
  37214. */
  37215. angularSensibilityX: number;
  37216. /**
  37217. * Gets or Set the pointer angular sensibility along the Y axis or how fast is the camera rotating.
  37218. */
  37219. angularSensibilityY: number;
  37220. /**
  37221. * Gets or Set the pointer pinch precision or how fast is the camera zooming.
  37222. */
  37223. pinchPrecision: number;
  37224. /**
  37225. * Gets or Set the pointer pinch delta percentage or how fast is the camera zooming.
  37226. * It will be used instead of pinchDeltaPrecision if different from 0.
  37227. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  37228. */
  37229. pinchDeltaPercentage: number;
  37230. /**
  37231. * Gets or Set the pointer panning sensibility or how fast is the camera moving.
  37232. */
  37233. panningSensibility: number;
  37234. /**
  37235. * Gets or Set the list of keyboard keys used to control beta angle in a positive direction.
  37236. */
  37237. keysUp: number[];
  37238. /**
  37239. * Gets or Set the list of keyboard keys used to control beta angle in a negative direction.
  37240. */
  37241. keysDown: number[];
  37242. /**
  37243. * Gets or Set the list of keyboard keys used to control alpha angle in a negative direction.
  37244. */
  37245. keysLeft: number[];
  37246. /**
  37247. * Gets or Set the list of keyboard keys used to control alpha angle in a positive direction.
  37248. */
  37249. keysRight: number[];
  37250. /**
  37251. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  37252. */
  37253. wheelPrecision: number;
  37254. /**
  37255. * Gets or Set the mouse wheel delta percentage or how fast is the camera zooming.
  37256. * It will be used instead of pinchDeltaPrecision if different from 0.
  37257. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  37258. */
  37259. wheelDeltaPercentage: number;
  37260. /**
  37261. * Defines how much the radius should be scaled while zomming on a particular mesh (through the zoomOn function)
  37262. */
  37263. zoomOnFactor: number;
  37264. /**
  37265. * Defines a screen offset for the camera position.
  37266. */
  37267. targetScreenOffset: Vector2;
  37268. /**
  37269. * Allows the camera to be completely reversed.
  37270. * If false the camera can not arrive upside down.
  37271. */
  37272. allowUpsideDown: boolean;
  37273. /**
  37274. * Define if double tap/click is used to restore the previously saved state of the camera.
  37275. */
  37276. useInputToRestoreState: boolean;
  37277. /** @hidden */
  37278. _viewMatrix: Matrix;
  37279. /** @hidden */
  37280. _useCtrlForPanning: boolean;
  37281. /** @hidden */
  37282. _panningMouseButton: number;
  37283. /**
  37284. * Defines the input associated to the camera.
  37285. */
  37286. inputs: ArcRotateCameraInputsManager;
  37287. /** @hidden */
  37288. _reset: () => void;
  37289. /**
  37290. * Defines the allowed panning axis.
  37291. */
  37292. panningAxis: Vector3;
  37293. protected _localDirection: Vector3;
  37294. protected _transformedDirection: Vector3;
  37295. private _bouncingBehavior;
  37296. /**
  37297. * Gets the bouncing behavior of the camera if it has been enabled.
  37298. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  37299. */
  37300. readonly bouncingBehavior: Nullable<BouncingBehavior>;
  37301. /**
  37302. * Defines if the bouncing behavior of the camera is enabled on the camera.
  37303. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  37304. */
  37305. useBouncingBehavior: boolean;
  37306. private _framingBehavior;
  37307. /**
  37308. * Gets the framing behavior of the camera if it has been enabled.
  37309. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  37310. */
  37311. readonly framingBehavior: Nullable<FramingBehavior>;
  37312. /**
  37313. * Defines if the framing behavior of the camera is enabled on the camera.
  37314. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  37315. */
  37316. useFramingBehavior: boolean;
  37317. private _autoRotationBehavior;
  37318. /**
  37319. * Gets the auto rotation behavior of the camera if it has been enabled.
  37320. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  37321. */
  37322. readonly autoRotationBehavior: Nullable<AutoRotationBehavior>;
  37323. /**
  37324. * Defines if the auto rotation behavior of the camera is enabled on the camera.
  37325. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  37326. */
  37327. useAutoRotationBehavior: boolean;
  37328. /**
  37329. * Observable triggered when the mesh target has been changed on the camera.
  37330. */
  37331. onMeshTargetChangedObservable: Observable<Nullable<AbstractMesh>>;
  37332. /**
  37333. * Event raised when the camera is colliding with a mesh.
  37334. */
  37335. onCollide: (collidedMesh: AbstractMesh) => void;
  37336. /**
  37337. * Defines whether the camera should check collision with the objects oh the scene.
  37338. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#how-can-i-do-this
  37339. */
  37340. checkCollisions: boolean;
  37341. /**
  37342. * Defines the collision radius of the camera.
  37343. * This simulates a sphere around the camera.
  37344. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  37345. */
  37346. collisionRadius: Vector3;
  37347. protected _collider: Collider;
  37348. protected _previousPosition: Vector3;
  37349. protected _collisionVelocity: Vector3;
  37350. protected _newPosition: Vector3;
  37351. protected _previousAlpha: number;
  37352. protected _previousBeta: number;
  37353. protected _previousRadius: number;
  37354. protected _collisionTriggered: boolean;
  37355. protected _targetBoundingCenter: Nullable<Vector3>;
  37356. private _computationVector;
  37357. /**
  37358. * Instantiates a new ArcRotateCamera in a given scene
  37359. * @param name Defines the name of the camera
  37360. * @param alpha Defines the camera rotation along the logitudinal axis
  37361. * @param beta Defines the camera rotation along the latitudinal axis
  37362. * @param radius Defines the camera distance from its target
  37363. * @param target Defines the camera target
  37364. * @param scene Defines the scene the camera belongs to
  37365. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  37366. */
  37367. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  37368. /** @hidden */
  37369. _initCache(): void;
  37370. /** @hidden */
  37371. _updateCache(ignoreParentClass?: boolean): void;
  37372. protected _getTargetPosition(): Vector3;
  37373. private _storedAlpha;
  37374. private _storedBeta;
  37375. private _storedRadius;
  37376. private _storedTarget;
  37377. private _storedTargetScreenOffset;
  37378. /**
  37379. * Stores the current state of the camera (alpha, beta, radius and target)
  37380. * @returns the camera itself
  37381. */
  37382. storeState(): Camera;
  37383. /**
  37384. * @hidden
  37385. * Restored camera state. You must call storeState() first
  37386. */
  37387. _restoreStateValues(): boolean;
  37388. /** @hidden */
  37389. _isSynchronizedViewMatrix(): boolean;
  37390. /**
  37391. * Attached controls to the current camera.
  37392. * @param element Defines the element the controls should be listened from
  37393. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  37394. * @param useCtrlForPanning Defines whether ctrl is used for paning within the controls
  37395. * @param panningMouseButton Defines whether panning is allowed through mouse click button
  37396. */
  37397. attachControl(element: HTMLElement, noPreventDefault?: boolean, useCtrlForPanning?: boolean, panningMouseButton?: number): void;
  37398. /**
  37399. * Detach the current controls from the camera.
  37400. * The camera will stop reacting to inputs.
  37401. * @param element Defines the element to stop listening the inputs from
  37402. */
  37403. detachControl(element: HTMLElement): void;
  37404. /** @hidden */
  37405. _checkInputs(): void;
  37406. protected _checkLimits(): void;
  37407. /**
  37408. * Rebuilds angles (alpha, beta) and radius from the give position and target
  37409. */
  37410. rebuildAnglesAndRadius(): void;
  37411. /**
  37412. * Use a position to define the current camera related information like aplha, beta and radius
  37413. * @param position Defines the position to set the camera at
  37414. */
  37415. setPosition(position: Vector3): void;
  37416. /**
  37417. * Defines the target the camera should look at.
  37418. * This will automatically adapt alpha beta and radius to fit within the new target.
  37419. * @param target Defines the new target as a Vector or a mesh
  37420. * @param toBoundingCenter In case of a mesh target, defines wether to target the mesh position or its bounding information center
  37421. * @param allowSamePosition If false, prevents reapplying the new computed position if it is identical to the current one (optim)
  37422. */
  37423. setTarget(target: AbstractMesh | Vector3, toBoundingCenter?: boolean, allowSamePosition?: boolean): void;
  37424. /** @hidden */
  37425. _getViewMatrix(): Matrix;
  37426. protected _onCollisionPositionChange: (collisionId: number, newPosition: Vector3, collidedMesh?: Nullable<AbstractMesh>) => void;
  37427. /**
  37428. * Zooms on a mesh to be at the min distance where we could see it fully in the current viewport.
  37429. * @param meshes Defines the mesh to zoom on
  37430. * @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)
  37431. */
  37432. zoomOn(meshes?: AbstractMesh[], doNotUpdateMaxZ?: boolean): void;
  37433. /**
  37434. * Focus on a mesh or a bounding box. This adapts the target and maxRadius if necessary but does not update the current radius.
  37435. * The target will be changed but the radius
  37436. * @param meshesOrMinMaxVectorAndDistance Defines the mesh or bounding info to focus on
  37437. * @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)
  37438. */
  37439. focusOn(meshesOrMinMaxVectorAndDistance: AbstractMesh[] | {
  37440. min: Vector3;
  37441. max: Vector3;
  37442. distance: number;
  37443. }, doNotUpdateMaxZ?: boolean): void;
  37444. /**
  37445. * @override
  37446. * Override Camera.createRigCamera
  37447. */
  37448. createRigCamera(name: string, cameraIndex: number): Camera;
  37449. /**
  37450. * @hidden
  37451. * @override
  37452. * Override Camera._updateRigCameras
  37453. */
  37454. _updateRigCameras(): void;
  37455. /**
  37456. * Destroy the camera and release the current resources hold by it.
  37457. */
  37458. dispose(): void;
  37459. /**
  37460. * Gets the current object class name.
  37461. * @return the class name
  37462. */
  37463. getClassName(): string;
  37464. }
  37465. }
  37466. declare module "babylonjs/Behaviors/Cameras/autoRotationBehavior" {
  37467. import { Behavior } from "babylonjs/Behaviors/behavior";
  37468. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  37469. /**
  37470. * The autoRotation behavior (AutoRotationBehavior) is designed to create a smooth rotation of an ArcRotateCamera when there is no user interaction.
  37471. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  37472. */
  37473. export class AutoRotationBehavior implements Behavior<ArcRotateCamera> {
  37474. /**
  37475. * Gets the name of the behavior.
  37476. */
  37477. readonly name: string;
  37478. private _zoomStopsAnimation;
  37479. private _idleRotationSpeed;
  37480. private _idleRotationWaitTime;
  37481. private _idleRotationSpinupTime;
  37482. /**
  37483. * Sets the flag that indicates if user zooming should stop animation.
  37484. */
  37485. /**
  37486. * Gets the flag that indicates if user zooming should stop animation.
  37487. */
  37488. zoomStopsAnimation: boolean;
  37489. /**
  37490. * Sets the default speed at which the camera rotates around the model.
  37491. */
  37492. /**
  37493. * Gets the default speed at which the camera rotates around the model.
  37494. */
  37495. idleRotationSpeed: number;
  37496. /**
  37497. * Sets the time (in milliseconds) to wait after user interaction before the camera starts rotating.
  37498. */
  37499. /**
  37500. * Gets the time (milliseconds) to wait after user interaction before the camera starts rotating.
  37501. */
  37502. idleRotationWaitTime: number;
  37503. /**
  37504. * Sets the time (milliseconds) to take to spin up to the full idle rotation speed.
  37505. */
  37506. /**
  37507. * Gets the time (milliseconds) to take to spin up to the full idle rotation speed.
  37508. */
  37509. idleRotationSpinupTime: number;
  37510. /**
  37511. * Gets a value indicating if the camera is currently rotating because of this behavior
  37512. */
  37513. readonly rotationInProgress: boolean;
  37514. private _onPrePointerObservableObserver;
  37515. private _onAfterCheckInputsObserver;
  37516. private _attachedCamera;
  37517. private _isPointerDown;
  37518. private _lastFrameTime;
  37519. private _lastInteractionTime;
  37520. private _cameraRotationSpeed;
  37521. /**
  37522. * Initializes the behavior.
  37523. */
  37524. init(): void;
  37525. /**
  37526. * Attaches the behavior to its arc rotate camera.
  37527. * @param camera Defines the camera to attach the behavior to
  37528. */
  37529. attach(camera: ArcRotateCamera): void;
  37530. /**
  37531. * Detaches the behavior from its current arc rotate camera.
  37532. */
  37533. detach(): void;
  37534. /**
  37535. * Returns true if user is scrolling.
  37536. * @return true if user is scrolling.
  37537. */
  37538. private _userIsZooming;
  37539. private _lastFrameRadius;
  37540. private _shouldAnimationStopForInteraction;
  37541. /**
  37542. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  37543. */
  37544. private _applyUserInteraction;
  37545. private _userIsMoving;
  37546. }
  37547. }
  37548. declare module "babylonjs/Behaviors/Cameras/index" {
  37549. export * from "babylonjs/Behaviors/Cameras/autoRotationBehavior";
  37550. export * from "babylonjs/Behaviors/Cameras/bouncingBehavior";
  37551. export * from "babylonjs/Behaviors/Cameras/framingBehavior";
  37552. }
  37553. declare module "babylonjs/Behaviors/Meshes/attachToBoxBehavior" {
  37554. import { Mesh } from "babylonjs/Meshes/mesh";
  37555. import { TransformNode } from "babylonjs/Meshes/transformNode";
  37556. import { Behavior } from "babylonjs/Behaviors/behavior";
  37557. /**
  37558. * A behavior that when attached to a mesh will will place a specified node on the meshes face pointing towards the camera
  37559. */
  37560. export class AttachToBoxBehavior implements Behavior<Mesh> {
  37561. private ui;
  37562. /**
  37563. * The name of the behavior
  37564. */
  37565. name: string;
  37566. /**
  37567. * The distance away from the face of the mesh that the UI should be attached to (default: 0.15)
  37568. */
  37569. distanceAwayFromFace: number;
  37570. /**
  37571. * The distance from the bottom of the face that the UI should be attached to (default: 0.15)
  37572. */
  37573. distanceAwayFromBottomOfFace: number;
  37574. private _faceVectors;
  37575. private _target;
  37576. private _scene;
  37577. private _onRenderObserver;
  37578. private _tmpMatrix;
  37579. private _tmpVector;
  37580. /**
  37581. * Creates the AttachToBoxBehavior, used to attach UI to the closest face of the box to a camera
  37582. * @param ui The transform node that should be attched to the mesh
  37583. */
  37584. constructor(ui: TransformNode);
  37585. /**
  37586. * Initializes the behavior
  37587. */
  37588. init(): void;
  37589. private _closestFace;
  37590. private _zeroVector;
  37591. private _lookAtTmpMatrix;
  37592. private _lookAtToRef;
  37593. /**
  37594. * Attaches the AttachToBoxBehavior to the passed in mesh
  37595. * @param target The mesh that the specified node will be attached to
  37596. */
  37597. attach(target: Mesh): void;
  37598. /**
  37599. * Detaches the behavior from the mesh
  37600. */
  37601. detach(): void;
  37602. }
  37603. }
  37604. declare module "babylonjs/Behaviors/Meshes/fadeInOutBehavior" {
  37605. import { Behavior } from "babylonjs/Behaviors/behavior";
  37606. import { Mesh } from "babylonjs/Meshes/mesh";
  37607. /**
  37608. * A behavior that when attached to a mesh will allow the mesh to fade in and out
  37609. */
  37610. export class FadeInOutBehavior implements Behavior<Mesh> {
  37611. /**
  37612. * Time in milliseconds to delay before fading in (Default: 0)
  37613. */
  37614. delay: number;
  37615. /**
  37616. * Time in milliseconds for the mesh to fade in (Default: 300)
  37617. */
  37618. fadeInTime: number;
  37619. private _millisecondsPerFrame;
  37620. private _hovered;
  37621. private _hoverValue;
  37622. private _ownerNode;
  37623. /**
  37624. * Instatiates the FadeInOutBehavior
  37625. */
  37626. constructor();
  37627. /**
  37628. * The name of the behavior
  37629. */
  37630. readonly name: string;
  37631. /**
  37632. * Initializes the behavior
  37633. */
  37634. init(): void;
  37635. /**
  37636. * Attaches the fade behavior on the passed in mesh
  37637. * @param ownerNode The mesh that will be faded in/out once attached
  37638. */
  37639. attach(ownerNode: Mesh): void;
  37640. /**
  37641. * Detaches the behavior from the mesh
  37642. */
  37643. detach(): void;
  37644. /**
  37645. * Triggers the mesh to begin fading in or out
  37646. * @param value if the object should fade in or out (true to fade in)
  37647. */
  37648. fadeIn(value: boolean): void;
  37649. private _update;
  37650. private _setAllVisibility;
  37651. }
  37652. }
  37653. declare module "babylonjs/Misc/pivotTools" {
  37654. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  37655. /**
  37656. * Class containing a set of static utilities functions for managing Pivots
  37657. * @hidden
  37658. */
  37659. export class PivotTools {
  37660. private static _PivotCached;
  37661. private static _OldPivotPoint;
  37662. private static _PivotTranslation;
  37663. private static _PivotTmpVector;
  37664. /** @hidden */
  37665. static _RemoveAndStorePivotPoint(mesh: AbstractMesh): void;
  37666. /** @hidden */
  37667. static _RestorePivotPoint(mesh: AbstractMesh): void;
  37668. }
  37669. }
  37670. declare module "babylonjs/Meshes/Builders/planeBuilder" {
  37671. import { Scene } from "babylonjs/scene";
  37672. import { Vector4 } from "babylonjs/Maths/math.vector";
  37673. import { Mesh } from "babylonjs/Meshes/mesh";
  37674. import { Nullable } from "babylonjs/types";
  37675. import { Plane } from "babylonjs/Maths/math.plane";
  37676. /**
  37677. * Class containing static functions to help procedurally build meshes
  37678. */
  37679. export class PlaneBuilder {
  37680. /**
  37681. * Creates a plane mesh
  37682. * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)
  37683. * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)
  37684. * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane
  37685. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  37686. * * 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
  37687. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  37688. * @param name defines the name of the mesh
  37689. * @param options defines the options used to create the mesh
  37690. * @param scene defines the hosting scene
  37691. * @returns the plane mesh
  37692. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  37693. */
  37694. static CreatePlane(name: string, options: {
  37695. size?: number;
  37696. width?: number;
  37697. height?: number;
  37698. sideOrientation?: number;
  37699. frontUVs?: Vector4;
  37700. backUVs?: Vector4;
  37701. updatable?: boolean;
  37702. sourcePlane?: Plane;
  37703. }, scene?: Nullable<Scene>): Mesh;
  37704. }
  37705. }
  37706. declare module "babylonjs/Behaviors/Meshes/pointerDragBehavior" {
  37707. import { Behavior } from "babylonjs/Behaviors/behavior";
  37708. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  37709. import { Observable } from "babylonjs/Misc/observable";
  37710. import { Vector3 } from "babylonjs/Maths/math.vector";
  37711. import { Ray } from "babylonjs/Culling/ray";
  37712. import "babylonjs/Meshes/Builders/planeBuilder";
  37713. /**
  37714. * A behavior that when attached to a mesh will allow the mesh to be dragged around the screen based on pointer events
  37715. */
  37716. export class PointerDragBehavior implements Behavior<AbstractMesh> {
  37717. private static _AnyMouseID;
  37718. /**
  37719. * Abstract mesh the behavior is set on
  37720. */
  37721. attachedNode: AbstractMesh;
  37722. private _dragPlane;
  37723. private _scene;
  37724. private _pointerObserver;
  37725. private _beforeRenderObserver;
  37726. private static _planeScene;
  37727. private _useAlternatePickedPointAboveMaxDragAngleDragSpeed;
  37728. /**
  37729. * 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)
  37730. */
  37731. maxDragAngle: number;
  37732. /**
  37733. * @hidden
  37734. */
  37735. _useAlternatePickedPointAboveMaxDragAngle: boolean;
  37736. /**
  37737. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  37738. */
  37739. currentDraggingPointerID: number;
  37740. /**
  37741. * The last position where the pointer hit the drag plane in world space
  37742. */
  37743. lastDragPosition: Vector3;
  37744. /**
  37745. * If the behavior is currently in a dragging state
  37746. */
  37747. dragging: boolean;
  37748. /**
  37749. * 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)
  37750. */
  37751. dragDeltaRatio: number;
  37752. /**
  37753. * If the drag plane orientation should be updated during the dragging (Default: true)
  37754. */
  37755. updateDragPlane: boolean;
  37756. private _debugMode;
  37757. private _moving;
  37758. /**
  37759. * Fires each time the attached mesh is dragged with the pointer
  37760. * * delta between last drag position and current drag position in world space
  37761. * * dragDistance along the drag axis
  37762. * * dragPlaneNormal normal of the current drag plane used during the drag
  37763. * * dragPlanePoint in world space where the drag intersects the drag plane
  37764. */
  37765. onDragObservable: Observable<{
  37766. delta: Vector3;
  37767. dragPlanePoint: Vector3;
  37768. dragPlaneNormal: Vector3;
  37769. dragDistance: number;
  37770. pointerId: number;
  37771. }>;
  37772. /**
  37773. * Fires each time a drag begins (eg. mouse down on mesh)
  37774. */
  37775. onDragStartObservable: Observable<{
  37776. dragPlanePoint: Vector3;
  37777. pointerId: number;
  37778. }>;
  37779. /**
  37780. * Fires each time a drag ends (eg. mouse release after drag)
  37781. */
  37782. onDragEndObservable: Observable<{
  37783. dragPlanePoint: Vector3;
  37784. pointerId: number;
  37785. }>;
  37786. /**
  37787. * If the attached mesh should be moved when dragged
  37788. */
  37789. moveAttached: boolean;
  37790. /**
  37791. * If the drag behavior will react to drag events (Default: true)
  37792. */
  37793. enabled: boolean;
  37794. /**
  37795. * If pointer events should start and release the drag (Default: true)
  37796. */
  37797. startAndReleaseDragOnPointerEvents: boolean;
  37798. /**
  37799. * If camera controls should be detached during the drag
  37800. */
  37801. detachCameraControls: boolean;
  37802. /**
  37803. * If set, the drag plane/axis will be rotated based on the attached mesh's world rotation (Default: true)
  37804. */
  37805. useObjectOrienationForDragging: boolean;
  37806. private _options;
  37807. /**
  37808. * Creates a pointer drag behavior that can be attached to a mesh
  37809. * @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)
  37810. */
  37811. constructor(options?: {
  37812. dragAxis?: Vector3;
  37813. dragPlaneNormal?: Vector3;
  37814. });
  37815. /**
  37816. * Predicate to determine if it is valid to move the object to a new position when it is moved
  37817. */
  37818. validateDrag: (targetPosition: Vector3) => boolean;
  37819. /**
  37820. * The name of the behavior
  37821. */
  37822. readonly name: string;
  37823. /**
  37824. * Initializes the behavior
  37825. */
  37826. init(): void;
  37827. private _tmpVector;
  37828. private _alternatePickedPoint;
  37829. private _worldDragAxis;
  37830. private _targetPosition;
  37831. private _attachedElement;
  37832. /**
  37833. * Attaches the drag behavior the passed in mesh
  37834. * @param ownerNode The mesh that will be dragged around once attached
  37835. * @param predicate Predicate to use for pick filtering
  37836. */
  37837. attach(ownerNode: AbstractMesh, predicate?: (m: AbstractMesh) => boolean): void;
  37838. /**
  37839. * Force relase the drag action by code.
  37840. */
  37841. releaseDrag(): void;
  37842. private _startDragRay;
  37843. private _lastPointerRay;
  37844. /**
  37845. * Simulates the start of a pointer drag event on the behavior
  37846. * @param pointerId pointerID of the pointer that should be simulated (Default: Any mouse pointer ID)
  37847. * @param fromRay initial ray of the pointer to be simulated (Default: Ray from camera to attached mesh)
  37848. * @param startPickedPoint picked point of the pointer to be simulated (Default: attached mesh position)
  37849. */
  37850. startDrag(pointerId?: number, fromRay?: Ray, startPickedPoint?: Vector3): void;
  37851. private _startDrag;
  37852. private _dragDelta;
  37853. private _moveDrag;
  37854. private _pickWithRayOnDragPlane;
  37855. private _pointA;
  37856. private _pointB;
  37857. private _pointC;
  37858. private _lineA;
  37859. private _lineB;
  37860. private _localAxis;
  37861. private _lookAt;
  37862. private _updateDragPlanePosition;
  37863. /**
  37864. * Detaches the behavior from the mesh
  37865. */
  37866. detach(): void;
  37867. }
  37868. }
  37869. declare module "babylonjs/Behaviors/Meshes/multiPointerScaleBehavior" {
  37870. import { Mesh } from "babylonjs/Meshes/mesh";
  37871. import { Behavior } from "babylonjs/Behaviors/behavior";
  37872. /**
  37873. * A behavior that when attached to a mesh will allow the mesh to be scaled
  37874. */
  37875. export class MultiPointerScaleBehavior implements Behavior<Mesh> {
  37876. private _dragBehaviorA;
  37877. private _dragBehaviorB;
  37878. private _startDistance;
  37879. private _initialScale;
  37880. private _targetScale;
  37881. private _ownerNode;
  37882. private _sceneRenderObserver;
  37883. /**
  37884. * Instantiate a new behavior that when attached to a mesh will allow the mesh to be scaled
  37885. */
  37886. constructor();
  37887. /**
  37888. * The name of the behavior
  37889. */
  37890. readonly name: string;
  37891. /**
  37892. * Initializes the behavior
  37893. */
  37894. init(): void;
  37895. private _getCurrentDistance;
  37896. /**
  37897. * Attaches the scale behavior the passed in mesh
  37898. * @param ownerNode The mesh that will be scaled around once attached
  37899. */
  37900. attach(ownerNode: Mesh): void;
  37901. /**
  37902. * Detaches the behavior from the mesh
  37903. */
  37904. detach(): void;
  37905. }
  37906. }
  37907. declare module "babylonjs/Behaviors/Meshes/sixDofDragBehavior" {
  37908. import { Behavior } from "babylonjs/Behaviors/behavior";
  37909. import { Mesh } from "babylonjs/Meshes/mesh";
  37910. import { Observable } from "babylonjs/Misc/observable";
  37911. /**
  37912. * 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
  37913. */
  37914. export class SixDofDragBehavior implements Behavior<Mesh> {
  37915. private static _virtualScene;
  37916. private _ownerNode;
  37917. private _sceneRenderObserver;
  37918. private _scene;
  37919. private _targetPosition;
  37920. private _virtualOriginMesh;
  37921. private _virtualDragMesh;
  37922. private _pointerObserver;
  37923. private _moving;
  37924. private _startingOrientation;
  37925. /**
  37926. * 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)
  37927. */
  37928. private zDragFactor;
  37929. /**
  37930. * If the object should rotate to face the drag origin
  37931. */
  37932. rotateDraggedObject: boolean;
  37933. /**
  37934. * If the behavior is currently in a dragging state
  37935. */
  37936. dragging: boolean;
  37937. /**
  37938. * 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)
  37939. */
  37940. dragDeltaRatio: number;
  37941. /**
  37942. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  37943. */
  37944. currentDraggingPointerID: number;
  37945. /**
  37946. * If camera controls should be detached during the drag
  37947. */
  37948. detachCameraControls: boolean;
  37949. /**
  37950. * Fires each time a drag starts
  37951. */
  37952. onDragStartObservable: Observable<{}>;
  37953. /**
  37954. * Fires each time a drag ends (eg. mouse release after drag)
  37955. */
  37956. onDragEndObservable: Observable<{}>;
  37957. /**
  37958. * 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
  37959. */
  37960. constructor();
  37961. /**
  37962. * The name of the behavior
  37963. */
  37964. readonly name: string;
  37965. /**
  37966. * Initializes the behavior
  37967. */
  37968. init(): void;
  37969. /**
  37970. * In the case of multiplea active cameras, the cameraToUseForPointers should be used if set instead of active camera
  37971. */
  37972. private readonly _pointerCamera;
  37973. /**
  37974. * Attaches the scale behavior the passed in mesh
  37975. * @param ownerNode The mesh that will be scaled around once attached
  37976. */
  37977. attach(ownerNode: Mesh): void;
  37978. /**
  37979. * Detaches the behavior from the mesh
  37980. */
  37981. detach(): void;
  37982. }
  37983. }
  37984. declare module "babylonjs/Behaviors/Meshes/index" {
  37985. export * from "babylonjs/Behaviors/Meshes/attachToBoxBehavior";
  37986. export * from "babylonjs/Behaviors/Meshes/fadeInOutBehavior";
  37987. export * from "babylonjs/Behaviors/Meshes/multiPointerScaleBehavior";
  37988. export * from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  37989. export * from "babylonjs/Behaviors/Meshes/sixDofDragBehavior";
  37990. }
  37991. declare module "babylonjs/Behaviors/index" {
  37992. export * from "babylonjs/Behaviors/behavior";
  37993. export * from "babylonjs/Behaviors/Cameras/index";
  37994. export * from "babylonjs/Behaviors/Meshes/index";
  37995. }
  37996. declare module "babylonjs/Bones/boneIKController" {
  37997. import { Bone } from "babylonjs/Bones/bone";
  37998. import { Vector3 } from "babylonjs/Maths/math.vector";
  37999. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  38000. import { Nullable } from "babylonjs/types";
  38001. /**
  38002. * Class used to apply inverse kinematics to bones
  38003. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#boneikcontroller
  38004. */
  38005. export class BoneIKController {
  38006. private static _tmpVecs;
  38007. private static _tmpQuat;
  38008. private static _tmpMats;
  38009. /**
  38010. * Gets or sets the target mesh
  38011. */
  38012. targetMesh: AbstractMesh;
  38013. /** Gets or sets the mesh used as pole */
  38014. poleTargetMesh: AbstractMesh;
  38015. /**
  38016. * Gets or sets the bone used as pole
  38017. */
  38018. poleTargetBone: Nullable<Bone>;
  38019. /**
  38020. * Gets or sets the target position
  38021. */
  38022. targetPosition: Vector3;
  38023. /**
  38024. * Gets or sets the pole target position
  38025. */
  38026. poleTargetPosition: Vector3;
  38027. /**
  38028. * Gets or sets the pole target local offset
  38029. */
  38030. poleTargetLocalOffset: Vector3;
  38031. /**
  38032. * Gets or sets the pole angle
  38033. */
  38034. poleAngle: number;
  38035. /**
  38036. * Gets or sets the mesh associated with the controller
  38037. */
  38038. mesh: AbstractMesh;
  38039. /**
  38040. * 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)
  38041. */
  38042. slerpAmount: number;
  38043. private _bone1Quat;
  38044. private _bone1Mat;
  38045. private _bone2Ang;
  38046. private _bone1;
  38047. private _bone2;
  38048. private _bone1Length;
  38049. private _bone2Length;
  38050. private _maxAngle;
  38051. private _maxReach;
  38052. private _rightHandedSystem;
  38053. private _bendAxis;
  38054. private _slerping;
  38055. private _adjustRoll;
  38056. /**
  38057. * Gets or sets maximum allowed angle
  38058. */
  38059. maxAngle: number;
  38060. /**
  38061. * Creates a new BoneIKController
  38062. * @param mesh defines the mesh to control
  38063. * @param bone defines the bone to control
  38064. * @param options defines options to set up the controller
  38065. */
  38066. constructor(mesh: AbstractMesh, bone: Bone, options?: {
  38067. targetMesh?: AbstractMesh;
  38068. poleTargetMesh?: AbstractMesh;
  38069. poleTargetBone?: Bone;
  38070. poleTargetLocalOffset?: Vector3;
  38071. poleAngle?: number;
  38072. bendAxis?: Vector3;
  38073. maxAngle?: number;
  38074. slerpAmount?: number;
  38075. });
  38076. private _setMaxAngle;
  38077. /**
  38078. * Force the controller to update the bones
  38079. */
  38080. update(): void;
  38081. }
  38082. }
  38083. declare module "babylonjs/Bones/boneLookController" {
  38084. import { Vector3 } from "babylonjs/Maths/math.vector";
  38085. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  38086. import { Bone } from "babylonjs/Bones/bone";
  38087. import { Space } from "babylonjs/Maths/math.axis";
  38088. /**
  38089. * Class used to make a bone look toward a point in space
  38090. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#bonelookcontroller
  38091. */
  38092. export class BoneLookController {
  38093. private static _tmpVecs;
  38094. private static _tmpQuat;
  38095. private static _tmpMats;
  38096. /**
  38097. * The target Vector3 that the bone will look at
  38098. */
  38099. target: Vector3;
  38100. /**
  38101. * The mesh that the bone is attached to
  38102. */
  38103. mesh: AbstractMesh;
  38104. /**
  38105. * The bone that will be looking to the target
  38106. */
  38107. bone: Bone;
  38108. /**
  38109. * The up axis of the coordinate system that is used when the bone is rotated
  38110. */
  38111. upAxis: Vector3;
  38112. /**
  38113. * The space that the up axis is in - Space.BONE, Space.LOCAL (default), or Space.WORLD
  38114. */
  38115. upAxisSpace: Space;
  38116. /**
  38117. * Used to make an adjustment to the yaw of the bone
  38118. */
  38119. adjustYaw: number;
  38120. /**
  38121. * Used to make an adjustment to the pitch of the bone
  38122. */
  38123. adjustPitch: number;
  38124. /**
  38125. * Used to make an adjustment to the roll of the bone
  38126. */
  38127. adjustRoll: number;
  38128. /**
  38129. * 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)
  38130. */
  38131. slerpAmount: number;
  38132. private _minYaw;
  38133. private _maxYaw;
  38134. private _minPitch;
  38135. private _maxPitch;
  38136. private _minYawSin;
  38137. private _minYawCos;
  38138. private _maxYawSin;
  38139. private _maxYawCos;
  38140. private _midYawConstraint;
  38141. private _minPitchTan;
  38142. private _maxPitchTan;
  38143. private _boneQuat;
  38144. private _slerping;
  38145. private _transformYawPitch;
  38146. private _transformYawPitchInv;
  38147. private _firstFrameSkipped;
  38148. private _yawRange;
  38149. private _fowardAxis;
  38150. /**
  38151. * Gets or sets the minimum yaw angle that the bone can look to
  38152. */
  38153. minYaw: number;
  38154. /**
  38155. * Gets or sets the maximum yaw angle that the bone can look to
  38156. */
  38157. maxYaw: number;
  38158. /**
  38159. * Gets or sets the minimum pitch angle that the bone can look to
  38160. */
  38161. minPitch: number;
  38162. /**
  38163. * Gets or sets the maximum pitch angle that the bone can look to
  38164. */
  38165. maxPitch: number;
  38166. /**
  38167. * Create a BoneLookController
  38168. * @param mesh the mesh that the bone belongs to
  38169. * @param bone the bone that will be looking to the target
  38170. * @param target the target Vector3 to look at
  38171. * @param options optional settings:
  38172. * * maxYaw: the maximum angle the bone will yaw to
  38173. * * minYaw: the minimum angle the bone will yaw to
  38174. * * maxPitch: the maximum angle the bone will pitch to
  38175. * * minPitch: the minimum angle the bone will yaw to
  38176. * * slerpAmount: set the between 0 and 1 to make the bone slerp to the target.
  38177. * * upAxis: the up axis of the coordinate system
  38178. * * upAxisSpace: the space that the up axis is in - Space.BONE, Space.LOCAL (default), or Space.WORLD.
  38179. * * yawAxis: set yawAxis if the bone does not yaw on the y axis
  38180. * * pitchAxis: set pitchAxis if the bone does not pitch on the x axis
  38181. * * adjustYaw: used to make an adjustment to the yaw of the bone
  38182. * * adjustPitch: used to make an adjustment to the pitch of the bone
  38183. * * adjustRoll: used to make an adjustment to the roll of the bone
  38184. **/
  38185. constructor(mesh: AbstractMesh, bone: Bone, target: Vector3, options?: {
  38186. maxYaw?: number;
  38187. minYaw?: number;
  38188. maxPitch?: number;
  38189. minPitch?: number;
  38190. slerpAmount?: number;
  38191. upAxis?: Vector3;
  38192. upAxisSpace?: Space;
  38193. yawAxis?: Vector3;
  38194. pitchAxis?: Vector3;
  38195. adjustYaw?: number;
  38196. adjustPitch?: number;
  38197. adjustRoll?: number;
  38198. });
  38199. /**
  38200. * Update the bone to look at the target. This should be called before the scene is rendered (use scene.registerBeforeRender())
  38201. */
  38202. update(): void;
  38203. private _getAngleDiff;
  38204. private _getAngleBetween;
  38205. private _isAngleBetween;
  38206. }
  38207. }
  38208. declare module "babylonjs/Bones/index" {
  38209. export * from "babylonjs/Bones/bone";
  38210. export * from "babylonjs/Bones/boneIKController";
  38211. export * from "babylonjs/Bones/boneLookController";
  38212. export * from "babylonjs/Bones/skeleton";
  38213. }
  38214. declare module "babylonjs/Cameras/Inputs/arcRotateCameraGamepadInput" {
  38215. import { Nullable } from "babylonjs/types";
  38216. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  38217. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  38218. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  38219. /**
  38220. * Manage the gamepad inputs to control an arc rotate camera.
  38221. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38222. */
  38223. export class ArcRotateCameraGamepadInput implements ICameraInput<ArcRotateCamera> {
  38224. /**
  38225. * Defines the camera the input is attached to.
  38226. */
  38227. camera: ArcRotateCamera;
  38228. /**
  38229. * Defines the gamepad the input is gathering event from.
  38230. */
  38231. gamepad: Nullable<Gamepad>;
  38232. /**
  38233. * Defines the gamepad rotation sensiblity.
  38234. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  38235. */
  38236. gamepadRotationSensibility: number;
  38237. /**
  38238. * Defines the gamepad move sensiblity.
  38239. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  38240. */
  38241. gamepadMoveSensibility: number;
  38242. private _onGamepadConnectedObserver;
  38243. private _onGamepadDisconnectedObserver;
  38244. /**
  38245. * Attach the input controls to a specific dom element to get the input from.
  38246. * @param element Defines the element the controls should be listened from
  38247. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  38248. */
  38249. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38250. /**
  38251. * Detach the current controls from the specified dom element.
  38252. * @param element Defines the element to stop listening the inputs from
  38253. */
  38254. detachControl(element: Nullable<HTMLElement>): void;
  38255. /**
  38256. * Update the current camera state depending on the inputs that have been used this frame.
  38257. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  38258. */
  38259. checkInputs(): void;
  38260. /**
  38261. * Gets the class name of the current intput.
  38262. * @returns the class name
  38263. */
  38264. getClassName(): string;
  38265. /**
  38266. * Get the friendly name associated with the input class.
  38267. * @returns the input friendly name
  38268. */
  38269. getSimpleName(): string;
  38270. }
  38271. }
  38272. declare module "babylonjs/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput" {
  38273. import { Nullable } from "babylonjs/types";
  38274. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  38275. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  38276. module "babylonjs/Cameras/arcRotateCameraInputsManager" {
  38277. interface ArcRotateCameraInputsManager {
  38278. /**
  38279. * Add orientation input support to the input manager.
  38280. * @returns the current input manager
  38281. */
  38282. addVRDeviceOrientation(): ArcRotateCameraInputsManager;
  38283. }
  38284. }
  38285. /**
  38286. * Manage the device orientation inputs (gyroscope) to control an arc rotate camera.
  38287. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38288. */
  38289. export class ArcRotateCameraVRDeviceOrientationInput implements ICameraInput<ArcRotateCamera> {
  38290. /**
  38291. * Defines the camera the input is attached to.
  38292. */
  38293. camera: ArcRotateCamera;
  38294. /**
  38295. * Defines a correction factor applied on the alpha value retrieved from the orientation events.
  38296. */
  38297. alphaCorrection: number;
  38298. /**
  38299. * Defines a correction factor applied on the gamma value retrieved from the orientation events.
  38300. */
  38301. gammaCorrection: number;
  38302. private _alpha;
  38303. private _gamma;
  38304. private _dirty;
  38305. private _deviceOrientationHandler;
  38306. /**
  38307. * Instantiate a new ArcRotateCameraVRDeviceOrientationInput.
  38308. */
  38309. constructor();
  38310. /**
  38311. * Attach the input controls to a specific dom element to get the input from.
  38312. * @param element Defines the element the controls should be listened from
  38313. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  38314. */
  38315. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38316. /** @hidden */
  38317. _onOrientationEvent(evt: DeviceOrientationEvent): void;
  38318. /**
  38319. * Update the current camera state depending on the inputs that have been used this frame.
  38320. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  38321. */
  38322. checkInputs(): void;
  38323. /**
  38324. * Detach the current controls from the specified dom element.
  38325. * @param element Defines the element to stop listening the inputs from
  38326. */
  38327. detachControl(element: Nullable<HTMLElement>): void;
  38328. /**
  38329. * Gets the class name of the current intput.
  38330. * @returns the class name
  38331. */
  38332. getClassName(): string;
  38333. /**
  38334. * Get the friendly name associated with the input class.
  38335. * @returns the input friendly name
  38336. */
  38337. getSimpleName(): string;
  38338. }
  38339. }
  38340. declare module "babylonjs/Cameras/Inputs/flyCameraMouseInput" {
  38341. import { Nullable } from "babylonjs/types";
  38342. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  38343. import { FlyCamera } from "babylonjs/Cameras/flyCamera";
  38344. /**
  38345. * Listen to mouse events to control the camera.
  38346. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38347. */
  38348. export class FlyCameraMouseInput implements ICameraInput<FlyCamera> {
  38349. /**
  38350. * Defines the camera the input is attached to.
  38351. */
  38352. camera: FlyCamera;
  38353. /**
  38354. * Defines if touch is enabled. (Default is true.)
  38355. */
  38356. touchEnabled: boolean;
  38357. /**
  38358. * Defines the buttons associated with the input to handle camera rotation.
  38359. */
  38360. buttons: number[];
  38361. /**
  38362. * Assign buttons for Yaw control.
  38363. */
  38364. buttonsYaw: number[];
  38365. /**
  38366. * Assign buttons for Pitch control.
  38367. */
  38368. buttonsPitch: number[];
  38369. /**
  38370. * Assign buttons for Roll control.
  38371. */
  38372. buttonsRoll: number[];
  38373. /**
  38374. * Detect if any button is being pressed while mouse is moved.
  38375. * -1 = Mouse locked.
  38376. * 0 = Left button.
  38377. * 1 = Middle Button.
  38378. * 2 = Right Button.
  38379. */
  38380. activeButton: number;
  38381. /**
  38382. * Defines the pointer's angular sensibility, to control the camera rotation speed.
  38383. * Higher values reduce its sensitivity.
  38384. */
  38385. angularSensibility: number;
  38386. private _mousemoveCallback;
  38387. private _observer;
  38388. private _rollObserver;
  38389. private previousPosition;
  38390. private noPreventDefault;
  38391. private element;
  38392. /**
  38393. * Listen to mouse events to control the camera.
  38394. * @param touchEnabled Define if touch is enabled. (Default is true.)
  38395. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38396. */
  38397. constructor(touchEnabled?: boolean);
  38398. /**
  38399. * Attach the mouse control to the HTML DOM element.
  38400. * @param element Defines the element that listens to the input events.
  38401. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault().
  38402. */
  38403. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38404. /**
  38405. * Detach the current controls from the specified dom element.
  38406. * @param element Defines the element to stop listening the inputs from
  38407. */
  38408. detachControl(element: Nullable<HTMLElement>): void;
  38409. /**
  38410. * Gets the class name of the current input.
  38411. * @returns the class name.
  38412. */
  38413. getClassName(): string;
  38414. /**
  38415. * Get the friendly name associated with the input class.
  38416. * @returns the input's friendly name.
  38417. */
  38418. getSimpleName(): string;
  38419. private _pointerInput;
  38420. private _onMouseMove;
  38421. /**
  38422. * Rotate camera by mouse offset.
  38423. */
  38424. private rotateCamera;
  38425. }
  38426. }
  38427. declare module "babylonjs/Cameras/flyCameraInputsManager" {
  38428. import { FlyCamera } from "babylonjs/Cameras/flyCamera";
  38429. import { CameraInputsManager } from "babylonjs/Cameras/cameraInputsManager";
  38430. /**
  38431. * Default Inputs manager for the FlyCamera.
  38432. * It groups all the default supported inputs for ease of use.
  38433. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38434. */
  38435. export class FlyCameraInputsManager extends CameraInputsManager<FlyCamera> {
  38436. /**
  38437. * Instantiates a new FlyCameraInputsManager.
  38438. * @param camera Defines the camera the inputs belong to.
  38439. */
  38440. constructor(camera: FlyCamera);
  38441. /**
  38442. * Add keyboard input support to the input manager.
  38443. * @returns the new FlyCameraKeyboardMoveInput().
  38444. */
  38445. addKeyboard(): FlyCameraInputsManager;
  38446. /**
  38447. * Add mouse input support to the input manager.
  38448. * @param touchEnabled Enable touch screen support.
  38449. * @returns the new FlyCameraMouseInput().
  38450. */
  38451. addMouse(touchEnabled?: boolean): FlyCameraInputsManager;
  38452. }
  38453. }
  38454. declare module "babylonjs/Cameras/flyCamera" {
  38455. import { Scene } from "babylonjs/scene";
  38456. import { Vector3, Quaternion } from "babylonjs/Maths/math.vector";
  38457. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  38458. import { TargetCamera } from "babylonjs/Cameras/targetCamera";
  38459. import { FlyCameraInputsManager } from "babylonjs/Cameras/flyCameraInputsManager";
  38460. /**
  38461. * This is a flying camera, designed for 3D movement and rotation in all directions,
  38462. * such as in a 3D Space Shooter or a Flight Simulator.
  38463. */
  38464. export class FlyCamera extends TargetCamera {
  38465. /**
  38466. * Define the collision ellipsoid of the camera.
  38467. * This is helpful for simulating a camera body, like a player's body.
  38468. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  38469. */
  38470. ellipsoid: Vector3;
  38471. /**
  38472. * Define an offset for the position of the ellipsoid around the camera.
  38473. * This can be helpful if the camera is attached away from the player's body center,
  38474. * such as at its head.
  38475. */
  38476. ellipsoidOffset: Vector3;
  38477. /**
  38478. * Enable or disable collisions of the camera with the rest of the scene objects.
  38479. */
  38480. checkCollisions: boolean;
  38481. /**
  38482. * Enable or disable gravity on the camera.
  38483. */
  38484. applyGravity: boolean;
  38485. /**
  38486. * Define the current direction the camera is moving to.
  38487. */
  38488. cameraDirection: Vector3;
  38489. /**
  38490. * Define the current local rotation of the camera as a quaternion to prevent Gimbal lock.
  38491. * This overrides and empties cameraRotation.
  38492. */
  38493. rotationQuaternion: Quaternion;
  38494. /**
  38495. * Track Roll to maintain the wanted Rolling when looking around.
  38496. */
  38497. _trackRoll: number;
  38498. /**
  38499. * Slowly correct the Roll to its original value after a Pitch+Yaw rotation.
  38500. */
  38501. rollCorrect: number;
  38502. /**
  38503. * Mimic a banked turn, Rolling the camera when Yawing.
  38504. * It's recommended to use rollCorrect = 10 for faster banking correction.
  38505. */
  38506. bankedTurn: boolean;
  38507. /**
  38508. * Limit in radians for how much Roll banking will add. (Default: 90°)
  38509. */
  38510. bankedTurnLimit: number;
  38511. /**
  38512. * Value of 0 disables the banked Roll.
  38513. * Value of 1 is equal to the Yaw angle in radians.
  38514. */
  38515. bankedTurnMultiplier: number;
  38516. /**
  38517. * The inputs manager loads all the input sources, such as keyboard and mouse.
  38518. */
  38519. inputs: FlyCameraInputsManager;
  38520. /**
  38521. * Gets the input sensibility for mouse input.
  38522. * Higher values reduce sensitivity.
  38523. */
  38524. /**
  38525. * Sets the input sensibility for a mouse input.
  38526. * Higher values reduce sensitivity.
  38527. */
  38528. angularSensibility: number;
  38529. /**
  38530. * Get the keys for camera movement forward.
  38531. */
  38532. /**
  38533. * Set the keys for camera movement forward.
  38534. */
  38535. keysForward: number[];
  38536. /**
  38537. * Get the keys for camera movement backward.
  38538. */
  38539. keysBackward: number[];
  38540. /**
  38541. * Get the keys for camera movement up.
  38542. */
  38543. /**
  38544. * Set the keys for camera movement up.
  38545. */
  38546. keysUp: number[];
  38547. /**
  38548. * Get the keys for camera movement down.
  38549. */
  38550. /**
  38551. * Set the keys for camera movement down.
  38552. */
  38553. keysDown: number[];
  38554. /**
  38555. * Get the keys for camera movement left.
  38556. */
  38557. /**
  38558. * Set the keys for camera movement left.
  38559. */
  38560. keysLeft: number[];
  38561. /**
  38562. * Set the keys for camera movement right.
  38563. */
  38564. /**
  38565. * Set the keys for camera movement right.
  38566. */
  38567. keysRight: number[];
  38568. /**
  38569. * Event raised when the camera collides with a mesh in the scene.
  38570. */
  38571. onCollide: (collidedMesh: AbstractMesh) => void;
  38572. private _collider;
  38573. private _needMoveForGravity;
  38574. private _oldPosition;
  38575. private _diffPosition;
  38576. private _newPosition;
  38577. /** @hidden */
  38578. _localDirection: Vector3;
  38579. /** @hidden */
  38580. _transformedDirection: Vector3;
  38581. /**
  38582. * Instantiates a FlyCamera.
  38583. * This is a flying camera, designed for 3D movement and rotation in all directions,
  38584. * such as in a 3D Space Shooter or a Flight Simulator.
  38585. * @param name Define the name of the camera in the scene.
  38586. * @param position Define the starting position of the camera in the scene.
  38587. * @param scene Define the scene the camera belongs to.
  38588. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active, if no other camera has been defined as active.
  38589. */
  38590. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  38591. /**
  38592. * Attach a control to the HTML DOM element.
  38593. * @param element Defines the element that listens to the input events.
  38594. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault(). https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault
  38595. */
  38596. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38597. /**
  38598. * Detach a control from the HTML DOM element.
  38599. * The camera will stop reacting to that input.
  38600. * @param element Defines the element that listens to the input events.
  38601. */
  38602. detachControl(element: HTMLElement): void;
  38603. private _collisionMask;
  38604. /**
  38605. * Get the mask that the camera ignores in collision events.
  38606. */
  38607. /**
  38608. * Set the mask that the camera ignores in collision events.
  38609. */
  38610. collisionMask: number;
  38611. /** @hidden */
  38612. _collideWithWorld(displacement: Vector3): void;
  38613. /** @hidden */
  38614. private _onCollisionPositionChange;
  38615. /** @hidden */
  38616. _checkInputs(): void;
  38617. /** @hidden */
  38618. _decideIfNeedsToMove(): boolean;
  38619. /** @hidden */
  38620. _updatePosition(): void;
  38621. /**
  38622. * Restore the Roll to its target value at the rate specified.
  38623. * @param rate - Higher means slower restoring.
  38624. * @hidden
  38625. */
  38626. restoreRoll(rate: number): void;
  38627. /**
  38628. * Destroy the camera and release the current resources held by it.
  38629. */
  38630. dispose(): void;
  38631. /**
  38632. * Get the current object class name.
  38633. * @returns the class name.
  38634. */
  38635. getClassName(): string;
  38636. }
  38637. }
  38638. declare module "babylonjs/Cameras/Inputs/flyCameraKeyboardInput" {
  38639. import { Nullable } from "babylonjs/types";
  38640. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  38641. import { FlyCamera } from "babylonjs/Cameras/flyCamera";
  38642. /**
  38643. * Listen to keyboard events to control the camera.
  38644. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38645. */
  38646. export class FlyCameraKeyboardInput implements ICameraInput<FlyCamera> {
  38647. /**
  38648. * Defines the camera the input is attached to.
  38649. */
  38650. camera: FlyCamera;
  38651. /**
  38652. * The list of keyboard keys used to control the forward move of the camera.
  38653. */
  38654. keysForward: number[];
  38655. /**
  38656. * The list of keyboard keys used to control the backward move of the camera.
  38657. */
  38658. keysBackward: number[];
  38659. /**
  38660. * The list of keyboard keys used to control the forward move of the camera.
  38661. */
  38662. keysUp: number[];
  38663. /**
  38664. * The list of keyboard keys used to control the backward move of the camera.
  38665. */
  38666. keysDown: number[];
  38667. /**
  38668. * The list of keyboard keys used to control the right strafe move of the camera.
  38669. */
  38670. keysRight: number[];
  38671. /**
  38672. * The list of keyboard keys used to control the left strafe move of the camera.
  38673. */
  38674. keysLeft: number[];
  38675. private _keys;
  38676. private _onCanvasBlurObserver;
  38677. private _onKeyboardObserver;
  38678. private _engine;
  38679. private _scene;
  38680. /**
  38681. * Attach the input controls to a specific dom element to get the input from.
  38682. * @param element Defines the element the controls should be listened from
  38683. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  38684. */
  38685. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38686. /**
  38687. * Detach the current controls from the specified dom element.
  38688. * @param element Defines the element to stop listening the inputs from
  38689. */
  38690. detachControl(element: Nullable<HTMLElement>): void;
  38691. /**
  38692. * Gets the class name of the current intput.
  38693. * @returns the class name
  38694. */
  38695. getClassName(): string;
  38696. /** @hidden */
  38697. _onLostFocus(e: FocusEvent): void;
  38698. /**
  38699. * Get the friendly name associated with the input class.
  38700. * @returns the input friendly name
  38701. */
  38702. getSimpleName(): string;
  38703. /**
  38704. * Update the current camera state depending on the inputs that have been used this frame.
  38705. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  38706. */
  38707. checkInputs(): void;
  38708. }
  38709. }
  38710. declare module "babylonjs/Cameras/Inputs/followCameraMouseWheelInput" {
  38711. import { Nullable } from "babylonjs/types";
  38712. import { FollowCamera } from "babylonjs/Cameras/followCamera";
  38713. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  38714. /**
  38715. * Manage the mouse wheel inputs to control a follow camera.
  38716. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38717. */
  38718. export class FollowCameraMouseWheelInput implements ICameraInput<FollowCamera> {
  38719. /**
  38720. * Defines the camera the input is attached to.
  38721. */
  38722. camera: FollowCamera;
  38723. /**
  38724. * Moue wheel controls zoom. (Mouse wheel modifies camera.radius value.)
  38725. */
  38726. axisControlRadius: boolean;
  38727. /**
  38728. * Moue wheel controls height. (Mouse wheel modifies camera.heightOffset value.)
  38729. */
  38730. axisControlHeight: boolean;
  38731. /**
  38732. * Moue wheel controls angle. (Mouse wheel modifies camera.rotationOffset value.)
  38733. */
  38734. axisControlRotation: boolean;
  38735. /**
  38736. * Gets or Set the mouse wheel precision or how fast is the camera moves in
  38737. * relation to mouseWheel events.
  38738. */
  38739. wheelPrecision: number;
  38740. /**
  38741. * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.
  38742. * It defines the percentage of current camera.radius to use as delta when wheel is used.
  38743. */
  38744. wheelDeltaPercentage: number;
  38745. private _wheel;
  38746. private _observer;
  38747. /**
  38748. * Attach the input controls to a specific dom element to get the input from.
  38749. * @param element Defines the element the controls should be listened from
  38750. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  38751. */
  38752. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38753. /**
  38754. * Detach the current controls from the specified dom element.
  38755. * @param element Defines the element to stop listening the inputs from
  38756. */
  38757. detachControl(element: Nullable<HTMLElement>): void;
  38758. /**
  38759. * Gets the class name of the current intput.
  38760. * @returns the class name
  38761. */
  38762. getClassName(): string;
  38763. /**
  38764. * Get the friendly name associated with the input class.
  38765. * @returns the input friendly name
  38766. */
  38767. getSimpleName(): string;
  38768. }
  38769. }
  38770. declare module "babylonjs/Cameras/Inputs/followCameraPointersInput" {
  38771. import { Nullable } from "babylonjs/types";
  38772. import { FollowCamera } from "babylonjs/Cameras/followCamera";
  38773. import { BaseCameraPointersInput } from "babylonjs/Cameras/Inputs/BaseCameraPointersInput";
  38774. import { PointerTouch } from "babylonjs/Events/pointerEvents";
  38775. /**
  38776. * Manage the pointers inputs to control an follow camera.
  38777. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38778. */
  38779. export class FollowCameraPointersInput extends BaseCameraPointersInput {
  38780. /**
  38781. * Defines the camera the input is attached to.
  38782. */
  38783. camera: FollowCamera;
  38784. /**
  38785. * Gets the class name of the current input.
  38786. * @returns the class name
  38787. */
  38788. getClassName(): string;
  38789. /**
  38790. * Defines the pointer angular sensibility along the X axis or how fast is
  38791. * the camera rotating.
  38792. * A negative number will reverse the axis direction.
  38793. */
  38794. angularSensibilityX: number;
  38795. /**
  38796. * Defines the pointer angular sensibility along the Y axis or how fast is
  38797. * the camera rotating.
  38798. * A negative number will reverse the axis direction.
  38799. */
  38800. angularSensibilityY: number;
  38801. /**
  38802. * Defines the pointer pinch precision or how fast is the camera zooming.
  38803. * A negative number will reverse the axis direction.
  38804. */
  38805. pinchPrecision: number;
  38806. /**
  38807. * pinchDeltaPercentage will be used instead of pinchPrecision if different
  38808. * from 0.
  38809. * It defines the percentage of current camera.radius to use as delta when
  38810. * pinch zoom is used.
  38811. */
  38812. pinchDeltaPercentage: number;
  38813. /**
  38814. * Pointer X axis controls zoom. (X axis modifies camera.radius value.)
  38815. */
  38816. axisXControlRadius: boolean;
  38817. /**
  38818. * Pointer X axis controls height. (X axis modifies camera.heightOffset value.)
  38819. */
  38820. axisXControlHeight: boolean;
  38821. /**
  38822. * Pointer X axis controls angle. (X axis modifies camera.rotationOffset value.)
  38823. */
  38824. axisXControlRotation: boolean;
  38825. /**
  38826. * Pointer Y axis controls zoom. (Y axis modifies camera.radius value.)
  38827. */
  38828. axisYControlRadius: boolean;
  38829. /**
  38830. * Pointer Y axis controls height. (Y axis modifies camera.heightOffset value.)
  38831. */
  38832. axisYControlHeight: boolean;
  38833. /**
  38834. * Pointer Y axis controls angle. (Y axis modifies camera.rotationOffset value.)
  38835. */
  38836. axisYControlRotation: boolean;
  38837. /**
  38838. * Pinch controls zoom. (Pinch modifies camera.radius value.)
  38839. */
  38840. axisPinchControlRadius: boolean;
  38841. /**
  38842. * Pinch controls height. (Pinch modifies camera.heightOffset value.)
  38843. */
  38844. axisPinchControlHeight: boolean;
  38845. /**
  38846. * Pinch controls angle. (Pinch modifies camera.rotationOffset value.)
  38847. */
  38848. axisPinchControlRotation: boolean;
  38849. /**
  38850. * Log error messages if basic misconfiguration has occurred.
  38851. */
  38852. warningEnable: boolean;
  38853. protected onTouch(pointA: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  38854. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  38855. private _warningCounter;
  38856. private _warning;
  38857. }
  38858. }
  38859. declare module "babylonjs/Cameras/followCameraInputsManager" {
  38860. import { CameraInputsManager } from "babylonjs/Cameras/cameraInputsManager";
  38861. import { FollowCamera } from "babylonjs/Cameras/followCamera";
  38862. /**
  38863. * Default Inputs manager for the FollowCamera.
  38864. * It groups all the default supported inputs for ease of use.
  38865. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38866. */
  38867. export class FollowCameraInputsManager extends CameraInputsManager<FollowCamera> {
  38868. /**
  38869. * Instantiates a new FollowCameraInputsManager.
  38870. * @param camera Defines the camera the inputs belong to
  38871. */
  38872. constructor(camera: FollowCamera);
  38873. /**
  38874. * Add keyboard input support to the input manager.
  38875. * @returns the current input manager
  38876. */
  38877. addKeyboard(): FollowCameraInputsManager;
  38878. /**
  38879. * Add mouse wheel input support to the input manager.
  38880. * @returns the current input manager
  38881. */
  38882. addMouseWheel(): FollowCameraInputsManager;
  38883. /**
  38884. * Add pointers input support to the input manager.
  38885. * @returns the current input manager
  38886. */
  38887. addPointers(): FollowCameraInputsManager;
  38888. /**
  38889. * Add orientation input support to the input manager.
  38890. * @returns the current input manager
  38891. */
  38892. addVRDeviceOrientation(): FollowCameraInputsManager;
  38893. }
  38894. }
  38895. declare module "babylonjs/Cameras/followCamera" {
  38896. import { Nullable } from "babylonjs/types";
  38897. import { TargetCamera } from "babylonjs/Cameras/targetCamera";
  38898. import { Scene } from "babylonjs/scene";
  38899. import { Vector3 } from "babylonjs/Maths/math.vector";
  38900. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  38901. import { FollowCameraInputsManager } from "babylonjs/Cameras/followCameraInputsManager";
  38902. /**
  38903. * A follow camera takes a mesh as a target and follows it as it moves. Both a free camera version followCamera and
  38904. * an arc rotate version arcFollowCamera are available.
  38905. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  38906. */
  38907. export class FollowCamera extends TargetCamera {
  38908. /**
  38909. * Distance the follow camera should follow an object at
  38910. */
  38911. radius: number;
  38912. /**
  38913. * Minimum allowed distance of the camera to the axis of rotation
  38914. * (The camera can not get closer).
  38915. * This can help limiting how the Camera is able to move in the scene.
  38916. */
  38917. lowerRadiusLimit: Nullable<number>;
  38918. /**
  38919. * Maximum allowed distance of the camera to the axis of rotation
  38920. * (The camera can not get further).
  38921. * This can help limiting how the Camera is able to move in the scene.
  38922. */
  38923. upperRadiusLimit: Nullable<number>;
  38924. /**
  38925. * Define a rotation offset between the camera and the object it follows
  38926. */
  38927. rotationOffset: number;
  38928. /**
  38929. * Minimum allowed angle to camera position relative to target object.
  38930. * This can help limiting how the Camera is able to move in the scene.
  38931. */
  38932. lowerRotationOffsetLimit: Nullable<number>;
  38933. /**
  38934. * Maximum allowed angle to camera position relative to target object.
  38935. * This can help limiting how the Camera is able to move in the scene.
  38936. */
  38937. upperRotationOffsetLimit: Nullable<number>;
  38938. /**
  38939. * Define a height offset between the camera and the object it follows.
  38940. * It can help following an object from the top (like a car chaing a plane)
  38941. */
  38942. heightOffset: number;
  38943. /**
  38944. * Minimum allowed height of camera position relative to target object.
  38945. * This can help limiting how the Camera is able to move in the scene.
  38946. */
  38947. lowerHeightOffsetLimit: Nullable<number>;
  38948. /**
  38949. * Maximum allowed height of camera position relative to target object.
  38950. * This can help limiting how the Camera is able to move in the scene.
  38951. */
  38952. upperHeightOffsetLimit: Nullable<number>;
  38953. /**
  38954. * Define how fast the camera can accelerate to follow it s target.
  38955. */
  38956. cameraAcceleration: number;
  38957. /**
  38958. * Define the speed limit of the camera following an object.
  38959. */
  38960. maxCameraSpeed: number;
  38961. /**
  38962. * Define the target of the camera.
  38963. */
  38964. lockedTarget: Nullable<AbstractMesh>;
  38965. /**
  38966. * Defines the input associated with the camera.
  38967. */
  38968. inputs: FollowCameraInputsManager;
  38969. /**
  38970. * Instantiates the follow camera.
  38971. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  38972. * @param name Define the name of the camera in the scene
  38973. * @param position Define the position of the camera
  38974. * @param scene Define the scene the camera belong to
  38975. * @param lockedTarget Define the target of the camera
  38976. */
  38977. constructor(name: string, position: Vector3, scene: Scene, lockedTarget?: Nullable<AbstractMesh>);
  38978. private _follow;
  38979. /**
  38980. * Attached controls to the current camera.
  38981. * @param element Defines the element the controls should be listened from
  38982. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  38983. */
  38984. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38985. /**
  38986. * Detach the current controls from the camera.
  38987. * The camera will stop reacting to inputs.
  38988. * @param element Defines the element to stop listening the inputs from
  38989. */
  38990. detachControl(element: HTMLElement): void;
  38991. /** @hidden */
  38992. _checkInputs(): void;
  38993. private _checkLimits;
  38994. /**
  38995. * Gets the camera class name.
  38996. * @returns the class name
  38997. */
  38998. getClassName(): string;
  38999. }
  39000. /**
  39001. * Arc Rotate version of the follow camera.
  39002. * It still follows a Defined mesh but in an Arc Rotate Camera fashion.
  39003. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  39004. */
  39005. export class ArcFollowCamera extends TargetCamera {
  39006. /** The longitudinal angle of the camera */
  39007. alpha: number;
  39008. /** The latitudinal angle of the camera */
  39009. beta: number;
  39010. /** The radius of the camera from its target */
  39011. radius: number;
  39012. /** Define the camera target (the messh it should follow) */
  39013. target: Nullable<AbstractMesh>;
  39014. private _cartesianCoordinates;
  39015. /**
  39016. * Instantiates a new ArcFollowCamera
  39017. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  39018. * @param name Define the name of the camera
  39019. * @param alpha Define the rotation angle of the camera around the logitudinal axis
  39020. * @param beta Define the rotation angle of the camera around the elevation axis
  39021. * @param radius Define the radius of the camera from its target point
  39022. * @param target Define the target of the camera
  39023. * @param scene Define the scene the camera belongs to
  39024. */
  39025. constructor(name: string,
  39026. /** The longitudinal angle of the camera */
  39027. alpha: number,
  39028. /** The latitudinal angle of the camera */
  39029. beta: number,
  39030. /** The radius of the camera from its target */
  39031. radius: number,
  39032. /** Define the camera target (the messh it should follow) */
  39033. target: Nullable<AbstractMesh>, scene: Scene);
  39034. private _follow;
  39035. /** @hidden */
  39036. _checkInputs(): void;
  39037. /**
  39038. * Returns the class name of the object.
  39039. * It is mostly used internally for serialization purposes.
  39040. */
  39041. getClassName(): string;
  39042. }
  39043. }
  39044. declare module "babylonjs/Cameras/Inputs/followCameraKeyboardMoveInput" {
  39045. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  39046. import { FollowCamera } from "babylonjs/Cameras/followCamera";
  39047. import { Nullable } from "babylonjs/types";
  39048. /**
  39049. * Manage the keyboard inputs to control the movement of a follow camera.
  39050. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39051. */
  39052. export class FollowCameraKeyboardMoveInput implements ICameraInput<FollowCamera> {
  39053. /**
  39054. * Defines the camera the input is attached to.
  39055. */
  39056. camera: FollowCamera;
  39057. /**
  39058. * Defines the list of key codes associated with the up action (increase heightOffset)
  39059. */
  39060. keysHeightOffsetIncr: number[];
  39061. /**
  39062. * Defines the list of key codes associated with the down action (decrease heightOffset)
  39063. */
  39064. keysHeightOffsetDecr: number[];
  39065. /**
  39066. * Defines whether the Alt modifier key is required to move up/down (alter heightOffset)
  39067. */
  39068. keysHeightOffsetModifierAlt: boolean;
  39069. /**
  39070. * Defines whether the Ctrl modifier key is required to move up/down (alter heightOffset)
  39071. */
  39072. keysHeightOffsetModifierCtrl: boolean;
  39073. /**
  39074. * Defines whether the Shift modifier key is required to move up/down (alter heightOffset)
  39075. */
  39076. keysHeightOffsetModifierShift: boolean;
  39077. /**
  39078. * Defines the list of key codes associated with the left action (increase rotationOffset)
  39079. */
  39080. keysRotationOffsetIncr: number[];
  39081. /**
  39082. * Defines the list of key codes associated with the right action (decrease rotationOffset)
  39083. */
  39084. keysRotationOffsetDecr: number[];
  39085. /**
  39086. * Defines whether the Alt modifier key is required to move left/right (alter rotationOffset)
  39087. */
  39088. keysRotationOffsetModifierAlt: boolean;
  39089. /**
  39090. * Defines whether the Ctrl modifier key is required to move left/right (alter rotationOffset)
  39091. */
  39092. keysRotationOffsetModifierCtrl: boolean;
  39093. /**
  39094. * Defines whether the Shift modifier key is required to move left/right (alter rotationOffset)
  39095. */
  39096. keysRotationOffsetModifierShift: boolean;
  39097. /**
  39098. * Defines the list of key codes associated with the zoom-in action (decrease radius)
  39099. */
  39100. keysRadiusIncr: number[];
  39101. /**
  39102. * Defines the list of key codes associated with the zoom-out action (increase radius)
  39103. */
  39104. keysRadiusDecr: number[];
  39105. /**
  39106. * Defines whether the Alt modifier key is required to zoom in/out (alter radius value)
  39107. */
  39108. keysRadiusModifierAlt: boolean;
  39109. /**
  39110. * Defines whether the Ctrl modifier key is required to zoom in/out (alter radius value)
  39111. */
  39112. keysRadiusModifierCtrl: boolean;
  39113. /**
  39114. * Defines whether the Shift modifier key is required to zoom in/out (alter radius value)
  39115. */
  39116. keysRadiusModifierShift: boolean;
  39117. /**
  39118. * Defines the rate of change of heightOffset.
  39119. */
  39120. heightSensibility: number;
  39121. /**
  39122. * Defines the rate of change of rotationOffset.
  39123. */
  39124. rotationSensibility: number;
  39125. /**
  39126. * Defines the rate of change of radius.
  39127. */
  39128. radiusSensibility: number;
  39129. private _keys;
  39130. private _ctrlPressed;
  39131. private _altPressed;
  39132. private _shiftPressed;
  39133. private _onCanvasBlurObserver;
  39134. private _onKeyboardObserver;
  39135. private _engine;
  39136. private _scene;
  39137. /**
  39138. * Attach the input controls to a specific dom element to get the input from.
  39139. * @param element Defines the element the controls should be listened from
  39140. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  39141. */
  39142. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39143. /**
  39144. * Detach the current controls from the specified dom element.
  39145. * @param element Defines the element to stop listening the inputs from
  39146. */
  39147. detachControl(element: Nullable<HTMLElement>): void;
  39148. /**
  39149. * Update the current camera state depending on the inputs that have been used this frame.
  39150. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  39151. */
  39152. checkInputs(): void;
  39153. /**
  39154. * Gets the class name of the current input.
  39155. * @returns the class name
  39156. */
  39157. getClassName(): string;
  39158. /**
  39159. * Get the friendly name associated with the input class.
  39160. * @returns the input friendly name
  39161. */
  39162. getSimpleName(): string;
  39163. /**
  39164. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  39165. * allow modification of the heightOffset value.
  39166. */
  39167. private _modifierHeightOffset;
  39168. /**
  39169. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  39170. * allow modification of the rotationOffset value.
  39171. */
  39172. private _modifierRotationOffset;
  39173. /**
  39174. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  39175. * allow modification of the radius value.
  39176. */
  39177. private _modifierRadius;
  39178. }
  39179. }
  39180. declare module "babylonjs/Cameras/Inputs/freeCameraDeviceOrientationInput" {
  39181. import { Nullable } from "babylonjs/types";
  39182. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  39183. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  39184. import { Observable } from "babylonjs/Misc/observable";
  39185. module "babylonjs/Cameras/freeCameraInputsManager" {
  39186. interface FreeCameraInputsManager {
  39187. /**
  39188. * @hidden
  39189. */
  39190. _deviceOrientationInput: Nullable<FreeCameraDeviceOrientationInput>;
  39191. /**
  39192. * Add orientation input support to the input manager.
  39193. * @returns the current input manager
  39194. */
  39195. addDeviceOrientation(): FreeCameraInputsManager;
  39196. }
  39197. }
  39198. /**
  39199. * Takes information about the orientation of the device as reported by the deviceorientation event to orient the camera.
  39200. * Screen rotation is taken into account.
  39201. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39202. */
  39203. export class FreeCameraDeviceOrientationInput implements ICameraInput<FreeCamera> {
  39204. private _camera;
  39205. private _screenOrientationAngle;
  39206. private _constantTranform;
  39207. private _screenQuaternion;
  39208. private _alpha;
  39209. private _beta;
  39210. private _gamma;
  39211. /**
  39212. * Can be used to detect if a device orientation sensor is availible on a device
  39213. * @param timeout amount of time in milliseconds to wait for a response from the sensor (default: infinite)
  39214. * @returns a promise that will resolve on orientation change
  39215. */
  39216. static WaitForOrientationChangeAsync(timeout?: number): Promise<unknown>;
  39217. /**
  39218. * @hidden
  39219. */
  39220. _onDeviceOrientationChangedObservable: Observable<void>;
  39221. /**
  39222. * Instantiates a new input
  39223. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39224. */
  39225. constructor();
  39226. /**
  39227. * Define the camera controlled by the input.
  39228. */
  39229. camera: FreeCamera;
  39230. /**
  39231. * Attach the input controls to a specific dom element to get the input from.
  39232. * @param element Defines the element the controls should be listened from
  39233. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  39234. */
  39235. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39236. private _orientationChanged;
  39237. private _deviceOrientation;
  39238. /**
  39239. * Detach the current controls from the specified dom element.
  39240. * @param element Defines the element to stop listening the inputs from
  39241. */
  39242. detachControl(element: Nullable<HTMLElement>): void;
  39243. /**
  39244. * Update the current camera state depending on the inputs that have been used this frame.
  39245. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  39246. */
  39247. checkInputs(): void;
  39248. /**
  39249. * Gets the class name of the current intput.
  39250. * @returns the class name
  39251. */
  39252. getClassName(): string;
  39253. /**
  39254. * Get the friendly name associated with the input class.
  39255. * @returns the input friendly name
  39256. */
  39257. getSimpleName(): string;
  39258. }
  39259. }
  39260. declare module "babylonjs/Cameras/Inputs/freeCameraGamepadInput" {
  39261. import { Nullable } from "babylonjs/types";
  39262. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  39263. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  39264. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  39265. /**
  39266. * Manage the gamepad inputs to control a free camera.
  39267. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39268. */
  39269. export class FreeCameraGamepadInput implements ICameraInput<FreeCamera> {
  39270. /**
  39271. * Define the camera the input is attached to.
  39272. */
  39273. camera: FreeCamera;
  39274. /**
  39275. * Define the Gamepad controlling the input
  39276. */
  39277. gamepad: Nullable<Gamepad>;
  39278. /**
  39279. * Defines the gamepad rotation sensiblity.
  39280. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  39281. */
  39282. gamepadAngularSensibility: number;
  39283. /**
  39284. * Defines the gamepad move sensiblity.
  39285. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  39286. */
  39287. gamepadMoveSensibility: number;
  39288. private _onGamepadConnectedObserver;
  39289. private _onGamepadDisconnectedObserver;
  39290. private _cameraTransform;
  39291. private _deltaTransform;
  39292. private _vector3;
  39293. private _vector2;
  39294. /**
  39295. * Attach the input controls to a specific dom element to get the input from.
  39296. * @param element Defines the element the controls should be listened from
  39297. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  39298. */
  39299. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39300. /**
  39301. * Detach the current controls from the specified dom element.
  39302. * @param element Defines the element to stop listening the inputs from
  39303. */
  39304. detachControl(element: Nullable<HTMLElement>): void;
  39305. /**
  39306. * Update the current camera state depending on the inputs that have been used this frame.
  39307. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  39308. */
  39309. checkInputs(): void;
  39310. /**
  39311. * Gets the class name of the current intput.
  39312. * @returns the class name
  39313. */
  39314. getClassName(): string;
  39315. /**
  39316. * Get the friendly name associated with the input class.
  39317. * @returns the input friendly name
  39318. */
  39319. getSimpleName(): string;
  39320. }
  39321. }
  39322. declare module "babylonjs/Misc/virtualJoystick" {
  39323. import { Nullable } from "babylonjs/types";
  39324. import { Vector3 } from "babylonjs/Maths/math.vector";
  39325. /**
  39326. * Defines the potential axis of a Joystick
  39327. */
  39328. export enum JoystickAxis {
  39329. /** X axis */
  39330. X = 0,
  39331. /** Y axis */
  39332. Y = 1,
  39333. /** Z axis */
  39334. Z = 2
  39335. }
  39336. /**
  39337. * Class used to define virtual joystick (used in touch mode)
  39338. */
  39339. export class VirtualJoystick {
  39340. /**
  39341. * Gets or sets a boolean indicating that left and right values must be inverted
  39342. */
  39343. reverseLeftRight: boolean;
  39344. /**
  39345. * Gets or sets a boolean indicating that up and down values must be inverted
  39346. */
  39347. reverseUpDown: boolean;
  39348. /**
  39349. * Gets the offset value for the position (ie. the change of the position value)
  39350. */
  39351. deltaPosition: Vector3;
  39352. /**
  39353. * Gets a boolean indicating if the virtual joystick was pressed
  39354. */
  39355. pressed: boolean;
  39356. /**
  39357. * Canvas the virtual joystick will render onto, default z-index of this is 5
  39358. */
  39359. static Canvas: Nullable<HTMLCanvasElement>;
  39360. private static _globalJoystickIndex;
  39361. private static vjCanvasContext;
  39362. private static vjCanvasWidth;
  39363. private static vjCanvasHeight;
  39364. private static halfWidth;
  39365. private _action;
  39366. private _axisTargetedByLeftAndRight;
  39367. private _axisTargetedByUpAndDown;
  39368. private _joystickSensibility;
  39369. private _inversedSensibility;
  39370. private _joystickPointerID;
  39371. private _joystickColor;
  39372. private _joystickPointerPos;
  39373. private _joystickPreviousPointerPos;
  39374. private _joystickPointerStartPos;
  39375. private _deltaJoystickVector;
  39376. private _leftJoystick;
  39377. private _touches;
  39378. private _onPointerDownHandlerRef;
  39379. private _onPointerMoveHandlerRef;
  39380. private _onPointerUpHandlerRef;
  39381. private _onResize;
  39382. /**
  39383. * Creates a new virtual joystick
  39384. * @param leftJoystick defines that the joystick is for left hand (false by default)
  39385. */
  39386. constructor(leftJoystick?: boolean);
  39387. /**
  39388. * Defines joystick sensibility (ie. the ratio beteen a physical move and virtual joystick position change)
  39389. * @param newJoystickSensibility defines the new sensibility
  39390. */
  39391. setJoystickSensibility(newJoystickSensibility: number): void;
  39392. private _onPointerDown;
  39393. private _onPointerMove;
  39394. private _onPointerUp;
  39395. /**
  39396. * Change the color of the virtual joystick
  39397. * @param newColor a string that must be a CSS color value (like "red") or the hexa value (like "#FF0000")
  39398. */
  39399. setJoystickColor(newColor: string): void;
  39400. /**
  39401. * Defines a callback to call when the joystick is touched
  39402. * @param action defines the callback
  39403. */
  39404. setActionOnTouch(action: () => any): void;
  39405. /**
  39406. * Defines which axis you'd like to control for left & right
  39407. * @param axis defines the axis to use
  39408. */
  39409. setAxisForLeftRight(axis: JoystickAxis): void;
  39410. /**
  39411. * Defines which axis you'd like to control for up & down
  39412. * @param axis defines the axis to use
  39413. */
  39414. setAxisForUpDown(axis: JoystickAxis): void;
  39415. private _drawVirtualJoystick;
  39416. /**
  39417. * Release internal HTML canvas
  39418. */
  39419. releaseCanvas(): void;
  39420. }
  39421. }
  39422. declare module "babylonjs/Cameras/Inputs/freeCameraVirtualJoystickInput" {
  39423. import { VirtualJoystick } from "babylonjs/Misc/virtualJoystick";
  39424. import { Nullable } from "babylonjs/types";
  39425. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  39426. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  39427. module "babylonjs/Cameras/freeCameraInputsManager" {
  39428. interface FreeCameraInputsManager {
  39429. /**
  39430. * Add virtual joystick input support to the input manager.
  39431. * @returns the current input manager
  39432. */
  39433. addVirtualJoystick(): FreeCameraInputsManager;
  39434. }
  39435. }
  39436. /**
  39437. * Manage the Virtual Joystick inputs to control the movement of a free camera.
  39438. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39439. */
  39440. export class FreeCameraVirtualJoystickInput implements ICameraInput<FreeCamera> {
  39441. /**
  39442. * Defines the camera the input is attached to.
  39443. */
  39444. camera: FreeCamera;
  39445. private _leftjoystick;
  39446. private _rightjoystick;
  39447. /**
  39448. * Gets the left stick of the virtual joystick.
  39449. * @returns The virtual Joystick
  39450. */
  39451. getLeftJoystick(): VirtualJoystick;
  39452. /**
  39453. * Gets the right stick of the virtual joystick.
  39454. * @returns The virtual Joystick
  39455. */
  39456. getRightJoystick(): VirtualJoystick;
  39457. /**
  39458. * Update the current camera state depending on the inputs that have been used this frame.
  39459. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  39460. */
  39461. checkInputs(): void;
  39462. /**
  39463. * Attach the input controls to a specific dom element to get the input from.
  39464. * @param element Defines the element the controls should be listened from
  39465. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  39466. */
  39467. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39468. /**
  39469. * Detach the current controls from the specified dom element.
  39470. * @param element Defines the element to stop listening the inputs from
  39471. */
  39472. detachControl(element: Nullable<HTMLElement>): void;
  39473. /**
  39474. * Gets the class name of the current intput.
  39475. * @returns the class name
  39476. */
  39477. getClassName(): string;
  39478. /**
  39479. * Get the friendly name associated with the input class.
  39480. * @returns the input friendly name
  39481. */
  39482. getSimpleName(): string;
  39483. }
  39484. }
  39485. declare module "babylonjs/Cameras/Inputs/index" {
  39486. export * from "babylonjs/Cameras/Inputs/arcRotateCameraGamepadInput";
  39487. export * from "babylonjs/Cameras/Inputs/arcRotateCameraKeyboardMoveInput";
  39488. export * from "babylonjs/Cameras/Inputs/arcRotateCameraMouseWheelInput";
  39489. export * from "babylonjs/Cameras/Inputs/arcRotateCameraPointersInput";
  39490. export * from "babylonjs/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput";
  39491. export * from "babylonjs/Cameras/Inputs/flyCameraKeyboardInput";
  39492. export * from "babylonjs/Cameras/Inputs/flyCameraMouseInput";
  39493. export * from "babylonjs/Cameras/Inputs/followCameraKeyboardMoveInput";
  39494. export * from "babylonjs/Cameras/Inputs/followCameraMouseWheelInput";
  39495. export * from "babylonjs/Cameras/Inputs/followCameraPointersInput";
  39496. export * from "babylonjs/Cameras/Inputs/freeCameraDeviceOrientationInput";
  39497. export * from "babylonjs/Cameras/Inputs/freeCameraGamepadInput";
  39498. export * from "babylonjs/Cameras/Inputs/freeCameraKeyboardMoveInput";
  39499. export * from "babylonjs/Cameras/Inputs/freeCameraMouseInput";
  39500. export * from "babylonjs/Cameras/Inputs/freeCameraTouchInput";
  39501. export * from "babylonjs/Cameras/Inputs/freeCameraVirtualJoystickInput";
  39502. }
  39503. declare module "babylonjs/Cameras/touchCamera" {
  39504. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  39505. import { Scene } from "babylonjs/scene";
  39506. import { Vector3 } from "babylonjs/Maths/math.vector";
  39507. /**
  39508. * This represents a FPS type of camera controlled by touch.
  39509. * This is like a universal camera minus the Gamepad controls.
  39510. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  39511. */
  39512. export class TouchCamera extends FreeCamera {
  39513. /**
  39514. * Defines the touch sensibility for rotation.
  39515. * The higher the faster.
  39516. */
  39517. touchAngularSensibility: number;
  39518. /**
  39519. * Defines the touch sensibility for move.
  39520. * The higher the faster.
  39521. */
  39522. touchMoveSensibility: number;
  39523. /**
  39524. * Instantiates a new touch camera.
  39525. * This represents a FPS type of camera controlled by touch.
  39526. * This is like a universal camera minus the Gamepad controls.
  39527. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  39528. * @param name Define the name of the camera in the scene
  39529. * @param position Define the start position of the camera in the scene
  39530. * @param scene Define the scene the camera belongs to
  39531. */
  39532. constructor(name: string, position: Vector3, scene: Scene);
  39533. /**
  39534. * Gets the current object class name.
  39535. * @return the class name
  39536. */
  39537. getClassName(): string;
  39538. /** @hidden */
  39539. _setupInputs(): void;
  39540. }
  39541. }
  39542. declare module "babylonjs/Cameras/deviceOrientationCamera" {
  39543. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  39544. import { Scene } from "babylonjs/scene";
  39545. import { Vector3 } from "babylonjs/Maths/math.vector";
  39546. import "babylonjs/Cameras/Inputs/freeCameraDeviceOrientationInput";
  39547. import { Axis } from "babylonjs/Maths/math.axis";
  39548. /**
  39549. * This is a camera specifically designed to react to device orientation events such as a modern mobile device
  39550. * being tilted forward or back and left or right.
  39551. */
  39552. export class DeviceOrientationCamera extends FreeCamera {
  39553. private _initialQuaternion;
  39554. private _quaternionCache;
  39555. private _tmpDragQuaternion;
  39556. private _disablePointerInputWhenUsingDeviceOrientation;
  39557. /**
  39558. * Creates a new device orientation camera
  39559. * @param name The name of the camera
  39560. * @param position The start position camera
  39561. * @param scene The scene the camera belongs to
  39562. */
  39563. constructor(name: string, position: Vector3, scene: Scene);
  39564. /**
  39565. * Gets or sets a boolean indicating that pointer input must be disabled on first orientation sensor update (Default: true)
  39566. */
  39567. disablePointerInputWhenUsingDeviceOrientation: boolean;
  39568. private _dragFactor;
  39569. /**
  39570. * Enabled turning on the y axis when the orientation sensor is active
  39571. * @param dragFactor the factor that controls the turn speed (default: 1/300)
  39572. */
  39573. enableHorizontalDragging(dragFactor?: number): void;
  39574. /**
  39575. * Gets the current instance class name ("DeviceOrientationCamera").
  39576. * This helps avoiding instanceof at run time.
  39577. * @returns the class name
  39578. */
  39579. getClassName(): string;
  39580. /**
  39581. * @hidden
  39582. * Checks and applies the current values of the inputs to the camera. (Internal use only)
  39583. */
  39584. _checkInputs(): void;
  39585. /**
  39586. * Reset the camera to its default orientation on the specified axis only.
  39587. * @param axis The axis to reset
  39588. */
  39589. resetToCurrentRotation(axis?: Axis): void;
  39590. }
  39591. }
  39592. declare module "babylonjs/Gamepads/xboxGamepad" {
  39593. import { Observable } from "babylonjs/Misc/observable";
  39594. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  39595. /**
  39596. * Defines supported buttons for XBox360 compatible gamepads
  39597. */
  39598. export enum Xbox360Button {
  39599. /** A */
  39600. A = 0,
  39601. /** B */
  39602. B = 1,
  39603. /** X */
  39604. X = 2,
  39605. /** Y */
  39606. Y = 3,
  39607. /** Start */
  39608. Start = 4,
  39609. /** Back */
  39610. Back = 5,
  39611. /** Left button */
  39612. LB = 6,
  39613. /** Right button */
  39614. RB = 7,
  39615. /** Left stick */
  39616. LeftStick = 8,
  39617. /** Right stick */
  39618. RightStick = 9
  39619. }
  39620. /** Defines values for XBox360 DPad */
  39621. export enum Xbox360Dpad {
  39622. /** Up */
  39623. Up = 0,
  39624. /** Down */
  39625. Down = 1,
  39626. /** Left */
  39627. Left = 2,
  39628. /** Right */
  39629. Right = 3
  39630. }
  39631. /**
  39632. * Defines a XBox360 gamepad
  39633. */
  39634. export class Xbox360Pad extends Gamepad {
  39635. private _leftTrigger;
  39636. private _rightTrigger;
  39637. private _onlefttriggerchanged;
  39638. private _onrighttriggerchanged;
  39639. private _onbuttondown;
  39640. private _onbuttonup;
  39641. private _ondpaddown;
  39642. private _ondpadup;
  39643. /** Observable raised when a button is pressed */
  39644. onButtonDownObservable: Observable<Xbox360Button>;
  39645. /** Observable raised when a button is released */
  39646. onButtonUpObservable: Observable<Xbox360Button>;
  39647. /** Observable raised when a pad is pressed */
  39648. onPadDownObservable: Observable<Xbox360Dpad>;
  39649. /** Observable raised when a pad is released */
  39650. onPadUpObservable: Observable<Xbox360Dpad>;
  39651. private _buttonA;
  39652. private _buttonB;
  39653. private _buttonX;
  39654. private _buttonY;
  39655. private _buttonBack;
  39656. private _buttonStart;
  39657. private _buttonLB;
  39658. private _buttonRB;
  39659. private _buttonLeftStick;
  39660. private _buttonRightStick;
  39661. private _dPadUp;
  39662. private _dPadDown;
  39663. private _dPadLeft;
  39664. private _dPadRight;
  39665. private _isXboxOnePad;
  39666. /**
  39667. * Creates a new XBox360 gamepad object
  39668. * @param id defines the id of this gamepad
  39669. * @param index defines its index
  39670. * @param gamepad defines the internal HTML gamepad object
  39671. * @param xboxOne defines if it is a XBox One gamepad
  39672. */
  39673. constructor(id: string, index: number, gamepad: any, xboxOne?: boolean);
  39674. /**
  39675. * Defines the callback to call when left trigger is pressed
  39676. * @param callback defines the callback to use
  39677. */
  39678. onlefttriggerchanged(callback: (value: number) => void): void;
  39679. /**
  39680. * Defines the callback to call when right trigger is pressed
  39681. * @param callback defines the callback to use
  39682. */
  39683. onrighttriggerchanged(callback: (value: number) => void): void;
  39684. /**
  39685. * Gets the left trigger value
  39686. */
  39687. /**
  39688. * Sets the left trigger value
  39689. */
  39690. leftTrigger: number;
  39691. /**
  39692. * Gets the right trigger value
  39693. */
  39694. /**
  39695. * Sets the right trigger value
  39696. */
  39697. rightTrigger: number;
  39698. /**
  39699. * Defines the callback to call when a button is pressed
  39700. * @param callback defines the callback to use
  39701. */
  39702. onbuttondown(callback: (buttonPressed: Xbox360Button) => void): void;
  39703. /**
  39704. * Defines the callback to call when a button is released
  39705. * @param callback defines the callback to use
  39706. */
  39707. onbuttonup(callback: (buttonReleased: Xbox360Button) => void): void;
  39708. /**
  39709. * Defines the callback to call when a pad is pressed
  39710. * @param callback defines the callback to use
  39711. */
  39712. ondpaddown(callback: (dPadPressed: Xbox360Dpad) => void): void;
  39713. /**
  39714. * Defines the callback to call when a pad is released
  39715. * @param callback defines the callback to use
  39716. */
  39717. ondpadup(callback: (dPadReleased: Xbox360Dpad) => void): void;
  39718. private _setButtonValue;
  39719. private _setDPadValue;
  39720. /**
  39721. * Gets the value of the `A` button
  39722. */
  39723. /**
  39724. * Sets the value of the `A` button
  39725. */
  39726. buttonA: number;
  39727. /**
  39728. * Gets the value of the `B` button
  39729. */
  39730. /**
  39731. * Sets the value of the `B` button
  39732. */
  39733. buttonB: number;
  39734. /**
  39735. * Gets the value of the `X` button
  39736. */
  39737. /**
  39738. * Sets the value of the `X` button
  39739. */
  39740. buttonX: number;
  39741. /**
  39742. * Gets the value of the `Y` button
  39743. */
  39744. /**
  39745. * Sets the value of the `Y` button
  39746. */
  39747. buttonY: number;
  39748. /**
  39749. * Gets the value of the `Start` button
  39750. */
  39751. /**
  39752. * Sets the value of the `Start` button
  39753. */
  39754. buttonStart: number;
  39755. /**
  39756. * Gets the value of the `Back` button
  39757. */
  39758. /**
  39759. * Sets the value of the `Back` button
  39760. */
  39761. buttonBack: number;
  39762. /**
  39763. * Gets the value of the `Left` button
  39764. */
  39765. /**
  39766. * Sets the value of the `Left` button
  39767. */
  39768. buttonLB: number;
  39769. /**
  39770. * Gets the value of the `Right` button
  39771. */
  39772. /**
  39773. * Sets the value of the `Right` button
  39774. */
  39775. buttonRB: number;
  39776. /**
  39777. * Gets the value of the Left joystick
  39778. */
  39779. /**
  39780. * Sets the value of the Left joystick
  39781. */
  39782. buttonLeftStick: number;
  39783. /**
  39784. * Gets the value of the Right joystick
  39785. */
  39786. /**
  39787. * Sets the value of the Right joystick
  39788. */
  39789. buttonRightStick: number;
  39790. /**
  39791. * Gets the value of D-pad up
  39792. */
  39793. /**
  39794. * Sets the value of D-pad up
  39795. */
  39796. dPadUp: number;
  39797. /**
  39798. * Gets the value of D-pad down
  39799. */
  39800. /**
  39801. * Sets the value of D-pad down
  39802. */
  39803. dPadDown: number;
  39804. /**
  39805. * Gets the value of D-pad left
  39806. */
  39807. /**
  39808. * Sets the value of D-pad left
  39809. */
  39810. dPadLeft: number;
  39811. /**
  39812. * Gets the value of D-pad right
  39813. */
  39814. /**
  39815. * Sets the value of D-pad right
  39816. */
  39817. dPadRight: number;
  39818. /**
  39819. * Force the gamepad to synchronize with device values
  39820. */
  39821. update(): void;
  39822. /**
  39823. * Disposes the gamepad
  39824. */
  39825. dispose(): void;
  39826. }
  39827. }
  39828. declare module "babylonjs/Gamepads/dualShockGamepad" {
  39829. import { Observable } from "babylonjs/Misc/observable";
  39830. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  39831. /**
  39832. * Defines supported buttons for DualShock compatible gamepads
  39833. */
  39834. export enum DualShockButton {
  39835. /** Cross */
  39836. Cross = 0,
  39837. /** Circle */
  39838. Circle = 1,
  39839. /** Square */
  39840. Square = 2,
  39841. /** Triangle */
  39842. Triangle = 3,
  39843. /** Options */
  39844. Options = 4,
  39845. /** Share */
  39846. Share = 5,
  39847. /** L1 */
  39848. L1 = 6,
  39849. /** R1 */
  39850. R1 = 7,
  39851. /** Left stick */
  39852. LeftStick = 8,
  39853. /** Right stick */
  39854. RightStick = 9
  39855. }
  39856. /** Defines values for DualShock DPad */
  39857. export enum DualShockDpad {
  39858. /** Up */
  39859. Up = 0,
  39860. /** Down */
  39861. Down = 1,
  39862. /** Left */
  39863. Left = 2,
  39864. /** Right */
  39865. Right = 3
  39866. }
  39867. /**
  39868. * Defines a DualShock gamepad
  39869. */
  39870. export class DualShockPad extends Gamepad {
  39871. private _leftTrigger;
  39872. private _rightTrigger;
  39873. private _onlefttriggerchanged;
  39874. private _onrighttriggerchanged;
  39875. private _onbuttondown;
  39876. private _onbuttonup;
  39877. private _ondpaddown;
  39878. private _ondpadup;
  39879. /** Observable raised when a button is pressed */
  39880. onButtonDownObservable: Observable<DualShockButton>;
  39881. /** Observable raised when a button is released */
  39882. onButtonUpObservable: Observable<DualShockButton>;
  39883. /** Observable raised when a pad is pressed */
  39884. onPadDownObservable: Observable<DualShockDpad>;
  39885. /** Observable raised when a pad is released */
  39886. onPadUpObservable: Observable<DualShockDpad>;
  39887. private _buttonCross;
  39888. private _buttonCircle;
  39889. private _buttonSquare;
  39890. private _buttonTriangle;
  39891. private _buttonShare;
  39892. private _buttonOptions;
  39893. private _buttonL1;
  39894. private _buttonR1;
  39895. private _buttonLeftStick;
  39896. private _buttonRightStick;
  39897. private _dPadUp;
  39898. private _dPadDown;
  39899. private _dPadLeft;
  39900. private _dPadRight;
  39901. /**
  39902. * Creates a new DualShock gamepad object
  39903. * @param id defines the id of this gamepad
  39904. * @param index defines its index
  39905. * @param gamepad defines the internal HTML gamepad object
  39906. */
  39907. constructor(id: string, index: number, gamepad: any);
  39908. /**
  39909. * Defines the callback to call when left trigger is pressed
  39910. * @param callback defines the callback to use
  39911. */
  39912. onlefttriggerchanged(callback: (value: number) => void): void;
  39913. /**
  39914. * Defines the callback to call when right trigger is pressed
  39915. * @param callback defines the callback to use
  39916. */
  39917. onrighttriggerchanged(callback: (value: number) => void): void;
  39918. /**
  39919. * Gets the left trigger value
  39920. */
  39921. /**
  39922. * Sets the left trigger value
  39923. */
  39924. leftTrigger: number;
  39925. /**
  39926. * Gets the right trigger value
  39927. */
  39928. /**
  39929. * Sets the right trigger value
  39930. */
  39931. rightTrigger: number;
  39932. /**
  39933. * Defines the callback to call when a button is pressed
  39934. * @param callback defines the callback to use
  39935. */
  39936. onbuttondown(callback: (buttonPressed: DualShockButton) => void): void;
  39937. /**
  39938. * Defines the callback to call when a button is released
  39939. * @param callback defines the callback to use
  39940. */
  39941. onbuttonup(callback: (buttonReleased: DualShockButton) => void): void;
  39942. /**
  39943. * Defines the callback to call when a pad is pressed
  39944. * @param callback defines the callback to use
  39945. */
  39946. ondpaddown(callback: (dPadPressed: DualShockDpad) => void): void;
  39947. /**
  39948. * Defines the callback to call when a pad is released
  39949. * @param callback defines the callback to use
  39950. */
  39951. ondpadup(callback: (dPadReleased: DualShockDpad) => void): void;
  39952. private _setButtonValue;
  39953. private _setDPadValue;
  39954. /**
  39955. * Gets the value of the `Cross` button
  39956. */
  39957. /**
  39958. * Sets the value of the `Cross` button
  39959. */
  39960. buttonCross: number;
  39961. /**
  39962. * Gets the value of the `Circle` button
  39963. */
  39964. /**
  39965. * Sets the value of the `Circle` button
  39966. */
  39967. buttonCircle: number;
  39968. /**
  39969. * Gets the value of the `Square` button
  39970. */
  39971. /**
  39972. * Sets the value of the `Square` button
  39973. */
  39974. buttonSquare: number;
  39975. /**
  39976. * Gets the value of the `Triangle` button
  39977. */
  39978. /**
  39979. * Sets the value of the `Triangle` button
  39980. */
  39981. buttonTriangle: number;
  39982. /**
  39983. * Gets the value of the `Options` button
  39984. */
  39985. /**
  39986. * Sets the value of the `Options` button
  39987. */
  39988. buttonOptions: number;
  39989. /**
  39990. * Gets the value of the `Share` button
  39991. */
  39992. /**
  39993. * Sets the value of the `Share` button
  39994. */
  39995. buttonShare: number;
  39996. /**
  39997. * Gets the value of the `L1` button
  39998. */
  39999. /**
  40000. * Sets the value of the `L1` button
  40001. */
  40002. buttonL1: number;
  40003. /**
  40004. * Gets the value of the `R1` button
  40005. */
  40006. /**
  40007. * Sets the value of the `R1` button
  40008. */
  40009. buttonR1: number;
  40010. /**
  40011. * Gets the value of the Left joystick
  40012. */
  40013. /**
  40014. * Sets the value of the Left joystick
  40015. */
  40016. buttonLeftStick: number;
  40017. /**
  40018. * Gets the value of the Right joystick
  40019. */
  40020. /**
  40021. * Sets the value of the Right joystick
  40022. */
  40023. buttonRightStick: number;
  40024. /**
  40025. * Gets the value of D-pad up
  40026. */
  40027. /**
  40028. * Sets the value of D-pad up
  40029. */
  40030. dPadUp: number;
  40031. /**
  40032. * Gets the value of D-pad down
  40033. */
  40034. /**
  40035. * Sets the value of D-pad down
  40036. */
  40037. dPadDown: number;
  40038. /**
  40039. * Gets the value of D-pad left
  40040. */
  40041. /**
  40042. * Sets the value of D-pad left
  40043. */
  40044. dPadLeft: number;
  40045. /**
  40046. * Gets the value of D-pad right
  40047. */
  40048. /**
  40049. * Sets the value of D-pad right
  40050. */
  40051. dPadRight: number;
  40052. /**
  40053. * Force the gamepad to synchronize with device values
  40054. */
  40055. update(): void;
  40056. /**
  40057. * Disposes the gamepad
  40058. */
  40059. dispose(): void;
  40060. }
  40061. }
  40062. declare module "babylonjs/Gamepads/gamepadManager" {
  40063. import { Observable } from "babylonjs/Misc/observable";
  40064. import { Nullable } from "babylonjs/types";
  40065. import { Scene } from "babylonjs/scene";
  40066. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  40067. /**
  40068. * Manager for handling gamepads
  40069. */
  40070. export class GamepadManager {
  40071. private _scene?;
  40072. private _babylonGamepads;
  40073. private _oneGamepadConnected;
  40074. /** @hidden */
  40075. _isMonitoring: boolean;
  40076. private _gamepadEventSupported;
  40077. private _gamepadSupport;
  40078. /**
  40079. * observable to be triggered when the gamepad controller has been connected
  40080. */
  40081. onGamepadConnectedObservable: Observable<Gamepad>;
  40082. /**
  40083. * observable to be triggered when the gamepad controller has been disconnected
  40084. */
  40085. onGamepadDisconnectedObservable: Observable<Gamepad>;
  40086. private _onGamepadConnectedEvent;
  40087. private _onGamepadDisconnectedEvent;
  40088. /**
  40089. * Initializes the gamepad manager
  40090. * @param _scene BabylonJS scene
  40091. */
  40092. constructor(_scene?: Scene | undefined);
  40093. /**
  40094. * The gamepads in the game pad manager
  40095. */
  40096. readonly gamepads: Gamepad[];
  40097. /**
  40098. * Get the gamepad controllers based on type
  40099. * @param type The type of gamepad controller
  40100. * @returns Nullable gamepad
  40101. */
  40102. getGamepadByType(type?: number): Nullable<Gamepad>;
  40103. /**
  40104. * Disposes the gamepad manager
  40105. */
  40106. dispose(): void;
  40107. private _addNewGamepad;
  40108. private _startMonitoringGamepads;
  40109. private _stopMonitoringGamepads;
  40110. /** @hidden */
  40111. _checkGamepadsStatus(): void;
  40112. private _updateGamepadObjects;
  40113. }
  40114. }
  40115. declare module "babylonjs/Gamepads/gamepadSceneComponent" {
  40116. import { Nullable } from "babylonjs/types";
  40117. import { Scene } from "babylonjs/scene";
  40118. import { ISceneComponent } from "babylonjs/sceneComponent";
  40119. import { GamepadManager } from "babylonjs/Gamepads/gamepadManager";
  40120. module "babylonjs/scene" {
  40121. interface Scene {
  40122. /** @hidden */
  40123. _gamepadManager: Nullable<GamepadManager>;
  40124. /**
  40125. * Gets the gamepad manager associated with the scene
  40126. * @see http://doc.babylonjs.com/how_to/how_to_use_gamepads
  40127. */
  40128. gamepadManager: GamepadManager;
  40129. }
  40130. }
  40131. module "babylonjs/Cameras/freeCameraInputsManager" {
  40132. /**
  40133. * Interface representing a free camera inputs manager
  40134. */
  40135. interface FreeCameraInputsManager {
  40136. /**
  40137. * Adds gamepad input support to the FreeCameraInputsManager.
  40138. * @returns the FreeCameraInputsManager
  40139. */
  40140. addGamepad(): FreeCameraInputsManager;
  40141. }
  40142. }
  40143. module "babylonjs/Cameras/arcRotateCameraInputsManager" {
  40144. /**
  40145. * Interface representing an arc rotate camera inputs manager
  40146. */
  40147. interface ArcRotateCameraInputsManager {
  40148. /**
  40149. * Adds gamepad input support to the ArcRotateCamera InputManager.
  40150. * @returns the camera inputs manager
  40151. */
  40152. addGamepad(): ArcRotateCameraInputsManager;
  40153. }
  40154. }
  40155. /**
  40156. * Defines the gamepad scene component responsible to manage gamepads in a given scene
  40157. */
  40158. export class GamepadSystemSceneComponent implements ISceneComponent {
  40159. /**
  40160. * The component name helpfull to identify the component in the list of scene components.
  40161. */
  40162. readonly name: string;
  40163. /**
  40164. * The scene the component belongs to.
  40165. */
  40166. scene: Scene;
  40167. /**
  40168. * Creates a new instance of the component for the given scene
  40169. * @param scene Defines the scene to register the component in
  40170. */
  40171. constructor(scene: Scene);
  40172. /**
  40173. * Registers the component in a given scene
  40174. */
  40175. register(): void;
  40176. /**
  40177. * Rebuilds the elements related to this component in case of
  40178. * context lost for instance.
  40179. */
  40180. rebuild(): void;
  40181. /**
  40182. * Disposes the component and the associated ressources
  40183. */
  40184. dispose(): void;
  40185. private _beforeCameraUpdate;
  40186. }
  40187. }
  40188. declare module "babylonjs/Cameras/universalCamera" {
  40189. import { TouchCamera } from "babylonjs/Cameras/touchCamera";
  40190. import { Scene } from "babylonjs/scene";
  40191. import { Vector3 } from "babylonjs/Maths/math.vector";
  40192. import "babylonjs/Gamepads/gamepadSceneComponent";
  40193. /**
  40194. * 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,
  40195. * which still works and will still be found in many Playgrounds.
  40196. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  40197. */
  40198. export class UniversalCamera extends TouchCamera {
  40199. /**
  40200. * Defines the gamepad rotation sensiblity.
  40201. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  40202. */
  40203. gamepadAngularSensibility: number;
  40204. /**
  40205. * Defines the gamepad move sensiblity.
  40206. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  40207. */
  40208. gamepadMoveSensibility: number;
  40209. /**
  40210. * 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,
  40211. * which still works and will still be found in many Playgrounds.
  40212. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  40213. * @param name Define the name of the camera in the scene
  40214. * @param position Define the start position of the camera in the scene
  40215. * @param scene Define the scene the camera belongs to
  40216. */
  40217. constructor(name: string, position: Vector3, scene: Scene);
  40218. /**
  40219. * Gets the current object class name.
  40220. * @return the class name
  40221. */
  40222. getClassName(): string;
  40223. }
  40224. }
  40225. declare module "babylonjs/Cameras/gamepadCamera" {
  40226. import { UniversalCamera } from "babylonjs/Cameras/universalCamera";
  40227. import { Scene } from "babylonjs/scene";
  40228. import { Vector3 } from "babylonjs/Maths/math.vector";
  40229. /**
  40230. * This represents a FPS type of camera. This is only here for back compat purpose.
  40231. * Please use the UniversalCamera instead as both are identical.
  40232. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  40233. */
  40234. export class GamepadCamera extends UniversalCamera {
  40235. /**
  40236. * Instantiates a new Gamepad Camera
  40237. * This represents a FPS type of camera. This is only here for back compat purpose.
  40238. * Please use the UniversalCamera instead as both are identical.
  40239. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  40240. * @param name Define the name of the camera in the scene
  40241. * @param position Define the start position of the camera in the scene
  40242. * @param scene Define the scene the camera belongs to
  40243. */
  40244. constructor(name: string, position: Vector3, scene: Scene);
  40245. /**
  40246. * Gets the current object class name.
  40247. * @return the class name
  40248. */
  40249. getClassName(): string;
  40250. }
  40251. }
  40252. declare module "babylonjs/Shaders/pass.fragment" {
  40253. /** @hidden */
  40254. export var passPixelShader: {
  40255. name: string;
  40256. shader: string;
  40257. };
  40258. }
  40259. declare module "babylonjs/Shaders/passCube.fragment" {
  40260. /** @hidden */
  40261. export var passCubePixelShader: {
  40262. name: string;
  40263. shader: string;
  40264. };
  40265. }
  40266. declare module "babylonjs/PostProcesses/passPostProcess" {
  40267. import { Nullable } from "babylonjs/types";
  40268. import { Camera } from "babylonjs/Cameras/camera";
  40269. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  40270. import { Engine } from "babylonjs/Engines/engine";
  40271. import "babylonjs/Shaders/pass.fragment";
  40272. import "babylonjs/Shaders/passCube.fragment";
  40273. /**
  40274. * PassPostProcess which produces an output the same as it's input
  40275. */
  40276. export class PassPostProcess extends PostProcess {
  40277. /**
  40278. * Creates the PassPostProcess
  40279. * @param name The name of the effect.
  40280. * @param options The required width/height ratio to downsize to before computing the render pass.
  40281. * @param camera The camera to apply the render pass to.
  40282. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  40283. * @param engine The engine which the post process will be applied. (default: current engine)
  40284. * @param reusable If the post process can be reused on the same frame. (default: false)
  40285. * @param textureType The type of texture to be used when performing the post processing.
  40286. * @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)
  40287. */
  40288. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  40289. }
  40290. /**
  40291. * PassCubePostProcess which produces an output the same as it's input (which must be a cube texture)
  40292. */
  40293. export class PassCubePostProcess extends PostProcess {
  40294. private _face;
  40295. /**
  40296. * Gets or sets the cube face to display.
  40297. * * 0 is +X
  40298. * * 1 is -X
  40299. * * 2 is +Y
  40300. * * 3 is -Y
  40301. * * 4 is +Z
  40302. * * 5 is -Z
  40303. */
  40304. face: number;
  40305. /**
  40306. * Creates the PassCubePostProcess
  40307. * @param name The name of the effect.
  40308. * @param options The required width/height ratio to downsize to before computing the render pass.
  40309. * @param camera The camera to apply the render pass to.
  40310. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  40311. * @param engine The engine which the post process will be applied. (default: current engine)
  40312. * @param reusable If the post process can be reused on the same frame. (default: false)
  40313. * @param textureType The type of texture to be used when performing the post processing.
  40314. * @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)
  40315. */
  40316. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  40317. }
  40318. }
  40319. declare module "babylonjs/Shaders/anaglyph.fragment" {
  40320. /** @hidden */
  40321. export var anaglyphPixelShader: {
  40322. name: string;
  40323. shader: string;
  40324. };
  40325. }
  40326. declare module "babylonjs/PostProcesses/anaglyphPostProcess" {
  40327. import { Engine } from "babylonjs/Engines/engine";
  40328. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  40329. import { Camera } from "babylonjs/Cameras/camera";
  40330. import "babylonjs/Shaders/anaglyph.fragment";
  40331. /**
  40332. * Postprocess used to generate anaglyphic rendering
  40333. */
  40334. export class AnaglyphPostProcess extends PostProcess {
  40335. private _passedProcess;
  40336. /**
  40337. * Creates a new AnaglyphPostProcess
  40338. * @param name defines postprocess name
  40339. * @param options defines creation options or target ratio scale
  40340. * @param rigCameras defines cameras using this postprocess
  40341. * @param samplingMode defines required sampling mode (BABYLON.Texture.NEAREST_SAMPLINGMODE by default)
  40342. * @param engine defines hosting engine
  40343. * @param reusable defines if the postprocess will be reused multiple times per frame
  40344. */
  40345. constructor(name: string, options: number | PostProcessOptions, rigCameras: Camera[], samplingMode?: number, engine?: Engine, reusable?: boolean);
  40346. }
  40347. }
  40348. declare module "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode" { }
  40349. declare module "babylonjs/Cameras/Stereoscopic/anaglyphArcRotateCamera" {
  40350. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  40351. import { Scene } from "babylonjs/scene";
  40352. import { Vector3 } from "babylonjs/Maths/math.vector";
  40353. import "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  40354. /**
  40355. * Camera used to simulate anaglyphic rendering (based on ArcRotateCamera)
  40356. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  40357. */
  40358. export class AnaglyphArcRotateCamera extends ArcRotateCamera {
  40359. /**
  40360. * Creates a new AnaglyphArcRotateCamera
  40361. * @param name defines camera name
  40362. * @param alpha defines alpha angle (in radians)
  40363. * @param beta defines beta angle (in radians)
  40364. * @param radius defines radius
  40365. * @param target defines camera target
  40366. * @param interaxialDistance defines distance between each color axis
  40367. * @param scene defines the hosting scene
  40368. */
  40369. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, interaxialDistance: number, scene: Scene);
  40370. /**
  40371. * Gets camera class name
  40372. * @returns AnaglyphArcRotateCamera
  40373. */
  40374. getClassName(): string;
  40375. }
  40376. }
  40377. declare module "babylonjs/Cameras/Stereoscopic/anaglyphFreeCamera" {
  40378. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  40379. import { Scene } from "babylonjs/scene";
  40380. import { Vector3 } from "babylonjs/Maths/math.vector";
  40381. import "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  40382. /**
  40383. * Camera used to simulate anaglyphic rendering (based on FreeCamera)
  40384. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  40385. */
  40386. export class AnaglyphFreeCamera extends FreeCamera {
  40387. /**
  40388. * Creates a new AnaglyphFreeCamera
  40389. * @param name defines camera name
  40390. * @param position defines initial position
  40391. * @param interaxialDistance defines distance between each color axis
  40392. * @param scene defines the hosting scene
  40393. */
  40394. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  40395. /**
  40396. * Gets camera class name
  40397. * @returns AnaglyphFreeCamera
  40398. */
  40399. getClassName(): string;
  40400. }
  40401. }
  40402. declare module "babylonjs/Cameras/Stereoscopic/anaglyphGamepadCamera" {
  40403. import { GamepadCamera } from "babylonjs/Cameras/gamepadCamera";
  40404. import { Scene } from "babylonjs/scene";
  40405. import { Vector3 } from "babylonjs/Maths/math.vector";
  40406. import "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  40407. /**
  40408. * Camera used to simulate anaglyphic rendering (based on GamepadCamera)
  40409. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  40410. */
  40411. export class AnaglyphGamepadCamera extends GamepadCamera {
  40412. /**
  40413. * Creates a new AnaglyphGamepadCamera
  40414. * @param name defines camera name
  40415. * @param position defines initial position
  40416. * @param interaxialDistance defines distance between each color axis
  40417. * @param scene defines the hosting scene
  40418. */
  40419. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  40420. /**
  40421. * Gets camera class name
  40422. * @returns AnaglyphGamepadCamera
  40423. */
  40424. getClassName(): string;
  40425. }
  40426. }
  40427. declare module "babylonjs/Cameras/Stereoscopic/anaglyphUniversalCamera" {
  40428. import { UniversalCamera } from "babylonjs/Cameras/universalCamera";
  40429. import { Scene } from "babylonjs/scene";
  40430. import { Vector3 } from "babylonjs/Maths/math.vector";
  40431. import "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  40432. /**
  40433. * Camera used to simulate anaglyphic rendering (based on UniversalCamera)
  40434. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  40435. */
  40436. export class AnaglyphUniversalCamera extends UniversalCamera {
  40437. /**
  40438. * Creates a new AnaglyphUniversalCamera
  40439. * @param name defines camera name
  40440. * @param position defines initial position
  40441. * @param interaxialDistance defines distance between each color axis
  40442. * @param scene defines the hosting scene
  40443. */
  40444. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  40445. /**
  40446. * Gets camera class name
  40447. * @returns AnaglyphUniversalCamera
  40448. */
  40449. getClassName(): string;
  40450. }
  40451. }
  40452. declare module "babylonjs/Shaders/stereoscopicInterlace.fragment" {
  40453. /** @hidden */
  40454. export var stereoscopicInterlacePixelShader: {
  40455. name: string;
  40456. shader: string;
  40457. };
  40458. }
  40459. declare module "babylonjs/PostProcesses/stereoscopicInterlacePostProcess" {
  40460. import { Camera } from "babylonjs/Cameras/camera";
  40461. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  40462. import { Engine } from "babylonjs/Engines/engine";
  40463. import "babylonjs/Shaders/stereoscopicInterlace.fragment";
  40464. /**
  40465. * StereoscopicInterlacePostProcess used to render stereo views from a rigged camera
  40466. */
  40467. export class StereoscopicInterlacePostProcess extends PostProcess {
  40468. private _stepSize;
  40469. private _passedProcess;
  40470. /**
  40471. * Initializes a StereoscopicInterlacePostProcess
  40472. * @param name The name of the effect.
  40473. * @param rigCameras The rig cameras to be appled to the post process
  40474. * @param isStereoscopicHoriz If the rendered results are horizontal or verticle
  40475. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  40476. * @param engine The engine which the post process will be applied. (default: current engine)
  40477. * @param reusable If the post process can be reused on the same frame. (default: false)
  40478. */
  40479. constructor(name: string, rigCameras: Camera[], isStereoscopicHoriz: boolean, samplingMode?: number, engine?: Engine, reusable?: boolean);
  40480. }
  40481. }
  40482. declare module "babylonjs/Cameras/RigModes/stereoscopicRigMode" { }
  40483. declare module "babylonjs/Cameras/Stereoscopic/stereoscopicArcRotateCamera" {
  40484. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  40485. import { Scene } from "babylonjs/scene";
  40486. import { Vector3 } from "babylonjs/Maths/math.vector";
  40487. import "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  40488. /**
  40489. * Camera used to simulate stereoscopic rendering (based on ArcRotateCamera)
  40490. * @see http://doc.babylonjs.com/features/cameras
  40491. */
  40492. export class StereoscopicArcRotateCamera extends ArcRotateCamera {
  40493. /**
  40494. * Creates a new StereoscopicArcRotateCamera
  40495. * @param name defines camera name
  40496. * @param alpha defines alpha angle (in radians)
  40497. * @param beta defines beta angle (in radians)
  40498. * @param radius defines radius
  40499. * @param target defines camera target
  40500. * @param interaxialDistance defines distance between each color axis
  40501. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  40502. * @param scene defines the hosting scene
  40503. */
  40504. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  40505. /**
  40506. * Gets camera class name
  40507. * @returns StereoscopicArcRotateCamera
  40508. */
  40509. getClassName(): string;
  40510. }
  40511. }
  40512. declare module "babylonjs/Cameras/Stereoscopic/stereoscopicFreeCamera" {
  40513. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  40514. import { Scene } from "babylonjs/scene";
  40515. import { Vector3 } from "babylonjs/Maths/math.vector";
  40516. import "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  40517. /**
  40518. * Camera used to simulate stereoscopic rendering (based on FreeCamera)
  40519. * @see http://doc.babylonjs.com/features/cameras
  40520. */
  40521. export class StereoscopicFreeCamera extends FreeCamera {
  40522. /**
  40523. * Creates a new StereoscopicFreeCamera
  40524. * @param name defines camera name
  40525. * @param position defines initial position
  40526. * @param interaxialDistance defines distance between each color axis
  40527. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  40528. * @param scene defines the hosting scene
  40529. */
  40530. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  40531. /**
  40532. * Gets camera class name
  40533. * @returns StereoscopicFreeCamera
  40534. */
  40535. getClassName(): string;
  40536. }
  40537. }
  40538. declare module "babylonjs/Cameras/Stereoscopic/stereoscopicGamepadCamera" {
  40539. import { GamepadCamera } from "babylonjs/Cameras/gamepadCamera";
  40540. import { Scene } from "babylonjs/scene";
  40541. import { Vector3 } from "babylonjs/Maths/math.vector";
  40542. import "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  40543. /**
  40544. * Camera used to simulate stereoscopic rendering (based on GamepadCamera)
  40545. * @see http://doc.babylonjs.com/features/cameras
  40546. */
  40547. export class StereoscopicGamepadCamera extends GamepadCamera {
  40548. /**
  40549. * Creates a new StereoscopicGamepadCamera
  40550. * @param name defines camera name
  40551. * @param position defines initial position
  40552. * @param interaxialDistance defines distance between each color axis
  40553. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  40554. * @param scene defines the hosting scene
  40555. */
  40556. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  40557. /**
  40558. * Gets camera class name
  40559. * @returns StereoscopicGamepadCamera
  40560. */
  40561. getClassName(): string;
  40562. }
  40563. }
  40564. declare module "babylonjs/Cameras/Stereoscopic/stereoscopicUniversalCamera" {
  40565. import { UniversalCamera } from "babylonjs/Cameras/universalCamera";
  40566. import { Scene } from "babylonjs/scene";
  40567. import { Vector3 } from "babylonjs/Maths/math.vector";
  40568. import "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  40569. /**
  40570. * Camera used to simulate stereoscopic rendering (based on UniversalCamera)
  40571. * @see http://doc.babylonjs.com/features/cameras
  40572. */
  40573. export class StereoscopicUniversalCamera extends UniversalCamera {
  40574. /**
  40575. * Creates a new StereoscopicUniversalCamera
  40576. * @param name defines camera name
  40577. * @param position defines initial position
  40578. * @param interaxialDistance defines distance between each color axis
  40579. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  40580. * @param scene defines the hosting scene
  40581. */
  40582. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  40583. /**
  40584. * Gets camera class name
  40585. * @returns StereoscopicUniversalCamera
  40586. */
  40587. getClassName(): string;
  40588. }
  40589. }
  40590. declare module "babylonjs/Cameras/Stereoscopic/index" {
  40591. export * from "babylonjs/Cameras/Stereoscopic/anaglyphArcRotateCamera";
  40592. export * from "babylonjs/Cameras/Stereoscopic/anaglyphFreeCamera";
  40593. export * from "babylonjs/Cameras/Stereoscopic/anaglyphGamepadCamera";
  40594. export * from "babylonjs/Cameras/Stereoscopic/anaglyphUniversalCamera";
  40595. export * from "babylonjs/Cameras/Stereoscopic/stereoscopicArcRotateCamera";
  40596. export * from "babylonjs/Cameras/Stereoscopic/stereoscopicFreeCamera";
  40597. export * from "babylonjs/Cameras/Stereoscopic/stereoscopicGamepadCamera";
  40598. export * from "babylonjs/Cameras/Stereoscopic/stereoscopicUniversalCamera";
  40599. }
  40600. declare module "babylonjs/Cameras/virtualJoysticksCamera" {
  40601. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  40602. import { Scene } from "babylonjs/scene";
  40603. import { Vector3 } from "babylonjs/Maths/math.vector";
  40604. import "babylonjs/Cameras/Inputs/freeCameraVirtualJoystickInput";
  40605. /**
  40606. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  40607. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  40608. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  40609. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  40610. */
  40611. export class VirtualJoysticksCamera extends FreeCamera {
  40612. /**
  40613. * Intantiates a VirtualJoysticksCamera. It can be useful in First Person Shooter game for instance.
  40614. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  40615. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  40616. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  40617. * @param name Define the name of the camera in the scene
  40618. * @param position Define the start position of the camera in the scene
  40619. * @param scene Define the scene the camera belongs to
  40620. */
  40621. constructor(name: string, position: Vector3, scene: Scene);
  40622. /**
  40623. * Gets the current object class name.
  40624. * @return the class name
  40625. */
  40626. getClassName(): string;
  40627. }
  40628. }
  40629. declare module "babylonjs/Cameras/VR/vrCameraMetrics" {
  40630. import { Matrix } from "babylonjs/Maths/math.vector";
  40631. /**
  40632. * This represents all the required metrics to create a VR camera.
  40633. * @see http://doc.babylonjs.com/babylon101/cameras#device-orientation-camera
  40634. */
  40635. export class VRCameraMetrics {
  40636. /**
  40637. * Define the horizontal resolution off the screen.
  40638. */
  40639. hResolution: number;
  40640. /**
  40641. * Define the vertical resolution off the screen.
  40642. */
  40643. vResolution: number;
  40644. /**
  40645. * Define the horizontal screen size.
  40646. */
  40647. hScreenSize: number;
  40648. /**
  40649. * Define the vertical screen size.
  40650. */
  40651. vScreenSize: number;
  40652. /**
  40653. * Define the vertical screen center position.
  40654. */
  40655. vScreenCenter: number;
  40656. /**
  40657. * Define the distance of the eyes to the screen.
  40658. */
  40659. eyeToScreenDistance: number;
  40660. /**
  40661. * Define the distance between both lenses
  40662. */
  40663. lensSeparationDistance: number;
  40664. /**
  40665. * Define the distance between both viewer's eyes.
  40666. */
  40667. interpupillaryDistance: number;
  40668. /**
  40669. * Define the distortion factor of the VR postprocess.
  40670. * Please, touch with care.
  40671. */
  40672. distortionK: number[];
  40673. /**
  40674. * Define the chromatic aberration correction factors for the VR post process.
  40675. */
  40676. chromaAbCorrection: number[];
  40677. /**
  40678. * Define the scale factor of the post process.
  40679. * The smaller the better but the slower.
  40680. */
  40681. postProcessScaleFactor: number;
  40682. /**
  40683. * Define an offset for the lens center.
  40684. */
  40685. lensCenterOffset: number;
  40686. /**
  40687. * Define if the current vr camera should compensate the distortion of the lense or not.
  40688. */
  40689. compensateDistortion: boolean;
  40690. /**
  40691. * Defines if multiview should be enabled when rendering (Default: false)
  40692. */
  40693. multiviewEnabled: boolean;
  40694. /**
  40695. * Gets the rendering aspect ratio based on the provided resolutions.
  40696. */
  40697. readonly aspectRatio: number;
  40698. /**
  40699. * Gets the aspect ratio based on the FOV, scale factors, and real screen sizes.
  40700. */
  40701. readonly aspectRatioFov: number;
  40702. /**
  40703. * @hidden
  40704. */
  40705. readonly leftHMatrix: Matrix;
  40706. /**
  40707. * @hidden
  40708. */
  40709. readonly rightHMatrix: Matrix;
  40710. /**
  40711. * @hidden
  40712. */
  40713. readonly leftPreViewMatrix: Matrix;
  40714. /**
  40715. * @hidden
  40716. */
  40717. readonly rightPreViewMatrix: Matrix;
  40718. /**
  40719. * Get the default VRMetrics based on the most generic setup.
  40720. * @returns the default vr metrics
  40721. */
  40722. static GetDefault(): VRCameraMetrics;
  40723. }
  40724. }
  40725. declare module "babylonjs/Shaders/vrDistortionCorrection.fragment" {
  40726. /** @hidden */
  40727. export var vrDistortionCorrectionPixelShader: {
  40728. name: string;
  40729. shader: string;
  40730. };
  40731. }
  40732. declare module "babylonjs/PostProcesses/vrDistortionCorrectionPostProcess" {
  40733. import { Camera } from "babylonjs/Cameras/camera";
  40734. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  40735. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  40736. import "babylonjs/Shaders/vrDistortionCorrection.fragment";
  40737. /**
  40738. * VRDistortionCorrectionPostProcess used for mobile VR
  40739. */
  40740. export class VRDistortionCorrectionPostProcess extends PostProcess {
  40741. private _isRightEye;
  40742. private _distortionFactors;
  40743. private _postProcessScaleFactor;
  40744. private _lensCenterOffset;
  40745. private _scaleIn;
  40746. private _scaleFactor;
  40747. private _lensCenter;
  40748. /**
  40749. * Initializes the VRDistortionCorrectionPostProcess
  40750. * @param name The name of the effect.
  40751. * @param camera The camera to apply the render pass to.
  40752. * @param isRightEye If this is for the right eye distortion
  40753. * @param vrMetrics All the required metrics for the VR camera
  40754. */
  40755. constructor(name: string, camera: Camera, isRightEye: boolean, vrMetrics: VRCameraMetrics);
  40756. }
  40757. }
  40758. declare module "babylonjs/Cameras/RigModes/vrRigMode" { }
  40759. declare module "babylonjs/Cameras/VR/vrDeviceOrientationArcRotateCamera" {
  40760. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  40761. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  40762. import { Scene } from "babylonjs/scene";
  40763. import { Vector3 } from "babylonjs/Maths/math.vector";
  40764. import "babylonjs/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput";
  40765. import "babylonjs/Cameras/RigModes/vrRigMode";
  40766. /**
  40767. * Camera used to simulate VR rendering (based on ArcRotateCamera)
  40768. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  40769. */
  40770. export class VRDeviceOrientationArcRotateCamera extends ArcRotateCamera {
  40771. /**
  40772. * Creates a new VRDeviceOrientationArcRotateCamera
  40773. * @param name defines camera name
  40774. * @param alpha defines the camera rotation along the logitudinal axis
  40775. * @param beta defines the camera rotation along the latitudinal axis
  40776. * @param radius defines the camera distance from its target
  40777. * @param target defines the camera target
  40778. * @param scene defines the scene the camera belongs to
  40779. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  40780. * @param vrCameraMetrics defines the vr metrics associated to the camera
  40781. */
  40782. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  40783. /**
  40784. * Gets camera class name
  40785. * @returns VRDeviceOrientationArcRotateCamera
  40786. */
  40787. getClassName(): string;
  40788. }
  40789. }
  40790. declare module "babylonjs/Cameras/VR/vrDeviceOrientationFreeCamera" {
  40791. import { DeviceOrientationCamera } from "babylonjs/Cameras/deviceOrientationCamera";
  40792. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  40793. import { Scene } from "babylonjs/scene";
  40794. import { Vector3 } from "babylonjs/Maths/math.vector";
  40795. import "babylonjs/Cameras/RigModes/vrRigMode";
  40796. /**
  40797. * Camera used to simulate VR rendering (based on FreeCamera)
  40798. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  40799. */
  40800. export class VRDeviceOrientationFreeCamera extends DeviceOrientationCamera {
  40801. /**
  40802. * Creates a new VRDeviceOrientationFreeCamera
  40803. * @param name defines camera name
  40804. * @param position defines the start position of the camera
  40805. * @param scene defines the scene the camera belongs to
  40806. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  40807. * @param vrCameraMetrics defines the vr metrics associated to the camera
  40808. */
  40809. constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  40810. /**
  40811. * Gets camera class name
  40812. * @returns VRDeviceOrientationFreeCamera
  40813. */
  40814. getClassName(): string;
  40815. }
  40816. }
  40817. declare module "babylonjs/Cameras/VR/vrDeviceOrientationGamepadCamera" {
  40818. import { VRDeviceOrientationFreeCamera } from "babylonjs/Cameras/VR/vrDeviceOrientationFreeCamera";
  40819. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  40820. import { Scene } from "babylonjs/scene";
  40821. import { Vector3 } from "babylonjs/Maths/math.vector";
  40822. import "babylonjs/Gamepads/gamepadSceneComponent";
  40823. /**
  40824. * Camera used to simulate VR rendering (based on VRDeviceOrientationFreeCamera)
  40825. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  40826. */
  40827. export class VRDeviceOrientationGamepadCamera extends VRDeviceOrientationFreeCamera {
  40828. /**
  40829. * Creates a new VRDeviceOrientationGamepadCamera
  40830. * @param name defines camera name
  40831. * @param position defines the start position of the camera
  40832. * @param scene defines the scene the camera belongs to
  40833. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  40834. * @param vrCameraMetrics defines the vr metrics associated to the camera
  40835. */
  40836. constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  40837. /**
  40838. * Gets camera class name
  40839. * @returns VRDeviceOrientationGamepadCamera
  40840. */
  40841. getClassName(): string;
  40842. }
  40843. }
  40844. declare module "babylonjs/Materials/pushMaterial" {
  40845. import { Nullable } from "babylonjs/types";
  40846. import { Scene } from "babylonjs/scene";
  40847. import { Matrix } from "babylonjs/Maths/math.vector";
  40848. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  40849. import { Mesh } from "babylonjs/Meshes/mesh";
  40850. import { Material } from "babylonjs/Materials/material";
  40851. import { Effect } from "babylonjs/Materials/effect";
  40852. /**
  40853. * Base class of materials working in push mode in babylon JS
  40854. * @hidden
  40855. */
  40856. export class PushMaterial extends Material {
  40857. protected _activeEffect: Effect;
  40858. protected _normalMatrix: Matrix;
  40859. /**
  40860. * Gets or sets a boolean indicating that the material is allowed to do shader hot swapping.
  40861. * This means that the material can keep using a previous shader while a new one is being compiled.
  40862. * This is mostly used when shader parallel compilation is supported (true by default)
  40863. */
  40864. allowShaderHotSwapping: boolean;
  40865. constructor(name: string, scene: Scene);
  40866. getEffect(): Effect;
  40867. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  40868. /**
  40869. * Binds the given world matrix to the active effect
  40870. *
  40871. * @param world the matrix to bind
  40872. */
  40873. bindOnlyWorldMatrix(world: Matrix): void;
  40874. /**
  40875. * Binds the given normal matrix to the active effect
  40876. *
  40877. * @param normalMatrix the matrix to bind
  40878. */
  40879. bindOnlyNormalMatrix(normalMatrix: Matrix): void;
  40880. bind(world: Matrix, mesh?: Mesh): void;
  40881. protected _afterBind(mesh: Mesh, effect?: Nullable<Effect>): void;
  40882. protected _mustRebind(scene: Scene, effect: Effect, visibility?: number): boolean;
  40883. }
  40884. }
  40885. declare module "babylonjs/Materials/materialFlags" {
  40886. /**
  40887. * This groups all the flags used to control the materials channel.
  40888. */
  40889. export class MaterialFlags {
  40890. private static _DiffuseTextureEnabled;
  40891. /**
  40892. * Are diffuse textures enabled in the application.
  40893. */
  40894. static DiffuseTextureEnabled: boolean;
  40895. private static _AmbientTextureEnabled;
  40896. /**
  40897. * Are ambient textures enabled in the application.
  40898. */
  40899. static AmbientTextureEnabled: boolean;
  40900. private static _OpacityTextureEnabled;
  40901. /**
  40902. * Are opacity textures enabled in the application.
  40903. */
  40904. static OpacityTextureEnabled: boolean;
  40905. private static _ReflectionTextureEnabled;
  40906. /**
  40907. * Are reflection textures enabled in the application.
  40908. */
  40909. static ReflectionTextureEnabled: boolean;
  40910. private static _EmissiveTextureEnabled;
  40911. /**
  40912. * Are emissive textures enabled in the application.
  40913. */
  40914. static EmissiveTextureEnabled: boolean;
  40915. private static _SpecularTextureEnabled;
  40916. /**
  40917. * Are specular textures enabled in the application.
  40918. */
  40919. static SpecularTextureEnabled: boolean;
  40920. private static _BumpTextureEnabled;
  40921. /**
  40922. * Are bump textures enabled in the application.
  40923. */
  40924. static BumpTextureEnabled: boolean;
  40925. private static _LightmapTextureEnabled;
  40926. /**
  40927. * Are lightmap textures enabled in the application.
  40928. */
  40929. static LightmapTextureEnabled: boolean;
  40930. private static _RefractionTextureEnabled;
  40931. /**
  40932. * Are refraction textures enabled in the application.
  40933. */
  40934. static RefractionTextureEnabled: boolean;
  40935. private static _ColorGradingTextureEnabled;
  40936. /**
  40937. * Are color grading textures enabled in the application.
  40938. */
  40939. static ColorGradingTextureEnabled: boolean;
  40940. private static _FresnelEnabled;
  40941. /**
  40942. * Are fresnels enabled in the application.
  40943. */
  40944. static FresnelEnabled: boolean;
  40945. private static _ClearCoatTextureEnabled;
  40946. /**
  40947. * Are clear coat textures enabled in the application.
  40948. */
  40949. static ClearCoatTextureEnabled: boolean;
  40950. private static _ClearCoatBumpTextureEnabled;
  40951. /**
  40952. * Are clear coat bump textures enabled in the application.
  40953. */
  40954. static ClearCoatBumpTextureEnabled: boolean;
  40955. private static _ClearCoatTintTextureEnabled;
  40956. /**
  40957. * Are clear coat tint textures enabled in the application.
  40958. */
  40959. static ClearCoatTintTextureEnabled: boolean;
  40960. private static _SheenTextureEnabled;
  40961. /**
  40962. * Are sheen textures enabled in the application.
  40963. */
  40964. static SheenTextureEnabled: boolean;
  40965. private static _AnisotropicTextureEnabled;
  40966. /**
  40967. * Are anisotropic textures enabled in the application.
  40968. */
  40969. static AnisotropicTextureEnabled: boolean;
  40970. private static _ThicknessTextureEnabled;
  40971. /**
  40972. * Are thickness textures enabled in the application.
  40973. */
  40974. static ThicknessTextureEnabled: boolean;
  40975. }
  40976. }
  40977. declare module "babylonjs/Shaders/ShadersInclude/defaultFragmentDeclaration" {
  40978. /** @hidden */
  40979. export var defaultFragmentDeclaration: {
  40980. name: string;
  40981. shader: string;
  40982. };
  40983. }
  40984. declare module "babylonjs/Shaders/ShadersInclude/defaultUboDeclaration" {
  40985. /** @hidden */
  40986. export var defaultUboDeclaration: {
  40987. name: string;
  40988. shader: string;
  40989. };
  40990. }
  40991. declare module "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration" {
  40992. /** @hidden */
  40993. export var lightFragmentDeclaration: {
  40994. name: string;
  40995. shader: string;
  40996. };
  40997. }
  40998. declare module "babylonjs/Shaders/ShadersInclude/lightUboDeclaration" {
  40999. /** @hidden */
  41000. export var lightUboDeclaration: {
  41001. name: string;
  41002. shader: string;
  41003. };
  41004. }
  41005. declare module "babylonjs/Shaders/ShadersInclude/lightsFragmentFunctions" {
  41006. /** @hidden */
  41007. export var lightsFragmentFunctions: {
  41008. name: string;
  41009. shader: string;
  41010. };
  41011. }
  41012. declare module "babylonjs/Shaders/ShadersInclude/shadowsFragmentFunctions" {
  41013. /** @hidden */
  41014. export var shadowsFragmentFunctions: {
  41015. name: string;
  41016. shader: string;
  41017. };
  41018. }
  41019. declare module "babylonjs/Shaders/ShadersInclude/fresnelFunction" {
  41020. /** @hidden */
  41021. export var fresnelFunction: {
  41022. name: string;
  41023. shader: string;
  41024. };
  41025. }
  41026. declare module "babylonjs/Shaders/ShadersInclude/reflectionFunction" {
  41027. /** @hidden */
  41028. export var reflectionFunction: {
  41029. name: string;
  41030. shader: string;
  41031. };
  41032. }
  41033. declare module "babylonjs/Shaders/ShadersInclude/bumpFragmentFunctions" {
  41034. /** @hidden */
  41035. export var bumpFragmentFunctions: {
  41036. name: string;
  41037. shader: string;
  41038. };
  41039. }
  41040. declare module "babylonjs/Shaders/ShadersInclude/logDepthDeclaration" {
  41041. /** @hidden */
  41042. export var logDepthDeclaration: {
  41043. name: string;
  41044. shader: string;
  41045. };
  41046. }
  41047. declare module "babylonjs/Shaders/ShadersInclude/bumpFragment" {
  41048. /** @hidden */
  41049. export var bumpFragment: {
  41050. name: string;
  41051. shader: string;
  41052. };
  41053. }
  41054. declare module "babylonjs/Shaders/ShadersInclude/depthPrePass" {
  41055. /** @hidden */
  41056. export var depthPrePass: {
  41057. name: string;
  41058. shader: string;
  41059. };
  41060. }
  41061. declare module "babylonjs/Shaders/ShadersInclude/lightFragment" {
  41062. /** @hidden */
  41063. export var lightFragment: {
  41064. name: string;
  41065. shader: string;
  41066. };
  41067. }
  41068. declare module "babylonjs/Shaders/ShadersInclude/logDepthFragment" {
  41069. /** @hidden */
  41070. export var logDepthFragment: {
  41071. name: string;
  41072. shader: string;
  41073. };
  41074. }
  41075. declare module "babylonjs/Shaders/default.fragment" {
  41076. import "babylonjs/Shaders/ShadersInclude/defaultFragmentDeclaration";
  41077. import "babylonjs/Shaders/ShadersInclude/defaultUboDeclaration";
  41078. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  41079. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  41080. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  41081. import "babylonjs/Shaders/ShadersInclude/lightsFragmentFunctions";
  41082. import "babylonjs/Shaders/ShadersInclude/shadowsFragmentFunctions";
  41083. import "babylonjs/Shaders/ShadersInclude/fresnelFunction";
  41084. import "babylonjs/Shaders/ShadersInclude/reflectionFunction";
  41085. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  41086. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  41087. import "babylonjs/Shaders/ShadersInclude/bumpFragmentFunctions";
  41088. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  41089. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  41090. import "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration";
  41091. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  41092. import "babylonjs/Shaders/ShadersInclude/bumpFragment";
  41093. import "babylonjs/Shaders/ShadersInclude/depthPrePass";
  41094. import "babylonjs/Shaders/ShadersInclude/lightFragment";
  41095. import "babylonjs/Shaders/ShadersInclude/logDepthFragment";
  41096. import "babylonjs/Shaders/ShadersInclude/fogFragment";
  41097. /** @hidden */
  41098. export var defaultPixelShader: {
  41099. name: string;
  41100. shader: string;
  41101. };
  41102. }
  41103. declare module "babylonjs/Shaders/ShadersInclude/defaultVertexDeclaration" {
  41104. /** @hidden */
  41105. export var defaultVertexDeclaration: {
  41106. name: string;
  41107. shader: string;
  41108. };
  41109. }
  41110. declare module "babylonjs/Shaders/ShadersInclude/bumpVertexDeclaration" {
  41111. /** @hidden */
  41112. export var bumpVertexDeclaration: {
  41113. name: string;
  41114. shader: string;
  41115. };
  41116. }
  41117. declare module "babylonjs/Shaders/ShadersInclude/bumpVertex" {
  41118. /** @hidden */
  41119. export var bumpVertex: {
  41120. name: string;
  41121. shader: string;
  41122. };
  41123. }
  41124. declare module "babylonjs/Shaders/ShadersInclude/fogVertex" {
  41125. /** @hidden */
  41126. export var fogVertex: {
  41127. name: string;
  41128. shader: string;
  41129. };
  41130. }
  41131. declare module "babylonjs/Shaders/ShadersInclude/shadowsVertex" {
  41132. /** @hidden */
  41133. export var shadowsVertex: {
  41134. name: string;
  41135. shader: string;
  41136. };
  41137. }
  41138. declare module "babylonjs/Shaders/ShadersInclude/pointCloudVertex" {
  41139. /** @hidden */
  41140. export var pointCloudVertex: {
  41141. name: string;
  41142. shader: string;
  41143. };
  41144. }
  41145. declare module "babylonjs/Shaders/ShadersInclude/logDepthVertex" {
  41146. /** @hidden */
  41147. export var logDepthVertex: {
  41148. name: string;
  41149. shader: string;
  41150. };
  41151. }
  41152. declare module "babylonjs/Shaders/default.vertex" {
  41153. import "babylonjs/Shaders/ShadersInclude/defaultVertexDeclaration";
  41154. import "babylonjs/Shaders/ShadersInclude/defaultUboDeclaration";
  41155. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  41156. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  41157. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  41158. import "babylonjs/Shaders/ShadersInclude/bumpVertexDeclaration";
  41159. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  41160. import "babylonjs/Shaders/ShadersInclude/fogVertexDeclaration";
  41161. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  41162. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  41163. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  41164. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  41165. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  41166. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  41167. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  41168. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  41169. import "babylonjs/Shaders/ShadersInclude/bumpVertex";
  41170. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  41171. import "babylonjs/Shaders/ShadersInclude/fogVertex";
  41172. import "babylonjs/Shaders/ShadersInclude/shadowsVertex";
  41173. import "babylonjs/Shaders/ShadersInclude/pointCloudVertex";
  41174. import "babylonjs/Shaders/ShadersInclude/logDepthVertex";
  41175. /** @hidden */
  41176. export var defaultVertexShader: {
  41177. name: string;
  41178. shader: string;
  41179. };
  41180. }
  41181. declare module "babylonjs/Materials/standardMaterial" {
  41182. import { SmartArray } from "babylonjs/Misc/smartArray";
  41183. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  41184. import { Nullable } from "babylonjs/types";
  41185. import { Scene } from "babylonjs/scene";
  41186. import { Matrix } from "babylonjs/Maths/math.vector";
  41187. import { Color3 } from "babylonjs/Maths/math.color";
  41188. import { SubMesh } from "babylonjs/Meshes/subMesh";
  41189. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  41190. import { Mesh } from "babylonjs/Meshes/mesh";
  41191. import { ImageProcessingConfiguration, IImageProcessingConfigurationDefines } from "babylonjs/Materials/imageProcessingConfiguration";
  41192. import { ColorCurves } from "babylonjs/Materials/colorCurves";
  41193. import { FresnelParameters } from "babylonjs/Materials/fresnelParameters";
  41194. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  41195. import { PushMaterial } from "babylonjs/Materials/pushMaterial";
  41196. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  41197. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  41198. import "babylonjs/Shaders/default.fragment";
  41199. import "babylonjs/Shaders/default.vertex";
  41200. /** @hidden */
  41201. export class StandardMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  41202. MAINUV1: boolean;
  41203. MAINUV2: boolean;
  41204. DIFFUSE: boolean;
  41205. DIFFUSEDIRECTUV: number;
  41206. AMBIENT: boolean;
  41207. AMBIENTDIRECTUV: number;
  41208. OPACITY: boolean;
  41209. OPACITYDIRECTUV: number;
  41210. OPACITYRGB: boolean;
  41211. REFLECTION: boolean;
  41212. EMISSIVE: boolean;
  41213. EMISSIVEDIRECTUV: number;
  41214. SPECULAR: boolean;
  41215. SPECULARDIRECTUV: number;
  41216. BUMP: boolean;
  41217. BUMPDIRECTUV: number;
  41218. PARALLAX: boolean;
  41219. PARALLAXOCCLUSION: boolean;
  41220. SPECULAROVERALPHA: boolean;
  41221. CLIPPLANE: boolean;
  41222. CLIPPLANE2: boolean;
  41223. CLIPPLANE3: boolean;
  41224. CLIPPLANE4: boolean;
  41225. ALPHATEST: boolean;
  41226. DEPTHPREPASS: boolean;
  41227. ALPHAFROMDIFFUSE: boolean;
  41228. POINTSIZE: boolean;
  41229. FOG: boolean;
  41230. SPECULARTERM: boolean;
  41231. DIFFUSEFRESNEL: boolean;
  41232. OPACITYFRESNEL: boolean;
  41233. REFLECTIONFRESNEL: boolean;
  41234. REFRACTIONFRESNEL: boolean;
  41235. EMISSIVEFRESNEL: boolean;
  41236. FRESNEL: boolean;
  41237. NORMAL: boolean;
  41238. UV1: boolean;
  41239. UV2: boolean;
  41240. VERTEXCOLOR: boolean;
  41241. VERTEXALPHA: boolean;
  41242. NUM_BONE_INFLUENCERS: number;
  41243. BonesPerMesh: number;
  41244. BONETEXTURE: boolean;
  41245. INSTANCES: boolean;
  41246. GLOSSINESS: boolean;
  41247. ROUGHNESS: boolean;
  41248. EMISSIVEASILLUMINATION: boolean;
  41249. LINKEMISSIVEWITHDIFFUSE: boolean;
  41250. REFLECTIONFRESNELFROMSPECULAR: boolean;
  41251. LIGHTMAP: boolean;
  41252. LIGHTMAPDIRECTUV: number;
  41253. OBJECTSPACE_NORMALMAP: boolean;
  41254. USELIGHTMAPASSHADOWMAP: boolean;
  41255. REFLECTIONMAP_3D: boolean;
  41256. REFLECTIONMAP_SPHERICAL: boolean;
  41257. REFLECTIONMAP_PLANAR: boolean;
  41258. REFLECTIONMAP_CUBIC: boolean;
  41259. USE_LOCAL_REFLECTIONMAP_CUBIC: boolean;
  41260. REFLECTIONMAP_PROJECTION: boolean;
  41261. REFLECTIONMAP_SKYBOX: boolean;
  41262. REFLECTIONMAP_SKYBOX_TRANSFORMED: boolean;
  41263. REFLECTIONMAP_EXPLICIT: boolean;
  41264. REFLECTIONMAP_EQUIRECTANGULAR: boolean;
  41265. REFLECTIONMAP_EQUIRECTANGULAR_FIXED: boolean;
  41266. REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED: boolean;
  41267. INVERTCUBICMAP: boolean;
  41268. LOGARITHMICDEPTH: boolean;
  41269. REFRACTION: boolean;
  41270. REFRACTIONMAP_3D: boolean;
  41271. REFLECTIONOVERALPHA: boolean;
  41272. TWOSIDEDLIGHTING: boolean;
  41273. SHADOWFLOAT: boolean;
  41274. MORPHTARGETS: boolean;
  41275. MORPHTARGETS_NORMAL: boolean;
  41276. MORPHTARGETS_TANGENT: boolean;
  41277. MORPHTARGETS_UV: boolean;
  41278. NUM_MORPH_INFLUENCERS: number;
  41279. NONUNIFORMSCALING: boolean;
  41280. PREMULTIPLYALPHA: boolean;
  41281. IMAGEPROCESSING: boolean;
  41282. VIGNETTE: boolean;
  41283. VIGNETTEBLENDMODEMULTIPLY: boolean;
  41284. VIGNETTEBLENDMODEOPAQUE: boolean;
  41285. TONEMAPPING: boolean;
  41286. TONEMAPPING_ACES: boolean;
  41287. CONTRAST: boolean;
  41288. COLORCURVES: boolean;
  41289. COLORGRADING: boolean;
  41290. COLORGRADING3D: boolean;
  41291. SAMPLER3DGREENDEPTH: boolean;
  41292. SAMPLER3DBGRMAP: boolean;
  41293. IMAGEPROCESSINGPOSTPROCESS: boolean;
  41294. MULTIVIEW: boolean;
  41295. /**
  41296. * If the reflection texture on this material is in linear color space
  41297. * @hidden
  41298. */
  41299. IS_REFLECTION_LINEAR: boolean;
  41300. /**
  41301. * If the refraction texture on this material is in linear color space
  41302. * @hidden
  41303. */
  41304. IS_REFRACTION_LINEAR: boolean;
  41305. EXPOSURE: boolean;
  41306. constructor();
  41307. setReflectionMode(modeToEnable: string): void;
  41308. }
  41309. /**
  41310. * This is the default material used in Babylon. It is the best trade off between quality
  41311. * and performances.
  41312. * @see http://doc.babylonjs.com/babylon101/materials
  41313. */
  41314. export class StandardMaterial extends PushMaterial {
  41315. private _diffuseTexture;
  41316. /**
  41317. * The basic texture of the material as viewed under a light.
  41318. */
  41319. diffuseTexture: Nullable<BaseTexture>;
  41320. private _ambientTexture;
  41321. /**
  41322. * AKA Occlusion Texture in other nomenclature, it helps adding baked shadows into your material.
  41323. */
  41324. ambientTexture: Nullable<BaseTexture>;
  41325. private _opacityTexture;
  41326. /**
  41327. * Define the transparency of the material from a texture.
  41328. * The final alpha value can be read either from the red channel (if texture.getAlphaFromRGB is false)
  41329. * or from the luminance or the current texel (if texture.getAlphaFromRGB is true)
  41330. */
  41331. opacityTexture: Nullable<BaseTexture>;
  41332. private _reflectionTexture;
  41333. /**
  41334. * Define the texture used to display the reflection.
  41335. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  41336. */
  41337. reflectionTexture: Nullable<BaseTexture>;
  41338. private _emissiveTexture;
  41339. /**
  41340. * Define texture of the material as if self lit.
  41341. * This will be mixed in the final result even in the absence of light.
  41342. */
  41343. emissiveTexture: Nullable<BaseTexture>;
  41344. private _specularTexture;
  41345. /**
  41346. * Define how the color and intensity of the highlight given by the light in the material.
  41347. */
  41348. specularTexture: Nullable<BaseTexture>;
  41349. private _bumpTexture;
  41350. /**
  41351. * Bump mapping is a technique to simulate bump and dents on a rendered surface.
  41352. * 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.
  41353. * @see http://doc.babylonjs.com/how_to/more_materials#bump-map
  41354. */
  41355. bumpTexture: Nullable<BaseTexture>;
  41356. private _lightmapTexture;
  41357. /**
  41358. * Complex lighting can be computationally expensive to compute at runtime.
  41359. * To save on computation, lightmaps may be used to store calculated lighting in a texture which will be applied to a given mesh.
  41360. * @see http://doc.babylonjs.com/babylon101/lights#lightmaps
  41361. */
  41362. lightmapTexture: Nullable<BaseTexture>;
  41363. private _refractionTexture;
  41364. /**
  41365. * Define the texture used to display the refraction.
  41366. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  41367. */
  41368. refractionTexture: Nullable<BaseTexture>;
  41369. /**
  41370. * The color of the material lit by the environmental background lighting.
  41371. * @see http://doc.babylonjs.com/babylon101/materials#ambient-color-example
  41372. */
  41373. ambientColor: Color3;
  41374. /**
  41375. * The basic color of the material as viewed under a light.
  41376. */
  41377. diffuseColor: Color3;
  41378. /**
  41379. * Define how the color and intensity of the highlight given by the light in the material.
  41380. */
  41381. specularColor: Color3;
  41382. /**
  41383. * Define the color of the material as if self lit.
  41384. * This will be mixed in the final result even in the absence of light.
  41385. */
  41386. emissiveColor: Color3;
  41387. /**
  41388. * Defines how sharp are the highlights in the material.
  41389. * The bigger the value the sharper giving a more glossy feeling to the result.
  41390. * Reversely, the smaller the value the blurrier giving a more rough feeling to the result.
  41391. */
  41392. specularPower: number;
  41393. private _useAlphaFromDiffuseTexture;
  41394. /**
  41395. * Does the transparency come from the diffuse texture alpha channel.
  41396. */
  41397. useAlphaFromDiffuseTexture: boolean;
  41398. private _useEmissiveAsIllumination;
  41399. /**
  41400. * If true, the emissive value is added into the end result, otherwise it is multiplied in.
  41401. */
  41402. useEmissiveAsIllumination: boolean;
  41403. private _linkEmissiveWithDiffuse;
  41404. /**
  41405. * If true, some kind of energy conservation will prevent the end result to be more than 1 by reducing
  41406. * the emissive level when the final color is close to one.
  41407. */
  41408. linkEmissiveWithDiffuse: boolean;
  41409. private _useSpecularOverAlpha;
  41410. /**
  41411. * Specifies that the material will keep the specular highlights over a transparent surface (only the most limunous ones).
  41412. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  41413. */
  41414. useSpecularOverAlpha: boolean;
  41415. private _useReflectionOverAlpha;
  41416. /**
  41417. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  41418. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  41419. */
  41420. useReflectionOverAlpha: boolean;
  41421. private _disableLighting;
  41422. /**
  41423. * Does lights from the scene impacts this material.
  41424. * It can be a nice trick for performance to disable lighting on a fully emissive material.
  41425. */
  41426. disableLighting: boolean;
  41427. private _useObjectSpaceNormalMap;
  41428. /**
  41429. * Allows using an object space normal map (instead of tangent space).
  41430. */
  41431. useObjectSpaceNormalMap: boolean;
  41432. private _useParallax;
  41433. /**
  41434. * Is parallax enabled or not.
  41435. * @see http://doc.babylonjs.com/how_to/using_parallax_mapping
  41436. */
  41437. useParallax: boolean;
  41438. private _useParallaxOcclusion;
  41439. /**
  41440. * Is parallax occlusion enabled or not.
  41441. * If true, the outcome is way more realistic than traditional Parallax but you can expect a performance hit that worthes consideration.
  41442. * @see http://doc.babylonjs.com/how_to/using_parallax_mapping
  41443. */
  41444. useParallaxOcclusion: boolean;
  41445. /**
  41446. * 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.
  41447. */
  41448. parallaxScaleBias: number;
  41449. private _roughness;
  41450. /**
  41451. * Helps to define how blurry the reflections should appears in the material.
  41452. */
  41453. roughness: number;
  41454. /**
  41455. * In case of refraction, define the value of the index of refraction.
  41456. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  41457. */
  41458. indexOfRefraction: number;
  41459. /**
  41460. * Invert the refraction texture alongside the y axis.
  41461. * It can be useful with procedural textures or probe for instance.
  41462. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  41463. */
  41464. invertRefractionY: boolean;
  41465. /**
  41466. * Defines the alpha limits in alpha test mode.
  41467. */
  41468. alphaCutOff: number;
  41469. private _useLightmapAsShadowmap;
  41470. /**
  41471. * In case of light mapping, define whether the map contains light or shadow informations.
  41472. */
  41473. useLightmapAsShadowmap: boolean;
  41474. private _diffuseFresnelParameters;
  41475. /**
  41476. * Define the diffuse fresnel parameters of the material.
  41477. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  41478. */
  41479. diffuseFresnelParameters: FresnelParameters;
  41480. private _opacityFresnelParameters;
  41481. /**
  41482. * Define the opacity fresnel parameters of the material.
  41483. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  41484. */
  41485. opacityFresnelParameters: FresnelParameters;
  41486. private _reflectionFresnelParameters;
  41487. /**
  41488. * Define the reflection fresnel parameters of the material.
  41489. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  41490. */
  41491. reflectionFresnelParameters: FresnelParameters;
  41492. private _refractionFresnelParameters;
  41493. /**
  41494. * Define the refraction fresnel parameters of the material.
  41495. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  41496. */
  41497. refractionFresnelParameters: FresnelParameters;
  41498. private _emissiveFresnelParameters;
  41499. /**
  41500. * Define the emissive fresnel parameters of the material.
  41501. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  41502. */
  41503. emissiveFresnelParameters: FresnelParameters;
  41504. private _useReflectionFresnelFromSpecular;
  41505. /**
  41506. * If true automatically deducts the fresnels values from the material specularity.
  41507. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  41508. */
  41509. useReflectionFresnelFromSpecular: boolean;
  41510. private _useGlossinessFromSpecularMapAlpha;
  41511. /**
  41512. * Defines if the glossiness/roughness of the material should be read from the specular map alpha channel
  41513. */
  41514. useGlossinessFromSpecularMapAlpha: boolean;
  41515. private _maxSimultaneousLights;
  41516. /**
  41517. * Defines the maximum number of lights that can be used in the material
  41518. */
  41519. maxSimultaneousLights: number;
  41520. private _invertNormalMapX;
  41521. /**
  41522. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  41523. */
  41524. invertNormalMapX: boolean;
  41525. private _invertNormalMapY;
  41526. /**
  41527. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  41528. */
  41529. invertNormalMapY: boolean;
  41530. private _twoSidedLighting;
  41531. /**
  41532. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  41533. */
  41534. twoSidedLighting: boolean;
  41535. /**
  41536. * Default configuration related to image processing available in the standard Material.
  41537. */
  41538. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  41539. /**
  41540. * Gets the image processing configuration used either in this material.
  41541. */
  41542. /**
  41543. * Sets the Default image processing configuration used either in the this material.
  41544. *
  41545. * If sets to null, the scene one is in use.
  41546. */
  41547. imageProcessingConfiguration: ImageProcessingConfiguration;
  41548. /**
  41549. * Keep track of the image processing observer to allow dispose and replace.
  41550. */
  41551. private _imageProcessingObserver;
  41552. /**
  41553. * Attaches a new image processing configuration to the Standard Material.
  41554. * @param configuration
  41555. */
  41556. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  41557. /**
  41558. * Gets wether the color curves effect is enabled.
  41559. */
  41560. /**
  41561. * Sets wether the color curves effect is enabled.
  41562. */
  41563. cameraColorCurvesEnabled: boolean;
  41564. /**
  41565. * Gets wether the color grading effect is enabled.
  41566. */
  41567. /**
  41568. * Gets wether the color grading effect is enabled.
  41569. */
  41570. cameraColorGradingEnabled: boolean;
  41571. /**
  41572. * Gets wether tonemapping is enabled or not.
  41573. */
  41574. /**
  41575. * Sets wether tonemapping is enabled or not
  41576. */
  41577. cameraToneMappingEnabled: boolean;
  41578. /**
  41579. * The camera exposure used on this material.
  41580. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  41581. * This corresponds to a photographic exposure.
  41582. */
  41583. /**
  41584. * The camera exposure used on this material.
  41585. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  41586. * This corresponds to a photographic exposure.
  41587. */
  41588. cameraExposure: number;
  41589. /**
  41590. * Gets The camera contrast used on this material.
  41591. */
  41592. /**
  41593. * Sets The camera contrast used on this material.
  41594. */
  41595. cameraContrast: number;
  41596. /**
  41597. * Gets the Color Grading 2D Lookup Texture.
  41598. */
  41599. /**
  41600. * Sets the Color Grading 2D Lookup Texture.
  41601. */
  41602. cameraColorGradingTexture: Nullable<BaseTexture>;
  41603. /**
  41604. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  41605. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  41606. * 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;
  41607. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  41608. */
  41609. /**
  41610. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  41611. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  41612. * 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;
  41613. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  41614. */
  41615. cameraColorCurves: Nullable<ColorCurves>;
  41616. /**
  41617. * Custom callback helping to override the default shader used in the material.
  41618. */
  41619. customShaderNameResolve: (shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: StandardMaterialDefines) => string;
  41620. protected _renderTargets: SmartArray<RenderTargetTexture>;
  41621. protected _worldViewProjectionMatrix: Matrix;
  41622. protected _globalAmbientColor: Color3;
  41623. protected _useLogarithmicDepth: boolean;
  41624. protected _rebuildInParallel: boolean;
  41625. /**
  41626. * Instantiates a new standard material.
  41627. * This is the default material used in Babylon. It is the best trade off between quality
  41628. * and performances.
  41629. * @see http://doc.babylonjs.com/babylon101/materials
  41630. * @param name Define the name of the material in the scene
  41631. * @param scene Define the scene the material belong to
  41632. */
  41633. constructor(name: string, scene: Scene);
  41634. /**
  41635. * Gets a boolean indicating that current material needs to register RTT
  41636. */
  41637. readonly hasRenderTargetTextures: boolean;
  41638. /**
  41639. * Gets the current class name of the material e.g. "StandardMaterial"
  41640. * Mainly use in serialization.
  41641. * @returns the class name
  41642. */
  41643. getClassName(): string;
  41644. /**
  41645. * In case the depth buffer does not allow enough depth precision for your scene (might be the case in large scenes)
  41646. * You can try switching to logarithmic depth.
  41647. * @see http://doc.babylonjs.com/how_to/using_logarithmic_depth_buffer
  41648. */
  41649. useLogarithmicDepth: boolean;
  41650. /**
  41651. * Specifies if the material will require alpha blending
  41652. * @returns a boolean specifying if alpha blending is needed
  41653. */
  41654. needAlphaBlending(): boolean;
  41655. /**
  41656. * Specifies if this material should be rendered in alpha test mode
  41657. * @returns a boolean specifying if an alpha test is needed.
  41658. */
  41659. needAlphaTesting(): boolean;
  41660. protected _shouldUseAlphaFromDiffuseTexture(): boolean;
  41661. /**
  41662. * Get the texture used for alpha test purpose.
  41663. * @returns the diffuse texture in case of the standard material.
  41664. */
  41665. getAlphaTestTexture(): Nullable<BaseTexture>;
  41666. /**
  41667. * Get if the submesh is ready to be used and all its information available.
  41668. * Child classes can use it to update shaders
  41669. * @param mesh defines the mesh to check
  41670. * @param subMesh defines which submesh to check
  41671. * @param useInstances specifies that instances should be used
  41672. * @returns a boolean indicating that the submesh is ready or not
  41673. */
  41674. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  41675. /**
  41676. * Builds the material UBO layouts.
  41677. * Used internally during the effect preparation.
  41678. */
  41679. buildUniformLayout(): void;
  41680. /**
  41681. * Unbinds the material from the mesh
  41682. */
  41683. unbind(): void;
  41684. /**
  41685. * Binds the submesh to this material by preparing the effect and shader to draw
  41686. * @param world defines the world transformation matrix
  41687. * @param mesh defines the mesh containing the submesh
  41688. * @param subMesh defines the submesh to bind the material to
  41689. */
  41690. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  41691. /**
  41692. * Get the list of animatables in the material.
  41693. * @returns the list of animatables object used in the material
  41694. */
  41695. getAnimatables(): IAnimatable[];
  41696. /**
  41697. * Gets the active textures from the material
  41698. * @returns an array of textures
  41699. */
  41700. getActiveTextures(): BaseTexture[];
  41701. /**
  41702. * Specifies if the material uses a texture
  41703. * @param texture defines the texture to check against the material
  41704. * @returns a boolean specifying if the material uses the texture
  41705. */
  41706. hasTexture(texture: BaseTexture): boolean;
  41707. /**
  41708. * Disposes the material
  41709. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  41710. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  41711. */
  41712. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  41713. /**
  41714. * Makes a duplicate of the material, and gives it a new name
  41715. * @param name defines the new name for the duplicated material
  41716. * @returns the cloned material
  41717. */
  41718. clone(name: string): StandardMaterial;
  41719. /**
  41720. * Serializes this material in a JSON representation
  41721. * @returns the serialized material object
  41722. */
  41723. serialize(): any;
  41724. /**
  41725. * Creates a standard material from parsed material data
  41726. * @param source defines the JSON representation of the material
  41727. * @param scene defines the hosting scene
  41728. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  41729. * @returns a new standard material
  41730. */
  41731. static Parse(source: any, scene: Scene, rootUrl: string): StandardMaterial;
  41732. /**
  41733. * Are diffuse textures enabled in the application.
  41734. */
  41735. static DiffuseTextureEnabled: boolean;
  41736. /**
  41737. * Are ambient textures enabled in the application.
  41738. */
  41739. static AmbientTextureEnabled: boolean;
  41740. /**
  41741. * Are opacity textures enabled in the application.
  41742. */
  41743. static OpacityTextureEnabled: boolean;
  41744. /**
  41745. * Are reflection textures enabled in the application.
  41746. */
  41747. static ReflectionTextureEnabled: boolean;
  41748. /**
  41749. * Are emissive textures enabled in the application.
  41750. */
  41751. static EmissiveTextureEnabled: boolean;
  41752. /**
  41753. * Are specular textures enabled in the application.
  41754. */
  41755. static SpecularTextureEnabled: boolean;
  41756. /**
  41757. * Are bump textures enabled in the application.
  41758. */
  41759. static BumpTextureEnabled: boolean;
  41760. /**
  41761. * Are lightmap textures enabled in the application.
  41762. */
  41763. static LightmapTextureEnabled: boolean;
  41764. /**
  41765. * Are refraction textures enabled in the application.
  41766. */
  41767. static RefractionTextureEnabled: boolean;
  41768. /**
  41769. * Are color grading textures enabled in the application.
  41770. */
  41771. static ColorGradingTextureEnabled: boolean;
  41772. /**
  41773. * Are fresnels enabled in the application.
  41774. */
  41775. static FresnelEnabled: boolean;
  41776. }
  41777. }
  41778. declare module "babylonjs/Materials/Textures/dynamicTexture" {
  41779. import { Scene } from "babylonjs/scene";
  41780. import { Texture } from "babylonjs/Materials/Textures/texture";
  41781. /**
  41782. * A class extending Texture allowing drawing on a texture
  41783. * @see http://doc.babylonjs.com/how_to/dynamictexture
  41784. */
  41785. export class DynamicTexture extends Texture {
  41786. private _generateMipMaps;
  41787. private _canvas;
  41788. private _context;
  41789. private _engine;
  41790. /**
  41791. * Creates a DynamicTexture
  41792. * @param name defines the name of the texture
  41793. * @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
  41794. * @param scene defines the scene where you want the texture
  41795. * @param generateMipMaps defines the use of MinMaps or not (default is false)
  41796. * @param samplingMode defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  41797. * @param format defines the texture format to use (default is Engine.TEXTUREFORMAT_RGBA)
  41798. */
  41799. constructor(name: string, options: any, scene: Scene | null | undefined, generateMipMaps: boolean, samplingMode?: number, format?: number);
  41800. /**
  41801. * Get the current class name of the texture useful for serialization or dynamic coding.
  41802. * @returns "DynamicTexture"
  41803. */
  41804. getClassName(): string;
  41805. /**
  41806. * Gets the current state of canRescale
  41807. */
  41808. readonly canRescale: boolean;
  41809. private _recreate;
  41810. /**
  41811. * Scales the texture
  41812. * @param ratio the scale factor to apply to both width and height
  41813. */
  41814. scale(ratio: number): void;
  41815. /**
  41816. * Resizes the texture
  41817. * @param width the new width
  41818. * @param height the new height
  41819. */
  41820. scaleTo(width: number, height: number): void;
  41821. /**
  41822. * Gets the context of the canvas used by the texture
  41823. * @returns the canvas context of the dynamic texture
  41824. */
  41825. getContext(): CanvasRenderingContext2D;
  41826. /**
  41827. * Clears the texture
  41828. */
  41829. clear(): void;
  41830. /**
  41831. * Updates the texture
  41832. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  41833. * @param premulAlpha defines if alpha is stored as premultiplied (default is false)
  41834. */
  41835. update(invertY?: boolean, premulAlpha?: boolean): void;
  41836. /**
  41837. * Draws text onto the texture
  41838. * @param text defines the text to be drawn
  41839. * @param x defines the placement of the text from the left
  41840. * @param y defines the placement of the text from the top when invertY is true and from the bottom when false
  41841. * @param font defines the font to be used with font-style, font-size, font-name
  41842. * @param color defines the color used for the text
  41843. * @param clearColor defines the color for the canvas, use null to not overwrite canvas
  41844. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  41845. * @param update defines whether texture is immediately update (default is true)
  41846. */
  41847. drawText(text: string, x: number, y: number, font: string, color: string, clearColor: string, invertY?: boolean, update?: boolean): void;
  41848. /**
  41849. * Clones the texture
  41850. * @returns the clone of the texture.
  41851. */
  41852. clone(): DynamicTexture;
  41853. /**
  41854. * Serializes the dynamic texture. The scene should be ready before the dynamic texture is serialized
  41855. * @returns a serialized dynamic texture object
  41856. */
  41857. serialize(): any;
  41858. /** @hidden */
  41859. _rebuild(): void;
  41860. }
  41861. }
  41862. declare module "babylonjs/Shaders/imageProcessing.fragment" {
  41863. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  41864. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  41865. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  41866. /** @hidden */
  41867. export var imageProcessingPixelShader: {
  41868. name: string;
  41869. shader: string;
  41870. };
  41871. }
  41872. declare module "babylonjs/PostProcesses/imageProcessingPostProcess" {
  41873. import { Nullable } from "babylonjs/types";
  41874. import { Color4 } from "babylonjs/Maths/math.color";
  41875. import { Camera } from "babylonjs/Cameras/camera";
  41876. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  41877. import { ColorCurves } from "babylonjs/Materials/colorCurves";
  41878. import { ImageProcessingConfiguration } from "babylonjs/Materials/imageProcessingConfiguration";
  41879. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  41880. import { Engine } from "babylonjs/Engines/engine";
  41881. import "babylonjs/Shaders/imageProcessing.fragment";
  41882. import "babylonjs/Shaders/postprocess.vertex";
  41883. /**
  41884. * ImageProcessingPostProcess
  41885. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#imageprocessing
  41886. */
  41887. export class ImageProcessingPostProcess extends PostProcess {
  41888. /**
  41889. * Default configuration related to image processing available in the PBR Material.
  41890. */
  41891. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  41892. /**
  41893. * Gets the image processing configuration used either in this material.
  41894. */
  41895. /**
  41896. * Sets the Default image processing configuration used either in the this material.
  41897. *
  41898. * If sets to null, the scene one is in use.
  41899. */
  41900. imageProcessingConfiguration: ImageProcessingConfiguration;
  41901. /**
  41902. * Keep track of the image processing observer to allow dispose and replace.
  41903. */
  41904. private _imageProcessingObserver;
  41905. /**
  41906. * Attaches a new image processing configuration to the PBR Material.
  41907. * @param configuration
  41908. */
  41909. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>, doNotBuild?: boolean): void;
  41910. /**
  41911. * Gets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  41912. */
  41913. /**
  41914. * Sets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  41915. */
  41916. colorCurves: Nullable<ColorCurves>;
  41917. /**
  41918. * Gets wether the color curves effect is enabled.
  41919. */
  41920. /**
  41921. * Sets wether the color curves effect is enabled.
  41922. */
  41923. colorCurvesEnabled: boolean;
  41924. /**
  41925. * Gets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  41926. */
  41927. /**
  41928. * Sets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  41929. */
  41930. colorGradingTexture: Nullable<BaseTexture>;
  41931. /**
  41932. * Gets wether the color grading effect is enabled.
  41933. */
  41934. /**
  41935. * Gets wether the color grading effect is enabled.
  41936. */
  41937. colorGradingEnabled: boolean;
  41938. /**
  41939. * Gets exposure used in the effect.
  41940. */
  41941. /**
  41942. * Sets exposure used in the effect.
  41943. */
  41944. exposure: number;
  41945. /**
  41946. * Gets wether tonemapping is enabled or not.
  41947. */
  41948. /**
  41949. * Sets wether tonemapping is enabled or not
  41950. */
  41951. toneMappingEnabled: boolean;
  41952. /**
  41953. * Gets the type of tone mapping effect.
  41954. */
  41955. /**
  41956. * Sets the type of tone mapping effect.
  41957. */
  41958. toneMappingType: number;
  41959. /**
  41960. * Gets contrast used in the effect.
  41961. */
  41962. /**
  41963. * Sets contrast used in the effect.
  41964. */
  41965. contrast: number;
  41966. /**
  41967. * Gets Vignette stretch size.
  41968. */
  41969. /**
  41970. * Sets Vignette stretch size.
  41971. */
  41972. vignetteStretch: number;
  41973. /**
  41974. * Gets Vignette centre X Offset.
  41975. */
  41976. /**
  41977. * Sets Vignette centre X Offset.
  41978. */
  41979. vignetteCentreX: number;
  41980. /**
  41981. * Gets Vignette centre Y Offset.
  41982. */
  41983. /**
  41984. * Sets Vignette centre Y Offset.
  41985. */
  41986. vignetteCentreY: number;
  41987. /**
  41988. * Gets Vignette weight or intensity of the vignette effect.
  41989. */
  41990. /**
  41991. * Sets Vignette weight or intensity of the vignette effect.
  41992. */
  41993. vignetteWeight: number;
  41994. /**
  41995. * Gets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  41996. * if vignetteEnabled is set to true.
  41997. */
  41998. /**
  41999. * Sets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  42000. * if vignetteEnabled is set to true.
  42001. */
  42002. vignetteColor: Color4;
  42003. /**
  42004. * Gets Camera field of view used by the Vignette effect.
  42005. */
  42006. /**
  42007. * Sets Camera field of view used by the Vignette effect.
  42008. */
  42009. vignetteCameraFov: number;
  42010. /**
  42011. * Gets the vignette blend mode allowing different kind of effect.
  42012. */
  42013. /**
  42014. * Sets the vignette blend mode allowing different kind of effect.
  42015. */
  42016. vignetteBlendMode: number;
  42017. /**
  42018. * Gets wether the vignette effect is enabled.
  42019. */
  42020. /**
  42021. * Sets wether the vignette effect is enabled.
  42022. */
  42023. vignetteEnabled: boolean;
  42024. private _fromLinearSpace;
  42025. /**
  42026. * Gets wether the input of the processing is in Gamma or Linear Space.
  42027. */
  42028. /**
  42029. * Sets wether the input of the processing is in Gamma or Linear Space.
  42030. */
  42031. fromLinearSpace: boolean;
  42032. /**
  42033. * Defines cache preventing GC.
  42034. */
  42035. private _defines;
  42036. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, imageProcessingConfiguration?: ImageProcessingConfiguration);
  42037. /**
  42038. * "ImageProcessingPostProcess"
  42039. * @returns "ImageProcessingPostProcess"
  42040. */
  42041. getClassName(): string;
  42042. protected _updateParameters(): void;
  42043. dispose(camera?: Camera): void;
  42044. }
  42045. }
  42046. declare module "babylonjs/Meshes/Builders/groundBuilder" {
  42047. import { Scene } from "babylonjs/scene";
  42048. import { Color3 } from "babylonjs/Maths/math.color";
  42049. import { Mesh } from "babylonjs/Meshes/mesh";
  42050. import { GroundMesh } from "babylonjs/Meshes/groundMesh";
  42051. import { Nullable } from "babylonjs/types";
  42052. /**
  42053. * Class containing static functions to help procedurally build meshes
  42054. */
  42055. export class GroundBuilder {
  42056. /**
  42057. * Creates a ground mesh
  42058. * * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground
  42059. * * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side
  42060. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  42061. * @param name defines the name of the mesh
  42062. * @param options defines the options used to create the mesh
  42063. * @param scene defines the hosting scene
  42064. * @returns the ground mesh
  42065. * @see https://doc.babylonjs.com/how_to/set_shapes#ground
  42066. */
  42067. static CreateGround(name: string, options: {
  42068. width?: number;
  42069. height?: number;
  42070. subdivisions?: number;
  42071. subdivisionsX?: number;
  42072. subdivisionsY?: number;
  42073. updatable?: boolean;
  42074. }, scene: any): Mesh;
  42075. /**
  42076. * Creates a tiled ground mesh
  42077. * * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates
  42078. * * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates
  42079. * * 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
  42080. * * 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
  42081. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  42082. * @param name defines the name of the mesh
  42083. * @param options defines the options used to create the mesh
  42084. * @param scene defines the hosting scene
  42085. * @returns the tiled ground mesh
  42086. * @see https://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  42087. */
  42088. static CreateTiledGround(name: string, options: {
  42089. xmin: number;
  42090. zmin: number;
  42091. xmax: number;
  42092. zmax: number;
  42093. subdivisions?: {
  42094. w: number;
  42095. h: number;
  42096. };
  42097. precision?: {
  42098. w: number;
  42099. h: number;
  42100. };
  42101. updatable?: boolean;
  42102. }, scene?: Nullable<Scene>): Mesh;
  42103. /**
  42104. * Creates a ground mesh from a height map
  42105. * * The parameter `url` sets the URL of the height map image resource.
  42106. * * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.
  42107. * * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.
  42108. * * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.
  42109. * * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.
  42110. * * 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.
  42111. * * 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).
  42112. * * The parameter `alphaFilter` will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  42113. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  42114. * @param name defines the name of the mesh
  42115. * @param url defines the url to the height map
  42116. * @param options defines the options used to create the mesh
  42117. * @param scene defines the hosting scene
  42118. * @returns the ground mesh
  42119. * @see https://doc.babylonjs.com/babylon101/height_map
  42120. * @see https://doc.babylonjs.com/how_to/set_shapes#ground-from-a-height-map
  42121. */
  42122. static CreateGroundFromHeightMap(name: string, url: string, options: {
  42123. width?: number;
  42124. height?: number;
  42125. subdivisions?: number;
  42126. minHeight?: number;
  42127. maxHeight?: number;
  42128. colorFilter?: Color3;
  42129. alphaFilter?: number;
  42130. updatable?: boolean;
  42131. onReady?: (mesh: GroundMesh) => void;
  42132. }, scene?: Nullable<Scene>): GroundMesh;
  42133. }
  42134. }
  42135. declare module "babylonjs/Meshes/Builders/torusBuilder" {
  42136. import { Vector4 } from "babylonjs/Maths/math.vector";
  42137. import { Mesh } from "babylonjs/Meshes/mesh";
  42138. /**
  42139. * Class containing static functions to help procedurally build meshes
  42140. */
  42141. export class TorusBuilder {
  42142. /**
  42143. * Creates a torus mesh
  42144. * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)
  42145. * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)
  42146. * * The parameter `tessellation` sets the number of torus sides (postive integer, default 16)
  42147. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  42148. * * 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
  42149. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  42150. * @param name defines the name of the mesh
  42151. * @param options defines the options used to create the mesh
  42152. * @param scene defines the hosting scene
  42153. * @returns the torus mesh
  42154. * @see https://doc.babylonjs.com/how_to/set_shapes#torus
  42155. */
  42156. static CreateTorus(name: string, options: {
  42157. diameter?: number;
  42158. thickness?: number;
  42159. tessellation?: number;
  42160. updatable?: boolean;
  42161. sideOrientation?: number;
  42162. frontUVs?: Vector4;
  42163. backUVs?: Vector4;
  42164. }, scene: any): Mesh;
  42165. }
  42166. }
  42167. declare module "babylonjs/Meshes/Builders/cylinderBuilder" {
  42168. import { Vector4 } from "babylonjs/Maths/math.vector";
  42169. import { Color4 } from "babylonjs/Maths/math.color";
  42170. import { Mesh } from "babylonjs/Meshes/mesh";
  42171. /**
  42172. * Class containing static functions to help procedurally build meshes
  42173. */
  42174. export class CylinderBuilder {
  42175. /**
  42176. * Creates a cylinder or a cone mesh
  42177. * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
  42178. * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
  42179. * * 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.
  42180. * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
  42181. * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
  42182. * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.
  42183. * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.
  42184. * * 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).
  42185. * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.
  42186. * * 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).
  42187. * * 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
  42188. * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7
  42189. * * 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
  42190. * * 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.
  42191. * * If `enclose` is false, a ring surface is one element.
  42192. * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
  42193. * * 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
  42194. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  42195. * * 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
  42196. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  42197. * @param name defines the name of the mesh
  42198. * @param options defines the options used to create the mesh
  42199. * @param scene defines the hosting scene
  42200. * @returns the cylinder mesh
  42201. * @see https://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  42202. */
  42203. static CreateCylinder(name: string, options: {
  42204. height?: number;
  42205. diameterTop?: number;
  42206. diameterBottom?: number;
  42207. diameter?: number;
  42208. tessellation?: number;
  42209. subdivisions?: number;
  42210. arc?: number;
  42211. faceColors?: Color4[];
  42212. faceUV?: Vector4[];
  42213. updatable?: boolean;
  42214. hasRings?: boolean;
  42215. enclose?: boolean;
  42216. cap?: number;
  42217. sideOrientation?: number;
  42218. frontUVs?: Vector4;
  42219. backUVs?: Vector4;
  42220. }, scene: any): Mesh;
  42221. }
  42222. }
  42223. declare module "babylonjs/Cameras/VR/vrExperienceHelper" {
  42224. import { Observable } from "babylonjs/Misc/observable";
  42225. import { Nullable } from "babylonjs/types";
  42226. import { Camera } from "babylonjs/Cameras/camera";
  42227. import { DeviceOrientationCamera } from "babylonjs/Cameras/deviceOrientationCamera";
  42228. import { VRDeviceOrientationFreeCamera } from "babylonjs/Cameras/VR/vrDeviceOrientationFreeCamera";
  42229. import { WebVROptions, WebVRFreeCamera } from "babylonjs/Cameras/VR/webVRCamera";
  42230. import { Scene } from "babylonjs/scene";
  42231. import { Vector3 } from "babylonjs/Maths/math.vector";
  42232. import { Color3 } from "babylonjs/Maths/math.color";
  42233. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  42234. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  42235. import { Mesh } from "babylonjs/Meshes/mesh";
  42236. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  42237. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  42238. import "babylonjs/Meshes/Builders/groundBuilder";
  42239. import "babylonjs/Meshes/Builders/torusBuilder";
  42240. import "babylonjs/Meshes/Builders/cylinderBuilder";
  42241. import "babylonjs/Gamepads/gamepadSceneComponent";
  42242. import "babylonjs/Animations/animatable";
  42243. /**
  42244. * Options to modify the vr teleportation behavior.
  42245. */
  42246. export interface VRTeleportationOptions {
  42247. /**
  42248. * The name of the mesh which should be used as the teleportation floor. (default: null)
  42249. */
  42250. floorMeshName?: string;
  42251. /**
  42252. * A list of meshes to be used as the teleportation floor. (default: empty)
  42253. */
  42254. floorMeshes?: Mesh[];
  42255. }
  42256. /**
  42257. * Options to modify the vr experience helper's behavior.
  42258. */
  42259. export interface VRExperienceHelperOptions extends WebVROptions {
  42260. /**
  42261. * Create a DeviceOrientationCamera to be used as your out of vr camera. (default: true)
  42262. */
  42263. createDeviceOrientationCamera?: boolean;
  42264. /**
  42265. * Create a VRDeviceOrientationFreeCamera to be used for VR when no external HMD is found. (default: true)
  42266. */
  42267. createFallbackVRDeviceOrientationFreeCamera?: boolean;
  42268. /**
  42269. * Uses the main button on the controller to toggle the laser casted. (default: true)
  42270. */
  42271. laserToggle?: boolean;
  42272. /**
  42273. * A list of meshes to be used as the teleportation floor. If specified, teleportation will be enabled (default: undefined)
  42274. */
  42275. floorMeshes?: Mesh[];
  42276. /**
  42277. * Distortion metrics for the fallback vrDeviceOrientationCamera (default: VRCameraMetrics.Default)
  42278. */
  42279. vrDeviceOrientationCameraMetrics?: VRCameraMetrics;
  42280. }
  42281. /**
  42282. * Event containing information after VR has been entered
  42283. */
  42284. export class OnAfterEnteringVRObservableEvent {
  42285. /**
  42286. * If entering vr was successful
  42287. */
  42288. success: boolean;
  42289. }
  42290. /**
  42291. * Helps to quickly add VR support to an existing scene.
  42292. * See http://doc.babylonjs.com/how_to/webvr_helper
  42293. */
  42294. export class VRExperienceHelper {
  42295. /** Options to modify the vr experience helper's behavior. */
  42296. webVROptions: VRExperienceHelperOptions;
  42297. private _scene;
  42298. private _position;
  42299. private _btnVR;
  42300. private _btnVRDisplayed;
  42301. private _webVRsupported;
  42302. private _webVRready;
  42303. private _webVRrequesting;
  42304. private _webVRpresenting;
  42305. private _hasEnteredVR;
  42306. private _fullscreenVRpresenting;
  42307. private _canvas;
  42308. private _webVRCamera;
  42309. private _vrDeviceOrientationCamera;
  42310. private _deviceOrientationCamera;
  42311. private _existingCamera;
  42312. private _onKeyDown;
  42313. private _onVrDisplayPresentChange;
  42314. private _onVRDisplayChanged;
  42315. private _onVRRequestPresentStart;
  42316. private _onVRRequestPresentComplete;
  42317. /**
  42318. * 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)
  42319. */
  42320. enableGazeEvenWhenNoPointerLock: boolean;
  42321. /**
  42322. * Gets or sets a boolean indicating that the VREXperienceHelper will exit VR if double tap is detected
  42323. */
  42324. exitVROnDoubleTap: boolean;
  42325. /**
  42326. * Observable raised right before entering VR.
  42327. */
  42328. onEnteringVRObservable: Observable<VRExperienceHelper>;
  42329. /**
  42330. * Observable raised when entering VR has completed.
  42331. */
  42332. onAfterEnteringVRObservable: Observable<OnAfterEnteringVRObservableEvent>;
  42333. /**
  42334. * Observable raised when exiting VR.
  42335. */
  42336. onExitingVRObservable: Observable<VRExperienceHelper>;
  42337. /**
  42338. * Observable raised when controller mesh is loaded.
  42339. */
  42340. onControllerMeshLoadedObservable: Observable<WebVRController>;
  42341. /** Return this.onEnteringVRObservable
  42342. * Note: This one is for backward compatibility. Please use onEnteringVRObservable directly
  42343. */
  42344. readonly onEnteringVR: Observable<VRExperienceHelper>;
  42345. /** Return this.onExitingVRObservable
  42346. * Note: This one is for backward compatibility. Please use onExitingVRObservable directly
  42347. */
  42348. readonly onExitingVR: Observable<VRExperienceHelper>;
  42349. /** Return this.onControllerMeshLoadedObservable
  42350. * Note: This one is for backward compatibility. Please use onControllerMeshLoadedObservable directly
  42351. */
  42352. readonly onControllerMeshLoaded: Observable<WebVRController>;
  42353. private _rayLength;
  42354. private _useCustomVRButton;
  42355. private _teleportationRequested;
  42356. private _teleportActive;
  42357. private _floorMeshName;
  42358. private _floorMeshesCollection;
  42359. private _rotationAllowed;
  42360. private _teleportBackwardsVector;
  42361. private _teleportationTarget;
  42362. private _isDefaultTeleportationTarget;
  42363. private _postProcessMove;
  42364. private _teleportationFillColor;
  42365. private _teleportationBorderColor;
  42366. private _rotationAngle;
  42367. private _haloCenter;
  42368. private _cameraGazer;
  42369. private _padSensibilityUp;
  42370. private _padSensibilityDown;
  42371. private _leftController;
  42372. private _rightController;
  42373. /**
  42374. * Observable raised when a new mesh is selected based on meshSelectionPredicate
  42375. */
  42376. onNewMeshSelected: Observable<AbstractMesh>;
  42377. /**
  42378. * Observable raised when a new mesh is selected based on meshSelectionPredicate.
  42379. * This observable will provide the mesh and the controller used to select the mesh
  42380. */
  42381. onMeshSelectedWithController: Observable<{
  42382. mesh: AbstractMesh;
  42383. controller: WebVRController;
  42384. }>;
  42385. /**
  42386. * Observable raised when a new mesh is picked based on meshSelectionPredicate
  42387. */
  42388. onNewMeshPicked: Observable<PickingInfo>;
  42389. private _circleEase;
  42390. /**
  42391. * Observable raised before camera teleportation
  42392. */
  42393. onBeforeCameraTeleport: Observable<Vector3>;
  42394. /**
  42395. * Observable raised after camera teleportation
  42396. */
  42397. onAfterCameraTeleport: Observable<Vector3>;
  42398. /**
  42399. * Observable raised when current selected mesh gets unselected
  42400. */
  42401. onSelectedMeshUnselected: Observable<AbstractMesh>;
  42402. private _raySelectionPredicate;
  42403. /**
  42404. * To be optionaly changed by user to define custom ray selection
  42405. */
  42406. raySelectionPredicate: (mesh: AbstractMesh) => boolean;
  42407. /**
  42408. * To be optionaly changed by user to define custom selection logic (after ray selection)
  42409. */
  42410. meshSelectionPredicate: (mesh: AbstractMesh) => boolean;
  42411. /**
  42412. * Set teleportation enabled. If set to false camera teleportation will be disabled but camera rotation will be kept.
  42413. */
  42414. teleportationEnabled: boolean;
  42415. private _defaultHeight;
  42416. private _teleportationInitialized;
  42417. private _interactionsEnabled;
  42418. private _interactionsRequested;
  42419. private _displayGaze;
  42420. private _displayLaserPointer;
  42421. /**
  42422. * The mesh used to display where the user is going to teleport.
  42423. */
  42424. /**
  42425. * Sets the mesh to be used to display where the user is going to teleport.
  42426. */
  42427. teleportationTarget: Mesh;
  42428. /**
  42429. * 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
  42430. * when set bakeCurrentTransformIntoVertices will be called on the mesh.
  42431. * See http://doc.babylonjs.com/resources/baking_transformations
  42432. */
  42433. gazeTrackerMesh: Mesh;
  42434. /**
  42435. * If the gaze trackers scale should be updated to be constant size when pointing at near/far meshes
  42436. */
  42437. updateGazeTrackerScale: boolean;
  42438. /**
  42439. * If the gaze trackers color should be updated when selecting meshes
  42440. */
  42441. updateGazeTrackerColor: boolean;
  42442. /**
  42443. * If the controller laser color should be updated when selecting meshes
  42444. */
  42445. updateControllerLaserColor: boolean;
  42446. /**
  42447. * The gaze tracking mesh corresponding to the left controller
  42448. */
  42449. readonly leftControllerGazeTrackerMesh: Nullable<Mesh>;
  42450. /**
  42451. * The gaze tracking mesh corresponding to the right controller
  42452. */
  42453. readonly rightControllerGazeTrackerMesh: Nullable<Mesh>;
  42454. /**
  42455. * If the ray of the gaze should be displayed.
  42456. */
  42457. /**
  42458. * Sets if the ray of the gaze should be displayed.
  42459. */
  42460. displayGaze: boolean;
  42461. /**
  42462. * If the ray of the LaserPointer should be displayed.
  42463. */
  42464. /**
  42465. * Sets if the ray of the LaserPointer should be displayed.
  42466. */
  42467. displayLaserPointer: boolean;
  42468. /**
  42469. * The deviceOrientationCamera used as the camera when not in VR.
  42470. */
  42471. readonly deviceOrientationCamera: Nullable<DeviceOrientationCamera>;
  42472. /**
  42473. * Based on the current WebVR support, returns the current VR camera used.
  42474. */
  42475. readonly currentVRCamera: Nullable<Camera>;
  42476. /**
  42477. * The webVRCamera which is used when in VR.
  42478. */
  42479. readonly webVRCamera: WebVRFreeCamera;
  42480. /**
  42481. * The deviceOrientationCamera that is used as a fallback when vr device is not connected.
  42482. */
  42483. readonly vrDeviceOrientationCamera: Nullable<VRDeviceOrientationFreeCamera>;
  42484. /**
  42485. * The html button that is used to trigger entering into VR.
  42486. */
  42487. readonly vrButton: Nullable<HTMLButtonElement>;
  42488. private readonly _teleportationRequestInitiated;
  42489. /**
  42490. * Defines wether or not Pointer lock should be requested when switching to
  42491. * full screen.
  42492. */
  42493. requestPointerLockOnFullScreen: boolean;
  42494. /**
  42495. * Instantiates a VRExperienceHelper.
  42496. * Helps to quickly add VR support to an existing scene.
  42497. * @param scene The scene the VRExperienceHelper belongs to.
  42498. * @param webVROptions Options to modify the vr experience helper's behavior.
  42499. */
  42500. constructor(scene: Scene,
  42501. /** Options to modify the vr experience helper's behavior. */
  42502. webVROptions?: VRExperienceHelperOptions);
  42503. private _onDefaultMeshLoaded;
  42504. private _onResize;
  42505. private _onFullscreenChange;
  42506. /**
  42507. * Gets a value indicating if we are currently in VR mode.
  42508. */
  42509. readonly isInVRMode: boolean;
  42510. private onVrDisplayPresentChange;
  42511. private onVRDisplayChanged;
  42512. private moveButtonToBottomRight;
  42513. private displayVRButton;
  42514. private updateButtonVisibility;
  42515. private _cachedAngularSensibility;
  42516. /**
  42517. * Attempt to enter VR. If a headset is connected and ready, will request present on that.
  42518. * Otherwise, will use the fullscreen API.
  42519. */
  42520. enterVR(): void;
  42521. /**
  42522. * Attempt to exit VR, or fullscreen.
  42523. */
  42524. exitVR(): void;
  42525. /**
  42526. * The position of the vr experience helper.
  42527. */
  42528. /**
  42529. * Sets the position of the vr experience helper.
  42530. */
  42531. position: Vector3;
  42532. /**
  42533. * Enables controllers and user interactions such as selecting and object or clicking on an object.
  42534. */
  42535. enableInteractions(): void;
  42536. private readonly _noControllerIsActive;
  42537. private beforeRender;
  42538. private _isTeleportationFloor;
  42539. /**
  42540. * Adds a floor mesh to be used for teleportation.
  42541. * @param floorMesh the mesh to be used for teleportation.
  42542. */
  42543. addFloorMesh(floorMesh: Mesh): void;
  42544. /**
  42545. * Removes a floor mesh from being used for teleportation.
  42546. * @param floorMesh the mesh to be removed.
  42547. */
  42548. removeFloorMesh(floorMesh: Mesh): void;
  42549. /**
  42550. * Enables interactions and teleportation using the VR controllers and gaze.
  42551. * @param vrTeleportationOptions options to modify teleportation behavior.
  42552. */
  42553. enableTeleportation(vrTeleportationOptions?: VRTeleportationOptions): void;
  42554. private _onNewGamepadConnected;
  42555. private _tryEnableInteractionOnController;
  42556. private _onNewGamepadDisconnected;
  42557. private _enableInteractionOnController;
  42558. private _checkTeleportWithRay;
  42559. private _checkRotate;
  42560. private _checkTeleportBackwards;
  42561. private _enableTeleportationOnController;
  42562. private _createTeleportationCircles;
  42563. private _displayTeleportationTarget;
  42564. private _hideTeleportationTarget;
  42565. private _rotateCamera;
  42566. private _moveTeleportationSelectorTo;
  42567. private _workingVector;
  42568. private _workingQuaternion;
  42569. private _workingMatrix;
  42570. /**
  42571. * Teleports the users feet to the desired location
  42572. * @param location The location where the user's feet should be placed
  42573. */
  42574. teleportCamera(location: Vector3): void;
  42575. private _convertNormalToDirectionOfRay;
  42576. private _castRayAndSelectObject;
  42577. private _notifySelectedMeshUnselected;
  42578. /**
  42579. * Sets the color of the laser ray from the vr controllers.
  42580. * @param color new color for the ray.
  42581. */
  42582. changeLaserColor(color: Color3): void;
  42583. /**
  42584. * Sets the color of the ray from the vr headsets gaze.
  42585. * @param color new color for the ray.
  42586. */
  42587. changeGazeColor(color: Color3): void;
  42588. /**
  42589. * Exits VR and disposes of the vr experience helper
  42590. */
  42591. dispose(): void;
  42592. /**
  42593. * Gets the name of the VRExperienceHelper class
  42594. * @returns "VRExperienceHelper"
  42595. */
  42596. getClassName(): string;
  42597. }
  42598. }
  42599. declare module "babylonjs/Cameras/VR/index" {
  42600. export * from "babylonjs/Cameras/VR/vrCameraMetrics";
  42601. export * from "babylonjs/Cameras/VR/vrDeviceOrientationArcRotateCamera";
  42602. export * from "babylonjs/Cameras/VR/vrDeviceOrientationFreeCamera";
  42603. export * from "babylonjs/Cameras/VR/vrDeviceOrientationGamepadCamera";
  42604. export * from "babylonjs/Cameras/VR/vrExperienceHelper";
  42605. export * from "babylonjs/Cameras/VR/webVRCamera";
  42606. }
  42607. declare module "babylonjs/Cameras/XR/webXRSessionManager" {
  42608. import { Observable } from "babylonjs/Misc/observable";
  42609. import { Nullable } from "babylonjs/types";
  42610. import { IDisposable, Scene } from "babylonjs/scene";
  42611. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  42612. /**
  42613. * Manages an XRSession to work with Babylon's engine
  42614. * @see https://doc.babylonjs.com/how_to/webxr
  42615. */
  42616. export class WebXRSessionManager implements IDisposable {
  42617. private scene;
  42618. /**
  42619. * Fires every time a new xrFrame arrives which can be used to update the camera
  42620. */
  42621. onXRFrameObservable: Observable<any>;
  42622. /**
  42623. * Fires when the xr session is ended either by the device or manually done
  42624. */
  42625. onXRSessionEnded: Observable<any>;
  42626. /**
  42627. * Underlying xr session
  42628. */
  42629. session: XRSession;
  42630. /**
  42631. * Type of reference space used when creating the session
  42632. */
  42633. referenceSpace: XRReferenceSpace;
  42634. /** @hidden */
  42635. _sessionRenderTargetTexture: Nullable<RenderTargetTexture>;
  42636. /**
  42637. * Current XR frame
  42638. */
  42639. currentFrame: Nullable<XRFrame>;
  42640. private _xrNavigator;
  42641. private baseLayer;
  42642. /**
  42643. * Constructs a WebXRSessionManager, this must be initialized within a user action before usage
  42644. * @param scene The scene which the session should be created for
  42645. */
  42646. constructor(scene: Scene);
  42647. /**
  42648. * Initializes the manager
  42649. * After initialization enterXR can be called to start an XR session
  42650. * @returns Promise which resolves after it is initialized
  42651. */
  42652. initializeAsync(): Promise<void>;
  42653. /**
  42654. * Initializes an xr session
  42655. * @param xrSessionMode mode to initialize
  42656. * @returns a promise which will resolve once the session has been initialized
  42657. */
  42658. initializeSessionAsync(xrSessionMode: XRSessionMode): any;
  42659. /**
  42660. * Sets the reference space on the xr session
  42661. * @param referenceSpace space to set
  42662. * @returns a promise that will resolve once the reference space has been set
  42663. */
  42664. setReferenceSpaceAsync(referenceSpace: XRReferenceSpaceType): Promise<void>;
  42665. /**
  42666. * Updates the render state of the session
  42667. * @param state state to set
  42668. * @returns a promise that resolves once the render state has been updated
  42669. */
  42670. updateRenderStateAsync(state: XRRenderState): Promise<void>;
  42671. /**
  42672. * Starts rendering to the xr layer
  42673. * @returns a promise that will resolve once rendering has started
  42674. */
  42675. startRenderingToXRAsync(): Promise<void>;
  42676. /**
  42677. * Stops the xrSession and restores the renderloop
  42678. * @returns Promise which resolves after it exits XR
  42679. */
  42680. exitXRAsync(): Promise<unknown>;
  42681. /**
  42682. * Checks if a session would be supported for the creation options specified
  42683. * @param sessionMode session mode to check if supported eg. immersive-vr
  42684. * @returns true if supported
  42685. */
  42686. supportsSessionAsync(sessionMode: XRSessionMode): any;
  42687. /**
  42688. * @hidden
  42689. * Converts the render layer of xrSession to a render target
  42690. * @param session session to create render target for
  42691. * @param scene scene the new render target should be created for
  42692. */
  42693. static _CreateRenderTargetTextureFromSession(session: XRSession, scene: Scene, baseLayer: XRWebGLLayer): RenderTargetTexture;
  42694. /**
  42695. * Disposes of the session manager
  42696. */
  42697. dispose(): void;
  42698. }
  42699. }
  42700. declare module "babylonjs/Cameras/XR/webXRCamera" {
  42701. import { Scene } from "babylonjs/scene";
  42702. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  42703. import { WebXRSessionManager } from "babylonjs/Cameras/XR/webXRSessionManager";
  42704. /**
  42705. * WebXR Camera which holds the views for the xrSession
  42706. * @see https://doc.babylonjs.com/how_to/webxr
  42707. */
  42708. export class WebXRCamera extends FreeCamera {
  42709. private static _TmpMatrix;
  42710. /**
  42711. * Creates a new webXRCamera, this should only be set at the camera after it has been updated by the xrSessionManager
  42712. * @param name the name of the camera
  42713. * @param scene the scene to add the camera to
  42714. */
  42715. constructor(name: string, scene: Scene);
  42716. private _updateNumberOfRigCameras;
  42717. /** @hidden */
  42718. _updateForDualEyeDebugging(pupilDistance?: number): void;
  42719. /**
  42720. * Updates the cameras position from the current pose information of the XR session
  42721. * @param xrSessionManager the session containing pose information
  42722. * @returns true if the camera has been updated, false if the session did not contain pose or frame data
  42723. */
  42724. updateFromXRSessionManager(xrSessionManager: WebXRSessionManager): boolean;
  42725. }
  42726. }
  42727. declare module "babylonjs/Cameras/XR/webXRManagedOutputCanvas" {
  42728. import { Nullable } from "babylonjs/types";
  42729. import { IDisposable } from "babylonjs/scene";
  42730. import { WebXRExperienceHelper } from "babylonjs/Cameras/XR/webXRExperienceHelper";
  42731. /**
  42732. * Creates a canvas that is added/removed from the webpage when entering/exiting XR
  42733. */
  42734. export class WebXRManagedOutputCanvas implements IDisposable {
  42735. private helper;
  42736. private _canvas;
  42737. /**
  42738. * xrpresent context of the canvas which can be used to display/mirror xr content
  42739. */
  42740. canvasContext: WebGLRenderingContext;
  42741. /**
  42742. * xr layer for the canvas
  42743. */
  42744. xrLayer: Nullable<XRWebGLLayer>;
  42745. /**
  42746. * Initializes the xr layer for the session
  42747. * @param xrSession xr session
  42748. * @returns a promise that will resolve once the XR Layer has been created
  42749. */
  42750. initializeXRLayerAsync(xrSession: any): any;
  42751. /**
  42752. * Initializes the canvas to be added/removed upon entering/exiting xr
  42753. * @param helper the xr experience helper used to trigger adding/removing of the canvas
  42754. * @param canvas The canvas to be added/removed (If not specified a full screen canvas will be created)
  42755. */
  42756. constructor(helper: WebXRExperienceHelper, canvas?: HTMLCanvasElement);
  42757. /**
  42758. * Disposes of the object
  42759. */
  42760. dispose(): void;
  42761. private _setManagedOutputCanvas;
  42762. private _addCanvas;
  42763. private _removeCanvas;
  42764. }
  42765. }
  42766. declare module "babylonjs/Cameras/XR/webXRExperienceHelper" {
  42767. import { Observable } from "babylonjs/Misc/observable";
  42768. import { IDisposable, Scene } from "babylonjs/scene";
  42769. import { Quaternion, Vector3 } from "babylonjs/Maths/math.vector";
  42770. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  42771. import { WebXRSessionManager } from "babylonjs/Cameras/XR/webXRSessionManager";
  42772. import { WebXRCamera } from "babylonjs/Cameras/XR/webXRCamera";
  42773. import { WebXRManagedOutputCanvas } from "babylonjs/Cameras/XR/webXRManagedOutputCanvas";
  42774. /**
  42775. * States of the webXR experience
  42776. */
  42777. export enum WebXRState {
  42778. /**
  42779. * Transitioning to being in XR mode
  42780. */
  42781. ENTERING_XR = 0,
  42782. /**
  42783. * Transitioning to non XR mode
  42784. */
  42785. EXITING_XR = 1,
  42786. /**
  42787. * In XR mode and presenting
  42788. */
  42789. IN_XR = 2,
  42790. /**
  42791. * Not entered XR mode
  42792. */
  42793. NOT_IN_XR = 3
  42794. }
  42795. /**
  42796. * Base set of functionality needed to create an XR experince (WebXRSessionManager, Camera, StateManagement, etc.)
  42797. * @see https://doc.babylonjs.com/how_to/webxr
  42798. */
  42799. export class WebXRExperienceHelper implements IDisposable {
  42800. private scene;
  42801. /**
  42802. * 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
  42803. */
  42804. container: AbstractMesh;
  42805. /**
  42806. * Camera used to render xr content
  42807. */
  42808. camera: WebXRCamera;
  42809. /**
  42810. * The current state of the XR experience (eg. transitioning, in XR or not in XR)
  42811. */
  42812. state: WebXRState;
  42813. private _setState;
  42814. private static _TmpVector;
  42815. /**
  42816. * Fires when the state of the experience helper has changed
  42817. */
  42818. onStateChangedObservable: Observable<WebXRState>;
  42819. /** Session manager used to keep track of xr session */
  42820. sessionManager: WebXRSessionManager;
  42821. private _nonVRCamera;
  42822. private _originalSceneAutoClear;
  42823. private _supported;
  42824. /**
  42825. * Creates the experience helper
  42826. * @param scene the scene to attach the experience helper to
  42827. * @returns a promise for the experience helper
  42828. */
  42829. static CreateAsync(scene: Scene): Promise<WebXRExperienceHelper>;
  42830. /**
  42831. * Creates a WebXRExperienceHelper
  42832. * @param scene The scene the helper should be created in
  42833. */
  42834. private constructor();
  42835. /**
  42836. * Exits XR mode and returns the scene to its original state
  42837. * @returns promise that resolves after xr mode has exited
  42838. */
  42839. exitXRAsync(): Promise<unknown>;
  42840. /**
  42841. * Enters XR mode (This must be done within a user interaction in most browsers eg. button click)
  42842. * @param sessionCreationOptions options for the XR session
  42843. * @param referenceSpaceType frame of reference of the XR session
  42844. * @param outputCanvas the output canvas that will be used to enter XR mode
  42845. * @returns promise that resolves after xr mode has entered
  42846. */
  42847. enterXRAsync(sessionCreationOptions: XRSessionMode, referenceSpaceType: XRReferenceSpaceType, outputCanvas: WebXRManagedOutputCanvas): any;
  42848. /**
  42849. * Updates the global position of the camera by moving the camera's container
  42850. * This should be used instead of modifying the camera's position as it will be overwritten by an xrSessions's update frame
  42851. * @param position The desired global position of the camera
  42852. */
  42853. setPositionOfCameraUsingContainer(position: Vector3): void;
  42854. /**
  42855. * Rotates the xr camera by rotating the camera's container around the camera's position
  42856. * This should be used instead of modifying the camera's rotation as it will be overwritten by an xrSessions's update frame
  42857. * @param rotation the desired quaternion rotation to apply to the camera
  42858. */
  42859. rotateCameraByQuaternionUsingContainer(rotation: Quaternion): void;
  42860. /**
  42861. * Disposes of the experience helper
  42862. */
  42863. dispose(): void;
  42864. }
  42865. }
  42866. declare module "babylonjs/Cameras/XR/webXREnterExitUI" {
  42867. import { Nullable } from "babylonjs/types";
  42868. import { Observable } from "babylonjs/Misc/observable";
  42869. import { IDisposable, Scene } from "babylonjs/scene";
  42870. import { WebXRExperienceHelper } from "babylonjs/Cameras/XR/webXRExperienceHelper";
  42871. import { WebXRManagedOutputCanvas } from "babylonjs/Cameras/XR/webXRManagedOutputCanvas";
  42872. /**
  42873. * Button which can be used to enter a different mode of XR
  42874. */
  42875. export class WebXREnterExitUIButton {
  42876. /** button element */
  42877. element: HTMLElement;
  42878. /** XR initialization options for the button */
  42879. sessionMode: XRSessionMode;
  42880. /** Reference space type */
  42881. referenceSpaceType: XRReferenceSpaceType;
  42882. /**
  42883. * Creates a WebXREnterExitUIButton
  42884. * @param element button element
  42885. * @param sessionMode XR initialization session mode
  42886. * @param referenceSpaceType the type of reference space to be used
  42887. */
  42888. constructor(
  42889. /** button element */
  42890. element: HTMLElement,
  42891. /** XR initialization options for the button */
  42892. sessionMode: XRSessionMode,
  42893. /** Reference space type */
  42894. referenceSpaceType: XRReferenceSpaceType);
  42895. /**
  42896. * Overwritable function which can be used to update the button's visuals when the state changes
  42897. * @param activeButton the current active button in the UI
  42898. */
  42899. update(activeButton: Nullable<WebXREnterExitUIButton>): void;
  42900. }
  42901. /**
  42902. * Options to create the webXR UI
  42903. */
  42904. export class WebXREnterExitUIOptions {
  42905. /**
  42906. * Context to enter xr with
  42907. */
  42908. webXRManagedOutputCanvas?: Nullable<WebXRManagedOutputCanvas>;
  42909. /**
  42910. * User provided buttons to enable/disable WebXR. The system will provide default if not set
  42911. */
  42912. customButtons?: Array<WebXREnterExitUIButton>;
  42913. }
  42914. /**
  42915. * UI to allow the user to enter/exit XR mode
  42916. */
  42917. export class WebXREnterExitUI implements IDisposable {
  42918. private scene;
  42919. private _overlay;
  42920. private _buttons;
  42921. private _activeButton;
  42922. /**
  42923. * Fired every time the active button is changed.
  42924. *
  42925. * When xr is entered via a button that launches xr that button will be the callback parameter
  42926. *
  42927. * When exiting xr the callback parameter will be null)
  42928. */
  42929. activeButtonChangedObservable: Observable<Nullable<WebXREnterExitUIButton>>;
  42930. /**
  42931. * Creates UI to allow the user to enter/exit XR mode
  42932. * @param scene the scene to add the ui to
  42933. * @param helper the xr experience helper to enter/exit xr with
  42934. * @param options options to configure the UI
  42935. * @returns the created ui
  42936. */
  42937. static CreateAsync(scene: Scene, helper: WebXRExperienceHelper, options: WebXREnterExitUIOptions): Promise<WebXREnterExitUI>;
  42938. private constructor();
  42939. private _updateButtons;
  42940. /**
  42941. * Disposes of the object
  42942. */
  42943. dispose(): void;
  42944. }
  42945. }
  42946. declare module "babylonjs/Cameras/XR/webXRController" {
  42947. import { Nullable } from "babylonjs/types";
  42948. import { Observable } from "babylonjs/Misc/observable";
  42949. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  42950. import { Ray } from "babylonjs/Culling/ray";
  42951. import { Scene } from "babylonjs/scene";
  42952. /**
  42953. * Represents an XR input
  42954. */
  42955. export class WebXRController {
  42956. private scene;
  42957. /** The underlying input source for the controller */
  42958. inputSource: XRInputSource;
  42959. private parentContainer;
  42960. /**
  42961. * 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
  42962. */
  42963. grip?: AbstractMesh;
  42964. /**
  42965. * Pointer which can be used to select objects or attach a visible laser to
  42966. */
  42967. pointer: AbstractMesh;
  42968. /**
  42969. * Event that fires when the controller is removed/disposed
  42970. */
  42971. onDisposeObservable: Observable<{}>;
  42972. private _tmpMatrix;
  42973. private _tmpQuaternion;
  42974. private _tmpVector;
  42975. /**
  42976. * Creates the controller
  42977. * @see https://doc.babylonjs.com/how_to/webxr
  42978. * @param scene the scene which the controller should be associated to
  42979. * @param inputSource the underlying input source for the controller
  42980. * @param parentContainer parent that the controller meshes should be children of
  42981. */
  42982. constructor(scene: Scene,
  42983. /** The underlying input source for the controller */
  42984. inputSource: XRInputSource, parentContainer?: Nullable<AbstractMesh>);
  42985. /**
  42986. * Updates the controller pose based on the given XRFrame
  42987. * @param xrFrame xr frame to update the pose with
  42988. * @param referenceSpace reference space to use
  42989. */
  42990. updateFromXRFrame(xrFrame: XRFrame, referenceSpace: XRReferenceSpace): void;
  42991. /**
  42992. * Gets a world space ray coming from the controller
  42993. * @param result the resulting ray
  42994. */
  42995. getWorldPointerRayToRef(result: Ray): void;
  42996. /**
  42997. * Disposes of the object
  42998. */
  42999. dispose(): void;
  43000. }
  43001. }
  43002. declare module "babylonjs/Cameras/XR/webXRInput" {
  43003. import { Observable } from "babylonjs/Misc/observable";
  43004. import { IDisposable } from "babylonjs/scene";
  43005. import { WebXRExperienceHelper } from "babylonjs/Cameras/XR/webXRExperienceHelper";
  43006. import { WebXRController } from "babylonjs/Cameras/XR/webXRController";
  43007. /**
  43008. * XR input used to track XR inputs such as controllers/rays
  43009. */
  43010. export class WebXRInput implements IDisposable {
  43011. /**
  43012. * Base experience the input listens to
  43013. */
  43014. baseExperience: WebXRExperienceHelper;
  43015. /**
  43016. * XR controllers being tracked
  43017. */
  43018. controllers: Array<WebXRController>;
  43019. private _frameObserver;
  43020. private _stateObserver;
  43021. /**
  43022. * Event when a controller has been connected/added
  43023. */
  43024. onControllerAddedObservable: Observable<WebXRController>;
  43025. /**
  43026. * Event when a controller has been removed/disconnected
  43027. */
  43028. onControllerRemovedObservable: Observable<WebXRController>;
  43029. /**
  43030. * Initializes the WebXRInput
  43031. * @param baseExperience experience helper which the input should be created for
  43032. */
  43033. constructor(
  43034. /**
  43035. * Base experience the input listens to
  43036. */
  43037. baseExperience: WebXRExperienceHelper);
  43038. private _onInputSourcesChange;
  43039. private _addAndRemoveControllers;
  43040. /**
  43041. * Disposes of the object
  43042. */
  43043. dispose(): void;
  43044. }
  43045. }
  43046. declare module "babylonjs/Cameras/XR/webXRControllerTeleportation" {
  43047. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43048. import { WebXRInput } from "babylonjs/Cameras/XR/webXRInput";
  43049. /**
  43050. * Enables teleportation
  43051. */
  43052. export class WebXRControllerTeleportation {
  43053. private _teleportationFillColor;
  43054. private _teleportationBorderColor;
  43055. private _tmpRay;
  43056. private _tmpVector;
  43057. /**
  43058. * Creates a WebXRControllerTeleportation
  43059. * @param input input manager to add teleportation to
  43060. * @param floorMeshes floormeshes which can be teleported to
  43061. */
  43062. constructor(input: WebXRInput, floorMeshes?: Array<AbstractMesh>);
  43063. }
  43064. }
  43065. declare module "babylonjs/Cameras/XR/webXRControllerPointerSelection" {
  43066. import { WebXRInput } from "babylonjs/Cameras/XR/webXRInput";
  43067. /**
  43068. * Handles pointer input automatically for the pointer of XR controllers
  43069. */
  43070. export class WebXRControllerPointerSelection {
  43071. private static _idCounter;
  43072. private _tmpRay;
  43073. /**
  43074. * Creates a WebXRControllerPointerSelection
  43075. * @param input input manager to setup pointer selection
  43076. */
  43077. constructor(input: WebXRInput);
  43078. private _convertNormalToDirectionOfRay;
  43079. private _updatePointerDistance;
  43080. }
  43081. }
  43082. declare module "babylonjs/Loading/sceneLoader" {
  43083. import { Observable } from "babylonjs/Misc/observable";
  43084. import { Nullable } from "babylonjs/types";
  43085. import { Scene } from "babylonjs/scene";
  43086. import { Engine } from "babylonjs/Engines/engine";
  43087. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43088. import { AnimationGroup } from "babylonjs/Animations/animationGroup";
  43089. import { AssetContainer } from "babylonjs/assetContainer";
  43090. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  43091. import { Skeleton } from "babylonjs/Bones/skeleton";
  43092. /**
  43093. * Class used to represent data loading progression
  43094. */
  43095. export class SceneLoaderProgressEvent {
  43096. /** defines if data length to load can be evaluated */
  43097. readonly lengthComputable: boolean;
  43098. /** defines the loaded data length */
  43099. readonly loaded: number;
  43100. /** defines the data length to load */
  43101. readonly total: number;
  43102. /**
  43103. * Create a new progress event
  43104. * @param lengthComputable defines if data length to load can be evaluated
  43105. * @param loaded defines the loaded data length
  43106. * @param total defines the data length to load
  43107. */
  43108. constructor(
  43109. /** defines if data length to load can be evaluated */
  43110. lengthComputable: boolean,
  43111. /** defines the loaded data length */
  43112. loaded: number,
  43113. /** defines the data length to load */
  43114. total: number);
  43115. /**
  43116. * Creates a new SceneLoaderProgressEvent from a ProgressEvent
  43117. * @param event defines the source event
  43118. * @returns a new SceneLoaderProgressEvent
  43119. */
  43120. static FromProgressEvent(event: ProgressEvent): SceneLoaderProgressEvent;
  43121. }
  43122. /**
  43123. * Interface used by SceneLoader plugins to define supported file extensions
  43124. */
  43125. export interface ISceneLoaderPluginExtensions {
  43126. /**
  43127. * Defines the list of supported extensions
  43128. */
  43129. [extension: string]: {
  43130. isBinary: boolean;
  43131. };
  43132. }
  43133. /**
  43134. * Interface used by SceneLoader plugin factory
  43135. */
  43136. export interface ISceneLoaderPluginFactory {
  43137. /**
  43138. * Defines the name of the factory
  43139. */
  43140. name: string;
  43141. /**
  43142. * Function called to create a new plugin
  43143. * @return the new plugin
  43144. */
  43145. createPlugin(): ISceneLoaderPlugin | ISceneLoaderPluginAsync;
  43146. /**
  43147. * Boolean indicating if the plugin can direct load specific data
  43148. */
  43149. canDirectLoad?: (data: string) => boolean;
  43150. }
  43151. /**
  43152. * Interface used to define a SceneLoader plugin
  43153. */
  43154. export interface ISceneLoaderPlugin {
  43155. /**
  43156. * The friendly name of this plugin.
  43157. */
  43158. name: string;
  43159. /**
  43160. * The file extensions supported by this plugin.
  43161. */
  43162. extensions: string | ISceneLoaderPluginExtensions;
  43163. /**
  43164. * Import meshes into a scene.
  43165. * @param meshesNames An array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  43166. * @param scene The scene to import into
  43167. * @param data The data to import
  43168. * @param rootUrl The root url for scene and resources
  43169. * @param meshes The meshes array to import into
  43170. * @param particleSystems The particle systems array to import into
  43171. * @param skeletons The skeletons array to import into
  43172. * @param onError The callback when import fails
  43173. * @returns True if successful or false otherwise
  43174. */
  43175. importMesh(meshesNames: any, scene: Scene, data: any, rootUrl: string, meshes: AbstractMesh[], particleSystems: IParticleSystem[], skeletons: Skeleton[], onError?: (message: string, exception?: any) => void): boolean;
  43176. /**
  43177. * Load into a scene.
  43178. * @param scene The scene to load into
  43179. * @param data The data to import
  43180. * @param rootUrl The root url for scene and resources
  43181. * @param onError The callback when import fails
  43182. * @returns true if successful or false otherwise
  43183. */
  43184. load(scene: Scene, data: string, rootUrl: string, onError?: (message: string, exception?: any) => void): boolean;
  43185. /**
  43186. * The callback that returns true if the data can be directly loaded.
  43187. */
  43188. canDirectLoad?: (data: string) => boolean;
  43189. /**
  43190. * The callback that allows custom handling of the root url based on the response url.
  43191. */
  43192. rewriteRootURL?: (rootUrl: string, responseURL?: string) => string;
  43193. /**
  43194. * Load into an asset container.
  43195. * @param scene The scene to load into
  43196. * @param data The data to import
  43197. * @param rootUrl The root url for scene and resources
  43198. * @param onError The callback when import fails
  43199. * @returns The loaded asset container
  43200. */
  43201. loadAssetContainer(scene: Scene, data: string, rootUrl: string, onError?: (message: string, exception?: any) => void): AssetContainer;
  43202. }
  43203. /**
  43204. * Interface used to define an async SceneLoader plugin
  43205. */
  43206. export interface ISceneLoaderPluginAsync {
  43207. /**
  43208. * The friendly name of this plugin.
  43209. */
  43210. name: string;
  43211. /**
  43212. * The file extensions supported by this plugin.
  43213. */
  43214. extensions: string | ISceneLoaderPluginExtensions;
  43215. /**
  43216. * Import meshes into a scene.
  43217. * @param meshesNames An array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  43218. * @param scene The scene to import into
  43219. * @param data The data to import
  43220. * @param rootUrl The root url for scene and resources
  43221. * @param onProgress The callback when the load progresses
  43222. * @param fileName Defines the name of the file to load
  43223. * @returns The loaded meshes, particle systems, skeletons, and animation groups
  43224. */
  43225. importMeshAsync(meshesNames: any, scene: Scene, data: any, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<{
  43226. meshes: AbstractMesh[];
  43227. particleSystems: IParticleSystem[];
  43228. skeletons: Skeleton[];
  43229. animationGroups: AnimationGroup[];
  43230. }>;
  43231. /**
  43232. * Load into a scene.
  43233. * @param scene The scene to load into
  43234. * @param data The data to import
  43235. * @param rootUrl The root url for scene and resources
  43236. * @param onProgress The callback when the load progresses
  43237. * @param fileName Defines the name of the file to load
  43238. * @returns Nothing
  43239. */
  43240. loadAsync(scene: Scene, data: string, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<void>;
  43241. /**
  43242. * The callback that returns true if the data can be directly loaded.
  43243. */
  43244. canDirectLoad?: (data: string) => boolean;
  43245. /**
  43246. * The callback that allows custom handling of the root url based on the response url.
  43247. */
  43248. rewriteRootURL?: (rootUrl: string, responseURL?: string) => string;
  43249. /**
  43250. * Load into an asset container.
  43251. * @param scene The scene to load into
  43252. * @param data The data to import
  43253. * @param rootUrl The root url for scene and resources
  43254. * @param onProgress The callback when the load progresses
  43255. * @param fileName Defines the name of the file to load
  43256. * @returns The loaded asset container
  43257. */
  43258. loadAssetContainerAsync(scene: Scene, data: string, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<AssetContainer>;
  43259. }
  43260. /**
  43261. * Class used to load scene from various file formats using registered plugins
  43262. * @see http://doc.babylonjs.com/how_to/load_from_any_file_type
  43263. */
  43264. export class SceneLoader {
  43265. /**
  43266. * No logging while loading
  43267. */
  43268. static readonly NO_LOGGING: number;
  43269. /**
  43270. * Minimal logging while loading
  43271. */
  43272. static readonly MINIMAL_LOGGING: number;
  43273. /**
  43274. * Summary logging while loading
  43275. */
  43276. static readonly SUMMARY_LOGGING: number;
  43277. /**
  43278. * Detailled logging while loading
  43279. */
  43280. static readonly DETAILED_LOGGING: number;
  43281. /**
  43282. * Gets or sets a boolean indicating if entire scene must be loaded even if scene contains incremental data
  43283. */
  43284. static ForceFullSceneLoadingForIncremental: boolean;
  43285. /**
  43286. * Gets or sets a boolean indicating if loading screen must be displayed while loading a scene
  43287. */
  43288. static ShowLoadingScreen: boolean;
  43289. /**
  43290. * Defines the current logging level (while loading the scene)
  43291. * @ignorenaming
  43292. */
  43293. static loggingLevel: number;
  43294. /**
  43295. * Gets or set a boolean indicating if matrix weights must be cleaned upon loading
  43296. */
  43297. static CleanBoneMatrixWeights: boolean;
  43298. /**
  43299. * Event raised when a plugin is used to load a scene
  43300. */
  43301. static OnPluginActivatedObservable: Observable<ISceneLoaderPlugin | ISceneLoaderPluginAsync>;
  43302. private static _registeredPlugins;
  43303. private static _getDefaultPlugin;
  43304. private static _getPluginForExtension;
  43305. private static _getPluginForDirectLoad;
  43306. private static _getPluginForFilename;
  43307. private static _getDirectLoad;
  43308. private static _loadData;
  43309. private static _getFileInfo;
  43310. /**
  43311. * Gets a plugin that can load the given extension
  43312. * @param extension defines the extension to load
  43313. * @returns a plugin or null if none works
  43314. */
  43315. static GetPluginForExtension(extension: string): ISceneLoaderPlugin | ISceneLoaderPluginAsync | ISceneLoaderPluginFactory;
  43316. /**
  43317. * Gets a boolean indicating that the given extension can be loaded
  43318. * @param extension defines the extension to load
  43319. * @returns true if the extension is supported
  43320. */
  43321. static IsPluginForExtensionAvailable(extension: string): boolean;
  43322. /**
  43323. * Adds a new plugin to the list of registered plugins
  43324. * @param plugin defines the plugin to add
  43325. */
  43326. static RegisterPlugin(plugin: ISceneLoaderPlugin | ISceneLoaderPluginAsync): void;
  43327. /**
  43328. * Import meshes into a scene
  43329. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  43330. * @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)
  43331. * @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)
  43332. * @param scene the instance of BABYLON.Scene to append to
  43333. * @param onSuccess a callback with a list of imported meshes, particleSystems, and skeletons when import succeeds
  43334. * @param onProgress a callback with a progress event for each file being loaded
  43335. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  43336. * @param pluginExtension the extension used to determine the plugin
  43337. * @returns The loaded plugin
  43338. */
  43339. 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>;
  43340. /**
  43341. * Import meshes into a scene
  43342. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  43343. * @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)
  43344. * @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)
  43345. * @param scene the instance of BABYLON.Scene to append to
  43346. * @param onProgress a callback with a progress event for each file being loaded
  43347. * @param pluginExtension the extension used to determine the plugin
  43348. * @returns The loaded list of imported meshes, particle systems, skeletons, and animation groups
  43349. */
  43350. static ImportMeshAsync(meshNames: any, rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<{
  43351. meshes: AbstractMesh[];
  43352. particleSystems: IParticleSystem[];
  43353. skeletons: Skeleton[];
  43354. animationGroups: AnimationGroup[];
  43355. }>;
  43356. /**
  43357. * Load a scene
  43358. * @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)
  43359. * @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)
  43360. * @param engine is the instance of BABYLON.Engine to use to create the scene
  43361. * @param onSuccess a callback with the scene when import succeeds
  43362. * @param onProgress a callback with a progress event for each file being loaded
  43363. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  43364. * @param pluginExtension the extension used to determine the plugin
  43365. * @returns The loaded plugin
  43366. */
  43367. 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>;
  43368. /**
  43369. * Load a scene
  43370. * @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)
  43371. * @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)
  43372. * @param engine is the instance of BABYLON.Engine to use to create the scene
  43373. * @param onProgress a callback with a progress event for each file being loaded
  43374. * @param pluginExtension the extension used to determine the plugin
  43375. * @returns The loaded scene
  43376. */
  43377. static LoadAsync(rootUrl: string, sceneFilename?: string | File, engine?: Nullable<Engine>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<Scene>;
  43378. /**
  43379. * Append a scene
  43380. * @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)
  43381. * @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)
  43382. * @param scene is the instance of BABYLON.Scene to append to
  43383. * @param onSuccess a callback with the scene when import succeeds
  43384. * @param onProgress a callback with a progress event for each file being loaded
  43385. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  43386. * @param pluginExtension the extension used to determine the plugin
  43387. * @returns The loaded plugin
  43388. */
  43389. 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>;
  43390. /**
  43391. * Append a scene
  43392. * @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)
  43393. * @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)
  43394. * @param scene is the instance of BABYLON.Scene to append to
  43395. * @param onProgress a callback with a progress event for each file being loaded
  43396. * @param pluginExtension the extension used to determine the plugin
  43397. * @returns The given scene
  43398. */
  43399. static AppendAsync(rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<Scene>;
  43400. /**
  43401. * Load a scene into an asset container
  43402. * @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)
  43403. * @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)
  43404. * @param scene is the instance of BABYLON.Scene to append to (default: last created scene)
  43405. * @param onSuccess a callback with the scene when import succeeds
  43406. * @param onProgress a callback with a progress event for each file being loaded
  43407. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  43408. * @param pluginExtension the extension used to determine the plugin
  43409. * @returns The loaded plugin
  43410. */
  43411. 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>;
  43412. /**
  43413. * Load a scene into an asset container
  43414. * @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)
  43415. * @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)
  43416. * @param scene is the instance of Scene to append to
  43417. * @param onProgress a callback with a progress event for each file being loaded
  43418. * @param pluginExtension the extension used to determine the plugin
  43419. * @returns The loaded asset container
  43420. */
  43421. static LoadAssetContainerAsync(rootUrl: string, sceneFilename?: string, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<AssetContainer>;
  43422. }
  43423. }
  43424. declare module "babylonjs/Gamepads/Controllers/genericController" {
  43425. import { Scene } from "babylonjs/scene";
  43426. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43427. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  43428. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  43429. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  43430. /**
  43431. * Generic Controller
  43432. */
  43433. export class GenericController extends WebVRController {
  43434. /**
  43435. * Base Url for the controller model.
  43436. */
  43437. static readonly MODEL_BASE_URL: string;
  43438. /**
  43439. * File name for the controller model.
  43440. */
  43441. static readonly MODEL_FILENAME: string;
  43442. /**
  43443. * Creates a new GenericController from a gamepad
  43444. * @param vrGamepad the gamepad that the controller should be created from
  43445. */
  43446. constructor(vrGamepad: any);
  43447. /**
  43448. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  43449. * @param scene scene in which to add meshes
  43450. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  43451. */
  43452. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  43453. /**
  43454. * Called once for each button that changed state since the last frame
  43455. * @param buttonIdx Which button index changed
  43456. * @param state New state of the button
  43457. * @param changes Which properties on the state changed since last frame
  43458. */
  43459. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  43460. }
  43461. }
  43462. declare module "babylonjs/Gamepads/Controllers/windowsMotionController" {
  43463. import { Observable } from "babylonjs/Misc/observable";
  43464. import { Scene } from "babylonjs/scene";
  43465. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43466. import { Ray } from "babylonjs/Culling/ray";
  43467. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  43468. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  43469. import { StickValues, GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  43470. /**
  43471. * Defines the WindowsMotionController object that the state of the windows motion controller
  43472. */
  43473. export class WindowsMotionController extends WebVRController {
  43474. /**
  43475. * The base url used to load the left and right controller models
  43476. */
  43477. static MODEL_BASE_URL: string;
  43478. /**
  43479. * The name of the left controller model file
  43480. */
  43481. static MODEL_LEFT_FILENAME: string;
  43482. /**
  43483. * The name of the right controller model file
  43484. */
  43485. static MODEL_RIGHT_FILENAME: string;
  43486. /**
  43487. * The controller name prefix for this controller type
  43488. */
  43489. static readonly GAMEPAD_ID_PREFIX: string;
  43490. /**
  43491. * The controller id pattern for this controller type
  43492. */
  43493. private static readonly GAMEPAD_ID_PATTERN;
  43494. private _loadedMeshInfo;
  43495. private readonly _mapping;
  43496. /**
  43497. * Fired when the trackpad on this controller is clicked
  43498. */
  43499. onTrackpadChangedObservable: Observable<ExtendedGamepadButton>;
  43500. /**
  43501. * Fired when the trackpad on this controller is modified
  43502. */
  43503. onTrackpadValuesChangedObservable: Observable<StickValues>;
  43504. /**
  43505. * The current x and y values of this controller's trackpad
  43506. */
  43507. trackpad: StickValues;
  43508. /**
  43509. * Creates a new WindowsMotionController from a gamepad
  43510. * @param vrGamepad the gamepad that the controller should be created from
  43511. */
  43512. constructor(vrGamepad: any);
  43513. /**
  43514. * Fired when the trigger on this controller is modified
  43515. */
  43516. readonly onTriggerButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43517. /**
  43518. * Fired when the menu button on this controller is modified
  43519. */
  43520. readonly onMenuButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43521. /**
  43522. * Fired when the grip button on this controller is modified
  43523. */
  43524. readonly onGripButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43525. /**
  43526. * Fired when the thumbstick button on this controller is modified
  43527. */
  43528. readonly onThumbstickButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43529. /**
  43530. * Fired when the touchpad button on this controller is modified
  43531. */
  43532. readonly onTouchpadButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43533. /**
  43534. * Fired when the touchpad values on this controller are modified
  43535. */
  43536. readonly onTouchpadValuesChangedObservable: Observable<StickValues>;
  43537. private _updateTrackpad;
  43538. /**
  43539. * Called once per frame by the engine.
  43540. */
  43541. update(): void;
  43542. /**
  43543. * Called once for each button that changed state since the last frame
  43544. * @param buttonIdx Which button index changed
  43545. * @param state New state of the button
  43546. * @param changes Which properties on the state changed since last frame
  43547. */
  43548. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  43549. /**
  43550. * Moves the buttons on the controller mesh based on their current state
  43551. * @param buttonName the name of the button to move
  43552. * @param buttonValue the value of the button which determines the buttons new position
  43553. */
  43554. protected _lerpButtonTransform(buttonName: string, buttonValue: number): void;
  43555. /**
  43556. * Moves the axis on the controller mesh based on its current state
  43557. * @param axis the index of the axis
  43558. * @param axisValue the value of the axis which determines the meshes new position
  43559. * @hidden
  43560. */
  43561. protected _lerpAxisTransform(axis: number, axisValue: number): void;
  43562. /**
  43563. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  43564. * @param scene scene in which to add meshes
  43565. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  43566. */
  43567. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void, forceDefault?: boolean): void;
  43568. /**
  43569. * Takes a list of meshes (as loaded from the glTF file) and finds the root node, as well as nodes that
  43570. * can be transformed by button presses and axes values, based on this._mapping.
  43571. *
  43572. * @param scene scene in which the meshes exist
  43573. * @param meshes list of meshes that make up the controller model to process
  43574. * @return structured view of the given meshes, with mapping of buttons and axes to meshes that can be transformed.
  43575. */
  43576. private processModel;
  43577. private createMeshInfo;
  43578. /**
  43579. * Gets the ray of the controller in the direction the controller is pointing
  43580. * @param length the length the resulting ray should be
  43581. * @returns a ray in the direction the controller is pointing
  43582. */
  43583. getForwardRay(length?: number): Ray;
  43584. /**
  43585. * Disposes of the controller
  43586. */
  43587. dispose(): void;
  43588. }
  43589. }
  43590. declare module "babylonjs/Gamepads/Controllers/oculusTouchController" {
  43591. import { Observable } from "babylonjs/Misc/observable";
  43592. import { Scene } from "babylonjs/scene";
  43593. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43594. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  43595. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  43596. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  43597. /**
  43598. * Oculus Touch Controller
  43599. */
  43600. export class OculusTouchController extends WebVRController {
  43601. /**
  43602. * Base Url for the controller model.
  43603. */
  43604. static MODEL_BASE_URL: string;
  43605. /**
  43606. * File name for the left controller model.
  43607. */
  43608. static MODEL_LEFT_FILENAME: string;
  43609. /**
  43610. * File name for the right controller model.
  43611. */
  43612. static MODEL_RIGHT_FILENAME: string;
  43613. /**
  43614. * Base Url for the Quest controller model.
  43615. */
  43616. static QUEST_MODEL_BASE_URL: string;
  43617. /**
  43618. * @hidden
  43619. * If the controllers are running on a device that needs the updated Quest controller models
  43620. */
  43621. static _IsQuest: boolean;
  43622. /**
  43623. * Fired when the secondary trigger on this controller is modified
  43624. */
  43625. onSecondaryTriggerStateChangedObservable: Observable<ExtendedGamepadButton>;
  43626. /**
  43627. * Fired when the thumb rest on this controller is modified
  43628. */
  43629. onThumbRestChangedObservable: Observable<ExtendedGamepadButton>;
  43630. /**
  43631. * Creates a new OculusTouchController from a gamepad
  43632. * @param vrGamepad the gamepad that the controller should be created from
  43633. */
  43634. constructor(vrGamepad: any);
  43635. /**
  43636. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  43637. * @param scene scene in which to add meshes
  43638. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  43639. */
  43640. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  43641. /**
  43642. * Fired when the A button on this controller is modified
  43643. */
  43644. readonly onAButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43645. /**
  43646. * Fired when the B button on this controller is modified
  43647. */
  43648. readonly onBButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43649. /**
  43650. * Fired when the X button on this controller is modified
  43651. */
  43652. readonly onXButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43653. /**
  43654. * Fired when the Y button on this controller is modified
  43655. */
  43656. readonly onYButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43657. /**
  43658. * Called once for each button that changed state since the last frame
  43659. * 0) thumb stick (touch, press, value = pressed (0,1)). value is in this.leftStick
  43660. * 1) index trigger (touch (?), press (only when value > 0.1), value 0 to 1)
  43661. * 2) secondary trigger (same)
  43662. * 3) A (right) X (left), touch, pressed = value
  43663. * 4) B / Y
  43664. * 5) thumb rest
  43665. * @param buttonIdx Which button index changed
  43666. * @param state New state of the button
  43667. * @param changes Which properties on the state changed since last frame
  43668. */
  43669. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  43670. }
  43671. }
  43672. declare module "babylonjs/Gamepads/Controllers/viveController" {
  43673. import { Scene } from "babylonjs/scene";
  43674. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43675. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  43676. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  43677. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  43678. import { Observable } from "babylonjs/Misc/observable";
  43679. /**
  43680. * Vive Controller
  43681. */
  43682. export class ViveController extends WebVRController {
  43683. /**
  43684. * Base Url for the controller model.
  43685. */
  43686. static MODEL_BASE_URL: string;
  43687. /**
  43688. * File name for the controller model.
  43689. */
  43690. static MODEL_FILENAME: string;
  43691. /**
  43692. * Creates a new ViveController from a gamepad
  43693. * @param vrGamepad the gamepad that the controller should be created from
  43694. */
  43695. constructor(vrGamepad: any);
  43696. /**
  43697. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  43698. * @param scene scene in which to add meshes
  43699. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  43700. */
  43701. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  43702. /**
  43703. * Fired when the left button on this controller is modified
  43704. */
  43705. readonly onLeftButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43706. /**
  43707. * Fired when the right button on this controller is modified
  43708. */
  43709. readonly onRightButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43710. /**
  43711. * Fired when the menu button on this controller is modified
  43712. */
  43713. readonly onMenuButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43714. /**
  43715. * Called once for each button that changed state since the last frame
  43716. * Vive mapping:
  43717. * 0: touchpad
  43718. * 1: trigger
  43719. * 2: left AND right buttons
  43720. * 3: menu button
  43721. * @param buttonIdx Which button index changed
  43722. * @param state New state of the button
  43723. * @param changes Which properties on the state changed since last frame
  43724. */
  43725. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  43726. }
  43727. }
  43728. declare module "babylonjs/Cameras/XR/webXRControllerModelLoader" {
  43729. import { WebXRInput } from "babylonjs/Cameras/XR/webXRInput";
  43730. /**
  43731. * Loads a controller model and adds it as a child of the WebXRControllers grip when the controller is created
  43732. */
  43733. export class WebXRControllerModelLoader {
  43734. /**
  43735. * Creates the WebXRControllerModelLoader
  43736. * @param input xr input that creates the controllers
  43737. */
  43738. constructor(input: WebXRInput);
  43739. }
  43740. }
  43741. declare module "babylonjs/Cameras/XR/index" {
  43742. export * from "babylonjs/Cameras/XR/webXRCamera";
  43743. export * from "babylonjs/Cameras/XR/webXREnterExitUI";
  43744. export * from "babylonjs/Cameras/XR/webXRExperienceHelper";
  43745. export * from "babylonjs/Cameras/XR/webXRInput";
  43746. export * from "babylonjs/Cameras/XR/webXRControllerTeleportation";
  43747. export * from "babylonjs/Cameras/XR/webXRControllerPointerSelection";
  43748. export * from "babylonjs/Cameras/XR/webXRControllerModelLoader";
  43749. export * from "babylonjs/Cameras/XR/webXRController";
  43750. export * from "babylonjs/Cameras/XR/webXRManagedOutputCanvas";
  43751. export * from "babylonjs/Cameras/XR/webXRSessionManager";
  43752. }
  43753. declare module "babylonjs/Cameras/RigModes/index" {
  43754. export * from "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  43755. export * from "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  43756. export * from "babylonjs/Cameras/RigModes/vrRigMode";
  43757. export * from "babylonjs/Cameras/RigModes/webVRRigMode";
  43758. }
  43759. declare module "babylonjs/Cameras/index" {
  43760. export * from "babylonjs/Cameras/Inputs/index";
  43761. export * from "babylonjs/Cameras/cameraInputsManager";
  43762. export * from "babylonjs/Cameras/camera";
  43763. export * from "babylonjs/Cameras/targetCamera";
  43764. export * from "babylonjs/Cameras/freeCamera";
  43765. export * from "babylonjs/Cameras/freeCameraInputsManager";
  43766. export * from "babylonjs/Cameras/touchCamera";
  43767. export * from "babylonjs/Cameras/arcRotateCamera";
  43768. export * from "babylonjs/Cameras/arcRotateCameraInputsManager";
  43769. export * from "babylonjs/Cameras/deviceOrientationCamera";
  43770. export * from "babylonjs/Cameras/flyCamera";
  43771. export * from "babylonjs/Cameras/flyCameraInputsManager";
  43772. export * from "babylonjs/Cameras/followCamera";
  43773. export * from "babylonjs/Cameras/followCameraInputsManager";
  43774. export * from "babylonjs/Cameras/gamepadCamera";
  43775. export * from "babylonjs/Cameras/Stereoscopic/index";
  43776. export * from "babylonjs/Cameras/universalCamera";
  43777. export * from "babylonjs/Cameras/virtualJoysticksCamera";
  43778. export * from "babylonjs/Cameras/VR/index";
  43779. export * from "babylonjs/Cameras/XR/index";
  43780. export * from "babylonjs/Cameras/RigModes/index";
  43781. }
  43782. declare module "babylonjs/Collisions/index" {
  43783. export * from "babylonjs/Collisions/collider";
  43784. export * from "babylonjs/Collisions/collisionCoordinator";
  43785. export * from "babylonjs/Collisions/pickingInfo";
  43786. export * from "babylonjs/Collisions/intersectionInfo";
  43787. export * from "babylonjs/Collisions/meshCollisionData";
  43788. }
  43789. declare module "babylonjs/Culling/Octrees/octreeBlock" {
  43790. import { SmartArrayNoDuplicate } from "babylonjs/Misc/smartArray";
  43791. import { Vector3 } from "babylonjs/Maths/math.vector";
  43792. import { Ray } from "babylonjs/Culling/ray";
  43793. import { Plane } from "babylonjs/Maths/math.plane";
  43794. /**
  43795. * Contains an array of blocks representing the octree
  43796. */
  43797. export interface IOctreeContainer<T> {
  43798. /**
  43799. * Blocks within the octree
  43800. */
  43801. blocks: Array<OctreeBlock<T>>;
  43802. }
  43803. /**
  43804. * Class used to store a cell in an octree
  43805. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  43806. */
  43807. export class OctreeBlock<T> {
  43808. /**
  43809. * Gets the content of the current block
  43810. */
  43811. entries: T[];
  43812. /**
  43813. * Gets the list of block children
  43814. */
  43815. blocks: Array<OctreeBlock<T>>;
  43816. private _depth;
  43817. private _maxDepth;
  43818. private _capacity;
  43819. private _minPoint;
  43820. private _maxPoint;
  43821. private _boundingVectors;
  43822. private _creationFunc;
  43823. /**
  43824. * Creates a new block
  43825. * @param minPoint defines the minimum vector (in world space) of the block's bounding box
  43826. * @param maxPoint defines the maximum vector (in world space) of the block's bounding box
  43827. * @param capacity defines the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  43828. * @param depth defines the current depth of this block in the octree
  43829. * @param maxDepth defines the maximal depth allowed (beyond this value, the capacity is ignored)
  43830. * @param creationFunc defines a callback to call when an element is added to the block
  43831. */
  43832. constructor(minPoint: Vector3, maxPoint: Vector3, capacity: number, depth: number, maxDepth: number, creationFunc: (entry: T, block: OctreeBlock<T>) => void);
  43833. /**
  43834. * Gets the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  43835. */
  43836. readonly capacity: number;
  43837. /**
  43838. * Gets the minimum vector (in world space) of the block's bounding box
  43839. */
  43840. readonly minPoint: Vector3;
  43841. /**
  43842. * Gets the maximum vector (in world space) of the block's bounding box
  43843. */
  43844. readonly maxPoint: Vector3;
  43845. /**
  43846. * Add a new element to this block
  43847. * @param entry defines the element to add
  43848. */
  43849. addEntry(entry: T): void;
  43850. /**
  43851. * Remove an element from this block
  43852. * @param entry defines the element to remove
  43853. */
  43854. removeEntry(entry: T): void;
  43855. /**
  43856. * Add an array of elements to this block
  43857. * @param entries defines the array of elements to add
  43858. */
  43859. addEntries(entries: T[]): void;
  43860. /**
  43861. * Test if the current block intersects the furstum planes and if yes, then add its content to the selection array
  43862. * @param frustumPlanes defines the frustum planes to test
  43863. * @param selection defines the array to store current content if selection is positive
  43864. * @param allowDuplicate defines if the selection array can contains duplicated entries
  43865. */
  43866. select(frustumPlanes: Plane[], selection: SmartArrayNoDuplicate<T>, allowDuplicate?: boolean): void;
  43867. /**
  43868. * Test if the current block intersect with the given bounding sphere and if yes, then add its content to the selection array
  43869. * @param sphereCenter defines the bounding sphere center
  43870. * @param sphereRadius defines the bounding sphere radius
  43871. * @param selection defines the array to store current content if selection is positive
  43872. * @param allowDuplicate defines if the selection array can contains duplicated entries
  43873. */
  43874. intersects(sphereCenter: Vector3, sphereRadius: number, selection: SmartArrayNoDuplicate<T>, allowDuplicate?: boolean): void;
  43875. /**
  43876. * Test if the current block intersect with the given ray and if yes, then add its content to the selection array
  43877. * @param ray defines the ray to test with
  43878. * @param selection defines the array to store current content if selection is positive
  43879. */
  43880. intersectsRay(ray: Ray, selection: SmartArrayNoDuplicate<T>): void;
  43881. /**
  43882. * Subdivide the content into child blocks (this block will then be empty)
  43883. */
  43884. createInnerBlocks(): void;
  43885. /**
  43886. * @hidden
  43887. */
  43888. 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;
  43889. }
  43890. }
  43891. declare module "babylonjs/Culling/Octrees/octree" {
  43892. import { SmartArray } from "babylonjs/Misc/smartArray";
  43893. import { Vector3 } from "babylonjs/Maths/math.vector";
  43894. import { SubMesh } from "babylonjs/Meshes/subMesh";
  43895. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43896. import { Ray } from "babylonjs/Culling/ray";
  43897. import { OctreeBlock } from "babylonjs/Culling/Octrees/octreeBlock";
  43898. import { Plane } from "babylonjs/Maths/math.plane";
  43899. /**
  43900. * Octrees are a really powerful data structure that can quickly select entities based on space coordinates.
  43901. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  43902. */
  43903. export class Octree<T> {
  43904. /** 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.) */
  43905. maxDepth: number;
  43906. /**
  43907. * Blocks within the octree containing objects
  43908. */
  43909. blocks: Array<OctreeBlock<T>>;
  43910. /**
  43911. * Content stored in the octree
  43912. */
  43913. dynamicContent: T[];
  43914. private _maxBlockCapacity;
  43915. private _selectionContent;
  43916. private _creationFunc;
  43917. /**
  43918. * Creates a octree
  43919. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  43920. * @param creationFunc function to be used to instatiate the octree
  43921. * @param maxBlockCapacity defines the maximum number of meshes you want on your octree's leaves (default: 64)
  43922. * @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.)
  43923. */
  43924. constructor(creationFunc: (entry: T, block: OctreeBlock<T>) => void, maxBlockCapacity?: number,
  43925. /** 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.) */
  43926. maxDepth?: number);
  43927. /**
  43928. * Updates the octree by adding blocks for the passed in meshes within the min and max world parameters
  43929. * @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);
  43930. * @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);
  43931. * @param entries meshes to be added to the octree blocks
  43932. */
  43933. update(worldMin: Vector3, worldMax: Vector3, entries: T[]): void;
  43934. /**
  43935. * Adds a mesh to the octree
  43936. * @param entry Mesh to add to the octree
  43937. */
  43938. addMesh(entry: T): void;
  43939. /**
  43940. * Remove an element from the octree
  43941. * @param entry defines the element to remove
  43942. */
  43943. removeMesh(entry: T): void;
  43944. /**
  43945. * Selects an array of meshes within the frustum
  43946. * @param frustumPlanes The frustum planes to use which will select all meshes within it
  43947. * @param allowDuplicate If duplicate objects are allowed in the resulting object array
  43948. * @returns array of meshes within the frustum
  43949. */
  43950. select(frustumPlanes: Plane[], allowDuplicate?: boolean): SmartArray<T>;
  43951. /**
  43952. * Test if the octree intersect with the given bounding sphere and if yes, then add its content to the selection array
  43953. * @param sphereCenter defines the bounding sphere center
  43954. * @param sphereRadius defines the bounding sphere radius
  43955. * @param allowDuplicate defines if the selection array can contains duplicated entries
  43956. * @returns an array of objects that intersect the sphere
  43957. */
  43958. intersects(sphereCenter: Vector3, sphereRadius: number, allowDuplicate?: boolean): SmartArray<T>;
  43959. /**
  43960. * Test if the octree intersect with the given ray and if yes, then add its content to resulting array
  43961. * @param ray defines the ray to test with
  43962. * @returns array of intersected objects
  43963. */
  43964. intersectsRay(ray: Ray): SmartArray<T>;
  43965. /**
  43966. * Adds a mesh into the octree block if it intersects the block
  43967. */
  43968. static CreationFuncForMeshes: (entry: AbstractMesh, block: OctreeBlock<AbstractMesh>) => void;
  43969. /**
  43970. * Adds a submesh into the octree block if it intersects the block
  43971. */
  43972. static CreationFuncForSubMeshes: (entry: SubMesh, block: OctreeBlock<SubMesh>) => void;
  43973. }
  43974. }
  43975. declare module "babylonjs/Culling/Octrees/octreeSceneComponent" {
  43976. import { ISmartArrayLike } from "babylonjs/Misc/smartArray";
  43977. import { Scene } from "babylonjs/scene";
  43978. import { SubMesh } from "babylonjs/Meshes/subMesh";
  43979. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43980. import { Ray } from "babylonjs/Culling/ray";
  43981. import { Octree } from "babylonjs/Culling/Octrees/octree";
  43982. import { Collider } from "babylonjs/Collisions/collider";
  43983. module "babylonjs/scene" {
  43984. interface Scene {
  43985. /**
  43986. * @hidden
  43987. * Backing Filed
  43988. */
  43989. _selectionOctree: Octree<AbstractMesh>;
  43990. /**
  43991. * Gets the octree used to boost mesh selection (picking)
  43992. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  43993. */
  43994. selectionOctree: Octree<AbstractMesh>;
  43995. /**
  43996. * Creates or updates the octree used to boost selection (picking)
  43997. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  43998. * @param maxCapacity defines the maximum capacity per leaf
  43999. * @param maxDepth defines the maximum depth of the octree
  44000. * @returns an octree of AbstractMesh
  44001. */
  44002. createOrUpdateSelectionOctree(maxCapacity?: number, maxDepth?: number): Octree<AbstractMesh>;
  44003. }
  44004. }
  44005. module "babylonjs/Meshes/abstractMesh" {
  44006. interface AbstractMesh {
  44007. /**
  44008. * @hidden
  44009. * Backing Field
  44010. */
  44011. _submeshesOctree: Octree<SubMesh>;
  44012. /**
  44013. * This function will create an octree to help to select the right submeshes for rendering, picking and collision computations.
  44014. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  44015. * @param maxCapacity defines the maximum size of each block (64 by default)
  44016. * @param maxDepth defines the maximum depth to use (no more than 2 levels by default)
  44017. * @returns the new octree
  44018. * @see https://www.babylonjs-playground.com/#NA4OQ#12
  44019. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  44020. */
  44021. createOrUpdateSubmeshesOctree(maxCapacity?: number, maxDepth?: number): Octree<SubMesh>;
  44022. }
  44023. }
  44024. /**
  44025. * Defines the octree scene component responsible to manage any octrees
  44026. * in a given scene.
  44027. */
  44028. export class OctreeSceneComponent {
  44029. /**
  44030. * The component name help to identify the component in the list of scene components.
  44031. */
  44032. readonly name: string;
  44033. /**
  44034. * The scene the component belongs to.
  44035. */
  44036. scene: Scene;
  44037. /**
  44038. * Indicates if the meshes have been checked to make sure they are isEnabled()
  44039. */
  44040. readonly checksIsEnabled: boolean;
  44041. /**
  44042. * Creates a new instance of the component for the given scene
  44043. * @param scene Defines the scene to register the component in
  44044. */
  44045. constructor(scene: Scene);
  44046. /**
  44047. * Registers the component in a given scene
  44048. */
  44049. register(): void;
  44050. /**
  44051. * Return the list of active meshes
  44052. * @returns the list of active meshes
  44053. */
  44054. getActiveMeshCandidates(): ISmartArrayLike<AbstractMesh>;
  44055. /**
  44056. * Return the list of active sub meshes
  44057. * @param mesh The mesh to get the candidates sub meshes from
  44058. * @returns the list of active sub meshes
  44059. */
  44060. getActiveSubMeshCandidates(mesh: AbstractMesh): ISmartArrayLike<SubMesh>;
  44061. private _tempRay;
  44062. /**
  44063. * Return the list of sub meshes intersecting with a given local ray
  44064. * @param mesh defines the mesh to find the submesh for
  44065. * @param localRay defines the ray in local space
  44066. * @returns the list of intersecting sub meshes
  44067. */
  44068. getIntersectingSubMeshCandidates(mesh: AbstractMesh, localRay: Ray): ISmartArrayLike<SubMesh>;
  44069. /**
  44070. * Return the list of sub meshes colliding with a collider
  44071. * @param mesh defines the mesh to find the submesh for
  44072. * @param collider defines the collider to evaluate the collision against
  44073. * @returns the list of colliding sub meshes
  44074. */
  44075. getCollidingSubMeshCandidates(mesh: AbstractMesh, collider: Collider): ISmartArrayLike<SubMesh>;
  44076. /**
  44077. * Rebuilds the elements related to this component in case of
  44078. * context lost for instance.
  44079. */
  44080. rebuild(): void;
  44081. /**
  44082. * Disposes the component and the associated ressources.
  44083. */
  44084. dispose(): void;
  44085. }
  44086. }
  44087. declare module "babylonjs/Culling/Octrees/index" {
  44088. export * from "babylonjs/Culling/Octrees/octree";
  44089. export * from "babylonjs/Culling/Octrees/octreeBlock";
  44090. export * from "babylonjs/Culling/Octrees/octreeSceneComponent";
  44091. }
  44092. declare module "babylonjs/Culling/index" {
  44093. export * from "babylonjs/Culling/boundingBox";
  44094. export * from "babylonjs/Culling/boundingInfo";
  44095. export * from "babylonjs/Culling/boundingSphere";
  44096. export * from "babylonjs/Culling/Octrees/index";
  44097. export * from "babylonjs/Culling/ray";
  44098. }
  44099. declare module "babylonjs/Rendering/utilityLayerRenderer" {
  44100. import { IDisposable, Scene } from "babylonjs/scene";
  44101. import { Nullable } from "babylonjs/types";
  44102. import { Observable } from "babylonjs/Misc/observable";
  44103. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44104. import { HemisphericLight } from "babylonjs/Lights/hemisphericLight";
  44105. import { Camera } from "babylonjs/Cameras/camera";
  44106. /**
  44107. * Renders a layer on top of an existing scene
  44108. */
  44109. export class UtilityLayerRenderer implements IDisposable {
  44110. /** the original scene that will be rendered on top of */
  44111. originalScene: Scene;
  44112. private _pointerCaptures;
  44113. private _lastPointerEvents;
  44114. private static _DefaultUtilityLayer;
  44115. private static _DefaultKeepDepthUtilityLayer;
  44116. private _sharedGizmoLight;
  44117. private _renderCamera;
  44118. /**
  44119. * Gets the camera that is used to render the utility layer (when not set, this will be the last active camera)
  44120. * @returns the camera that is used when rendering the utility layer
  44121. */
  44122. getRenderCamera(): Nullable<Camera>;
  44123. /**
  44124. * Sets the camera that should be used when rendering the utility layer (If set to null the last active camera will be used)
  44125. * @param cam the camera that should be used when rendering the utility layer
  44126. */
  44127. setRenderCamera(cam: Nullable<Camera>): void;
  44128. /**
  44129. * @hidden
  44130. * Light which used by gizmos to get light shading
  44131. */
  44132. _getSharedGizmoLight(): HemisphericLight;
  44133. /**
  44134. * If the picking should be done on the utility layer prior to the actual scene (Default: true)
  44135. */
  44136. pickUtilitySceneFirst: boolean;
  44137. /**
  44138. * 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)
  44139. */
  44140. static readonly DefaultUtilityLayer: UtilityLayerRenderer;
  44141. /**
  44142. * 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)
  44143. */
  44144. static readonly DefaultKeepDepthUtilityLayer: UtilityLayerRenderer;
  44145. /**
  44146. * The scene that is rendered on top of the original scene
  44147. */
  44148. utilityLayerScene: Scene;
  44149. /**
  44150. * If the utility layer should automatically be rendered on top of existing scene
  44151. */
  44152. shouldRender: boolean;
  44153. /**
  44154. * If set to true, only pointer down onPointerObservable events will be blocked when picking is occluded by original scene
  44155. */
  44156. onlyCheckPointerDownEvents: boolean;
  44157. /**
  44158. * If set to false, only pointerUp, pointerDown and pointerMove will be sent to the utilityLayerScene (false by default)
  44159. */
  44160. processAllEvents: boolean;
  44161. /**
  44162. * Observable raised when the pointer move from the utility layer scene to the main scene
  44163. */
  44164. onPointerOutObservable: Observable<number>;
  44165. /** Gets or sets a predicate that will be used to indicate utility meshes present in the main scene */
  44166. mainSceneTrackerPredicate: (mesh: Nullable<AbstractMesh>) => boolean;
  44167. private _afterRenderObserver;
  44168. private _sceneDisposeObserver;
  44169. private _originalPointerObserver;
  44170. /**
  44171. * Instantiates a UtilityLayerRenderer
  44172. * @param originalScene the original scene that will be rendered on top of
  44173. * @param handleEvents boolean indicating if the utility layer should handle events
  44174. */
  44175. constructor(
  44176. /** the original scene that will be rendered on top of */
  44177. originalScene: Scene, handleEvents?: boolean);
  44178. private _notifyObservers;
  44179. /**
  44180. * Renders the utility layers scene on top of the original scene
  44181. */
  44182. render(): void;
  44183. /**
  44184. * Disposes of the renderer
  44185. */
  44186. dispose(): void;
  44187. private _updateCamera;
  44188. }
  44189. }
  44190. declare module "babylonjs/Gizmos/gizmo" {
  44191. import { Nullable } from "babylonjs/types";
  44192. import { IDisposable } from "babylonjs/scene";
  44193. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44194. import { Mesh } from "babylonjs/Meshes/mesh";
  44195. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  44196. /**
  44197. * Renders gizmos on top of an existing scene which provide controls for position, rotation, etc.
  44198. */
  44199. export class Gizmo implements IDisposable {
  44200. /** The utility layer the gizmo will be added to */
  44201. gizmoLayer: UtilityLayerRenderer;
  44202. /**
  44203. * The root mesh of the gizmo
  44204. */
  44205. _rootMesh: Mesh;
  44206. private _attachedMesh;
  44207. /**
  44208. * Ratio for the scale of the gizmo (Default: 1)
  44209. */
  44210. scaleRatio: number;
  44211. /**
  44212. * If a custom mesh has been set (Default: false)
  44213. */
  44214. protected _customMeshSet: boolean;
  44215. /**
  44216. * Mesh that the gizmo will be attached to. (eg. on a drag gizmo the mesh that will be dragged)
  44217. * * When set, interactions will be enabled
  44218. */
  44219. attachedMesh: Nullable<AbstractMesh>;
  44220. /**
  44221. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  44222. * @param mesh The mesh to replace the default mesh of the gizmo
  44223. */
  44224. setCustomMesh(mesh: Mesh): void;
  44225. /**
  44226. * If set the gizmo's rotation will be updated to match the attached mesh each frame (Default: true)
  44227. */
  44228. updateGizmoRotationToMatchAttachedMesh: boolean;
  44229. /**
  44230. * If set the gizmo's position will be updated to match the attached mesh each frame (Default: true)
  44231. */
  44232. updateGizmoPositionToMatchAttachedMesh: boolean;
  44233. /**
  44234. * When set, the gizmo will always appear the same size no matter where the camera is (default: true)
  44235. */
  44236. updateScale: boolean;
  44237. protected _interactionsEnabled: boolean;
  44238. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  44239. private _beforeRenderObserver;
  44240. private _tempVector;
  44241. /**
  44242. * Creates a gizmo
  44243. * @param gizmoLayer The utility layer the gizmo will be added to
  44244. */
  44245. constructor(
  44246. /** The utility layer the gizmo will be added to */
  44247. gizmoLayer?: UtilityLayerRenderer);
  44248. /**
  44249. * Updates the gizmo to match the attached mesh's position/rotation
  44250. */
  44251. protected _update(): void;
  44252. /**
  44253. * Disposes of the gizmo
  44254. */
  44255. dispose(): void;
  44256. }
  44257. }
  44258. declare module "babylonjs/Gizmos/planeDragGizmo" {
  44259. import { Observable } from "babylonjs/Misc/observable";
  44260. import { Nullable } from "babylonjs/types";
  44261. import { Vector3 } from "babylonjs/Maths/math.vector";
  44262. import { Color3 } from "babylonjs/Maths/math.color";
  44263. import { TransformNode } from "babylonjs/Meshes/transformNode";
  44264. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44265. import { PointerDragBehavior } from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  44266. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  44267. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  44268. import { StandardMaterial } from "babylonjs/Materials/standardMaterial";
  44269. import { Scene } from "babylonjs/scene";
  44270. import { PositionGizmo } from "babylonjs/Gizmos/positionGizmo";
  44271. /**
  44272. * Single plane drag gizmo
  44273. */
  44274. export class PlaneDragGizmo extends Gizmo {
  44275. /**
  44276. * Drag behavior responsible for the gizmos dragging interactions
  44277. */
  44278. dragBehavior: PointerDragBehavior;
  44279. private _pointerObserver;
  44280. /**
  44281. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  44282. */
  44283. snapDistance: number;
  44284. /**
  44285. * Event that fires each time the gizmo snaps to a new location.
  44286. * * snapDistance is the the change in distance
  44287. */
  44288. onSnapObservable: Observable<{
  44289. snapDistance: number;
  44290. }>;
  44291. private _plane;
  44292. private _coloredMaterial;
  44293. private _hoverMaterial;
  44294. private _isEnabled;
  44295. private _parent;
  44296. /** @hidden */
  44297. static _CreatePlane(scene: Scene, material: StandardMaterial): TransformNode;
  44298. /** @hidden */
  44299. static _CreateArrowInstance(scene: Scene, arrow: TransformNode): TransformNode;
  44300. /**
  44301. * Creates a PlaneDragGizmo
  44302. * @param gizmoLayer The utility layer the gizmo will be added to
  44303. * @param dragPlaneNormal The axis normal to which the gizmo will be able to drag on
  44304. * @param color The color of the gizmo
  44305. */
  44306. constructor(dragPlaneNormal: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<PositionGizmo>);
  44307. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  44308. /**
  44309. * If the gizmo is enabled
  44310. */
  44311. isEnabled: boolean;
  44312. /**
  44313. * Disposes of the gizmo
  44314. */
  44315. dispose(): void;
  44316. }
  44317. }
  44318. declare module "babylonjs/Gizmos/positionGizmo" {
  44319. import { Observable } from "babylonjs/Misc/observable";
  44320. import { Nullable } from "babylonjs/types";
  44321. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44322. import { Mesh } from "babylonjs/Meshes/mesh";
  44323. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  44324. import { AxisDragGizmo } from "babylonjs/Gizmos/axisDragGizmo";
  44325. import { PlaneDragGizmo } from "babylonjs/Gizmos/planeDragGizmo";
  44326. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  44327. /**
  44328. * Gizmo that enables dragging a mesh along 3 axis
  44329. */
  44330. export class PositionGizmo extends Gizmo {
  44331. /**
  44332. * Internal gizmo used for interactions on the x axis
  44333. */
  44334. xGizmo: AxisDragGizmo;
  44335. /**
  44336. * Internal gizmo used for interactions on the y axis
  44337. */
  44338. yGizmo: AxisDragGizmo;
  44339. /**
  44340. * Internal gizmo used for interactions on the z axis
  44341. */
  44342. zGizmo: AxisDragGizmo;
  44343. /**
  44344. * Internal gizmo used for interactions on the yz plane
  44345. */
  44346. xPlaneGizmo: PlaneDragGizmo;
  44347. /**
  44348. * Internal gizmo used for interactions on the xz plane
  44349. */
  44350. yPlaneGizmo: PlaneDragGizmo;
  44351. /**
  44352. * Internal gizmo used for interactions on the xy plane
  44353. */
  44354. zPlaneGizmo: PlaneDragGizmo;
  44355. /**
  44356. * private variables
  44357. */
  44358. private _meshAttached;
  44359. private _updateGizmoRotationToMatchAttachedMesh;
  44360. private _snapDistance;
  44361. private _scaleRatio;
  44362. /** Fires an event when any of it's sub gizmos are dragged */
  44363. onDragStartObservable: Observable<unknown>;
  44364. /** Fires an event when any of it's sub gizmos are released from dragging */
  44365. onDragEndObservable: Observable<unknown>;
  44366. /**
  44367. * If set to true, planar drag is enabled
  44368. */
  44369. private _planarGizmoEnabled;
  44370. attachedMesh: Nullable<AbstractMesh>;
  44371. /**
  44372. * Creates a PositionGizmo
  44373. * @param gizmoLayer The utility layer the gizmo will be added to
  44374. */
  44375. constructor(gizmoLayer?: UtilityLayerRenderer);
  44376. /**
  44377. * If the planar drag gizmo is enabled
  44378. * setting this will enable/disable XY, XZ and YZ planes regardless of individual gizmo settings.
  44379. */
  44380. planarGizmoEnabled: boolean;
  44381. updateGizmoRotationToMatchAttachedMesh: boolean;
  44382. /**
  44383. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  44384. */
  44385. snapDistance: number;
  44386. /**
  44387. * Ratio for the scale of the gizmo (Default: 1)
  44388. */
  44389. scaleRatio: number;
  44390. /**
  44391. * Disposes of the gizmo
  44392. */
  44393. dispose(): void;
  44394. /**
  44395. * CustomMeshes are not supported by this gizmo
  44396. * @param mesh The mesh to replace the default mesh of the gizmo
  44397. */
  44398. setCustomMesh(mesh: Mesh): void;
  44399. }
  44400. }
  44401. declare module "babylonjs/Gizmos/axisDragGizmo" {
  44402. import { Observable } from "babylonjs/Misc/observable";
  44403. import { Nullable } from "babylonjs/types";
  44404. import { Vector3 } from "babylonjs/Maths/math.vector";
  44405. import { TransformNode } from "babylonjs/Meshes/transformNode";
  44406. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44407. import { PointerDragBehavior } from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  44408. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  44409. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  44410. import { StandardMaterial } from "babylonjs/Materials/standardMaterial";
  44411. import { Scene } from "babylonjs/scene";
  44412. import { PositionGizmo } from "babylonjs/Gizmos/positionGizmo";
  44413. import { Color3 } from "babylonjs/Maths/math.color";
  44414. /**
  44415. * Single axis drag gizmo
  44416. */
  44417. export class AxisDragGizmo extends Gizmo {
  44418. /**
  44419. * Drag behavior responsible for the gizmos dragging interactions
  44420. */
  44421. dragBehavior: PointerDragBehavior;
  44422. private _pointerObserver;
  44423. /**
  44424. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  44425. */
  44426. snapDistance: number;
  44427. /**
  44428. * Event that fires each time the gizmo snaps to a new location.
  44429. * * snapDistance is the the change in distance
  44430. */
  44431. onSnapObservable: Observable<{
  44432. snapDistance: number;
  44433. }>;
  44434. private _isEnabled;
  44435. private _parent;
  44436. private _arrow;
  44437. private _coloredMaterial;
  44438. private _hoverMaterial;
  44439. /** @hidden */
  44440. static _CreateArrow(scene: Scene, material: StandardMaterial): TransformNode;
  44441. /** @hidden */
  44442. static _CreateArrowInstance(scene: Scene, arrow: TransformNode): TransformNode;
  44443. /**
  44444. * Creates an AxisDragGizmo
  44445. * @param gizmoLayer The utility layer the gizmo will be added to
  44446. * @param dragAxis The axis which the gizmo will be able to drag on
  44447. * @param color The color of the gizmo
  44448. */
  44449. constructor(dragAxis: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<PositionGizmo>);
  44450. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  44451. /**
  44452. * If the gizmo is enabled
  44453. */
  44454. isEnabled: boolean;
  44455. /**
  44456. * Disposes of the gizmo
  44457. */
  44458. dispose(): void;
  44459. }
  44460. }
  44461. declare module "babylonjs/Debug/axesViewer" {
  44462. import { Vector3 } from "babylonjs/Maths/math.vector";
  44463. import { Nullable } from "babylonjs/types";
  44464. import { Scene } from "babylonjs/scene";
  44465. import { TransformNode } from "babylonjs/Meshes/transformNode";
  44466. /**
  44467. * The Axes viewer will show 3 axes in a specific point in space
  44468. */
  44469. export class AxesViewer {
  44470. private _xAxis;
  44471. private _yAxis;
  44472. private _zAxis;
  44473. private _scaleLinesFactor;
  44474. private _instanced;
  44475. /**
  44476. * Gets the hosting scene
  44477. */
  44478. scene: Scene;
  44479. /**
  44480. * Gets or sets a number used to scale line length
  44481. */
  44482. scaleLines: number;
  44483. /** Gets the node hierarchy used to render x-axis */
  44484. readonly xAxis: TransformNode;
  44485. /** Gets the node hierarchy used to render y-axis */
  44486. readonly yAxis: TransformNode;
  44487. /** Gets the node hierarchy used to render z-axis */
  44488. readonly zAxis: TransformNode;
  44489. /**
  44490. * Creates a new AxesViewer
  44491. * @param scene defines the hosting scene
  44492. * @param scaleLines defines a number used to scale line length (1 by default)
  44493. * @param renderingGroupId defines a number used to set the renderingGroupId of the meshes (2 by default)
  44494. * @param xAxis defines the node hierarchy used to render the x-axis
  44495. * @param yAxis defines the node hierarchy used to render the y-axis
  44496. * @param zAxis defines the node hierarchy used to render the z-axis
  44497. */
  44498. constructor(scene: Scene, scaleLines?: number, renderingGroupId?: Nullable<number>, xAxis?: TransformNode, yAxis?: TransformNode, zAxis?: TransformNode);
  44499. /**
  44500. * Force the viewer to update
  44501. * @param position defines the position of the viewer
  44502. * @param xaxis defines the x axis of the viewer
  44503. * @param yaxis defines the y axis of the viewer
  44504. * @param zaxis defines the z axis of the viewer
  44505. */
  44506. update(position: Vector3, xaxis: Vector3, yaxis: Vector3, zaxis: Vector3): void;
  44507. /**
  44508. * Creates an instance of this axes viewer.
  44509. * @returns a new axes viewer with instanced meshes
  44510. */
  44511. createInstance(): AxesViewer;
  44512. /** Releases resources */
  44513. dispose(): void;
  44514. private static _SetRenderingGroupId;
  44515. }
  44516. }
  44517. declare module "babylonjs/Debug/boneAxesViewer" {
  44518. import { Nullable } from "babylonjs/types";
  44519. import { AxesViewer } from "babylonjs/Debug/axesViewer";
  44520. import { Vector3 } from "babylonjs/Maths/math.vector";
  44521. import { Mesh } from "babylonjs/Meshes/mesh";
  44522. import { Bone } from "babylonjs/Bones/bone";
  44523. import { Scene } from "babylonjs/scene";
  44524. /**
  44525. * The BoneAxesViewer will attach 3 axes to a specific bone of a specific mesh
  44526. * @see demo here: https://www.babylonjs-playground.com/#0DE8F4#8
  44527. */
  44528. export class BoneAxesViewer extends AxesViewer {
  44529. /**
  44530. * Gets or sets the target mesh where to display the axes viewer
  44531. */
  44532. mesh: Nullable<Mesh>;
  44533. /**
  44534. * Gets or sets the target bone where to display the axes viewer
  44535. */
  44536. bone: Nullable<Bone>;
  44537. /** Gets current position */
  44538. pos: Vector3;
  44539. /** Gets direction of X axis */
  44540. xaxis: Vector3;
  44541. /** Gets direction of Y axis */
  44542. yaxis: Vector3;
  44543. /** Gets direction of Z axis */
  44544. zaxis: Vector3;
  44545. /**
  44546. * Creates a new BoneAxesViewer
  44547. * @param scene defines the hosting scene
  44548. * @param bone defines the target bone
  44549. * @param mesh defines the target mesh
  44550. * @param scaleLines defines a scaling factor for line length (1 by default)
  44551. */
  44552. constructor(scene: Scene, bone: Bone, mesh: Mesh, scaleLines?: number);
  44553. /**
  44554. * Force the viewer to update
  44555. */
  44556. update(): void;
  44557. /** Releases resources */
  44558. dispose(): void;
  44559. }
  44560. }
  44561. declare module "babylonjs/Debug/debugLayer" {
  44562. import { Scene } from "babylonjs/scene";
  44563. /**
  44564. * Interface used to define scene explorer extensibility option
  44565. */
  44566. export interface IExplorerExtensibilityOption {
  44567. /**
  44568. * Define the option label
  44569. */
  44570. label: string;
  44571. /**
  44572. * Defines the action to execute on click
  44573. */
  44574. action: (entity: any) => void;
  44575. }
  44576. /**
  44577. * Defines a group of actions associated with a predicate to use when extending the Inspector scene explorer
  44578. */
  44579. export interface IExplorerExtensibilityGroup {
  44580. /**
  44581. * Defines a predicate to test if a given type mut be extended
  44582. */
  44583. predicate: (entity: any) => boolean;
  44584. /**
  44585. * Gets the list of options added to a type
  44586. */
  44587. entries: IExplorerExtensibilityOption[];
  44588. }
  44589. /**
  44590. * Interface used to define the options to use to create the Inspector
  44591. */
  44592. export interface IInspectorOptions {
  44593. /**
  44594. * Display in overlay mode (default: false)
  44595. */
  44596. overlay?: boolean;
  44597. /**
  44598. * HTML element to use as root (the parent of the rendering canvas will be used as default value)
  44599. */
  44600. globalRoot?: HTMLElement;
  44601. /**
  44602. * Display the Scene explorer
  44603. */
  44604. showExplorer?: boolean;
  44605. /**
  44606. * Display the property inspector
  44607. */
  44608. showInspector?: boolean;
  44609. /**
  44610. * Display in embed mode (both panes on the right)
  44611. */
  44612. embedMode?: boolean;
  44613. /**
  44614. * let the Inspector handles resize of the canvas when panes are resized (default to true)
  44615. */
  44616. handleResize?: boolean;
  44617. /**
  44618. * Allow the panes to popup (default: true)
  44619. */
  44620. enablePopup?: boolean;
  44621. /**
  44622. * Allow the panes to be closed by users (default: true)
  44623. */
  44624. enableClose?: boolean;
  44625. /**
  44626. * Optional list of extensibility entries
  44627. */
  44628. explorerExtensibility?: IExplorerExtensibilityGroup[];
  44629. /**
  44630. * Optional URL to get the inspector script from (by default it uses the babylonjs CDN).
  44631. */
  44632. inspectorURL?: string;
  44633. }
  44634. module "babylonjs/scene" {
  44635. interface Scene {
  44636. /**
  44637. * @hidden
  44638. * Backing field
  44639. */
  44640. _debugLayer: DebugLayer;
  44641. /**
  44642. * Gets the debug layer (aka Inspector) associated with the scene
  44643. * @see http://doc.babylonjs.com/features/playground_debuglayer
  44644. */
  44645. debugLayer: DebugLayer;
  44646. }
  44647. }
  44648. /**
  44649. * The debug layer (aka Inspector) is the go to tool in order to better understand
  44650. * what is happening in your scene
  44651. * @see http://doc.babylonjs.com/features/playground_debuglayer
  44652. */
  44653. export class DebugLayer {
  44654. /**
  44655. * Define the url to get the inspector script from.
  44656. * By default it uses the babylonjs CDN.
  44657. * @ignoreNaming
  44658. */
  44659. static InspectorURL: string;
  44660. private _scene;
  44661. private BJSINSPECTOR;
  44662. private _onPropertyChangedObservable?;
  44663. /**
  44664. * Observable triggered when a property is changed through the inspector.
  44665. */
  44666. readonly onPropertyChangedObservable: any;
  44667. /**
  44668. * Instantiates a new debug layer.
  44669. * The debug layer (aka Inspector) is the go to tool in order to better understand
  44670. * what is happening in your scene
  44671. * @see http://doc.babylonjs.com/features/playground_debuglayer
  44672. * @param scene Defines the scene to inspect
  44673. */
  44674. constructor(scene: Scene);
  44675. /** Creates the inspector window. */
  44676. private _createInspector;
  44677. /**
  44678. * Select a specific entity in the scene explorer and highlight a specific block in that entity property grid
  44679. * @param entity defines the entity to select
  44680. * @param lineContainerTitle defines the specific block to highlight
  44681. */
  44682. select(entity: any, lineContainerTitle?: string): void;
  44683. /** Get the inspector from bundle or global */
  44684. private _getGlobalInspector;
  44685. /**
  44686. * Get if the inspector is visible or not.
  44687. * @returns true if visible otherwise, false
  44688. */
  44689. isVisible(): boolean;
  44690. /**
  44691. * Hide the inspector and close its window.
  44692. */
  44693. hide(): void;
  44694. /**
  44695. * Launch the debugLayer.
  44696. * @param config Define the configuration of the inspector
  44697. * @return a promise fulfilled when the debug layer is visible
  44698. */
  44699. show(config?: IInspectorOptions): Promise<DebugLayer>;
  44700. }
  44701. }
  44702. declare module "babylonjs/Meshes/Builders/boxBuilder" {
  44703. import { Nullable } from "babylonjs/types";
  44704. import { Scene } from "babylonjs/scene";
  44705. import { Vector4 } from "babylonjs/Maths/math.vector";
  44706. import { Color4 } from "babylonjs/Maths/math.color";
  44707. import { Mesh } from "babylonjs/Meshes/mesh";
  44708. /**
  44709. * Class containing static functions to help procedurally build meshes
  44710. */
  44711. export class BoxBuilder {
  44712. /**
  44713. * Creates a box mesh
  44714. * * The parameter `size` sets the size (float) of each box side (default 1)
  44715. * * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value of `size`)
  44716. * * 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)
  44717. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  44718. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  44719. * * 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
  44720. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  44721. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  44722. * @param name defines the name of the mesh
  44723. * @param options defines the options used to create the mesh
  44724. * @param scene defines the hosting scene
  44725. * @returns the box mesh
  44726. */
  44727. static CreateBox(name: string, options: {
  44728. size?: number;
  44729. width?: number;
  44730. height?: number;
  44731. depth?: number;
  44732. faceUV?: Vector4[];
  44733. faceColors?: Color4[];
  44734. sideOrientation?: number;
  44735. frontUVs?: Vector4;
  44736. backUVs?: Vector4;
  44737. wrap?: boolean;
  44738. topBaseAt?: number;
  44739. bottomBaseAt?: number;
  44740. updatable?: boolean;
  44741. }, scene?: Nullable<Scene>): Mesh;
  44742. }
  44743. }
  44744. declare module "babylonjs/Meshes/Builders/sphereBuilder" {
  44745. import { Vector4 } from "babylonjs/Maths/math.vector";
  44746. import { Mesh } from "babylonjs/Meshes/mesh";
  44747. import { Scene } from "babylonjs/scene";
  44748. import { Nullable } from "babylonjs/types";
  44749. /**
  44750. * Class containing static functions to help procedurally build meshes
  44751. */
  44752. export class SphereBuilder {
  44753. /**
  44754. * Creates a sphere mesh
  44755. * * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)
  44756. * * 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`)
  44757. * * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32)
  44758. * * 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
  44759. * * 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)
  44760. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  44761. * * 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
  44762. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  44763. * @param name defines the name of the mesh
  44764. * @param options defines the options used to create the mesh
  44765. * @param scene defines the hosting scene
  44766. * @returns the sphere mesh
  44767. * @see https://doc.babylonjs.com/how_to/set_shapes#sphere
  44768. */
  44769. static CreateSphere(name: string, options: {
  44770. segments?: number;
  44771. diameter?: number;
  44772. diameterX?: number;
  44773. diameterY?: number;
  44774. diameterZ?: number;
  44775. arc?: number;
  44776. slice?: number;
  44777. sideOrientation?: number;
  44778. frontUVs?: Vector4;
  44779. backUVs?: Vector4;
  44780. updatable?: boolean;
  44781. }, scene?: Nullable<Scene>): Mesh;
  44782. }
  44783. }
  44784. declare module "babylonjs/Debug/physicsViewer" {
  44785. import { Nullable } from "babylonjs/types";
  44786. import { Scene } from "babylonjs/scene";
  44787. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44788. import { Mesh } from "babylonjs/Meshes/mesh";
  44789. import { IPhysicsEnginePlugin } from "babylonjs/Physics/IPhysicsEngine";
  44790. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  44791. /**
  44792. * Used to show the physics impostor around the specific mesh
  44793. */
  44794. export class PhysicsViewer {
  44795. /** @hidden */
  44796. protected _impostors: Array<Nullable<PhysicsImpostor>>;
  44797. /** @hidden */
  44798. protected _meshes: Array<Nullable<AbstractMesh>>;
  44799. /** @hidden */
  44800. protected _scene: Nullable<Scene>;
  44801. /** @hidden */
  44802. protected _numMeshes: number;
  44803. /** @hidden */
  44804. protected _physicsEnginePlugin: Nullable<IPhysicsEnginePlugin>;
  44805. private _renderFunction;
  44806. private _utilityLayer;
  44807. private _debugBoxMesh;
  44808. private _debugSphereMesh;
  44809. private _debugCylinderMesh;
  44810. private _debugMaterial;
  44811. private _debugMeshMeshes;
  44812. /**
  44813. * Creates a new PhysicsViewer
  44814. * @param scene defines the hosting scene
  44815. */
  44816. constructor(scene: Scene);
  44817. /** @hidden */
  44818. protected _updateDebugMeshes(): void;
  44819. /**
  44820. * Renders a specified physic impostor
  44821. * @param impostor defines the impostor to render
  44822. * @param targetMesh defines the mesh represented by the impostor
  44823. * @returns the new debug mesh used to render the impostor
  44824. */
  44825. showImpostor(impostor: PhysicsImpostor, targetMesh?: Mesh): Nullable<AbstractMesh>;
  44826. /**
  44827. * Hides a specified physic impostor
  44828. * @param impostor defines the impostor to hide
  44829. */
  44830. hideImpostor(impostor: Nullable<PhysicsImpostor>): void;
  44831. private _getDebugMaterial;
  44832. private _getDebugBoxMesh;
  44833. private _getDebugSphereMesh;
  44834. private _getDebugCylinderMesh;
  44835. private _getDebugMeshMesh;
  44836. private _getDebugMesh;
  44837. /** Releases all resources */
  44838. dispose(): void;
  44839. }
  44840. }
  44841. declare module "babylonjs/Meshes/Builders/linesBuilder" {
  44842. import { Vector3 } from "babylonjs/Maths/math.vector";
  44843. import { Color4 } from "babylonjs/Maths/math.color";
  44844. import { Nullable } from "babylonjs/types";
  44845. import { LinesMesh } from "babylonjs/Meshes/linesMesh";
  44846. import { Scene } from "babylonjs/scene";
  44847. /**
  44848. * Class containing static functions to help procedurally build meshes
  44849. */
  44850. export class LinesBuilder {
  44851. /**
  44852. * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh
  44853. * * 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
  44854. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function
  44855. * * The parameter `lines` is an array of lines, each line being an array of successive Vector3
  44856. * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter
  44857. * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point
  44858. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
  44859. * * 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
  44860. * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
  44861. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  44862. * @see https://doc.babylonjs.com/how_to/parametric_shapes#line-system
  44863. * @param name defines the name of the new line system
  44864. * @param options defines the options used to create the line system
  44865. * @param scene defines the hosting scene
  44866. * @returns a new line system mesh
  44867. */
  44868. static CreateLineSystem(name: string, options: {
  44869. lines: Vector3[][];
  44870. updatable?: boolean;
  44871. instance?: Nullable<LinesMesh>;
  44872. colors?: Nullable<Color4[][]>;
  44873. useVertexAlpha?: boolean;
  44874. }, scene: Nullable<Scene>): LinesMesh;
  44875. /**
  44876. * Creates a line mesh
  44877. * 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
  44878. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  44879. * * The parameter `points` is an array successive Vector3
  44880. * * 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
  44881. * * The optional parameter `colors` is an array of successive Color4, one per line point
  44882. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
  44883. * * When updating an instance, remember that only point positions can change, not the number of points
  44884. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  44885. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lines
  44886. * @param name defines the name of the new line system
  44887. * @param options defines the options used to create the line system
  44888. * @param scene defines the hosting scene
  44889. * @returns a new line mesh
  44890. */
  44891. static CreateLines(name: string, options: {
  44892. points: Vector3[];
  44893. updatable?: boolean;
  44894. instance?: Nullable<LinesMesh>;
  44895. colors?: Color4[];
  44896. useVertexAlpha?: boolean;
  44897. }, scene?: Nullable<Scene>): LinesMesh;
  44898. /**
  44899. * Creates a dashed line mesh
  44900. * * 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
  44901. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  44902. * * The parameter `points` is an array successive Vector3
  44903. * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)
  44904. * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)
  44905. * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  44906. * * 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
  44907. * * When updating an instance, remember that only point positions can change, not the number of points
  44908. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  44909. * @param name defines the name of the mesh
  44910. * @param options defines the options used to create the mesh
  44911. * @param scene defines the hosting scene
  44912. * @returns the dashed line mesh
  44913. * @see https://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines
  44914. */
  44915. static CreateDashedLines(name: string, options: {
  44916. points: Vector3[];
  44917. dashSize?: number;
  44918. gapSize?: number;
  44919. dashNb?: number;
  44920. updatable?: boolean;
  44921. instance?: LinesMesh;
  44922. }, scene?: Nullable<Scene>): LinesMesh;
  44923. }
  44924. }
  44925. declare module "babylonjs/Debug/rayHelper" {
  44926. import { Nullable } from "babylonjs/types";
  44927. import { Ray } from "babylonjs/Culling/ray";
  44928. import { Vector3 } from "babylonjs/Maths/math.vector";
  44929. import { Color3 } from "babylonjs/Maths/math.color";
  44930. import { Scene } from "babylonjs/scene";
  44931. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44932. import "babylonjs/Meshes/Builders/linesBuilder";
  44933. /**
  44934. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  44935. * in order to better appreciate the issue one might have.
  44936. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  44937. */
  44938. export class RayHelper {
  44939. /**
  44940. * Defines the ray we are currently tryin to visualize.
  44941. */
  44942. ray: Nullable<Ray>;
  44943. private _renderPoints;
  44944. private _renderLine;
  44945. private _renderFunction;
  44946. private _scene;
  44947. private _updateToMeshFunction;
  44948. private _attachedToMesh;
  44949. private _meshSpaceDirection;
  44950. private _meshSpaceOrigin;
  44951. /**
  44952. * Helper function to create a colored helper in a scene in one line.
  44953. * @param ray Defines the ray we are currently tryin to visualize
  44954. * @param scene Defines the scene the ray is used in
  44955. * @param color Defines the color we want to see the ray in
  44956. * @returns The newly created ray helper.
  44957. */
  44958. static CreateAndShow(ray: Ray, scene: Scene, color: Color3): RayHelper;
  44959. /**
  44960. * Instantiate a new ray helper.
  44961. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  44962. * in order to better appreciate the issue one might have.
  44963. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  44964. * @param ray Defines the ray we are currently tryin to visualize
  44965. */
  44966. constructor(ray: Ray);
  44967. /**
  44968. * Shows the ray we are willing to debug.
  44969. * @param scene Defines the scene the ray needs to be rendered in
  44970. * @param color Defines the color the ray needs to be rendered in
  44971. */
  44972. show(scene: Scene, color?: Color3): void;
  44973. /**
  44974. * Hides the ray we are debugging.
  44975. */
  44976. hide(): void;
  44977. private _render;
  44978. /**
  44979. * Attach a ray helper to a mesh so that we can easily see its orientation for instance or information like its normals.
  44980. * @param mesh Defines the mesh we want the helper attached to
  44981. * @param meshSpaceDirection Defines the direction of the Ray in mesh space (local space of the mesh node)
  44982. * @param meshSpaceOrigin Defines the origin of the Ray in mesh space (local space of the mesh node)
  44983. * @param length Defines the length of the ray
  44984. */
  44985. attachToMesh(mesh: AbstractMesh, meshSpaceDirection?: Vector3, meshSpaceOrigin?: Vector3, length?: number): void;
  44986. /**
  44987. * Detach the ray helper from the mesh it has previously been attached to.
  44988. */
  44989. detachFromMesh(): void;
  44990. private _updateToMesh;
  44991. /**
  44992. * Dispose the helper and release its associated resources.
  44993. */
  44994. dispose(): void;
  44995. }
  44996. }
  44997. declare module "babylonjs/Debug/skeletonViewer" {
  44998. import { Color3 } from "babylonjs/Maths/math.color";
  44999. import { Scene } from "babylonjs/scene";
  45000. import { Nullable } from "babylonjs/types";
  45001. import { Skeleton } from "babylonjs/Bones/skeleton";
  45002. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45003. import { LinesMesh } from "babylonjs/Meshes/linesMesh";
  45004. /**
  45005. * Class used to render a debug view of a given skeleton
  45006. * @see http://www.babylonjs-playground.com/#1BZJVJ#8
  45007. */
  45008. export class SkeletonViewer {
  45009. /** defines the skeleton to render */
  45010. skeleton: Skeleton;
  45011. /** defines the mesh attached to the skeleton */
  45012. mesh: AbstractMesh;
  45013. /** defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */
  45014. autoUpdateBonesMatrices: boolean;
  45015. /** defines the rendering group id to use with the viewer */
  45016. renderingGroupId: number;
  45017. /** Gets or sets the color used to render the skeleton */
  45018. color: Color3;
  45019. private _scene;
  45020. private _debugLines;
  45021. private _debugMesh;
  45022. private _isEnabled;
  45023. private _renderFunction;
  45024. private _utilityLayer;
  45025. /**
  45026. * Returns the mesh used to render the bones
  45027. */
  45028. readonly debugMesh: Nullable<LinesMesh>;
  45029. /**
  45030. * Creates a new SkeletonViewer
  45031. * @param skeleton defines the skeleton to render
  45032. * @param mesh defines the mesh attached to the skeleton
  45033. * @param scene defines the hosting scene
  45034. * @param autoUpdateBonesMatrices defines a boolean indicating if bones matrices must be forced to update before rendering (true by default)
  45035. * @param renderingGroupId defines the rendering group id to use with the viewer
  45036. */
  45037. constructor(
  45038. /** defines the skeleton to render */
  45039. skeleton: Skeleton,
  45040. /** defines the mesh attached to the skeleton */
  45041. mesh: AbstractMesh, scene: Scene,
  45042. /** defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */
  45043. autoUpdateBonesMatrices?: boolean,
  45044. /** defines the rendering group id to use with the viewer */
  45045. renderingGroupId?: number);
  45046. /** Gets or sets a boolean indicating if the viewer is enabled */
  45047. isEnabled: boolean;
  45048. private _getBonePosition;
  45049. private _getLinesForBonesWithLength;
  45050. private _getLinesForBonesNoLength;
  45051. /** Update the viewer to sync with current skeleton state */
  45052. update(): void;
  45053. /** Release associated resources */
  45054. dispose(): void;
  45055. }
  45056. }
  45057. declare module "babylonjs/Debug/index" {
  45058. export * from "babylonjs/Debug/axesViewer";
  45059. export * from "babylonjs/Debug/boneAxesViewer";
  45060. export * from "babylonjs/Debug/debugLayer";
  45061. export * from "babylonjs/Debug/physicsViewer";
  45062. export * from "babylonjs/Debug/rayHelper";
  45063. export * from "babylonjs/Debug/skeletonViewer";
  45064. }
  45065. declare module "babylonjs/Engines/nullEngine" {
  45066. import { Nullable, FloatArray, IndicesArray } from "babylonjs/types";
  45067. import { Scene } from "babylonjs/scene";
  45068. import { Engine } from "babylonjs/Engines/engine";
  45069. import { RenderTargetCreationOptions } from "babylonjs/Materials/Textures/renderTargetCreationOptions";
  45070. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  45071. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  45072. import { Effect } from "babylonjs/Materials/effect";
  45073. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  45074. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  45075. import { IColor4Like, IViewportLike } from "babylonjs/Maths/math.like";
  45076. /**
  45077. * Options to create the null engine
  45078. */
  45079. export class NullEngineOptions {
  45080. /**
  45081. * Render width (Default: 512)
  45082. */
  45083. renderWidth: number;
  45084. /**
  45085. * Render height (Default: 256)
  45086. */
  45087. renderHeight: number;
  45088. /**
  45089. * Texture size (Default: 512)
  45090. */
  45091. textureSize: number;
  45092. /**
  45093. * If delta time between frames should be constant
  45094. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  45095. */
  45096. deterministicLockstep: boolean;
  45097. /**
  45098. * Maximum about of steps between frames (Default: 4)
  45099. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  45100. */
  45101. lockstepMaxSteps: number;
  45102. }
  45103. /**
  45104. * The null engine class provides support for headless version of babylon.js.
  45105. * This can be used in server side scenario or for testing purposes
  45106. */
  45107. export class NullEngine extends Engine {
  45108. private _options;
  45109. /**
  45110. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  45111. */
  45112. isDeterministicLockStep(): boolean;
  45113. /** @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep */
  45114. getLockstepMaxSteps(): number;
  45115. /**
  45116. * Sets hardware scaling, used to save performance if needed
  45117. * @see https://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  45118. */
  45119. getHardwareScalingLevel(): number;
  45120. constructor(options?: NullEngineOptions);
  45121. createVertexBuffer(vertices: FloatArray): DataBuffer;
  45122. createIndexBuffer(indices: IndicesArray): DataBuffer;
  45123. clear(color: IColor4Like, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  45124. getRenderWidth(useScreen?: boolean): number;
  45125. getRenderHeight(useScreen?: boolean): number;
  45126. setViewport(viewport: IViewportLike, requiredWidth?: number, requiredHeight?: number): void;
  45127. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: string, context?: WebGLRenderingContext): WebGLProgram;
  45128. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): Nullable<WebGLUniformLocation>[];
  45129. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  45130. bindSamplers(effect: Effect): void;
  45131. enableEffect(effect: Effect): void;
  45132. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  45133. setIntArray(uniform: WebGLUniformLocation, array: Int32Array): void;
  45134. setIntArray2(uniform: WebGLUniformLocation, array: Int32Array): void;
  45135. setIntArray3(uniform: WebGLUniformLocation, array: Int32Array): void;
  45136. setIntArray4(uniform: WebGLUniformLocation, array: Int32Array): void;
  45137. setFloatArray(uniform: WebGLUniformLocation, array: Float32Array): void;
  45138. setFloatArray2(uniform: WebGLUniformLocation, array: Float32Array): void;
  45139. setFloatArray3(uniform: WebGLUniformLocation, array: Float32Array): void;
  45140. setFloatArray4(uniform: WebGLUniformLocation, array: Float32Array): void;
  45141. setArray(uniform: WebGLUniformLocation, array: number[]): void;
  45142. setArray2(uniform: WebGLUniformLocation, array: number[]): void;
  45143. setArray3(uniform: WebGLUniformLocation, array: number[]): void;
  45144. setArray4(uniform: WebGLUniformLocation, array: number[]): void;
  45145. setMatrices(uniform: WebGLUniformLocation, matrices: Float32Array): void;
  45146. setMatrix3x3(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  45147. setMatrix2x2(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  45148. setFloat(uniform: WebGLUniformLocation, value: number): void;
  45149. setFloat2(uniform: WebGLUniformLocation, x: number, y: number): void;
  45150. setFloat3(uniform: WebGLUniformLocation, x: number, y: number, z: number): void;
  45151. setBool(uniform: WebGLUniformLocation, bool: number): void;
  45152. setFloat4(uniform: WebGLUniformLocation, x: number, y: number, z: number, w: number): void;
  45153. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  45154. bindBuffers(vertexBuffers: {
  45155. [key: string]: VertexBuffer;
  45156. }, indexBuffer: DataBuffer, effect: Effect): void;
  45157. wipeCaches(bruteForce?: boolean): void;
  45158. draw(useTriangles: boolean, indexStart: number, indexCount: number, instancesCount?: number): void;
  45159. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  45160. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  45161. /** @hidden */
  45162. _createTexture(): WebGLTexture;
  45163. /** @hidden */
  45164. _releaseTexture(texture: InternalTexture): void;
  45165. 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;
  45166. createRenderTargetTexture(size: any, options: boolean | RenderTargetCreationOptions): InternalTexture;
  45167. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  45168. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean): void;
  45169. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  45170. createDynamicVertexBuffer(vertices: FloatArray): DataBuffer;
  45171. updateDynamicTexture(texture: Nullable<InternalTexture>, canvas: HTMLCanvasElement, invertY: boolean, premulAlpha?: boolean, format?: number): void;
  45172. areAllEffectsReady(): boolean;
  45173. /**
  45174. * @hidden
  45175. * Get the current error code of the webGL context
  45176. * @returns the error code
  45177. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  45178. */
  45179. getError(): number;
  45180. /** @hidden */
  45181. _getUnpackAlignement(): number;
  45182. /** @hidden */
  45183. _unpackFlipY(value: boolean): void;
  45184. updateDynamicIndexBuffer(indexBuffer: WebGLBuffer, indices: IndicesArray, offset?: number): void;
  45185. /**
  45186. * Updates a dynamic vertex buffer.
  45187. * @param vertexBuffer the vertex buffer to update
  45188. * @param data the data used to update the vertex buffer
  45189. * @param byteOffset the byte offset of the data (optional)
  45190. * @param byteLength the byte length of the data (optional)
  45191. */
  45192. updateDynamicVertexBuffer(vertexBuffer: WebGLBuffer, vertices: FloatArray, byteOffset?: number, byteLength?: number): void;
  45193. _bindTextureDirectly(target: number, texture: InternalTexture): boolean;
  45194. /** @hidden */
  45195. _bindTexture(channel: number, texture: InternalTexture): void;
  45196. protected _deleteBuffer(buffer: WebGLBuffer): void;
  45197. releaseEffects(): void;
  45198. displayLoadingUI(): void;
  45199. hideLoadingUI(): void;
  45200. /** @hidden */
  45201. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  45202. /** @hidden */
  45203. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  45204. /** @hidden */
  45205. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  45206. /** @hidden */
  45207. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement, faceIndex?: number, lod?: number): void;
  45208. }
  45209. }
  45210. declare module "babylonjs/Engines/Extensions/engine.occlusionQuery" {
  45211. import { Nullable, int } from "babylonjs/types";
  45212. import { _TimeToken } from "babylonjs/Instrumentation/timeToken";
  45213. /** @hidden */
  45214. export class _OcclusionDataStorage {
  45215. /** @hidden */
  45216. occlusionInternalRetryCounter: number;
  45217. /** @hidden */
  45218. isOcclusionQueryInProgress: boolean;
  45219. /** @hidden */
  45220. isOccluded: boolean;
  45221. /** @hidden */
  45222. occlusionRetryCount: number;
  45223. /** @hidden */
  45224. occlusionType: number;
  45225. /** @hidden */
  45226. occlusionQueryAlgorithmType: number;
  45227. }
  45228. module "babylonjs/Engines/engine" {
  45229. interface Engine {
  45230. /**
  45231. * Create a new webGL query (you must be sure that queries are supported by checking getCaps() function)
  45232. * @return the new query
  45233. */
  45234. createQuery(): WebGLQuery;
  45235. /**
  45236. * Delete and release a webGL query
  45237. * @param query defines the query to delete
  45238. * @return the current engine
  45239. */
  45240. deleteQuery(query: WebGLQuery): Engine;
  45241. /**
  45242. * Check if a given query has resolved and got its value
  45243. * @param query defines the query to check
  45244. * @returns true if the query got its value
  45245. */
  45246. isQueryResultAvailable(query: WebGLQuery): boolean;
  45247. /**
  45248. * Gets the value of a given query
  45249. * @param query defines the query to check
  45250. * @returns the value of the query
  45251. */
  45252. getQueryResult(query: WebGLQuery): number;
  45253. /**
  45254. * Initiates an occlusion query
  45255. * @param algorithmType defines the algorithm to use
  45256. * @param query defines the query to use
  45257. * @returns the current engine
  45258. * @see http://doc.babylonjs.com/features/occlusionquery
  45259. */
  45260. beginOcclusionQuery(algorithmType: number, query: WebGLQuery): Engine;
  45261. /**
  45262. * Ends an occlusion query
  45263. * @see http://doc.babylonjs.com/features/occlusionquery
  45264. * @param algorithmType defines the algorithm to use
  45265. * @returns the current engine
  45266. */
  45267. endOcclusionQuery(algorithmType: number): Engine;
  45268. /**
  45269. * Starts a time query (used to measure time spent by the GPU on a specific frame)
  45270. * Please note that only one query can be issued at a time
  45271. * @returns a time token used to track the time span
  45272. */
  45273. startTimeQuery(): Nullable<_TimeToken>;
  45274. /**
  45275. * Ends a time query
  45276. * @param token defines the token used to measure the time span
  45277. * @returns the time spent (in ns)
  45278. */
  45279. endTimeQuery(token: _TimeToken): int;
  45280. /** @hidden */
  45281. _currentNonTimestampToken: Nullable<_TimeToken>;
  45282. /** @hidden */
  45283. _createTimeQuery(): WebGLQuery;
  45284. /** @hidden */
  45285. _deleteTimeQuery(query: WebGLQuery): void;
  45286. /** @hidden */
  45287. _getGlAlgorithmType(algorithmType: number): number;
  45288. /** @hidden */
  45289. _getTimeQueryResult(query: WebGLQuery): any;
  45290. /** @hidden */
  45291. _getTimeQueryAvailability(query: WebGLQuery): any;
  45292. }
  45293. }
  45294. module "babylonjs/Meshes/abstractMesh" {
  45295. interface AbstractMesh {
  45296. /**
  45297. * Backing filed
  45298. * @hidden
  45299. */
  45300. __occlusionDataStorage: _OcclusionDataStorage;
  45301. /**
  45302. * Access property
  45303. * @hidden
  45304. */
  45305. _occlusionDataStorage: _OcclusionDataStorage;
  45306. /**
  45307. * 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.
  45308. * The default value is -1 which means don't break the query and wait till the result
  45309. * @see http://doc.babylonjs.com/features/occlusionquery
  45310. */
  45311. occlusionRetryCount: number;
  45312. /**
  45313. * 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:
  45314. * * OCCLUSION_TYPE_NONE (Default Value): this option means no occlusion query whith the Mesh.
  45315. * * OCCLUSION_TYPE_OPTIMISTIC: this option is means use occlusion query and if occlusionRetryCount is reached and the query is broken show the mesh.
  45316. * * 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.
  45317. * @see http://doc.babylonjs.com/features/occlusionquery
  45318. */
  45319. occlusionType: number;
  45320. /**
  45321. * This property determines the type of occlusion query algorithm to run in WebGl, you can use:
  45322. * * AbstractMesh.OCCLUSION_ALGORITHM_TYPE_ACCURATE which is mapped to GL_ANY_SAMPLES_PASSED.
  45323. * * 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.
  45324. * @see http://doc.babylonjs.com/features/occlusionquery
  45325. */
  45326. occlusionQueryAlgorithmType: number;
  45327. /**
  45328. * 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
  45329. * @see http://doc.babylonjs.com/features/occlusionquery
  45330. */
  45331. isOccluded: boolean;
  45332. /**
  45333. * Flag to check the progress status of the query
  45334. * @see http://doc.babylonjs.com/features/occlusionquery
  45335. */
  45336. isOcclusionQueryInProgress: boolean;
  45337. }
  45338. }
  45339. }
  45340. declare module "babylonjs/Engines/Extensions/engine.transformFeedback" {
  45341. import { Nullable } from "babylonjs/types";
  45342. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  45343. /** @hidden */
  45344. export var _forceTransformFeedbackToBundle: boolean;
  45345. module "babylonjs/Engines/engine" {
  45346. interface Engine {
  45347. /**
  45348. * Creates a webGL transform feedback object
  45349. * Please makes sure to check webGLVersion property to check if you are running webGL 2+
  45350. * @returns the webGL transform feedback object
  45351. */
  45352. createTransformFeedback(): WebGLTransformFeedback;
  45353. /**
  45354. * Delete a webGL transform feedback object
  45355. * @param value defines the webGL transform feedback object to delete
  45356. */
  45357. deleteTransformFeedback(value: WebGLTransformFeedback): void;
  45358. /**
  45359. * Bind a webGL transform feedback object to the webgl context
  45360. * @param value defines the webGL transform feedback object to bind
  45361. */
  45362. bindTransformFeedback(value: Nullable<WebGLTransformFeedback>): void;
  45363. /**
  45364. * Begins a transform feedback operation
  45365. * @param usePoints defines if points or triangles must be used
  45366. */
  45367. beginTransformFeedback(usePoints: boolean): void;
  45368. /**
  45369. * Ends a transform feedback operation
  45370. */
  45371. endTransformFeedback(): void;
  45372. /**
  45373. * Specify the varyings to use with transform feedback
  45374. * @param program defines the associated webGL program
  45375. * @param value defines the list of strings representing the varying names
  45376. */
  45377. setTranformFeedbackVaryings(program: WebGLProgram, value: string[]): void;
  45378. /**
  45379. * Bind a webGL buffer for a transform feedback operation
  45380. * @param value defines the webGL buffer to bind
  45381. */
  45382. bindTransformFeedbackBuffer(value: Nullable<DataBuffer>): void;
  45383. }
  45384. }
  45385. }
  45386. declare module "babylonjs/Materials/Textures/multiRenderTarget" {
  45387. import { Scene } from "babylonjs/scene";
  45388. import { Engine } from "babylonjs/Engines/engine";
  45389. import { Texture } from "babylonjs/Materials/Textures/texture";
  45390. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  45391. import "babylonjs/Engines/Extensions/engine.multiRender";
  45392. /**
  45393. * Creation options of the multi render target texture.
  45394. */
  45395. export interface IMultiRenderTargetOptions {
  45396. /**
  45397. * Define if the texture needs to create mip maps after render.
  45398. */
  45399. generateMipMaps?: boolean;
  45400. /**
  45401. * Define the types of all the draw buffers we want to create
  45402. */
  45403. types?: number[];
  45404. /**
  45405. * Define the sampling modes of all the draw buffers we want to create
  45406. */
  45407. samplingModes?: number[];
  45408. /**
  45409. * Define if a depth buffer is required
  45410. */
  45411. generateDepthBuffer?: boolean;
  45412. /**
  45413. * Define if a stencil buffer is required
  45414. */
  45415. generateStencilBuffer?: boolean;
  45416. /**
  45417. * Define if a depth texture is required instead of a depth buffer
  45418. */
  45419. generateDepthTexture?: boolean;
  45420. /**
  45421. * Define the number of desired draw buffers
  45422. */
  45423. textureCount?: number;
  45424. /**
  45425. * Define if aspect ratio should be adapted to the texture or stay the scene one
  45426. */
  45427. doNotChangeAspectRatio?: boolean;
  45428. /**
  45429. * Define the default type of the buffers we are creating
  45430. */
  45431. defaultType?: number;
  45432. }
  45433. /**
  45434. * A multi render target, like a render target provides the ability to render to a texture.
  45435. * Unlike the render target, it can render to several draw buffers in one draw.
  45436. * This is specially interesting in deferred rendering or for any effects requiring more than
  45437. * just one color from a single pass.
  45438. */
  45439. export class MultiRenderTarget extends RenderTargetTexture {
  45440. private _internalTextures;
  45441. private _textures;
  45442. private _multiRenderTargetOptions;
  45443. /**
  45444. * Get if draw buffers are currently supported by the used hardware and browser.
  45445. */
  45446. readonly isSupported: boolean;
  45447. /**
  45448. * Get the list of textures generated by the multi render target.
  45449. */
  45450. readonly textures: Texture[];
  45451. /**
  45452. * Get the depth texture generated by the multi render target if options.generateDepthTexture has been set
  45453. */
  45454. readonly depthTexture: Texture;
  45455. /**
  45456. * Set the wrapping mode on U of all the textures we are rendering to.
  45457. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  45458. */
  45459. wrapU: number;
  45460. /**
  45461. * Set the wrapping mode on V of all the textures we are rendering to.
  45462. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  45463. */
  45464. wrapV: number;
  45465. /**
  45466. * Instantiate a new multi render target texture.
  45467. * A multi render target, like a render target provides the ability to render to a texture.
  45468. * Unlike the render target, it can render to several draw buffers in one draw.
  45469. * This is specially interesting in deferred rendering or for any effects requiring more than
  45470. * just one color from a single pass.
  45471. * @param name Define the name of the texture
  45472. * @param size Define the size of the buffers to render to
  45473. * @param count Define the number of target we are rendering into
  45474. * @param scene Define the scene the texture belongs to
  45475. * @param options Define the options used to create the multi render target
  45476. */
  45477. constructor(name: string, size: any, count: number, scene: Scene, options?: IMultiRenderTargetOptions);
  45478. /** @hidden */
  45479. _rebuild(): void;
  45480. private _createInternalTextures;
  45481. private _createTextures;
  45482. /**
  45483. * Define the number of samples used if MSAA is enabled.
  45484. */
  45485. samples: number;
  45486. /**
  45487. * Resize all the textures in the multi render target.
  45488. * Be carrefull as it will recreate all the data in the new texture.
  45489. * @param size Define the new size
  45490. */
  45491. resize(size: any): void;
  45492. protected unbindFrameBuffer(engine: Engine, faceIndex: number): void;
  45493. /**
  45494. * Dispose the render targets and their associated resources
  45495. */
  45496. dispose(): void;
  45497. /**
  45498. * Release all the underlying texture used as draw buffers.
  45499. */
  45500. releaseInternalTextures(): void;
  45501. }
  45502. }
  45503. declare module "babylonjs/Engines/Extensions/engine.multiRender" {
  45504. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  45505. import { IMultiRenderTargetOptions } from "babylonjs/Materials/Textures/multiRenderTarget";
  45506. import { Nullable } from "babylonjs/types";
  45507. module "babylonjs/Engines/engine" {
  45508. interface Engine {
  45509. /**
  45510. * Unbind a list of render target textures from the webGL context
  45511. * This is used only when drawBuffer extension or webGL2 are active
  45512. * @param textures defines the render target textures to unbind
  45513. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  45514. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  45515. */
  45516. unBindMultiColorAttachmentFramebuffer(textures: InternalTexture[], disableGenerateMipMaps: boolean, onBeforeUnbind?: () => void): void;
  45517. /**
  45518. * Create a multi render target texture
  45519. * @see http://doc.babylonjs.com/features/webgl2#multiple-render-target
  45520. * @param size defines the size of the texture
  45521. * @param options defines the creation options
  45522. * @returns the cube texture as an InternalTexture
  45523. */
  45524. createMultipleRenderTarget(size: any, options: IMultiRenderTargetOptions): InternalTexture[];
  45525. /**
  45526. * Update the sample count for a given multiple render target texture
  45527. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  45528. * @param textures defines the textures to update
  45529. * @param samples defines the sample count to set
  45530. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  45531. */
  45532. updateMultipleRenderTargetTextureSampleCount(textures: Nullable<InternalTexture[]>, samples: number): number;
  45533. }
  45534. }
  45535. }
  45536. declare module "babylonjs/Engines/Extensions/index" {
  45537. export * from "babylonjs/Engines/Extensions/engine.occlusionQuery";
  45538. export * from "babylonjs/Engines/Extensions/engine.transformFeedback";
  45539. export * from "babylonjs/Engines/Extensions/engine.multiview";
  45540. export * from "babylonjs/Engines/Extensions/engine.rawTexture";
  45541. export * from "babylonjs/Engines/Extensions/engine.multiRender";
  45542. export * from "babylonjs/Engines/Extensions/engine.cubeTexture";
  45543. export * from "babylonjs/Engines/Extensions/engine.renderTarget";
  45544. export * from "babylonjs/Engines/Extensions/engine.webVR";
  45545. }
  45546. declare module "babylonjs/Shaders/rgbdEncode.fragment" {
  45547. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  45548. /** @hidden */
  45549. export var rgbdEncodePixelShader: {
  45550. name: string;
  45551. shader: string;
  45552. };
  45553. }
  45554. declare module "babylonjs/Shaders/rgbdDecode.fragment" {
  45555. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  45556. /** @hidden */
  45557. export var rgbdDecodePixelShader: {
  45558. name: string;
  45559. shader: string;
  45560. };
  45561. }
  45562. declare module "babylonjs/Misc/environmentTextureTools" {
  45563. import { Nullable } from "babylonjs/types";
  45564. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  45565. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  45566. import { CubeTexture } from "babylonjs/Materials/Textures/cubeTexture";
  45567. import "babylonjs/Engines/Extensions/engine.renderTarget";
  45568. import "babylonjs/Shaders/rgbdEncode.fragment";
  45569. import "babylonjs/Shaders/rgbdDecode.fragment";
  45570. /**
  45571. * Raw texture data and descriptor sufficient for WebGL texture upload
  45572. */
  45573. export interface EnvironmentTextureInfo {
  45574. /**
  45575. * Version of the environment map
  45576. */
  45577. version: number;
  45578. /**
  45579. * Width of image
  45580. */
  45581. width: number;
  45582. /**
  45583. * Irradiance information stored in the file.
  45584. */
  45585. irradiance: any;
  45586. /**
  45587. * Specular information stored in the file.
  45588. */
  45589. specular: any;
  45590. }
  45591. /**
  45592. * Defines One Image in the file. It requires only the position in the file
  45593. * as well as the length.
  45594. */
  45595. interface BufferImageData {
  45596. /**
  45597. * Length of the image data.
  45598. */
  45599. length: number;
  45600. /**
  45601. * Position of the data from the null terminator delimiting the end of the JSON.
  45602. */
  45603. position: number;
  45604. }
  45605. /**
  45606. * Defines the specular data enclosed in the file.
  45607. * This corresponds to the version 1 of the data.
  45608. */
  45609. export interface EnvironmentTextureSpecularInfoV1 {
  45610. /**
  45611. * Defines where the specular Payload is located. It is a runtime value only not stored in the file.
  45612. */
  45613. specularDataPosition?: number;
  45614. /**
  45615. * This contains all the images data needed to reconstruct the cubemap.
  45616. */
  45617. mipmaps: Array<BufferImageData>;
  45618. /**
  45619. * Defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness.
  45620. */
  45621. lodGenerationScale: number;
  45622. }
  45623. /**
  45624. * Sets of helpers addressing the serialization and deserialization of environment texture
  45625. * stored in a BabylonJS env file.
  45626. * Those files are usually stored as .env files.
  45627. */
  45628. export class EnvironmentTextureTools {
  45629. /**
  45630. * Magic number identifying the env file.
  45631. */
  45632. private static _MagicBytes;
  45633. /**
  45634. * Gets the environment info from an env file.
  45635. * @param data The array buffer containing the .env bytes.
  45636. * @returns the environment file info (the json header) if successfully parsed.
  45637. */
  45638. static GetEnvInfo(data: ArrayBuffer): Nullable<EnvironmentTextureInfo>;
  45639. /**
  45640. * Creates an environment texture from a loaded cube texture.
  45641. * @param texture defines the cube texture to convert in env file
  45642. * @return a promise containing the environment data if succesfull.
  45643. */
  45644. static CreateEnvTextureAsync(texture: CubeTexture): Promise<ArrayBuffer>;
  45645. /**
  45646. * Creates a JSON representation of the spherical data.
  45647. * @param texture defines the texture containing the polynomials
  45648. * @return the JSON representation of the spherical info
  45649. */
  45650. private static _CreateEnvTextureIrradiance;
  45651. /**
  45652. * Creates the ArrayBufferViews used for initializing environment texture image data.
  45653. * @param arrayBuffer the underlying ArrayBuffer to which the views refer
  45654. * @param info parameters that determine what views will be created for accessing the underlying buffer
  45655. * @return the views described by info providing access to the underlying buffer
  45656. */
  45657. static CreateImageDataArrayBufferViews(arrayBuffer: any, info: EnvironmentTextureInfo): Array<Array<ArrayBufferView>>;
  45658. /**
  45659. * Uploads the texture info contained in the env file to the GPU.
  45660. * @param texture defines the internal texture to upload to
  45661. * @param arrayBuffer defines the buffer cotaining the data to load
  45662. * @param info defines the texture info retrieved through the GetEnvInfo method
  45663. * @returns a promise
  45664. */
  45665. static UploadEnvLevelsAsync(texture: InternalTexture, arrayBuffer: any, info: EnvironmentTextureInfo): Promise<void>;
  45666. /**
  45667. * Uploads the levels of image data to the GPU.
  45668. * @param texture defines the internal texture to upload to
  45669. * @param imageData defines the array buffer views of image data [mipmap][face]
  45670. * @returns a promise
  45671. */
  45672. static UploadLevelsAsync(texture: InternalTexture, imageData: ArrayBufferView[][]): Promise<void>;
  45673. /**
  45674. * Uploads spherical polynomials information to the texture.
  45675. * @param texture defines the texture we are trying to upload the information to
  45676. * @param info defines the environment texture info retrieved through the GetEnvInfo method
  45677. */
  45678. static UploadEnvSpherical(texture: InternalTexture, info: EnvironmentTextureInfo): void;
  45679. /** @hidden */
  45680. static _UpdateRGBDAsync(internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number): Promise<void>;
  45681. }
  45682. }
  45683. declare module "babylonjs/Maths/math.vertexFormat" {
  45684. import { Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  45685. /**
  45686. * Contains position and normal vectors for a vertex
  45687. */
  45688. export class PositionNormalVertex {
  45689. /** the position of the vertex (defaut: 0,0,0) */
  45690. position: Vector3;
  45691. /** the normal of the vertex (defaut: 0,1,0) */
  45692. normal: Vector3;
  45693. /**
  45694. * Creates a PositionNormalVertex
  45695. * @param position the position of the vertex (defaut: 0,0,0)
  45696. * @param normal the normal of the vertex (defaut: 0,1,0)
  45697. */
  45698. constructor(
  45699. /** the position of the vertex (defaut: 0,0,0) */
  45700. position?: Vector3,
  45701. /** the normal of the vertex (defaut: 0,1,0) */
  45702. normal?: Vector3);
  45703. /**
  45704. * Clones the PositionNormalVertex
  45705. * @returns the cloned PositionNormalVertex
  45706. */
  45707. clone(): PositionNormalVertex;
  45708. }
  45709. /**
  45710. * Contains position, normal and uv vectors for a vertex
  45711. */
  45712. export class PositionNormalTextureVertex {
  45713. /** the position of the vertex (defaut: 0,0,0) */
  45714. position: Vector3;
  45715. /** the normal of the vertex (defaut: 0,1,0) */
  45716. normal: Vector3;
  45717. /** the uv of the vertex (default: 0,0) */
  45718. uv: Vector2;
  45719. /**
  45720. * Creates a PositionNormalTextureVertex
  45721. * @param position the position of the vertex (defaut: 0,0,0)
  45722. * @param normal the normal of the vertex (defaut: 0,1,0)
  45723. * @param uv the uv of the vertex (default: 0,0)
  45724. */
  45725. constructor(
  45726. /** the position of the vertex (defaut: 0,0,0) */
  45727. position?: Vector3,
  45728. /** the normal of the vertex (defaut: 0,1,0) */
  45729. normal?: Vector3,
  45730. /** the uv of the vertex (default: 0,0) */
  45731. uv?: Vector2);
  45732. /**
  45733. * Clones the PositionNormalTextureVertex
  45734. * @returns the cloned PositionNormalTextureVertex
  45735. */
  45736. clone(): PositionNormalTextureVertex;
  45737. }
  45738. }
  45739. declare module "babylonjs/Maths/math" {
  45740. export * from "babylonjs/Maths/math.axis";
  45741. export * from "babylonjs/Maths/math.color";
  45742. export * from "babylonjs/Maths/math.constants";
  45743. export * from "babylonjs/Maths/math.frustum";
  45744. export * from "babylonjs/Maths/math.path";
  45745. export * from "babylonjs/Maths/math.plane";
  45746. export * from "babylonjs/Maths/math.size";
  45747. export * from "babylonjs/Maths/math.vector";
  45748. export * from "babylonjs/Maths/math.vertexFormat";
  45749. export * from "babylonjs/Maths/math.viewport";
  45750. }
  45751. declare module "babylonjs/Engines/Native/nativeShaderProcessor" {
  45752. import { WebGL2ShaderProcessor } from "babylonjs/Engines/WebGL/webGL2ShaderProcessors";
  45753. /** @hidden */
  45754. export class NativeShaderProcessor extends WebGL2ShaderProcessor {
  45755. private _genericAttributeLocation;
  45756. private _varyingLocationCount;
  45757. private _varyingLocationMap;
  45758. private _replacements;
  45759. private _textureCount;
  45760. private _uniforms;
  45761. lineProcessor(line: string): string;
  45762. attributeProcessor(attribute: string): string;
  45763. varyingProcessor(varying: string, isFragment: boolean): string;
  45764. uniformProcessor(uniform: string): string;
  45765. preProcessor(code: string, defines: string[], isFragment: boolean): string;
  45766. postProcessor(code: string, defines: string[], isFragment: boolean): string;
  45767. }
  45768. }
  45769. declare module "babylonjs/Engines/nativeEngine" {
  45770. import { Nullable, IndicesArray, DataArray } from "babylonjs/types";
  45771. import { Engine } from "babylonjs/Engines/engine";
  45772. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  45773. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  45774. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  45775. import { Effect } from "babylonjs/Materials/effect";
  45776. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  45777. import { Color4, Matrix, Viewport, Color3 } from "babylonjs/Maths/math";
  45778. import { Scene } from "babylonjs/scene";
  45779. import { RenderTargetCreationOptions } from "babylonjs/Materials/Textures/renderTargetCreationOptions";
  45780. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  45781. /**
  45782. * Container for accessors for natively-stored mesh data buffers.
  45783. */
  45784. class NativeDataBuffer extends DataBuffer {
  45785. /**
  45786. * Accessor value used to identify/retrieve a natively-stored index buffer.
  45787. */
  45788. nativeIndexBuffer?: any;
  45789. /**
  45790. * Accessor value used to identify/retrieve a natively-stored vertex buffer.
  45791. */
  45792. nativeVertexBuffer?: any;
  45793. }
  45794. /** @hidden */
  45795. export class NativeEngine extends Engine {
  45796. private readonly _native;
  45797. getHardwareScalingLevel(): number;
  45798. constructor();
  45799. /**
  45800. * Can be used to override the current requestAnimationFrame requester.
  45801. * @hidden
  45802. */
  45803. protected _queueNewFrame(bindedRenderFunction: any, requester: any): number;
  45804. clear(color: Color4, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  45805. createIndexBuffer(indices: IndicesArray): NativeDataBuffer;
  45806. createVertexBuffer(data: DataArray): NativeDataBuffer;
  45807. recordVertexArrayObject(vertexBuffers: {
  45808. [key: string]: VertexBuffer;
  45809. }, indexBuffer: Nullable<NativeDataBuffer>, effect: Effect): WebGLVertexArrayObject;
  45810. bindVertexArrayObject(vertexArray: WebGLVertexArrayObject): void;
  45811. releaseVertexArrayObject(vertexArray: WebGLVertexArrayObject): void;
  45812. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  45813. /**
  45814. * Draw a list of indexed primitives
  45815. * @param fillMode defines the primitive to use
  45816. * @param indexStart defines the starting index
  45817. * @param indexCount defines the number of index to draw
  45818. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  45819. */
  45820. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  45821. /**
  45822. * Draw a list of unindexed primitives
  45823. * @param fillMode defines the primitive to use
  45824. * @param verticesStart defines the index of first vertex to draw
  45825. * @param verticesCount defines the count of vertices to draw
  45826. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  45827. */
  45828. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  45829. createPipelineContext(): IPipelineContext;
  45830. _preparePipelineContext(pipelineContext: IPipelineContext, vertexSourceCode: string, fragmentSourceCode: string, createAsRaw: boolean, rebuildRebind: any, defines: Nullable<string>, transformFeedbackVaryings: Nullable<string[]>): void;
  45831. /** @hidden */
  45832. _isRenderingStateCompiled(pipelineContext: IPipelineContext): boolean;
  45833. /** @hidden */
  45834. _executeWhenRenderingStateIsCompiled(pipelineContext: IPipelineContext, action: () => void): void;
  45835. createRawShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): any;
  45836. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: Nullable<string>, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): any;
  45837. protected _setProgram(program: WebGLProgram): void;
  45838. _releaseEffect(effect: Effect): void;
  45839. _deletePipelineContext(pipelineContext: IPipelineContext): void;
  45840. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): WebGLUniformLocation[];
  45841. bindUniformBlock(pipelineContext: IPipelineContext, blockName: string, index: number): void;
  45842. bindSamplers(effect: Effect): void;
  45843. setMatrix(uniform: WebGLUniformLocation, matrix: Matrix): void;
  45844. getRenderWidth(useScreen?: boolean): number;
  45845. getRenderHeight(useScreen?: boolean): number;
  45846. setViewport(viewport: Viewport, requiredWidth?: number, requiredHeight?: number): void;
  45847. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  45848. /**
  45849. * Set the z offset to apply to current rendering
  45850. * @param value defines the offset to apply
  45851. */
  45852. setZOffset(value: number): void;
  45853. /**
  45854. * Gets the current value of the zOffset
  45855. * @returns the current zOffset state
  45856. */
  45857. getZOffset(): number;
  45858. /**
  45859. * Enable or disable depth buffering
  45860. * @param enable defines the state to set
  45861. */
  45862. setDepthBuffer(enable: boolean): void;
  45863. /**
  45864. * Gets a boolean indicating if depth writing is enabled
  45865. * @returns the current depth writing state
  45866. */
  45867. getDepthWrite(): boolean;
  45868. /**
  45869. * Enable or disable depth writing
  45870. * @param enable defines the state to set
  45871. */
  45872. setDepthWrite(enable: boolean): void;
  45873. /**
  45874. * Enable or disable color writing
  45875. * @param enable defines the state to set
  45876. */
  45877. setColorWrite(enable: boolean): void;
  45878. /**
  45879. * Gets a boolean indicating if color writing is enabled
  45880. * @returns the current color writing state
  45881. */
  45882. getColorWrite(): boolean;
  45883. /**
  45884. * Sets alpha constants used by some alpha blending modes
  45885. * @param r defines the red component
  45886. * @param g defines the green component
  45887. * @param b defines the blue component
  45888. * @param a defines the alpha component
  45889. */
  45890. setAlphaConstants(r: number, g: number, b: number, a: number): void;
  45891. /**
  45892. * Sets the current alpha mode
  45893. * @param mode defines the mode to use (one of the BABYLON.Engine.ALPHA_XXX)
  45894. * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)
  45895. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  45896. */
  45897. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  45898. /**
  45899. * Gets the current alpha mode
  45900. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  45901. * @returns the current alpha mode
  45902. */
  45903. getAlphaMode(): number;
  45904. setIntArray(uniform: WebGLUniformLocation, array: Int32Array): void;
  45905. setIntArray2(uniform: WebGLUniformLocation, array: Int32Array): void;
  45906. setIntArray3(uniform: WebGLUniformLocation, array: Int32Array): void;
  45907. setIntArray4(uniform: WebGLUniformLocation, array: Int32Array): void;
  45908. setFloatArray(uniform: WebGLUniformLocation, array: Float32Array): void;
  45909. setFloatArray2(uniform: WebGLUniformLocation, array: Float32Array): void;
  45910. setFloatArray3(uniform: WebGLUniformLocation, array: Float32Array): void;
  45911. setFloatArray4(uniform: WebGLUniformLocation, array: Float32Array): void;
  45912. setArray(uniform: WebGLUniformLocation, array: number[]): void;
  45913. setArray2(uniform: WebGLUniformLocation, array: number[]): void;
  45914. setArray3(uniform: WebGLUniformLocation, array: number[]): void;
  45915. setArray4(uniform: WebGLUniformLocation, array: number[]): void;
  45916. setMatrices(uniform: WebGLUniformLocation, matrices: Float32Array): void;
  45917. setMatrix3x3(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  45918. setMatrix2x2(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  45919. setFloat(uniform: WebGLUniformLocation, value: number): void;
  45920. setFloat2(uniform: WebGLUniformLocation, x: number, y: number): void;
  45921. setFloat3(uniform: WebGLUniformLocation, x: number, y: number, z: number): void;
  45922. setBool(uniform: WebGLUniformLocation, bool: number): void;
  45923. setFloat4(uniform: WebGLUniformLocation, x: number, y: number, z: number, w: number): void;
  45924. setColor3(uniform: WebGLUniformLocation, color3: Color3): void;
  45925. setColor4(uniform: WebGLUniformLocation, color3: Color3, alpha: number): void;
  45926. wipeCaches(bruteForce?: boolean): void;
  45927. _createTexture(): WebGLTexture;
  45928. protected _deleteTexture(texture: Nullable<WebGLTexture>): void;
  45929. /**
  45930. * Usually called from BABYLON.Texture.ts.
  45931. * Passed information to create a WebGLTexture
  45932. * @param urlArg defines a value which contains one of the following:
  45933. * * A conventional http URL, e.g. 'http://...' or 'file://...'
  45934. * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
  45935. * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
  45936. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
  45937. * @param invertY when true, image is flipped when loaded. You probably want true. Ignored for compressed textures. Must be flipped in the file
  45938. * @param scene needed for loading to the correct scene
  45939. * @param samplingMode mode with should be used sample / access the texture (Default: BABYLON.Texture.TRILINEAR_SAMPLINGMODE)
  45940. * @param onLoad optional callback to be called upon successful completion
  45941. * @param onError optional callback to be called upon failure
  45942. * @param buffer a source of a file previously fetched as either a base64 string, an ArrayBuffer (compressed or image format), or a Blob
  45943. * @param fallback an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
  45944. * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
  45945. * @param forcedExtension defines the extension to use to pick the right loader
  45946. * @returns a InternalTexture for assignment back into BABYLON.Texture
  45947. */
  45948. 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;
  45949. /**
  45950. * Creates a cube texture
  45951. * @param rootUrl defines the url where the files to load is located
  45952. * @param scene defines the current scene
  45953. * @param files defines the list of files to load (1 per face)
  45954. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  45955. * @param onLoad defines an optional callback raised when the texture is loaded
  45956. * @param onError defines an optional callback raised if there is an issue to load the texture
  45957. * @param format defines the format of the data
  45958. * @param forcedExtension defines the extension to use to pick the right loader
  45959. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  45960. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  45961. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  45962. * @param fallback defines texture to use while falling back when (compressed) texture file not found.
  45963. * @returns the cube texture as an InternalTexture
  45964. */
  45965. 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;
  45966. private _getSamplingFilter;
  45967. private static _GetNativeTextureFormat;
  45968. createRenderTargetTexture(size: number | {
  45969. width: number;
  45970. height: number;
  45971. }, options: boolean | RenderTargetCreationOptions): InternalTexture;
  45972. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  45973. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean): void;
  45974. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  45975. createDynamicVertexBuffer(data: DataArray): DataBuffer;
  45976. updateDynamicIndexBuffer(indexBuffer: DataBuffer, indices: IndicesArray, offset?: number): void;
  45977. /**
  45978. * Updates a dynamic vertex buffer.
  45979. * @param vertexBuffer the vertex buffer to update
  45980. * @param data the data used to update the vertex buffer
  45981. * @param byteOffset the byte offset of the data (optional)
  45982. * @param byteLength the byte length of the data (optional)
  45983. */
  45984. updateDynamicVertexBuffer(vertexBuffer: DataBuffer, data: DataArray, byteOffset?: number, byteLength?: number): void;
  45985. protected _setTexture(channel: number, texture: Nullable<BaseTexture>, isPartOfTextureArray?: boolean, depthStencilTexture?: boolean): boolean;
  45986. private _updateAnisotropicLevel;
  45987. private _getAddressMode;
  45988. /** @hidden */
  45989. _bindTexture(channel: number, texture: InternalTexture): void;
  45990. protected _deleteBuffer(buffer: NativeDataBuffer): void;
  45991. releaseEffects(): void;
  45992. /** @hidden */
  45993. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  45994. /** @hidden */
  45995. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  45996. /** @hidden */
  45997. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  45998. /** @hidden */
  45999. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement, faceIndex?: number, lod?: number): void;
  46000. }
  46001. }
  46002. declare module "babylonjs/Engines/index" {
  46003. export * from "babylonjs/Engines/constants";
  46004. export * from "babylonjs/Engines/engine";
  46005. export * from "babylonjs/Engines/engineStore";
  46006. export * from "babylonjs/Engines/nullEngine";
  46007. export * from "babylonjs/Engines/Extensions/index";
  46008. export * from "babylonjs/Engines/IPipelineContext";
  46009. export * from "babylonjs/Engines/WebGL/webGLPipelineContext";
  46010. export * from "babylonjs/Engines/WebGL/webGL2ShaderProcessors";
  46011. export * from "babylonjs/Engines/nativeEngine";
  46012. }
  46013. declare module "babylonjs/Events/clipboardEvents" {
  46014. /**
  46015. * Gather the list of clipboard event types as constants.
  46016. */
  46017. export class ClipboardEventTypes {
  46018. /**
  46019. * The clipboard event is fired when a copy command is active (pressed).
  46020. */
  46021. static readonly COPY: number;
  46022. /**
  46023. * The clipboard event is fired when a cut command is active (pressed).
  46024. */
  46025. static readonly CUT: number;
  46026. /**
  46027. * The clipboard event is fired when a paste command is active (pressed).
  46028. */
  46029. static readonly PASTE: number;
  46030. }
  46031. /**
  46032. * This class is used to store clipboard related info for the onClipboardObservable event.
  46033. */
  46034. export class ClipboardInfo {
  46035. /**
  46036. * Defines the type of event (BABYLON.ClipboardEventTypes)
  46037. */
  46038. type: number;
  46039. /**
  46040. * Defines the related dom event
  46041. */
  46042. event: ClipboardEvent;
  46043. /**
  46044. *Creates an instance of ClipboardInfo.
  46045. * @param type Defines the type of event (BABYLON.ClipboardEventTypes)
  46046. * @param event Defines the related dom event
  46047. */
  46048. constructor(
  46049. /**
  46050. * Defines the type of event (BABYLON.ClipboardEventTypes)
  46051. */
  46052. type: number,
  46053. /**
  46054. * Defines the related dom event
  46055. */
  46056. event: ClipboardEvent);
  46057. /**
  46058. * Get the clipboard event's type from the keycode.
  46059. * @param keyCode Defines the keyCode for the current keyboard event.
  46060. * @return {number}
  46061. */
  46062. static GetTypeFromCharacter(keyCode: number): number;
  46063. }
  46064. }
  46065. declare module "babylonjs/Events/index" {
  46066. export * from "babylonjs/Events/keyboardEvents";
  46067. export * from "babylonjs/Events/pointerEvents";
  46068. export * from "babylonjs/Events/clipboardEvents";
  46069. }
  46070. declare module "babylonjs/Gamepads/Controllers/daydreamController" {
  46071. import { Scene } from "babylonjs/scene";
  46072. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  46073. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  46074. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  46075. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  46076. /**
  46077. * Google Daydream controller
  46078. */
  46079. export class DaydreamController extends WebVRController {
  46080. /**
  46081. * Base Url for the controller model.
  46082. */
  46083. static MODEL_BASE_URL: string;
  46084. /**
  46085. * File name for the controller model.
  46086. */
  46087. static MODEL_FILENAME: string;
  46088. /**
  46089. * Gamepad Id prefix used to identify Daydream Controller.
  46090. */
  46091. static readonly GAMEPAD_ID_PREFIX: string;
  46092. /**
  46093. * Creates a new DaydreamController from a gamepad
  46094. * @param vrGamepad the gamepad that the controller should be created from
  46095. */
  46096. constructor(vrGamepad: any);
  46097. /**
  46098. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  46099. * @param scene scene in which to add meshes
  46100. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  46101. */
  46102. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  46103. /**
  46104. * Called once for each button that changed state since the last frame
  46105. * @param buttonIdx Which button index changed
  46106. * @param state New state of the button
  46107. * @param changes Which properties on the state changed since last frame
  46108. */
  46109. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  46110. }
  46111. }
  46112. declare module "babylonjs/Gamepads/Controllers/gearVRController" {
  46113. import { Scene } from "babylonjs/scene";
  46114. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  46115. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  46116. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  46117. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  46118. /**
  46119. * Gear VR Controller
  46120. */
  46121. export class GearVRController extends WebVRController {
  46122. /**
  46123. * Base Url for the controller model.
  46124. */
  46125. static MODEL_BASE_URL: string;
  46126. /**
  46127. * File name for the controller model.
  46128. */
  46129. static MODEL_FILENAME: string;
  46130. /**
  46131. * Gamepad Id prefix used to identify this controller.
  46132. */
  46133. static readonly GAMEPAD_ID_PREFIX: string;
  46134. private readonly _buttonIndexToObservableNameMap;
  46135. /**
  46136. * Creates a new GearVRController from a gamepad
  46137. * @param vrGamepad the gamepad that the controller should be created from
  46138. */
  46139. constructor(vrGamepad: any);
  46140. /**
  46141. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  46142. * @param scene scene in which to add meshes
  46143. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  46144. */
  46145. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  46146. /**
  46147. * Called once for each button that changed state since the last frame
  46148. * @param buttonIdx Which button index changed
  46149. * @param state New state of the button
  46150. * @param changes Which properties on the state changed since last frame
  46151. */
  46152. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  46153. }
  46154. }
  46155. declare module "babylonjs/Gamepads/Controllers/index" {
  46156. export * from "babylonjs/Gamepads/Controllers/daydreamController";
  46157. export * from "babylonjs/Gamepads/Controllers/gearVRController";
  46158. export * from "babylonjs/Gamepads/Controllers/genericController";
  46159. export * from "babylonjs/Gamepads/Controllers/oculusTouchController";
  46160. export * from "babylonjs/Gamepads/Controllers/poseEnabledController";
  46161. export * from "babylonjs/Gamepads/Controllers/viveController";
  46162. export * from "babylonjs/Gamepads/Controllers/webVRController";
  46163. export * from "babylonjs/Gamepads/Controllers/windowsMotionController";
  46164. }
  46165. declare module "babylonjs/Gamepads/index" {
  46166. export * from "babylonjs/Gamepads/Controllers/index";
  46167. export * from "babylonjs/Gamepads/gamepad";
  46168. export * from "babylonjs/Gamepads/gamepadManager";
  46169. export * from "babylonjs/Gamepads/gamepadSceneComponent";
  46170. export * from "babylonjs/Gamepads/xboxGamepad";
  46171. export * from "babylonjs/Gamepads/dualShockGamepad";
  46172. }
  46173. declare module "babylonjs/Meshes/Builders/polyhedronBuilder" {
  46174. import { Scene } from "babylonjs/scene";
  46175. import { Vector4 } from "babylonjs/Maths/math.vector";
  46176. import { Color4 } from "babylonjs/Maths/math.color";
  46177. import { Mesh } from "babylonjs/Meshes/mesh";
  46178. import { Nullable } from "babylonjs/types";
  46179. /**
  46180. * Class containing static functions to help procedurally build meshes
  46181. */
  46182. export class PolyhedronBuilder {
  46183. /**
  46184. * Creates a polyhedron mesh
  46185. * * 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
  46186. * * The parameter `size` (positive float, default 1) sets the polygon size
  46187. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  46188. * * 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`
  46189. * * 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
  46190. * * 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)`)
  46191. * * 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
  46192. * * 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
  46193. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  46194. * * 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
  46195. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  46196. * @param name defines the name of the mesh
  46197. * @param options defines the options used to create the mesh
  46198. * @param scene defines the hosting scene
  46199. * @returns the polyhedron mesh
  46200. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes
  46201. */
  46202. static CreatePolyhedron(name: string, options: {
  46203. type?: number;
  46204. size?: number;
  46205. sizeX?: number;
  46206. sizeY?: number;
  46207. sizeZ?: number;
  46208. custom?: any;
  46209. faceUV?: Vector4[];
  46210. faceColors?: Color4[];
  46211. flat?: boolean;
  46212. updatable?: boolean;
  46213. sideOrientation?: number;
  46214. frontUVs?: Vector4;
  46215. backUVs?: Vector4;
  46216. }, scene?: Nullable<Scene>): Mesh;
  46217. }
  46218. }
  46219. declare module "babylonjs/Gizmos/scaleGizmo" {
  46220. import { Observable } from "babylonjs/Misc/observable";
  46221. import { Nullable } from "babylonjs/types";
  46222. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  46223. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  46224. import { AxisScaleGizmo } from "babylonjs/Gizmos/axisScaleGizmo";
  46225. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  46226. /**
  46227. * Gizmo that enables scaling a mesh along 3 axis
  46228. */
  46229. export class ScaleGizmo extends Gizmo {
  46230. /**
  46231. * Internal gizmo used for interactions on the x axis
  46232. */
  46233. xGizmo: AxisScaleGizmo;
  46234. /**
  46235. * Internal gizmo used for interactions on the y axis
  46236. */
  46237. yGizmo: AxisScaleGizmo;
  46238. /**
  46239. * Internal gizmo used for interactions on the z axis
  46240. */
  46241. zGizmo: AxisScaleGizmo;
  46242. /**
  46243. * Internal gizmo used to scale all axis equally
  46244. */
  46245. uniformScaleGizmo: AxisScaleGizmo;
  46246. private _meshAttached;
  46247. private _updateGizmoRotationToMatchAttachedMesh;
  46248. private _snapDistance;
  46249. private _scaleRatio;
  46250. private _uniformScalingMesh;
  46251. private _octahedron;
  46252. /** Fires an event when any of it's sub gizmos are dragged */
  46253. onDragStartObservable: Observable<unknown>;
  46254. /** Fires an event when any of it's sub gizmos are released from dragging */
  46255. onDragEndObservable: Observable<unknown>;
  46256. attachedMesh: Nullable<AbstractMesh>;
  46257. /**
  46258. * Creates a ScaleGizmo
  46259. * @param gizmoLayer The utility layer the gizmo will be added to
  46260. */
  46261. constructor(gizmoLayer?: UtilityLayerRenderer);
  46262. updateGizmoRotationToMatchAttachedMesh: boolean;
  46263. /**
  46264. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  46265. */
  46266. snapDistance: number;
  46267. /**
  46268. * Ratio for the scale of the gizmo (Default: 1)
  46269. */
  46270. scaleRatio: number;
  46271. /**
  46272. * Disposes of the gizmo
  46273. */
  46274. dispose(): void;
  46275. }
  46276. }
  46277. declare module "babylonjs/Gizmos/axisScaleGizmo" {
  46278. import { Observable } from "babylonjs/Misc/observable";
  46279. import { Nullable } from "babylonjs/types";
  46280. import { Vector3 } from "babylonjs/Maths/math.vector";
  46281. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  46282. import { Mesh } from "babylonjs/Meshes/mesh";
  46283. import { PointerDragBehavior } from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  46284. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  46285. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  46286. import { ScaleGizmo } from "babylonjs/Gizmos/scaleGizmo";
  46287. import { Color3 } from "babylonjs/Maths/math.color";
  46288. /**
  46289. * Single axis scale gizmo
  46290. */
  46291. export class AxisScaleGizmo extends Gizmo {
  46292. /**
  46293. * Drag behavior responsible for the gizmos dragging interactions
  46294. */
  46295. dragBehavior: PointerDragBehavior;
  46296. private _pointerObserver;
  46297. /**
  46298. * Scale distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  46299. */
  46300. snapDistance: number;
  46301. /**
  46302. * Event that fires each time the gizmo snaps to a new location.
  46303. * * snapDistance is the the change in distance
  46304. */
  46305. onSnapObservable: Observable<{
  46306. snapDistance: number;
  46307. }>;
  46308. /**
  46309. * If the scaling operation should be done on all axis (default: false)
  46310. */
  46311. uniformScaling: boolean;
  46312. private _isEnabled;
  46313. private _parent;
  46314. private _arrow;
  46315. private _coloredMaterial;
  46316. private _hoverMaterial;
  46317. /**
  46318. * Creates an AxisScaleGizmo
  46319. * @param gizmoLayer The utility layer the gizmo will be added to
  46320. * @param dragAxis The axis which the gizmo will be able to scale on
  46321. * @param color The color of the gizmo
  46322. */
  46323. constructor(dragAxis: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<ScaleGizmo>);
  46324. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  46325. /**
  46326. * If the gizmo is enabled
  46327. */
  46328. isEnabled: boolean;
  46329. /**
  46330. * Disposes of the gizmo
  46331. */
  46332. dispose(): void;
  46333. /**
  46334. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  46335. * @param mesh The mesh to replace the default mesh of the gizmo
  46336. * @param useGizmoMaterial If the gizmo's default material should be used (default: false)
  46337. */
  46338. setCustomMesh(mesh: Mesh, useGizmoMaterial?: boolean): void;
  46339. }
  46340. }
  46341. declare module "babylonjs/Gizmos/boundingBoxGizmo" {
  46342. import { Observable } from "babylonjs/Misc/observable";
  46343. import { Nullable } from "babylonjs/types";
  46344. import { Vector3 } from "babylonjs/Maths/math.vector";
  46345. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  46346. import { Mesh } from "babylonjs/Meshes/mesh";
  46347. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  46348. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  46349. import { Color3 } from "babylonjs/Maths/math.color";
  46350. import "babylonjs/Meshes/Builders/boxBuilder";
  46351. /**
  46352. * Bounding box gizmo
  46353. */
  46354. export class BoundingBoxGizmo extends Gizmo {
  46355. private _lineBoundingBox;
  46356. private _rotateSpheresParent;
  46357. private _scaleBoxesParent;
  46358. private _boundingDimensions;
  46359. private _renderObserver;
  46360. private _pointerObserver;
  46361. private _scaleDragSpeed;
  46362. private _tmpQuaternion;
  46363. private _tmpVector;
  46364. private _tmpRotationMatrix;
  46365. /**
  46366. * 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)
  46367. */
  46368. ignoreChildren: boolean;
  46369. /**
  46370. * 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)
  46371. */
  46372. includeChildPredicate: Nullable<(abstractMesh: AbstractMesh) => boolean>;
  46373. /**
  46374. * The size of the rotation spheres attached to the bounding box (Default: 0.1)
  46375. */
  46376. rotationSphereSize: number;
  46377. /**
  46378. * The size of the scale boxes attached to the bounding box (Default: 0.1)
  46379. */
  46380. scaleBoxSize: number;
  46381. /**
  46382. * 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)
  46383. */
  46384. fixedDragMeshScreenSize: boolean;
  46385. /**
  46386. * The distance away from the object which the draggable meshes should appear world sized when fixedDragMeshScreenSize is set to true (default: 10)
  46387. */
  46388. fixedDragMeshScreenSizeDistanceFactor: number;
  46389. /**
  46390. * Fired when a rotation sphere or scale box is dragged
  46391. */
  46392. onDragStartObservable: Observable<{}>;
  46393. /**
  46394. * Fired when a scale box is dragged
  46395. */
  46396. onScaleBoxDragObservable: Observable<{}>;
  46397. /**
  46398. * Fired when a scale box drag is ended
  46399. */
  46400. onScaleBoxDragEndObservable: Observable<{}>;
  46401. /**
  46402. * Fired when a rotation sphere is dragged
  46403. */
  46404. onRotationSphereDragObservable: Observable<{}>;
  46405. /**
  46406. * Fired when a rotation sphere drag is ended
  46407. */
  46408. onRotationSphereDragEndObservable: Observable<{}>;
  46409. /**
  46410. * 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)
  46411. */
  46412. scalePivot: Nullable<Vector3>;
  46413. /**
  46414. * Mesh used as a pivot to rotate the attached mesh
  46415. */
  46416. private _anchorMesh;
  46417. private _existingMeshScale;
  46418. private _dragMesh;
  46419. private pointerDragBehavior;
  46420. private coloredMaterial;
  46421. private hoverColoredMaterial;
  46422. /**
  46423. * Sets the color of the bounding box gizmo
  46424. * @param color the color to set
  46425. */
  46426. setColor(color: Color3): void;
  46427. /**
  46428. * Creates an BoundingBoxGizmo
  46429. * @param gizmoLayer The utility layer the gizmo will be added to
  46430. * @param color The color of the gizmo
  46431. */
  46432. constructor(color?: Color3, gizmoLayer?: UtilityLayerRenderer);
  46433. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  46434. private _selectNode;
  46435. /**
  46436. * Updates the bounding box information for the Gizmo
  46437. */
  46438. updateBoundingBox(): void;
  46439. private _updateRotationSpheres;
  46440. private _updateScaleBoxes;
  46441. /**
  46442. * Enables rotation on the specified axis and disables rotation on the others
  46443. * @param axis The list of axis that should be enabled (eg. "xy" or "xyz")
  46444. */
  46445. setEnabledRotationAxis(axis: string): void;
  46446. /**
  46447. * Enables/disables scaling
  46448. * @param enable if scaling should be enabled
  46449. */
  46450. setEnabledScaling(enable: boolean): void;
  46451. private _updateDummy;
  46452. /**
  46453. * Enables a pointer drag behavior on the bounding box of the gizmo
  46454. */
  46455. enableDragBehavior(): void;
  46456. /**
  46457. * Disposes of the gizmo
  46458. */
  46459. dispose(): void;
  46460. /**
  46461. * 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)
  46462. * @param mesh the mesh to wrap in the bounding box mesh and make not pickable
  46463. * @returns the bounding box mesh with the passed in mesh as a child
  46464. */
  46465. static MakeNotPickableAndWrapInBoundingBox(mesh: Mesh): Mesh;
  46466. /**
  46467. * CustomMeshes are not supported by this gizmo
  46468. * @param mesh The mesh to replace the default mesh of the gizmo
  46469. */
  46470. setCustomMesh(mesh: Mesh): void;
  46471. }
  46472. }
  46473. declare module "babylonjs/Gizmos/planeRotationGizmo" {
  46474. import { Observable } from "babylonjs/Misc/observable";
  46475. import { Nullable } from "babylonjs/types";
  46476. import { Vector3 } from "babylonjs/Maths/math.vector";
  46477. import { Color3 } from "babylonjs/Maths/math.color";
  46478. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  46479. import { PointerDragBehavior } from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  46480. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  46481. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  46482. import "babylonjs/Meshes/Builders/linesBuilder";
  46483. import { RotationGizmo } from "babylonjs/Gizmos/rotationGizmo";
  46484. /**
  46485. * Single plane rotation gizmo
  46486. */
  46487. export class PlaneRotationGizmo extends Gizmo {
  46488. /**
  46489. * Drag behavior responsible for the gizmos dragging interactions
  46490. */
  46491. dragBehavior: PointerDragBehavior;
  46492. private _pointerObserver;
  46493. /**
  46494. * Rotation distance in radians that the gizmo will snap to (Default: 0)
  46495. */
  46496. snapDistance: number;
  46497. /**
  46498. * Event that fires each time the gizmo snaps to a new location.
  46499. * * snapDistance is the the change in distance
  46500. */
  46501. onSnapObservable: Observable<{
  46502. snapDistance: number;
  46503. }>;
  46504. private _isEnabled;
  46505. private _parent;
  46506. /**
  46507. * Creates a PlaneRotationGizmo
  46508. * @param gizmoLayer The utility layer the gizmo will be added to
  46509. * @param planeNormal The normal of the plane which the gizmo will be able to rotate on
  46510. * @param color The color of the gizmo
  46511. * @param tessellation Amount of tessellation to be used when creating rotation circles
  46512. * @param useEulerRotation Use and update Euler angle instead of quaternion
  46513. */
  46514. constructor(planeNormal: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, tessellation?: number, parent?: Nullable<RotationGizmo>, useEulerRotation?: boolean);
  46515. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  46516. /**
  46517. * If the gizmo is enabled
  46518. */
  46519. isEnabled: boolean;
  46520. /**
  46521. * Disposes of the gizmo
  46522. */
  46523. dispose(): void;
  46524. }
  46525. }
  46526. declare module "babylonjs/Gizmos/rotationGizmo" {
  46527. import { Observable } from "babylonjs/Misc/observable";
  46528. import { Nullable } from "babylonjs/types";
  46529. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  46530. import { Mesh } from "babylonjs/Meshes/mesh";
  46531. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  46532. import { PlaneRotationGizmo } from "babylonjs/Gizmos/planeRotationGizmo";
  46533. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  46534. /**
  46535. * Gizmo that enables rotating a mesh along 3 axis
  46536. */
  46537. export class RotationGizmo extends Gizmo {
  46538. /**
  46539. * Internal gizmo used for interactions on the x axis
  46540. */
  46541. xGizmo: PlaneRotationGizmo;
  46542. /**
  46543. * Internal gizmo used for interactions on the y axis
  46544. */
  46545. yGizmo: PlaneRotationGizmo;
  46546. /**
  46547. * Internal gizmo used for interactions on the z axis
  46548. */
  46549. zGizmo: PlaneRotationGizmo;
  46550. /** Fires an event when any of it's sub gizmos are dragged */
  46551. onDragStartObservable: Observable<unknown>;
  46552. /** Fires an event when any of it's sub gizmos are released from dragging */
  46553. onDragEndObservable: Observable<unknown>;
  46554. private _meshAttached;
  46555. attachedMesh: Nullable<AbstractMesh>;
  46556. /**
  46557. * Creates a RotationGizmo
  46558. * @param gizmoLayer The utility layer the gizmo will be added to
  46559. * @param tessellation Amount of tessellation to be used when creating rotation circles
  46560. * @param useEulerRotation Use and update Euler angle instead of quaternion
  46561. */
  46562. constructor(gizmoLayer?: UtilityLayerRenderer, tessellation?: number, useEulerRotation?: boolean);
  46563. updateGizmoRotationToMatchAttachedMesh: boolean;
  46564. /**
  46565. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  46566. */
  46567. snapDistance: number;
  46568. /**
  46569. * Ratio for the scale of the gizmo (Default: 1)
  46570. */
  46571. scaleRatio: number;
  46572. /**
  46573. * Disposes of the gizmo
  46574. */
  46575. dispose(): void;
  46576. /**
  46577. * CustomMeshes are not supported by this gizmo
  46578. * @param mesh The mesh to replace the default mesh of the gizmo
  46579. */
  46580. setCustomMesh(mesh: Mesh): void;
  46581. }
  46582. }
  46583. declare module "babylonjs/Gizmos/gizmoManager" {
  46584. import { Observable } from "babylonjs/Misc/observable";
  46585. import { Nullable } from "babylonjs/types";
  46586. import { Scene, IDisposable } from "babylonjs/scene";
  46587. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  46588. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  46589. import { SixDofDragBehavior } from "babylonjs/Behaviors/Meshes/sixDofDragBehavior";
  46590. import { RotationGizmo } from "babylonjs/Gizmos/rotationGizmo";
  46591. import { PositionGizmo } from "babylonjs/Gizmos/positionGizmo";
  46592. import { ScaleGizmo } from "babylonjs/Gizmos/scaleGizmo";
  46593. import { BoundingBoxGizmo } from "babylonjs/Gizmos/boundingBoxGizmo";
  46594. /**
  46595. * Helps setup gizmo's in the scene to rotate/scale/position meshes
  46596. */
  46597. export class GizmoManager implements IDisposable {
  46598. private scene;
  46599. /**
  46600. * Gizmo's created by the gizmo manager, gizmo will be null until gizmo has been enabled for the first time
  46601. */
  46602. gizmos: {
  46603. positionGizmo: Nullable<PositionGizmo>;
  46604. rotationGizmo: Nullable<RotationGizmo>;
  46605. scaleGizmo: Nullable<ScaleGizmo>;
  46606. boundingBoxGizmo: Nullable<BoundingBoxGizmo>;
  46607. };
  46608. /** When true, the gizmo will be detached from the current object when a pointer down occurs with an empty picked mesh */
  46609. clearGizmoOnEmptyPointerEvent: boolean;
  46610. /** Fires an event when the manager is attached to a mesh */
  46611. onAttachedToMeshObservable: Observable<Nullable<AbstractMesh>>;
  46612. private _gizmosEnabled;
  46613. private _pointerObserver;
  46614. private _attachedMesh;
  46615. private _boundingBoxColor;
  46616. private _defaultUtilityLayer;
  46617. private _defaultKeepDepthUtilityLayer;
  46618. /**
  46619. * When bounding box gizmo is enabled, this can be used to track drag/end events
  46620. */
  46621. boundingBoxDragBehavior: SixDofDragBehavior;
  46622. /**
  46623. * Array of meshes which will have the gizmo attached when a pointer selected them. If null, all meshes are attachable. (Default: null)
  46624. */
  46625. attachableMeshes: Nullable<Array<AbstractMesh>>;
  46626. /**
  46627. * If pointer events should perform attaching/detaching a gizmo, if false this can be done manually via attachToMesh. (Default: true)
  46628. */
  46629. usePointerToAttachGizmos: boolean;
  46630. /**
  46631. * Utility layer that the bounding box gizmo belongs to
  46632. */
  46633. readonly keepDepthUtilityLayer: UtilityLayerRenderer;
  46634. /**
  46635. * Utility layer that all gizmos besides bounding box belong to
  46636. */
  46637. readonly utilityLayer: UtilityLayerRenderer;
  46638. /**
  46639. * Instatiates a gizmo manager
  46640. * @param scene the scene to overlay the gizmos on top of
  46641. */
  46642. constructor(scene: Scene);
  46643. /**
  46644. * Attaches a set of gizmos to the specified mesh
  46645. * @param mesh The mesh the gizmo's should be attached to
  46646. */
  46647. attachToMesh(mesh: Nullable<AbstractMesh>): void;
  46648. /**
  46649. * If the position gizmo is enabled
  46650. */
  46651. positionGizmoEnabled: boolean;
  46652. /**
  46653. * If the rotation gizmo is enabled
  46654. */
  46655. rotationGizmoEnabled: boolean;
  46656. /**
  46657. * If the scale gizmo is enabled
  46658. */
  46659. scaleGizmoEnabled: boolean;
  46660. /**
  46661. * If the boundingBox gizmo is enabled
  46662. */
  46663. boundingBoxGizmoEnabled: boolean;
  46664. /**
  46665. * Disposes of the gizmo manager
  46666. */
  46667. dispose(): void;
  46668. }
  46669. }
  46670. declare module "babylonjs/Lights/directionalLight" {
  46671. import { Camera } from "babylonjs/Cameras/camera";
  46672. import { Scene } from "babylonjs/scene";
  46673. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  46674. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  46675. import { Light } from "babylonjs/Lights/light";
  46676. import { ShadowLight } from "babylonjs/Lights/shadowLight";
  46677. import { Effect } from "babylonjs/Materials/effect";
  46678. /**
  46679. * A directional light is defined by a direction (what a surprise!).
  46680. * The light is emitted from everywhere in the specified direction, and has an infinite range.
  46681. * 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.
  46682. * Documentation: https://doc.babylonjs.com/babylon101/lights
  46683. */
  46684. export class DirectionalLight extends ShadowLight {
  46685. private _shadowFrustumSize;
  46686. /**
  46687. * Fix frustum size for the shadow generation. This is disabled if the value is 0.
  46688. */
  46689. /**
  46690. * Specifies a fix frustum size for the shadow generation.
  46691. */
  46692. shadowFrustumSize: number;
  46693. private _shadowOrthoScale;
  46694. /**
  46695. * Gets the shadow projection scale against the optimal computed one.
  46696. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  46697. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  46698. */
  46699. /**
  46700. * Sets the shadow projection scale against the optimal computed one.
  46701. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  46702. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  46703. */
  46704. shadowOrthoScale: number;
  46705. /**
  46706. * Automatically compute the projection matrix to best fit (including all the casters)
  46707. * on each frame.
  46708. */
  46709. autoUpdateExtends: boolean;
  46710. private _orthoLeft;
  46711. private _orthoRight;
  46712. private _orthoTop;
  46713. private _orthoBottom;
  46714. /**
  46715. * Creates a DirectionalLight object in the scene, oriented towards the passed direction (Vector3).
  46716. * The directional light is emitted from everywhere in the given direction.
  46717. * It can cast shadows.
  46718. * Documentation : https://doc.babylonjs.com/babylon101/lights
  46719. * @param name The friendly name of the light
  46720. * @param direction The direction of the light
  46721. * @param scene The scene the light belongs to
  46722. */
  46723. constructor(name: string, direction: Vector3, scene: Scene);
  46724. /**
  46725. * Returns the string "DirectionalLight".
  46726. * @return The class name
  46727. */
  46728. getClassName(): string;
  46729. /**
  46730. * Returns the integer 1.
  46731. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  46732. */
  46733. getTypeID(): number;
  46734. /**
  46735. * Sets the passed matrix "matrix" as projection matrix for the shadows cast by the light according to the passed view matrix.
  46736. * Returns the DirectionalLight Shadow projection matrix.
  46737. */
  46738. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  46739. /**
  46740. * Sets the passed matrix "matrix" as fixed frustum projection matrix for the shadows cast by the light according to the passed view matrix.
  46741. * Returns the DirectionalLight Shadow projection matrix.
  46742. */
  46743. protected _setDefaultFixedFrustumShadowProjectionMatrix(matrix: Matrix): void;
  46744. /**
  46745. * Sets the passed matrix "matrix" as auto extend projection matrix for the shadows cast by the light according to the passed view matrix.
  46746. * Returns the DirectionalLight Shadow projection matrix.
  46747. */
  46748. protected _setDefaultAutoExtendShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  46749. protected _buildUniformLayout(): void;
  46750. /**
  46751. * Sets the passed Effect object with the DirectionalLight transformed position (or position if not parented) and the passed name.
  46752. * @param effect The effect to update
  46753. * @param lightIndex The index of the light in the effect to update
  46754. * @returns The directional light
  46755. */
  46756. transferToEffect(effect: Effect, lightIndex: string): DirectionalLight;
  46757. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): Light;
  46758. /**
  46759. * Gets the minZ used for shadow according to both the scene and the light.
  46760. *
  46761. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  46762. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  46763. * @param activeCamera The camera we are returning the min for
  46764. * @returns the depth min z
  46765. */
  46766. getDepthMinZ(activeCamera: Camera): number;
  46767. /**
  46768. * Gets the maxZ used for shadow according to both the scene and the light.
  46769. *
  46770. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  46771. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  46772. * @param activeCamera The camera we are returning the max for
  46773. * @returns the depth max z
  46774. */
  46775. getDepthMaxZ(activeCamera: Camera): number;
  46776. /**
  46777. * Prepares the list of defines specific to the light type.
  46778. * @param defines the list of defines
  46779. * @param lightIndex defines the index of the light for the effect
  46780. */
  46781. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  46782. }
  46783. }
  46784. declare module "babylonjs/Meshes/Builders/hemisphereBuilder" {
  46785. import { Mesh } from "babylonjs/Meshes/mesh";
  46786. /**
  46787. * Class containing static functions to help procedurally build meshes
  46788. */
  46789. export class HemisphereBuilder {
  46790. /**
  46791. * Creates a hemisphere mesh
  46792. * @param name defines the name of the mesh
  46793. * @param options defines the options used to create the mesh
  46794. * @param scene defines the hosting scene
  46795. * @returns the hemisphere mesh
  46796. */
  46797. static CreateHemisphere(name: string, options: {
  46798. segments?: number;
  46799. diameter?: number;
  46800. sideOrientation?: number;
  46801. }, scene: any): Mesh;
  46802. }
  46803. }
  46804. declare module "babylonjs/Lights/spotLight" {
  46805. import { Nullable } from "babylonjs/types";
  46806. import { Scene } from "babylonjs/scene";
  46807. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  46808. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  46809. import { Effect } from "babylonjs/Materials/effect";
  46810. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  46811. import { ShadowLight } from "babylonjs/Lights/shadowLight";
  46812. /**
  46813. * A spot light is defined by a position, a direction, an angle, and an exponent.
  46814. * These values define a cone of light starting from the position, emitting toward the direction.
  46815. * The angle, in radians, defines the size (field of illumination) of the spotlight's conical beam,
  46816. * and the exponent defines the speed of the decay of the light with distance (reach).
  46817. * Documentation: https://doc.babylonjs.com/babylon101/lights
  46818. */
  46819. export class SpotLight extends ShadowLight {
  46820. private _angle;
  46821. private _innerAngle;
  46822. private _cosHalfAngle;
  46823. private _lightAngleScale;
  46824. private _lightAngleOffset;
  46825. /**
  46826. * Gets the cone angle of the spot light in Radians.
  46827. */
  46828. /**
  46829. * Sets the cone angle of the spot light in Radians.
  46830. */
  46831. angle: number;
  46832. /**
  46833. * Only used in gltf falloff mode, this defines the angle where
  46834. * the directional falloff will start before cutting at angle which could be seen
  46835. * as outer angle.
  46836. */
  46837. /**
  46838. * Only used in gltf falloff mode, this defines the angle where
  46839. * the directional falloff will start before cutting at angle which could be seen
  46840. * as outer angle.
  46841. */
  46842. innerAngle: number;
  46843. private _shadowAngleScale;
  46844. /**
  46845. * Allows scaling the angle of the light for shadow generation only.
  46846. */
  46847. /**
  46848. * Allows scaling the angle of the light for shadow generation only.
  46849. */
  46850. shadowAngleScale: number;
  46851. /**
  46852. * The light decay speed with the distance from the emission spot.
  46853. */
  46854. exponent: number;
  46855. private _projectionTextureMatrix;
  46856. /**
  46857. * Allows reading the projecton texture
  46858. */
  46859. readonly projectionTextureMatrix: Matrix;
  46860. protected _projectionTextureLightNear: number;
  46861. /**
  46862. * Gets the near clip of the Spotlight for texture projection.
  46863. */
  46864. /**
  46865. * Sets the near clip of the Spotlight for texture projection.
  46866. */
  46867. projectionTextureLightNear: number;
  46868. protected _projectionTextureLightFar: number;
  46869. /**
  46870. * Gets the far clip of the Spotlight for texture projection.
  46871. */
  46872. /**
  46873. * Sets the far clip of the Spotlight for texture projection.
  46874. */
  46875. projectionTextureLightFar: number;
  46876. protected _projectionTextureUpDirection: Vector3;
  46877. /**
  46878. * Gets the Up vector of the Spotlight for texture projection.
  46879. */
  46880. /**
  46881. * Sets the Up vector of the Spotlight for texture projection.
  46882. */
  46883. projectionTextureUpDirection: Vector3;
  46884. private _projectionTexture;
  46885. /**
  46886. * Gets the projection texture of the light.
  46887. */
  46888. /**
  46889. * Sets the projection texture of the light.
  46890. */
  46891. projectionTexture: Nullable<BaseTexture>;
  46892. private _projectionTextureViewLightDirty;
  46893. private _projectionTextureProjectionLightDirty;
  46894. private _projectionTextureDirty;
  46895. private _projectionTextureViewTargetVector;
  46896. private _projectionTextureViewLightMatrix;
  46897. private _projectionTextureProjectionLightMatrix;
  46898. private _projectionTextureScalingMatrix;
  46899. /**
  46900. * Creates a SpotLight object in the scene. A spot light is a simply light oriented cone.
  46901. * It can cast shadows.
  46902. * Documentation : https://doc.babylonjs.com/babylon101/lights
  46903. * @param name The light friendly name
  46904. * @param position The position of the spot light in the scene
  46905. * @param direction The direction of the light in the scene
  46906. * @param angle The cone angle of the light in Radians
  46907. * @param exponent The light decay speed with the distance from the emission spot
  46908. * @param scene The scene the lights belongs to
  46909. */
  46910. constructor(name: string, position: Vector3, direction: Vector3, angle: number, exponent: number, scene: Scene);
  46911. /**
  46912. * Returns the string "SpotLight".
  46913. * @returns the class name
  46914. */
  46915. getClassName(): string;
  46916. /**
  46917. * Returns the integer 2.
  46918. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  46919. */
  46920. getTypeID(): number;
  46921. /**
  46922. * Overrides the direction setter to recompute the projection texture view light Matrix.
  46923. */
  46924. protected _setDirection(value: Vector3): void;
  46925. /**
  46926. * Overrides the position setter to recompute the projection texture view light Matrix.
  46927. */
  46928. protected _setPosition(value: Vector3): void;
  46929. /**
  46930. * 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.
  46931. * Returns the SpotLight.
  46932. */
  46933. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  46934. protected _computeProjectionTextureViewLightMatrix(): void;
  46935. protected _computeProjectionTextureProjectionLightMatrix(): void;
  46936. /**
  46937. * Main function for light texture projection matrix computing.
  46938. */
  46939. protected _computeProjectionTextureMatrix(): void;
  46940. protected _buildUniformLayout(): void;
  46941. private _computeAngleValues;
  46942. /**
  46943. * Sets the passed Effect object with the SpotLight transfomed position (or position if not parented) and normalized direction.
  46944. * @param effect The effect to update
  46945. * @param lightIndex The index of the light in the effect to update
  46946. * @returns The spot light
  46947. */
  46948. transferToEffect(effect: Effect, lightIndex: string): SpotLight;
  46949. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): this;
  46950. /**
  46951. * Disposes the light and the associated resources.
  46952. */
  46953. dispose(): void;
  46954. /**
  46955. * Prepares the list of defines specific to the light type.
  46956. * @param defines the list of defines
  46957. * @param lightIndex defines the index of the light for the effect
  46958. */
  46959. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  46960. }
  46961. }
  46962. declare module "babylonjs/Gizmos/lightGizmo" {
  46963. import { Nullable } from "babylonjs/types";
  46964. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  46965. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  46966. import { StandardMaterial } from "babylonjs/Materials/standardMaterial";
  46967. import { Light } from "babylonjs/Lights/light";
  46968. /**
  46969. * Gizmo that enables viewing a light
  46970. */
  46971. export class LightGizmo extends Gizmo {
  46972. private _lightMesh;
  46973. private _material;
  46974. private cachedPosition;
  46975. private cachedForward;
  46976. /**
  46977. * Creates a LightGizmo
  46978. * @param gizmoLayer The utility layer the gizmo will be added to
  46979. */
  46980. constructor(gizmoLayer?: UtilityLayerRenderer);
  46981. private _light;
  46982. /**
  46983. * The light that the gizmo is attached to
  46984. */
  46985. light: Nullable<Light>;
  46986. /**
  46987. * Gets the material used to render the light gizmo
  46988. */
  46989. readonly material: StandardMaterial;
  46990. /**
  46991. * @hidden
  46992. * Updates the gizmo to match the attached mesh's position/rotation
  46993. */
  46994. protected _update(): void;
  46995. private static _Scale;
  46996. /**
  46997. * Creates the lines for a light mesh
  46998. */
  46999. private static _createLightLines;
  47000. /**
  47001. * Disposes of the light gizmo
  47002. */
  47003. dispose(): void;
  47004. private static _CreateHemisphericLightMesh;
  47005. private static _CreatePointLightMesh;
  47006. private static _CreateSpotLightMesh;
  47007. private static _CreateDirectionalLightMesh;
  47008. }
  47009. }
  47010. declare module "babylonjs/Gizmos/index" {
  47011. export * from "babylonjs/Gizmos/axisDragGizmo";
  47012. export * from "babylonjs/Gizmos/axisScaleGizmo";
  47013. export * from "babylonjs/Gizmos/boundingBoxGizmo";
  47014. export * from "babylonjs/Gizmos/gizmo";
  47015. export * from "babylonjs/Gizmos/gizmoManager";
  47016. export * from "babylonjs/Gizmos/planeRotationGizmo";
  47017. export * from "babylonjs/Gizmos/positionGizmo";
  47018. export * from "babylonjs/Gizmos/rotationGizmo";
  47019. export * from "babylonjs/Gizmos/scaleGizmo";
  47020. export * from "babylonjs/Gizmos/lightGizmo";
  47021. export * from "babylonjs/Gizmos/planeDragGizmo";
  47022. }
  47023. declare module "babylonjs/Shaders/ShadersInclude/backgroundFragmentDeclaration" {
  47024. /** @hidden */
  47025. export var backgroundFragmentDeclaration: {
  47026. name: string;
  47027. shader: string;
  47028. };
  47029. }
  47030. declare module "babylonjs/Shaders/ShadersInclude/backgroundUboDeclaration" {
  47031. /** @hidden */
  47032. export var backgroundUboDeclaration: {
  47033. name: string;
  47034. shader: string;
  47035. };
  47036. }
  47037. declare module "babylonjs/Shaders/background.fragment" {
  47038. import "babylonjs/Shaders/ShadersInclude/backgroundFragmentDeclaration";
  47039. import "babylonjs/Shaders/ShadersInclude/backgroundUboDeclaration";
  47040. import "babylonjs/Shaders/ShadersInclude/reflectionFunction";
  47041. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  47042. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  47043. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  47044. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  47045. import "babylonjs/Shaders/ShadersInclude/lightsFragmentFunctions";
  47046. import "babylonjs/Shaders/ShadersInclude/shadowsFragmentFunctions";
  47047. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  47048. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  47049. import "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration";
  47050. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  47051. import "babylonjs/Shaders/ShadersInclude/lightFragment";
  47052. import "babylonjs/Shaders/ShadersInclude/fogFragment";
  47053. /** @hidden */
  47054. export var backgroundPixelShader: {
  47055. name: string;
  47056. shader: string;
  47057. };
  47058. }
  47059. declare module "babylonjs/Shaders/ShadersInclude/backgroundVertexDeclaration" {
  47060. /** @hidden */
  47061. export var backgroundVertexDeclaration: {
  47062. name: string;
  47063. shader: string;
  47064. };
  47065. }
  47066. declare module "babylonjs/Shaders/background.vertex" {
  47067. import "babylonjs/Shaders/ShadersInclude/backgroundVertexDeclaration";
  47068. import "babylonjs/Shaders/ShadersInclude/backgroundUboDeclaration";
  47069. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  47070. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  47071. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  47072. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  47073. import "babylonjs/Shaders/ShadersInclude/fogVertexDeclaration";
  47074. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  47075. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  47076. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  47077. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  47078. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  47079. import "babylonjs/Shaders/ShadersInclude/fogVertex";
  47080. import "babylonjs/Shaders/ShadersInclude/shadowsVertex";
  47081. /** @hidden */
  47082. export var backgroundVertexShader: {
  47083. name: string;
  47084. shader: string;
  47085. };
  47086. }
  47087. declare module "babylonjs/Materials/Background/backgroundMaterial" {
  47088. import { Nullable, int, float } from "babylonjs/types";
  47089. import { Scene } from "babylonjs/scene";
  47090. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  47091. import { SubMesh } from "babylonjs/Meshes/subMesh";
  47092. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  47093. import { Mesh } from "babylonjs/Meshes/mesh";
  47094. import { PushMaterial } from "babylonjs/Materials/pushMaterial";
  47095. import { ColorCurves } from "babylonjs/Materials/colorCurves";
  47096. import { ImageProcessingConfiguration } from "babylonjs/Materials/imageProcessingConfiguration";
  47097. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  47098. import { IShadowLight } from "babylonjs/Lights/shadowLight";
  47099. import { Color3 } from "babylonjs/Maths/math.color";
  47100. import "babylonjs/Shaders/background.fragment";
  47101. import "babylonjs/Shaders/background.vertex";
  47102. /**
  47103. * Background material used to create an efficient environement around your scene.
  47104. */
  47105. export class BackgroundMaterial extends PushMaterial {
  47106. /**
  47107. * Standard reflectance value at parallel view angle.
  47108. */
  47109. static StandardReflectance0: number;
  47110. /**
  47111. * Standard reflectance value at grazing angle.
  47112. */
  47113. static StandardReflectance90: number;
  47114. protected _primaryColor: Color3;
  47115. /**
  47116. * Key light Color (multiply against the environement texture)
  47117. */
  47118. primaryColor: Color3;
  47119. protected __perceptualColor: Nullable<Color3>;
  47120. /**
  47121. * Experimental Internal Use Only.
  47122. *
  47123. * Key light Color in "perceptual value" meaning the color you would like to see on screen.
  47124. * This acts as a helper to set the primary color to a more "human friendly" value.
  47125. * Conversion to linear space as well as exposure and tone mapping correction will be applied to keep the
  47126. * output color as close as possible from the chosen value.
  47127. * (This does not account for contrast color grading and color curves as they are considered post effect and not directly
  47128. * part of lighting setup.)
  47129. */
  47130. _perceptualColor: Nullable<Color3>;
  47131. protected _primaryColorShadowLevel: float;
  47132. /**
  47133. * Defines the level of the shadows (dark area of the reflection map) in order to help scaling the colors.
  47134. * The color opposite to the primary color is used at the level chosen to define what the black area would look.
  47135. */
  47136. primaryColorShadowLevel: float;
  47137. protected _primaryColorHighlightLevel: float;
  47138. /**
  47139. * Defines the level of the highliights (highlight area of the reflection map) in order to help scaling the colors.
  47140. * The primary color is used at the level chosen to define what the white area would look.
  47141. */
  47142. primaryColorHighlightLevel: float;
  47143. protected _reflectionTexture: Nullable<BaseTexture>;
  47144. /**
  47145. * Reflection Texture used in the material.
  47146. * Should be author in a specific way for the best result (refer to the documentation).
  47147. */
  47148. reflectionTexture: Nullable<BaseTexture>;
  47149. protected _reflectionBlur: float;
  47150. /**
  47151. * Reflection Texture level of blur.
  47152. *
  47153. * Can be use to reuse an existing HDR Texture and target a specific LOD to prevent authoring the
  47154. * texture twice.
  47155. */
  47156. reflectionBlur: float;
  47157. protected _diffuseTexture: Nullable<BaseTexture>;
  47158. /**
  47159. * Diffuse Texture used in the material.
  47160. * Should be author in a specific way for the best result (refer to the documentation).
  47161. */
  47162. diffuseTexture: Nullable<BaseTexture>;
  47163. protected _shadowLights: Nullable<IShadowLight[]>;
  47164. /**
  47165. * Specify the list of lights casting shadow on the material.
  47166. * All scene shadow lights will be included if null.
  47167. */
  47168. shadowLights: Nullable<IShadowLight[]>;
  47169. protected _shadowLevel: float;
  47170. /**
  47171. * Helps adjusting the shadow to a softer level if required.
  47172. * 0 means black shadows and 1 means no shadows.
  47173. */
  47174. shadowLevel: float;
  47175. protected _sceneCenter: Vector3;
  47176. /**
  47177. * In case of opacity Fresnel or reflection falloff, this is use as a scene center.
  47178. * It is usually zero but might be interesting to modify according to your setup.
  47179. */
  47180. sceneCenter: Vector3;
  47181. protected _opacityFresnel: boolean;
  47182. /**
  47183. * This helps specifying that the material is falling off to the sky box at grazing angle.
  47184. * This helps ensuring a nice transition when the camera goes under the ground.
  47185. */
  47186. opacityFresnel: boolean;
  47187. protected _reflectionFresnel: boolean;
  47188. /**
  47189. * This helps specifying that the material is falling off from diffuse to the reflection texture at grazing angle.
  47190. * This helps adding a mirror texture on the ground.
  47191. */
  47192. reflectionFresnel: boolean;
  47193. protected _reflectionFalloffDistance: number;
  47194. /**
  47195. * This helps specifying the falloff radius off the reflection texture from the sceneCenter.
  47196. * This helps adding a nice falloff effect to the reflection if used as a mirror for instance.
  47197. */
  47198. reflectionFalloffDistance: number;
  47199. protected _reflectionAmount: number;
  47200. /**
  47201. * This specifies the weight of the reflection against the background in case of reflection Fresnel.
  47202. */
  47203. reflectionAmount: number;
  47204. protected _reflectionReflectance0: number;
  47205. /**
  47206. * This specifies the weight of the reflection at grazing angle.
  47207. */
  47208. reflectionReflectance0: number;
  47209. protected _reflectionReflectance90: number;
  47210. /**
  47211. * This specifies the weight of the reflection at a perpendicular point of view.
  47212. */
  47213. reflectionReflectance90: number;
  47214. /**
  47215. * Sets the reflection reflectance fresnel values according to the default standard
  47216. * empirically know to work well :-)
  47217. */
  47218. reflectionStandardFresnelWeight: number;
  47219. protected _useRGBColor: boolean;
  47220. /**
  47221. * Helps to directly use the maps channels instead of their level.
  47222. */
  47223. useRGBColor: boolean;
  47224. protected _enableNoise: boolean;
  47225. /**
  47226. * This helps reducing the banding effect that could occur on the background.
  47227. */
  47228. enableNoise: boolean;
  47229. /**
  47230. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  47231. * Best used when trying to implement visual zoom effects like fish-eye or binoculars while not adjusting camera fov.
  47232. * Recommended to be keep at 1.0 except for special cases.
  47233. */
  47234. fovMultiplier: number;
  47235. private _fovMultiplier;
  47236. /**
  47237. * Enable the FOV adjustment feature controlled by fovMultiplier.
  47238. */
  47239. useEquirectangularFOV: boolean;
  47240. private _maxSimultaneousLights;
  47241. /**
  47242. * Number of Simultaneous lights allowed on the material.
  47243. */
  47244. maxSimultaneousLights: int;
  47245. /**
  47246. * Default configuration related to image processing available in the Background Material.
  47247. */
  47248. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  47249. /**
  47250. * Keep track of the image processing observer to allow dispose and replace.
  47251. */
  47252. private _imageProcessingObserver;
  47253. /**
  47254. * Attaches a new image processing configuration to the PBR Material.
  47255. * @param configuration (if null the scene configuration will be use)
  47256. */
  47257. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  47258. /**
  47259. * Gets the image processing configuration used either in this material.
  47260. */
  47261. /**
  47262. * Sets the Default image processing configuration used either in the this material.
  47263. *
  47264. * If sets to null, the scene one is in use.
  47265. */
  47266. imageProcessingConfiguration: Nullable<ImageProcessingConfiguration>;
  47267. /**
  47268. * Gets wether the color curves effect is enabled.
  47269. */
  47270. /**
  47271. * Sets wether the color curves effect is enabled.
  47272. */
  47273. cameraColorCurvesEnabled: boolean;
  47274. /**
  47275. * Gets wether the color grading effect is enabled.
  47276. */
  47277. /**
  47278. * Gets wether the color grading effect is enabled.
  47279. */
  47280. cameraColorGradingEnabled: boolean;
  47281. /**
  47282. * Gets wether tonemapping is enabled or not.
  47283. */
  47284. /**
  47285. * Sets wether tonemapping is enabled or not
  47286. */
  47287. cameraToneMappingEnabled: boolean;
  47288. /**
  47289. * The camera exposure used on this material.
  47290. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  47291. * This corresponds to a photographic exposure.
  47292. */
  47293. /**
  47294. * The camera exposure used on this material.
  47295. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  47296. * This corresponds to a photographic exposure.
  47297. */
  47298. cameraExposure: float;
  47299. /**
  47300. * Gets The camera contrast used on this material.
  47301. */
  47302. /**
  47303. * Sets The camera contrast used on this material.
  47304. */
  47305. cameraContrast: float;
  47306. /**
  47307. * Gets the Color Grading 2D Lookup Texture.
  47308. */
  47309. /**
  47310. * Sets the Color Grading 2D Lookup Texture.
  47311. */
  47312. cameraColorGradingTexture: Nullable<BaseTexture>;
  47313. /**
  47314. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  47315. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  47316. * 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;
  47317. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  47318. */
  47319. /**
  47320. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  47321. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  47322. * 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;
  47323. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  47324. */
  47325. cameraColorCurves: Nullable<ColorCurves>;
  47326. /**
  47327. * Due to a bug in iOS10, video tags (which are using the background material) are in BGR and not RGB.
  47328. * Setting this flag to true (not done automatically!) will convert it back to RGB.
  47329. */
  47330. switchToBGR: boolean;
  47331. private _renderTargets;
  47332. private _reflectionControls;
  47333. private _white;
  47334. private _primaryShadowColor;
  47335. private _primaryHighlightColor;
  47336. /**
  47337. * Instantiates a Background Material in the given scene
  47338. * @param name The friendly name of the material
  47339. * @param scene The scene to add the material to
  47340. */
  47341. constructor(name: string, scene: Scene);
  47342. /**
  47343. * Gets a boolean indicating that current material needs to register RTT
  47344. */
  47345. readonly hasRenderTargetTextures: boolean;
  47346. /**
  47347. * The entire material has been created in order to prevent overdraw.
  47348. * @returns false
  47349. */
  47350. needAlphaTesting(): boolean;
  47351. /**
  47352. * The entire material has been created in order to prevent overdraw.
  47353. * @returns true if blending is enable
  47354. */
  47355. needAlphaBlending(): boolean;
  47356. /**
  47357. * Checks wether the material is ready to be rendered for a given mesh.
  47358. * @param mesh The mesh to render
  47359. * @param subMesh The submesh to check against
  47360. * @param useInstances Specify wether or not the material is used with instances
  47361. * @returns true if all the dependencies are ready (Textures, Effects...)
  47362. */
  47363. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  47364. /**
  47365. * Compute the primary color according to the chosen perceptual color.
  47366. */
  47367. private _computePrimaryColorFromPerceptualColor;
  47368. /**
  47369. * Compute the highlights and shadow colors according to their chosen levels.
  47370. */
  47371. private _computePrimaryColors;
  47372. /**
  47373. * Build the uniform buffer used in the material.
  47374. */
  47375. buildUniformLayout(): void;
  47376. /**
  47377. * Unbind the material.
  47378. */
  47379. unbind(): void;
  47380. /**
  47381. * Bind only the world matrix to the material.
  47382. * @param world The world matrix to bind.
  47383. */
  47384. bindOnlyWorldMatrix(world: Matrix): void;
  47385. /**
  47386. * Bind the material for a dedicated submeh (every used meshes will be considered opaque).
  47387. * @param world The world matrix to bind.
  47388. * @param subMesh The submesh to bind for.
  47389. */
  47390. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  47391. /**
  47392. * Checks to see if a texture is used in the material.
  47393. * @param texture - Base texture to use.
  47394. * @returns - Boolean specifying if a texture is used in the material.
  47395. */
  47396. hasTexture(texture: BaseTexture): boolean;
  47397. /**
  47398. * Dispose the material.
  47399. * @param forceDisposeEffect Force disposal of the associated effect.
  47400. * @param forceDisposeTextures Force disposal of the associated textures.
  47401. */
  47402. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  47403. /**
  47404. * Clones the material.
  47405. * @param name The cloned name.
  47406. * @returns The cloned material.
  47407. */
  47408. clone(name: string): BackgroundMaterial;
  47409. /**
  47410. * Serializes the current material to its JSON representation.
  47411. * @returns The JSON representation.
  47412. */
  47413. serialize(): any;
  47414. /**
  47415. * Gets the class name of the material
  47416. * @returns "BackgroundMaterial"
  47417. */
  47418. getClassName(): string;
  47419. /**
  47420. * Parse a JSON input to create back a background material.
  47421. * @param source The JSON data to parse
  47422. * @param scene The scene to create the parsed material in
  47423. * @param rootUrl The root url of the assets the material depends upon
  47424. * @returns the instantiated BackgroundMaterial.
  47425. */
  47426. static Parse(source: any, scene: Scene, rootUrl: string): BackgroundMaterial;
  47427. }
  47428. }
  47429. declare module "babylonjs/Helpers/environmentHelper" {
  47430. import { Observable } from "babylonjs/Misc/observable";
  47431. import { Nullable } from "babylonjs/types";
  47432. import { Scene } from "babylonjs/scene";
  47433. import { Vector3 } from "babylonjs/Maths/math.vector";
  47434. import { Color3 } from "babylonjs/Maths/math.color";
  47435. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  47436. import { Mesh } from "babylonjs/Meshes/mesh";
  47437. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  47438. import { MirrorTexture } from "babylonjs/Materials/Textures/mirrorTexture";
  47439. import { BackgroundMaterial } from "babylonjs/Materials/Background/backgroundMaterial";
  47440. import "babylonjs/Meshes/Builders/planeBuilder";
  47441. import "babylonjs/Meshes/Builders/boxBuilder";
  47442. /**
  47443. * Represents the different options available during the creation of
  47444. * a Environment helper.
  47445. *
  47446. * This can control the default ground, skybox and image processing setup of your scene.
  47447. */
  47448. export interface IEnvironmentHelperOptions {
  47449. /**
  47450. * Specifies wether or not to create a ground.
  47451. * True by default.
  47452. */
  47453. createGround: boolean;
  47454. /**
  47455. * Specifies the ground size.
  47456. * 15 by default.
  47457. */
  47458. groundSize: number;
  47459. /**
  47460. * The texture used on the ground for the main color.
  47461. * Comes from the BabylonJS CDN by default.
  47462. *
  47463. * Remarks: Can be either a texture or a url.
  47464. */
  47465. groundTexture: string | BaseTexture;
  47466. /**
  47467. * The color mixed in the ground texture by default.
  47468. * BabylonJS clearColor by default.
  47469. */
  47470. groundColor: Color3;
  47471. /**
  47472. * Specifies the ground opacity.
  47473. * 1 by default.
  47474. */
  47475. groundOpacity: number;
  47476. /**
  47477. * Enables the ground to receive shadows.
  47478. * True by default.
  47479. */
  47480. enableGroundShadow: boolean;
  47481. /**
  47482. * Helps preventing the shadow to be fully black on the ground.
  47483. * 0.5 by default.
  47484. */
  47485. groundShadowLevel: number;
  47486. /**
  47487. * Creates a mirror texture attach to the ground.
  47488. * false by default.
  47489. */
  47490. enableGroundMirror: boolean;
  47491. /**
  47492. * Specifies the ground mirror size ratio.
  47493. * 0.3 by default as the default kernel is 64.
  47494. */
  47495. groundMirrorSizeRatio: number;
  47496. /**
  47497. * Specifies the ground mirror blur kernel size.
  47498. * 64 by default.
  47499. */
  47500. groundMirrorBlurKernel: number;
  47501. /**
  47502. * Specifies the ground mirror visibility amount.
  47503. * 1 by default
  47504. */
  47505. groundMirrorAmount: number;
  47506. /**
  47507. * Specifies the ground mirror reflectance weight.
  47508. * This uses the standard weight of the background material to setup the fresnel effect
  47509. * of the mirror.
  47510. * 1 by default.
  47511. */
  47512. groundMirrorFresnelWeight: number;
  47513. /**
  47514. * Specifies the ground mirror Falloff distance.
  47515. * This can helps reducing the size of the reflection.
  47516. * 0 by Default.
  47517. */
  47518. groundMirrorFallOffDistance: number;
  47519. /**
  47520. * Specifies the ground mirror texture type.
  47521. * Unsigned Int by Default.
  47522. */
  47523. groundMirrorTextureType: number;
  47524. /**
  47525. * Specifies a bias applied to the ground vertical position to prevent z-fighting with
  47526. * the shown objects.
  47527. */
  47528. groundYBias: number;
  47529. /**
  47530. * Specifies wether or not to create a skybox.
  47531. * True by default.
  47532. */
  47533. createSkybox: boolean;
  47534. /**
  47535. * Specifies the skybox size.
  47536. * 20 by default.
  47537. */
  47538. skyboxSize: number;
  47539. /**
  47540. * The texture used on the skybox for the main color.
  47541. * Comes from the BabylonJS CDN by default.
  47542. *
  47543. * Remarks: Can be either a texture or a url.
  47544. */
  47545. skyboxTexture: string | BaseTexture;
  47546. /**
  47547. * The color mixed in the skybox texture by default.
  47548. * BabylonJS clearColor by default.
  47549. */
  47550. skyboxColor: Color3;
  47551. /**
  47552. * The background rotation around the Y axis of the scene.
  47553. * This helps aligning the key lights of your scene with the background.
  47554. * 0 by default.
  47555. */
  47556. backgroundYRotation: number;
  47557. /**
  47558. * Compute automatically the size of the elements to best fit with the scene.
  47559. */
  47560. sizeAuto: boolean;
  47561. /**
  47562. * Default position of the rootMesh if autoSize is not true.
  47563. */
  47564. rootPosition: Vector3;
  47565. /**
  47566. * Sets up the image processing in the scene.
  47567. * true by default.
  47568. */
  47569. setupImageProcessing: boolean;
  47570. /**
  47571. * The texture used as your environment texture in the scene.
  47572. * Comes from the BabylonJS CDN by default and in use if setupImageProcessing is true.
  47573. *
  47574. * Remarks: Can be either a texture or a url.
  47575. */
  47576. environmentTexture: string | BaseTexture;
  47577. /**
  47578. * The value of the exposure to apply to the scene.
  47579. * 0.6 by default if setupImageProcessing is true.
  47580. */
  47581. cameraExposure: number;
  47582. /**
  47583. * The value of the contrast to apply to the scene.
  47584. * 1.6 by default if setupImageProcessing is true.
  47585. */
  47586. cameraContrast: number;
  47587. /**
  47588. * Specifies wether or not tonemapping should be enabled in the scene.
  47589. * true by default if setupImageProcessing is true.
  47590. */
  47591. toneMappingEnabled: boolean;
  47592. }
  47593. /**
  47594. * The Environment helper class can be used to add a fully featuread none expensive background to your scene.
  47595. * It includes by default a skybox and a ground relying on the BackgroundMaterial.
  47596. * It also helps with the default setup of your imageProcessing configuration.
  47597. */
  47598. export class EnvironmentHelper {
  47599. /**
  47600. * Default ground texture URL.
  47601. */
  47602. private static _groundTextureCDNUrl;
  47603. /**
  47604. * Default skybox texture URL.
  47605. */
  47606. private static _skyboxTextureCDNUrl;
  47607. /**
  47608. * Default environment texture URL.
  47609. */
  47610. private static _environmentTextureCDNUrl;
  47611. /**
  47612. * Creates the default options for the helper.
  47613. */
  47614. private static _getDefaultOptions;
  47615. private _rootMesh;
  47616. /**
  47617. * Gets the root mesh created by the helper.
  47618. */
  47619. readonly rootMesh: Mesh;
  47620. private _skybox;
  47621. /**
  47622. * Gets the skybox created by the helper.
  47623. */
  47624. readonly skybox: Nullable<Mesh>;
  47625. private _skyboxTexture;
  47626. /**
  47627. * Gets the skybox texture created by the helper.
  47628. */
  47629. readonly skyboxTexture: Nullable<BaseTexture>;
  47630. private _skyboxMaterial;
  47631. /**
  47632. * Gets the skybox material created by the helper.
  47633. */
  47634. readonly skyboxMaterial: Nullable<BackgroundMaterial>;
  47635. private _ground;
  47636. /**
  47637. * Gets the ground mesh created by the helper.
  47638. */
  47639. readonly ground: Nullable<Mesh>;
  47640. private _groundTexture;
  47641. /**
  47642. * Gets the ground texture created by the helper.
  47643. */
  47644. readonly groundTexture: Nullable<BaseTexture>;
  47645. private _groundMirror;
  47646. /**
  47647. * Gets the ground mirror created by the helper.
  47648. */
  47649. readonly groundMirror: Nullable<MirrorTexture>;
  47650. /**
  47651. * Gets the ground mirror render list to helps pushing the meshes
  47652. * you wish in the ground reflection.
  47653. */
  47654. readonly groundMirrorRenderList: Nullable<AbstractMesh[]>;
  47655. private _groundMaterial;
  47656. /**
  47657. * Gets the ground material created by the helper.
  47658. */
  47659. readonly groundMaterial: Nullable<BackgroundMaterial>;
  47660. /**
  47661. * Stores the creation options.
  47662. */
  47663. private readonly _scene;
  47664. private _options;
  47665. /**
  47666. * This observable will be notified with any error during the creation of the environment,
  47667. * mainly texture creation errors.
  47668. */
  47669. onErrorObservable: Observable<{
  47670. message?: string;
  47671. exception?: any;
  47672. }>;
  47673. /**
  47674. * constructor
  47675. * @param options Defines the options we want to customize the helper
  47676. * @param scene The scene to add the material to
  47677. */
  47678. constructor(options: Partial<IEnvironmentHelperOptions>, scene: Scene);
  47679. /**
  47680. * Updates the background according to the new options
  47681. * @param options
  47682. */
  47683. updateOptions(options: Partial<IEnvironmentHelperOptions>): void;
  47684. /**
  47685. * Sets the primary color of all the available elements.
  47686. * @param color the main color to affect to the ground and the background
  47687. */
  47688. setMainColor(color: Color3): void;
  47689. /**
  47690. * Setup the image processing according to the specified options.
  47691. */
  47692. private _setupImageProcessing;
  47693. /**
  47694. * Setup the environment texture according to the specified options.
  47695. */
  47696. private _setupEnvironmentTexture;
  47697. /**
  47698. * Setup the background according to the specified options.
  47699. */
  47700. private _setupBackground;
  47701. /**
  47702. * Get the scene sizes according to the setup.
  47703. */
  47704. private _getSceneSize;
  47705. /**
  47706. * Setup the ground according to the specified options.
  47707. */
  47708. private _setupGround;
  47709. /**
  47710. * Setup the ground material according to the specified options.
  47711. */
  47712. private _setupGroundMaterial;
  47713. /**
  47714. * Setup the ground diffuse texture according to the specified options.
  47715. */
  47716. private _setupGroundDiffuseTexture;
  47717. /**
  47718. * Setup the ground mirror texture according to the specified options.
  47719. */
  47720. private _setupGroundMirrorTexture;
  47721. /**
  47722. * Setup the ground to receive the mirror texture.
  47723. */
  47724. private _setupMirrorInGroundMaterial;
  47725. /**
  47726. * Setup the skybox according to the specified options.
  47727. */
  47728. private _setupSkybox;
  47729. /**
  47730. * Setup the skybox material according to the specified options.
  47731. */
  47732. private _setupSkyboxMaterial;
  47733. /**
  47734. * Setup the skybox reflection texture according to the specified options.
  47735. */
  47736. private _setupSkyboxReflectionTexture;
  47737. private _errorHandler;
  47738. /**
  47739. * Dispose all the elements created by the Helper.
  47740. */
  47741. dispose(): void;
  47742. }
  47743. }
  47744. declare module "babylonjs/Helpers/photoDome" {
  47745. import { Observable } from "babylonjs/Misc/observable";
  47746. import { Nullable } from "babylonjs/types";
  47747. import { Scene } from "babylonjs/scene";
  47748. import { TransformNode } from "babylonjs/Meshes/transformNode";
  47749. import { Mesh } from "babylonjs/Meshes/mesh";
  47750. import { Texture } from "babylonjs/Materials/Textures/texture";
  47751. import { BackgroundMaterial } from "babylonjs/Materials/Background/backgroundMaterial";
  47752. import "babylonjs/Meshes/Builders/sphereBuilder";
  47753. /**
  47754. * Display a 360 degree photo on an approximately spherical surface, useful for VR applications or skyboxes.
  47755. * As a subclass of TransformNode, this allow parenting to the camera with different locations in the scene.
  47756. * This class achieves its effect with a Texture and a correctly configured BackgroundMaterial on an inverted sphere.
  47757. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  47758. */
  47759. export class PhotoDome extends TransformNode {
  47760. /**
  47761. * Define the image as a Monoscopic panoramic 360 image.
  47762. */
  47763. static readonly MODE_MONOSCOPIC: number;
  47764. /**
  47765. * Define the image as a Stereoscopic TopBottom/OverUnder panoramic 360 image.
  47766. */
  47767. static readonly MODE_TOPBOTTOM: number;
  47768. /**
  47769. * Define the image as a Stereoscopic Side by Side panoramic 360 image.
  47770. */
  47771. static readonly MODE_SIDEBYSIDE: number;
  47772. private _useDirectMapping;
  47773. /**
  47774. * The texture being displayed on the sphere
  47775. */
  47776. protected _photoTexture: Texture;
  47777. /**
  47778. * Gets or sets the texture being displayed on the sphere
  47779. */
  47780. photoTexture: Texture;
  47781. /**
  47782. * Observable raised when an error occured while loading the 360 image
  47783. */
  47784. onLoadErrorObservable: Observable<string>;
  47785. /**
  47786. * The skybox material
  47787. */
  47788. protected _material: BackgroundMaterial;
  47789. /**
  47790. * The surface used for the skybox
  47791. */
  47792. protected _mesh: Mesh;
  47793. /**
  47794. * Gets the mesh used for the skybox.
  47795. */
  47796. readonly mesh: Mesh;
  47797. /**
  47798. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  47799. * Also see the options.resolution property.
  47800. */
  47801. fovMultiplier: number;
  47802. private _imageMode;
  47803. /**
  47804. * Gets or set the current video mode for the video. It can be:
  47805. * * PhotoDome.MODE_MONOSCOPIC : Define the image as a Monoscopic panoramic 360 image.
  47806. * * PhotoDome.MODE_TOPBOTTOM : Define the image as a Stereoscopic TopBottom/OverUnder panoramic 360 image.
  47807. * * PhotoDome.MODE_SIDEBYSIDE : Define the image as a Stereoscopic Side by Side panoramic 360 image.
  47808. */
  47809. imageMode: number;
  47810. /**
  47811. * Create an instance of this class and pass through the parameters to the relevant classes, Texture, StandardMaterial, and Mesh.
  47812. * @param name Element's name, child elements will append suffixes for their own names.
  47813. * @param urlsOfPhoto defines the url of the photo to display
  47814. * @param options defines an object containing optional or exposed sub element properties
  47815. * @param onError defines a callback called when an error occured while loading the texture
  47816. */
  47817. constructor(name: string, urlOfPhoto: string, options: {
  47818. resolution?: number;
  47819. size?: number;
  47820. useDirectMapping?: boolean;
  47821. faceForward?: boolean;
  47822. }, scene: Scene, onError?: Nullable<(message?: string, exception?: any) => void>);
  47823. private _onBeforeCameraRenderObserver;
  47824. private _changeImageMode;
  47825. /**
  47826. * Releases resources associated with this node.
  47827. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  47828. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  47829. */
  47830. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  47831. }
  47832. }
  47833. declare module "babylonjs/Misc/rgbdTextureTools" {
  47834. import "babylonjs/Shaders/rgbdDecode.fragment";
  47835. import { Texture } from "babylonjs/Materials/Textures/texture";
  47836. /**
  47837. * Class used to host RGBD texture specific utilities
  47838. */
  47839. export class RGBDTextureTools {
  47840. /**
  47841. * Expand the RGBD Texture from RGBD to Half Float if possible.
  47842. * @param texture the texture to expand.
  47843. */
  47844. static ExpandRGBDTexture(texture: Texture): void;
  47845. }
  47846. }
  47847. declare module "babylonjs/Misc/brdfTextureTools" {
  47848. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  47849. import { Scene } from "babylonjs/scene";
  47850. /**
  47851. * Class used to host texture specific utilities
  47852. */
  47853. export class BRDFTextureTools {
  47854. /**
  47855. * Gets a default environment BRDF for MS-BRDF Height Correlated BRDF
  47856. * @param scene defines the hosting scene
  47857. * @returns the environment BRDF texture
  47858. */
  47859. static GetEnvironmentBRDFTexture(scene: Scene): BaseTexture;
  47860. private static _environmentBRDFBase64Texture;
  47861. }
  47862. }
  47863. declare module "babylonjs/Materials/PBR/pbrClearCoatConfiguration" {
  47864. import { Nullable } from "babylonjs/types";
  47865. import { Color3 } from "babylonjs/Maths/math.color";
  47866. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  47867. import { EffectFallbacks } from "babylonjs/Materials/effect";
  47868. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  47869. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  47870. import { Engine } from "babylonjs/Engines/engine";
  47871. import { Scene } from "babylonjs/scene";
  47872. /**
  47873. * @hidden
  47874. */
  47875. export interface IMaterialClearCoatDefines {
  47876. CLEARCOAT: boolean;
  47877. CLEARCOAT_DEFAULTIOR: boolean;
  47878. CLEARCOAT_TEXTURE: boolean;
  47879. CLEARCOAT_TEXTUREDIRECTUV: number;
  47880. CLEARCOAT_BUMP: boolean;
  47881. CLEARCOAT_BUMPDIRECTUV: number;
  47882. CLEARCOAT_TINT: boolean;
  47883. CLEARCOAT_TINT_TEXTURE: boolean;
  47884. CLEARCOAT_TINT_TEXTUREDIRECTUV: number;
  47885. /** @hidden */
  47886. _areTexturesDirty: boolean;
  47887. }
  47888. /**
  47889. * Define the code related to the clear coat parameters of the pbr material.
  47890. */
  47891. export class PBRClearCoatConfiguration {
  47892. /**
  47893. * This defaults to 1.5 corresponding to a 0.04 f0 or a 4% reflectance at normal incidence
  47894. * The default fits with a polyurethane material.
  47895. */
  47896. private static readonly _DefaultIndexOfRefraction;
  47897. private _isEnabled;
  47898. /**
  47899. * Defines if the clear coat is enabled in the material.
  47900. */
  47901. isEnabled: boolean;
  47902. /**
  47903. * Defines the clear coat layer strength (between 0 and 1) it defaults to 1.
  47904. */
  47905. intensity: number;
  47906. /**
  47907. * Defines the clear coat layer roughness.
  47908. */
  47909. roughness: number;
  47910. private _indexOfRefraction;
  47911. /**
  47912. * Defines the index of refraction of the clear coat.
  47913. * This defaults to 1.5 corresponding to a 0.04 f0 or a 4% reflectance at normal incidence
  47914. * The default fits with a polyurethane material.
  47915. * Changing the default value is more performance intensive.
  47916. */
  47917. indexOfRefraction: number;
  47918. private _texture;
  47919. /**
  47920. * Stores the clear coat values in a texture.
  47921. */
  47922. texture: Nullable<BaseTexture>;
  47923. private _bumpTexture;
  47924. /**
  47925. * Define the clear coat specific bump texture.
  47926. */
  47927. bumpTexture: Nullable<BaseTexture>;
  47928. private _isTintEnabled;
  47929. /**
  47930. * Defines if the clear coat tint is enabled in the material.
  47931. */
  47932. isTintEnabled: boolean;
  47933. /**
  47934. * Defines the clear coat tint of the material.
  47935. * This is only use if tint is enabled
  47936. */
  47937. tintColor: Color3;
  47938. /**
  47939. * Defines the distance at which the tint color should be found in the
  47940. * clear coat media.
  47941. * This is only use if tint is enabled
  47942. */
  47943. tintColorAtDistance: number;
  47944. /**
  47945. * Defines the clear coat layer thickness.
  47946. * This is only use if tint is enabled
  47947. */
  47948. tintThickness: number;
  47949. private _tintTexture;
  47950. /**
  47951. * Stores the clear tint values in a texture.
  47952. * rgb is tint
  47953. * a is a thickness factor
  47954. */
  47955. tintTexture: Nullable<BaseTexture>;
  47956. /** @hidden */
  47957. private _internalMarkAllSubMeshesAsTexturesDirty;
  47958. /** @hidden */
  47959. _markAllSubMeshesAsTexturesDirty(): void;
  47960. /**
  47961. * Instantiate a new istance of clear coat configuration.
  47962. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  47963. */
  47964. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  47965. /**
  47966. * Gets wehter the submesh is ready to be used or not.
  47967. * @param defines the list of "defines" to update.
  47968. * @param scene defines the scene the material belongs to.
  47969. * @param engine defines the engine the material belongs to.
  47970. * @param disableBumpMap defines wether the material disables bump or not.
  47971. * @returns - boolean indicating that the submesh is ready or not.
  47972. */
  47973. isReadyForSubMesh(defines: IMaterialClearCoatDefines, scene: Scene, engine: Engine, disableBumpMap: boolean): boolean;
  47974. /**
  47975. * Checks to see if a texture is used in the material.
  47976. * @param defines the list of "defines" to update.
  47977. * @param scene defines the scene to the material belongs to.
  47978. */
  47979. prepareDefines(defines: IMaterialClearCoatDefines, scene: Scene): void;
  47980. /**
  47981. * Binds the material data.
  47982. * @param uniformBuffer defines the Uniform buffer to fill in.
  47983. * @param scene defines the scene the material belongs to.
  47984. * @param engine defines the engine the material belongs to.
  47985. * @param disableBumpMap defines wether the material disables bump or not.
  47986. * @param isFrozen defines wether the material is frozen or not.
  47987. * @param invertNormalMapX If sets to true, x component of normal map value will be inverted (x = 1.0 - x).
  47988. * @param invertNormalMapY If sets to true, y component of normal map value will be inverted (y = 1.0 - y).
  47989. */
  47990. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, disableBumpMap: boolean, isFrozen: boolean, invertNormalMapX: boolean, invertNormalMapY: boolean): void;
  47991. /**
  47992. * Checks to see if a texture is used in the material.
  47993. * @param texture - Base texture to use.
  47994. * @returns - Boolean specifying if a texture is used in the material.
  47995. */
  47996. hasTexture(texture: BaseTexture): boolean;
  47997. /**
  47998. * Returns an array of the actively used textures.
  47999. * @param activeTextures Array of BaseTextures
  48000. */
  48001. getActiveTextures(activeTextures: BaseTexture[]): void;
  48002. /**
  48003. * Returns the animatable textures.
  48004. * @param animatables Array of animatable textures.
  48005. */
  48006. getAnimatables(animatables: IAnimatable[]): void;
  48007. /**
  48008. * Disposes the resources of the material.
  48009. * @param forceDisposeTextures - Forces the disposal of all textures.
  48010. */
  48011. dispose(forceDisposeTextures?: boolean): void;
  48012. /**
  48013. * Get the current class name of the texture useful for serialization or dynamic coding.
  48014. * @returns "PBRClearCoatConfiguration"
  48015. */
  48016. getClassName(): string;
  48017. /**
  48018. * Add fallbacks to the effect fallbacks list.
  48019. * @param defines defines the Base texture to use.
  48020. * @param fallbacks defines the current fallback list.
  48021. * @param currentRank defines the current fallback rank.
  48022. * @returns the new fallback rank.
  48023. */
  48024. static AddFallbacks(defines: IMaterialClearCoatDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  48025. /**
  48026. * Add the required uniforms to the current list.
  48027. * @param uniforms defines the current uniform list.
  48028. */
  48029. static AddUniforms(uniforms: string[]): void;
  48030. /**
  48031. * Add the required samplers to the current list.
  48032. * @param samplers defines the current sampler list.
  48033. */
  48034. static AddSamplers(samplers: string[]): void;
  48035. /**
  48036. * Add the required uniforms to the current buffer.
  48037. * @param uniformBuffer defines the current uniform buffer.
  48038. */
  48039. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  48040. /**
  48041. * Makes a duplicate of the current configuration into another one.
  48042. * @param clearCoatConfiguration define the config where to copy the info
  48043. */
  48044. copyTo(clearCoatConfiguration: PBRClearCoatConfiguration): void;
  48045. /**
  48046. * Serializes this clear coat configuration.
  48047. * @returns - An object with the serialized config.
  48048. */
  48049. serialize(): any;
  48050. /**
  48051. * Parses a anisotropy Configuration from a serialized object.
  48052. * @param source - Serialized object.
  48053. * @param scene Defines the scene we are parsing for
  48054. * @param rootUrl Defines the rootUrl to load from
  48055. */
  48056. parse(source: any, scene: Scene, rootUrl: string): void;
  48057. }
  48058. }
  48059. declare module "babylonjs/Materials/PBR/pbrAnisotropicConfiguration" {
  48060. import { EffectFallbacks } from "babylonjs/Materials/effect";
  48061. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  48062. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  48063. import { Vector2 } from "babylonjs/Maths/math.vector";
  48064. import { Scene } from "babylonjs/scene";
  48065. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  48066. import { Nullable } from "babylonjs/types";
  48067. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  48068. /**
  48069. * @hidden
  48070. */
  48071. export interface IMaterialAnisotropicDefines {
  48072. ANISOTROPIC: boolean;
  48073. ANISOTROPIC_TEXTURE: boolean;
  48074. ANISOTROPIC_TEXTUREDIRECTUV: number;
  48075. MAINUV1: boolean;
  48076. _areTexturesDirty: boolean;
  48077. _needUVs: boolean;
  48078. }
  48079. /**
  48080. * Define the code related to the anisotropic parameters of the pbr material.
  48081. */
  48082. export class PBRAnisotropicConfiguration {
  48083. private _isEnabled;
  48084. /**
  48085. * Defines if the anisotropy is enabled in the material.
  48086. */
  48087. isEnabled: boolean;
  48088. /**
  48089. * Defines the anisotropy strength (between 0 and 1) it defaults to 1.
  48090. */
  48091. intensity: number;
  48092. /**
  48093. * Defines if the effect is along the tangents, bitangents or in between.
  48094. * By default, the effect is "strectching" the highlights along the tangents.
  48095. */
  48096. direction: Vector2;
  48097. private _texture;
  48098. /**
  48099. * Stores the anisotropy values in a texture.
  48100. * rg is direction (like normal from -1 to 1)
  48101. * b is a intensity
  48102. */
  48103. texture: Nullable<BaseTexture>;
  48104. /** @hidden */
  48105. private _internalMarkAllSubMeshesAsTexturesDirty;
  48106. /** @hidden */
  48107. _markAllSubMeshesAsTexturesDirty(): void;
  48108. /**
  48109. * Instantiate a new istance of anisotropy configuration.
  48110. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  48111. */
  48112. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  48113. /**
  48114. * Specifies that the submesh is ready to be used.
  48115. * @param defines the list of "defines" to update.
  48116. * @param scene defines the scene the material belongs to.
  48117. * @returns - boolean indicating that the submesh is ready or not.
  48118. */
  48119. isReadyForSubMesh(defines: IMaterialAnisotropicDefines, scene: Scene): boolean;
  48120. /**
  48121. * Checks to see if a texture is used in the material.
  48122. * @param defines the list of "defines" to update.
  48123. * @param mesh the mesh we are preparing the defines for.
  48124. * @param scene defines the scene the material belongs to.
  48125. */
  48126. prepareDefines(defines: IMaterialAnisotropicDefines, mesh: AbstractMesh, scene: Scene): void;
  48127. /**
  48128. * Binds the material data.
  48129. * @param uniformBuffer defines the Uniform buffer to fill in.
  48130. * @param scene defines the scene the material belongs to.
  48131. * @param isFrozen defines wether the material is frozen or not.
  48132. */
  48133. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, isFrozen: boolean): void;
  48134. /**
  48135. * Checks to see if a texture is used in the material.
  48136. * @param texture - Base texture to use.
  48137. * @returns - Boolean specifying if a texture is used in the material.
  48138. */
  48139. hasTexture(texture: BaseTexture): boolean;
  48140. /**
  48141. * Returns an array of the actively used textures.
  48142. * @param activeTextures Array of BaseTextures
  48143. */
  48144. getActiveTextures(activeTextures: BaseTexture[]): void;
  48145. /**
  48146. * Returns the animatable textures.
  48147. * @param animatables Array of animatable textures.
  48148. */
  48149. getAnimatables(animatables: IAnimatable[]): void;
  48150. /**
  48151. * Disposes the resources of the material.
  48152. * @param forceDisposeTextures - Forces the disposal of all textures.
  48153. */
  48154. dispose(forceDisposeTextures?: boolean): void;
  48155. /**
  48156. * Get the current class name of the texture useful for serialization or dynamic coding.
  48157. * @returns "PBRAnisotropicConfiguration"
  48158. */
  48159. getClassName(): string;
  48160. /**
  48161. * Add fallbacks to the effect fallbacks list.
  48162. * @param defines defines the Base texture to use.
  48163. * @param fallbacks defines the current fallback list.
  48164. * @param currentRank defines the current fallback rank.
  48165. * @returns the new fallback rank.
  48166. */
  48167. static AddFallbacks(defines: IMaterialAnisotropicDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  48168. /**
  48169. * Add the required uniforms to the current list.
  48170. * @param uniforms defines the current uniform list.
  48171. */
  48172. static AddUniforms(uniforms: string[]): void;
  48173. /**
  48174. * Add the required uniforms to the current buffer.
  48175. * @param uniformBuffer defines the current uniform buffer.
  48176. */
  48177. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  48178. /**
  48179. * Add the required samplers to the current list.
  48180. * @param samplers defines the current sampler list.
  48181. */
  48182. static AddSamplers(samplers: string[]): void;
  48183. /**
  48184. * Makes a duplicate of the current configuration into another one.
  48185. * @param anisotropicConfiguration define the config where to copy the info
  48186. */
  48187. copyTo(anisotropicConfiguration: PBRAnisotropicConfiguration): void;
  48188. /**
  48189. * Serializes this anisotropy configuration.
  48190. * @returns - An object with the serialized config.
  48191. */
  48192. serialize(): any;
  48193. /**
  48194. * Parses a anisotropy Configuration from a serialized object.
  48195. * @param source - Serialized object.
  48196. * @param scene Defines the scene we are parsing for
  48197. * @param rootUrl Defines the rootUrl to load from
  48198. */
  48199. parse(source: any, scene: Scene, rootUrl: string): void;
  48200. }
  48201. }
  48202. declare module "babylonjs/Materials/PBR/pbrBRDFConfiguration" {
  48203. import { Scene } from "babylonjs/scene";
  48204. /**
  48205. * @hidden
  48206. */
  48207. export interface IMaterialBRDFDefines {
  48208. BRDF_V_HEIGHT_CORRELATED: boolean;
  48209. MS_BRDF_ENERGY_CONSERVATION: boolean;
  48210. SPHERICAL_HARMONICS: boolean;
  48211. /** @hidden */
  48212. _areMiscDirty: boolean;
  48213. }
  48214. /**
  48215. * Define the code related to the BRDF parameters of the pbr material.
  48216. */
  48217. export class PBRBRDFConfiguration {
  48218. /**
  48219. * Default value used for the energy conservation.
  48220. * This should only be changed to adapt to the type of texture in scene.environmentBRDFTexture.
  48221. */
  48222. static DEFAULT_USE_ENERGY_CONSERVATION: boolean;
  48223. /**
  48224. * Default value used for the Smith Visibility Height Correlated mode.
  48225. * This should only be changed to adapt to the type of texture in scene.environmentBRDFTexture.
  48226. */
  48227. static DEFAULT_USE_SMITH_VISIBILITY_HEIGHT_CORRELATED: boolean;
  48228. /**
  48229. * Default value used for the IBL diffuse part.
  48230. * This can help switching back to the polynomials mode globally which is a tiny bit
  48231. * less GPU intensive at the drawback of a lower quality.
  48232. */
  48233. static DEFAULT_USE_SPHERICAL_HARMONICS: boolean;
  48234. private _useEnergyConservation;
  48235. /**
  48236. * Defines if the material uses energy conservation.
  48237. */
  48238. useEnergyConservation: boolean;
  48239. private _useSmithVisibilityHeightCorrelated;
  48240. /**
  48241. * LEGACY Mode set to false
  48242. * Defines if the material uses height smith correlated visibility term.
  48243. * If you intent to not use our default BRDF, you need to load a separate BRDF Texture for the PBR
  48244. * You can either load https://assets.babylonjs.com/environments/uncorrelatedBRDF.png
  48245. * or https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds to have more precision
  48246. * Not relying on height correlated will also disable energy conservation.
  48247. */
  48248. useSmithVisibilityHeightCorrelated: boolean;
  48249. private _useSphericalHarmonics;
  48250. /**
  48251. * LEGACY Mode set to false
  48252. * Defines if the material uses spherical harmonics vs spherical polynomials for the
  48253. * diffuse part of the IBL.
  48254. * The harmonics despite a tiny bigger cost has been proven to provide closer results
  48255. * to the ground truth.
  48256. */
  48257. useSphericalHarmonics: boolean;
  48258. /** @hidden */
  48259. private _internalMarkAllSubMeshesAsMiscDirty;
  48260. /** @hidden */
  48261. _markAllSubMeshesAsMiscDirty(): void;
  48262. /**
  48263. * Instantiate a new istance of clear coat configuration.
  48264. * @param markAllSubMeshesAsMiscDirty Callback to flag the material to dirty
  48265. */
  48266. constructor(markAllSubMeshesAsMiscDirty: () => void);
  48267. /**
  48268. * Checks to see if a texture is used in the material.
  48269. * @param defines the list of "defines" to update.
  48270. */
  48271. prepareDefines(defines: IMaterialBRDFDefines): void;
  48272. /**
  48273. * Get the current class name of the texture useful for serialization or dynamic coding.
  48274. * @returns "PBRClearCoatConfiguration"
  48275. */
  48276. getClassName(): string;
  48277. /**
  48278. * Makes a duplicate of the current configuration into another one.
  48279. * @param brdfConfiguration define the config where to copy the info
  48280. */
  48281. copyTo(brdfConfiguration: PBRBRDFConfiguration): void;
  48282. /**
  48283. * Serializes this BRDF configuration.
  48284. * @returns - An object with the serialized config.
  48285. */
  48286. serialize(): any;
  48287. /**
  48288. * Parses a anisotropy Configuration from a serialized object.
  48289. * @param source - Serialized object.
  48290. * @param scene Defines the scene we are parsing for
  48291. * @param rootUrl Defines the rootUrl to load from
  48292. */
  48293. parse(source: any, scene: Scene, rootUrl: string): void;
  48294. }
  48295. }
  48296. declare module "babylonjs/Materials/PBR/pbrSheenConfiguration" {
  48297. import { EffectFallbacks } from "babylonjs/Materials/effect";
  48298. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  48299. import { Color3 } from "babylonjs/Maths/math.color";
  48300. import { Scene } from "babylonjs/scene";
  48301. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  48302. import { Nullable } from "babylonjs/types";
  48303. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  48304. /**
  48305. * @hidden
  48306. */
  48307. export interface IMaterialSheenDefines {
  48308. SHEEN: boolean;
  48309. SHEEN_TEXTURE: boolean;
  48310. SHEEN_TEXTUREDIRECTUV: number;
  48311. SHEEN_LINKWITHALBEDO: boolean;
  48312. /** @hidden */
  48313. _areTexturesDirty: boolean;
  48314. }
  48315. /**
  48316. * Define the code related to the Sheen parameters of the pbr material.
  48317. */
  48318. export class PBRSheenConfiguration {
  48319. private _isEnabled;
  48320. /**
  48321. * Defines if the material uses sheen.
  48322. */
  48323. isEnabled: boolean;
  48324. private _linkSheenWithAlbedo;
  48325. /**
  48326. * Defines if the sheen is linked to the sheen color.
  48327. */
  48328. linkSheenWithAlbedo: boolean;
  48329. /**
  48330. * Defines the sheen intensity.
  48331. */
  48332. intensity: number;
  48333. /**
  48334. * Defines the sheen color.
  48335. */
  48336. color: Color3;
  48337. private _texture;
  48338. /**
  48339. * Stores the sheen tint values in a texture.
  48340. * rgb is tint
  48341. * a is a intensity
  48342. */
  48343. texture: Nullable<BaseTexture>;
  48344. /** @hidden */
  48345. private _internalMarkAllSubMeshesAsTexturesDirty;
  48346. /** @hidden */
  48347. _markAllSubMeshesAsTexturesDirty(): void;
  48348. /**
  48349. * Instantiate a new istance of clear coat configuration.
  48350. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  48351. */
  48352. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  48353. /**
  48354. * Specifies that the submesh is ready to be used.
  48355. * @param defines the list of "defines" to update.
  48356. * @param scene defines the scene the material belongs to.
  48357. * @returns - boolean indicating that the submesh is ready or not.
  48358. */
  48359. isReadyForSubMesh(defines: IMaterialSheenDefines, scene: Scene): boolean;
  48360. /**
  48361. * Checks to see if a texture is used in the material.
  48362. * @param defines the list of "defines" to update.
  48363. * @param scene defines the scene the material belongs to.
  48364. */
  48365. prepareDefines(defines: IMaterialSheenDefines, scene: Scene): void;
  48366. /**
  48367. * Binds the material data.
  48368. * @param uniformBuffer defines the Uniform buffer to fill in.
  48369. * @param scene defines the scene the material belongs to.
  48370. * @param isFrozen defines wether the material is frozen or not.
  48371. */
  48372. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, isFrozen: boolean): void;
  48373. /**
  48374. * Checks to see if a texture is used in the material.
  48375. * @param texture - Base texture to use.
  48376. * @returns - Boolean specifying if a texture is used in the material.
  48377. */
  48378. hasTexture(texture: BaseTexture): boolean;
  48379. /**
  48380. * Returns an array of the actively used textures.
  48381. * @param activeTextures Array of BaseTextures
  48382. */
  48383. getActiveTextures(activeTextures: BaseTexture[]): void;
  48384. /**
  48385. * Returns the animatable textures.
  48386. * @param animatables Array of animatable textures.
  48387. */
  48388. getAnimatables(animatables: IAnimatable[]): void;
  48389. /**
  48390. * Disposes the resources of the material.
  48391. * @param forceDisposeTextures - Forces the disposal of all textures.
  48392. */
  48393. dispose(forceDisposeTextures?: boolean): void;
  48394. /**
  48395. * Get the current class name of the texture useful for serialization or dynamic coding.
  48396. * @returns "PBRSheenConfiguration"
  48397. */
  48398. getClassName(): string;
  48399. /**
  48400. * Add fallbacks to the effect fallbacks list.
  48401. * @param defines defines the Base texture to use.
  48402. * @param fallbacks defines the current fallback list.
  48403. * @param currentRank defines the current fallback rank.
  48404. * @returns the new fallback rank.
  48405. */
  48406. static AddFallbacks(defines: IMaterialSheenDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  48407. /**
  48408. * Add the required uniforms to the current list.
  48409. * @param uniforms defines the current uniform list.
  48410. */
  48411. static AddUniforms(uniforms: string[]): void;
  48412. /**
  48413. * Add the required uniforms to the current buffer.
  48414. * @param uniformBuffer defines the current uniform buffer.
  48415. */
  48416. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  48417. /**
  48418. * Add the required samplers to the current list.
  48419. * @param samplers defines the current sampler list.
  48420. */
  48421. static AddSamplers(samplers: string[]): void;
  48422. /**
  48423. * Makes a duplicate of the current configuration into another one.
  48424. * @param sheenConfiguration define the config where to copy the info
  48425. */
  48426. copyTo(sheenConfiguration: PBRSheenConfiguration): void;
  48427. /**
  48428. * Serializes this BRDF configuration.
  48429. * @returns - An object with the serialized config.
  48430. */
  48431. serialize(): any;
  48432. /**
  48433. * Parses a anisotropy Configuration from a serialized object.
  48434. * @param source - Serialized object.
  48435. * @param scene Defines the scene we are parsing for
  48436. * @param rootUrl Defines the rootUrl to load from
  48437. */
  48438. parse(source: any, scene: Scene, rootUrl: string): void;
  48439. }
  48440. }
  48441. declare module "babylonjs/Materials/PBR/pbrSubSurfaceConfiguration" {
  48442. import { Nullable } from "babylonjs/types";
  48443. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  48444. import { Color3 } from "babylonjs/Maths/math.color";
  48445. import { SmartArray } from "babylonjs/Misc/smartArray";
  48446. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  48447. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  48448. import { Effect, EffectFallbacks } from "babylonjs/Materials/effect";
  48449. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  48450. import { Engine } from "babylonjs/Engines/engine";
  48451. import { Scene } from "babylonjs/scene";
  48452. /**
  48453. * @hidden
  48454. */
  48455. export interface IMaterialSubSurfaceDefines {
  48456. SUBSURFACE: boolean;
  48457. SS_REFRACTION: boolean;
  48458. SS_TRANSLUCENCY: boolean;
  48459. SS_SCATERRING: boolean;
  48460. SS_THICKNESSANDMASK_TEXTURE: boolean;
  48461. SS_THICKNESSANDMASK_TEXTUREDIRECTUV: number;
  48462. SS_REFRACTIONMAP_3D: boolean;
  48463. SS_REFRACTIONMAP_OPPOSITEZ: boolean;
  48464. SS_LODINREFRACTIONALPHA: boolean;
  48465. SS_GAMMAREFRACTION: boolean;
  48466. SS_RGBDREFRACTION: boolean;
  48467. SS_LINEARSPECULARREFRACTION: boolean;
  48468. SS_LINKREFRACTIONTOTRANSPARENCY: boolean;
  48469. SS_MASK_FROM_THICKNESS_TEXTURE: boolean;
  48470. /** @hidden */
  48471. _areTexturesDirty: boolean;
  48472. }
  48473. /**
  48474. * Define the code related to the sub surface parameters of the pbr material.
  48475. */
  48476. export class PBRSubSurfaceConfiguration {
  48477. private _isRefractionEnabled;
  48478. /**
  48479. * Defines if the refraction is enabled in the material.
  48480. */
  48481. isRefractionEnabled: boolean;
  48482. private _isTranslucencyEnabled;
  48483. /**
  48484. * Defines if the translucency is enabled in the material.
  48485. */
  48486. isTranslucencyEnabled: boolean;
  48487. private _isScatteringEnabled;
  48488. /**
  48489. * Defines the refraction intensity of the material.
  48490. * The refraction when enabled replaces the Diffuse part of the material.
  48491. * The intensity helps transitionning between diffuse and refraction.
  48492. */
  48493. refractionIntensity: number;
  48494. /**
  48495. * Defines the translucency intensity of the material.
  48496. * When translucency has been enabled, this defines how much of the "translucency"
  48497. * is addded to the diffuse part of the material.
  48498. */
  48499. translucencyIntensity: number;
  48500. /**
  48501. * Defines the scattering intensity of the material.
  48502. * When scattering has been enabled, this defines how much of the "scattered light"
  48503. * is addded to the diffuse part of the material.
  48504. */
  48505. scatteringIntensity: number;
  48506. private _thicknessTexture;
  48507. /**
  48508. * Stores the average thickness of a mesh in a texture (The texture is holding the values linearly).
  48509. * The red channel of the texture should contain the thickness remapped between 0 and 1.
  48510. * 0 would mean minimumThickness
  48511. * 1 would mean maximumThickness
  48512. * The other channels might be use as a mask to vary the different effects intensity.
  48513. */
  48514. thicknessTexture: Nullable<BaseTexture>;
  48515. private _refractionTexture;
  48516. /**
  48517. * Defines the texture to use for refraction.
  48518. */
  48519. refractionTexture: Nullable<BaseTexture>;
  48520. private _indexOfRefraction;
  48521. /**
  48522. * Defines the index of refraction used in the material.
  48523. * https://en.wikipedia.org/wiki/List_of_refractive_indices
  48524. */
  48525. indexOfRefraction: number;
  48526. private _invertRefractionY;
  48527. /**
  48528. * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
  48529. */
  48530. invertRefractionY: boolean;
  48531. private _linkRefractionWithTransparency;
  48532. /**
  48533. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  48534. * Materials half opaque for instance using refraction could benefit from this control.
  48535. */
  48536. linkRefractionWithTransparency: boolean;
  48537. /**
  48538. * Defines the minimum thickness stored in the thickness map.
  48539. * If no thickness map is defined, this value will be used to simulate thickness.
  48540. */
  48541. minimumThickness: number;
  48542. /**
  48543. * Defines the maximum thickness stored in the thickness map.
  48544. */
  48545. maximumThickness: number;
  48546. /**
  48547. * Defines the volume tint of the material.
  48548. * This is used for both translucency and scattering.
  48549. */
  48550. tintColor: Color3;
  48551. /**
  48552. * Defines the distance at which the tint color should be found in the media.
  48553. * This is used for refraction only.
  48554. */
  48555. tintColorAtDistance: number;
  48556. /**
  48557. * Defines how far each channel transmit through the media.
  48558. * It is defined as a color to simplify it selection.
  48559. */
  48560. diffusionDistance: Color3;
  48561. private _useMaskFromThicknessTexture;
  48562. /**
  48563. * Stores the intensity of the different subsurface effects in the thickness texture.
  48564. * * the green channel is the translucency intensity.
  48565. * * the blue channel is the scattering intensity.
  48566. * * the alpha channel is the refraction intensity.
  48567. */
  48568. useMaskFromThicknessTexture: boolean;
  48569. /** @hidden */
  48570. private _internalMarkAllSubMeshesAsTexturesDirty;
  48571. /** @hidden */
  48572. _markAllSubMeshesAsTexturesDirty(): void;
  48573. /**
  48574. * Instantiate a new istance of sub surface configuration.
  48575. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  48576. */
  48577. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  48578. /**
  48579. * Gets wehter the submesh is ready to be used or not.
  48580. * @param defines the list of "defines" to update.
  48581. * @param scene defines the scene the material belongs to.
  48582. * @returns - boolean indicating that the submesh is ready or not.
  48583. */
  48584. isReadyForSubMesh(defines: IMaterialSubSurfaceDefines, scene: Scene): boolean;
  48585. /**
  48586. * Checks to see if a texture is used in the material.
  48587. * @param defines the list of "defines" to update.
  48588. * @param scene defines the scene to the material belongs to.
  48589. */
  48590. prepareDefines(defines: IMaterialSubSurfaceDefines, scene: Scene): void;
  48591. /**
  48592. * Binds the material data.
  48593. * @param uniformBuffer defines the Uniform buffer to fill in.
  48594. * @param scene defines the scene the material belongs to.
  48595. * @param engine defines the engine the material belongs to.
  48596. * @param isFrozen defines wether the material is frozen or not.
  48597. * @param lodBasedMicrosurface defines wether the material relies on lod based microsurface or not.
  48598. */
  48599. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, isFrozen: boolean, lodBasedMicrosurface: boolean): void;
  48600. /**
  48601. * Unbinds the material from the mesh.
  48602. * @param activeEffect defines the effect that should be unbound from.
  48603. * @returns true if unbound, otherwise false
  48604. */
  48605. unbind(activeEffect: Effect): boolean;
  48606. /**
  48607. * Returns the texture used for refraction or null if none is used.
  48608. * @param scene defines the scene the material belongs to.
  48609. * @returns - Refraction texture if present. If no refraction texture and refraction
  48610. * is linked with transparency, returns environment texture. Otherwise, returns null.
  48611. */
  48612. private _getRefractionTexture;
  48613. /**
  48614. * Returns true if alpha blending should be disabled.
  48615. */
  48616. readonly disableAlphaBlending: boolean;
  48617. /**
  48618. * Fills the list of render target textures.
  48619. * @param renderTargets the list of render targets to update
  48620. */
  48621. fillRenderTargetTextures(renderTargets: SmartArray<RenderTargetTexture>): void;
  48622. /**
  48623. * Checks to see if a texture is used in the material.
  48624. * @param texture - Base texture to use.
  48625. * @returns - Boolean specifying if a texture is used in the material.
  48626. */
  48627. hasTexture(texture: BaseTexture): boolean;
  48628. /**
  48629. * Gets a boolean indicating that current material needs to register RTT
  48630. * @returns true if this uses a render target otherwise false.
  48631. */
  48632. hasRenderTargetTextures(): boolean;
  48633. /**
  48634. * Returns an array of the actively used textures.
  48635. * @param activeTextures Array of BaseTextures
  48636. */
  48637. getActiveTextures(activeTextures: BaseTexture[]): void;
  48638. /**
  48639. * Returns the animatable textures.
  48640. * @param animatables Array of animatable textures.
  48641. */
  48642. getAnimatables(animatables: IAnimatable[]): void;
  48643. /**
  48644. * Disposes the resources of the material.
  48645. * @param forceDisposeTextures - Forces the disposal of all textures.
  48646. */
  48647. dispose(forceDisposeTextures?: boolean): void;
  48648. /**
  48649. * Get the current class name of the texture useful for serialization or dynamic coding.
  48650. * @returns "PBRSubSurfaceConfiguration"
  48651. */
  48652. getClassName(): string;
  48653. /**
  48654. * Add fallbacks to the effect fallbacks list.
  48655. * @param defines defines the Base texture to use.
  48656. * @param fallbacks defines the current fallback list.
  48657. * @param currentRank defines the current fallback rank.
  48658. * @returns the new fallback rank.
  48659. */
  48660. static AddFallbacks(defines: IMaterialSubSurfaceDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  48661. /**
  48662. * Add the required uniforms to the current list.
  48663. * @param uniforms defines the current uniform list.
  48664. */
  48665. static AddUniforms(uniforms: string[]): void;
  48666. /**
  48667. * Add the required samplers to the current list.
  48668. * @param samplers defines the current sampler list.
  48669. */
  48670. static AddSamplers(samplers: string[]): void;
  48671. /**
  48672. * Add the required uniforms to the current buffer.
  48673. * @param uniformBuffer defines the current uniform buffer.
  48674. */
  48675. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  48676. /**
  48677. * Makes a duplicate of the current configuration into another one.
  48678. * @param configuration define the config where to copy the info
  48679. */
  48680. copyTo(configuration: PBRSubSurfaceConfiguration): void;
  48681. /**
  48682. * Serializes this Sub Surface configuration.
  48683. * @returns - An object with the serialized config.
  48684. */
  48685. serialize(): any;
  48686. /**
  48687. * Parses a anisotropy Configuration from a serialized object.
  48688. * @param source - Serialized object.
  48689. * @param scene Defines the scene we are parsing for
  48690. * @param rootUrl Defines the rootUrl to load from
  48691. */
  48692. parse(source: any, scene: Scene, rootUrl: string): void;
  48693. }
  48694. }
  48695. declare module "babylonjs/Shaders/ShadersInclude/pbrFragmentDeclaration" {
  48696. /** @hidden */
  48697. export var pbrFragmentDeclaration: {
  48698. name: string;
  48699. shader: string;
  48700. };
  48701. }
  48702. declare module "babylonjs/Shaders/ShadersInclude/pbrUboDeclaration" {
  48703. /** @hidden */
  48704. export var pbrUboDeclaration: {
  48705. name: string;
  48706. shader: string;
  48707. };
  48708. }
  48709. declare module "babylonjs/Shaders/ShadersInclude/pbrFragmentExtraDeclaration" {
  48710. /** @hidden */
  48711. export var pbrFragmentExtraDeclaration: {
  48712. name: string;
  48713. shader: string;
  48714. };
  48715. }
  48716. declare module "babylonjs/Shaders/ShadersInclude/pbrFragmentSamplersDeclaration" {
  48717. /** @hidden */
  48718. export var pbrFragmentSamplersDeclaration: {
  48719. name: string;
  48720. shader: string;
  48721. };
  48722. }
  48723. declare module "babylonjs/Shaders/ShadersInclude/pbrHelperFunctions" {
  48724. /** @hidden */
  48725. export var pbrHelperFunctions: {
  48726. name: string;
  48727. shader: string;
  48728. };
  48729. }
  48730. declare module "babylonjs/Shaders/ShadersInclude/harmonicsFunctions" {
  48731. /** @hidden */
  48732. export var harmonicsFunctions: {
  48733. name: string;
  48734. shader: string;
  48735. };
  48736. }
  48737. declare module "babylonjs/Shaders/ShadersInclude/pbrDirectLightingSetupFunctions" {
  48738. /** @hidden */
  48739. export var pbrDirectLightingSetupFunctions: {
  48740. name: string;
  48741. shader: string;
  48742. };
  48743. }
  48744. declare module "babylonjs/Shaders/ShadersInclude/pbrDirectLightingFalloffFunctions" {
  48745. /** @hidden */
  48746. export var pbrDirectLightingFalloffFunctions: {
  48747. name: string;
  48748. shader: string;
  48749. };
  48750. }
  48751. declare module "babylonjs/Shaders/ShadersInclude/pbrBRDFFunctions" {
  48752. /** @hidden */
  48753. export var pbrBRDFFunctions: {
  48754. name: string;
  48755. shader: string;
  48756. };
  48757. }
  48758. declare module "babylonjs/Shaders/ShadersInclude/pbrDirectLightingFunctions" {
  48759. /** @hidden */
  48760. export var pbrDirectLightingFunctions: {
  48761. name: string;
  48762. shader: string;
  48763. };
  48764. }
  48765. declare module "babylonjs/Shaders/ShadersInclude/pbrIBLFunctions" {
  48766. /** @hidden */
  48767. export var pbrIBLFunctions: {
  48768. name: string;
  48769. shader: string;
  48770. };
  48771. }
  48772. declare module "babylonjs/Shaders/ShadersInclude/pbrDebug" {
  48773. /** @hidden */
  48774. export var pbrDebug: {
  48775. name: string;
  48776. shader: string;
  48777. };
  48778. }
  48779. declare module "babylonjs/Shaders/pbr.fragment" {
  48780. import "babylonjs/Shaders/ShadersInclude/pbrFragmentDeclaration";
  48781. import "babylonjs/Shaders/ShadersInclude/pbrUboDeclaration";
  48782. import "babylonjs/Shaders/ShadersInclude/pbrFragmentExtraDeclaration";
  48783. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  48784. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  48785. import "babylonjs/Shaders/ShadersInclude/pbrFragmentSamplersDeclaration";
  48786. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  48787. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  48788. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  48789. import "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration";
  48790. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  48791. import "babylonjs/Shaders/ShadersInclude/pbrHelperFunctions";
  48792. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  48793. import "babylonjs/Shaders/ShadersInclude/shadowsFragmentFunctions";
  48794. import "babylonjs/Shaders/ShadersInclude/harmonicsFunctions";
  48795. import "babylonjs/Shaders/ShadersInclude/pbrDirectLightingSetupFunctions";
  48796. import "babylonjs/Shaders/ShadersInclude/pbrDirectLightingFalloffFunctions";
  48797. import "babylonjs/Shaders/ShadersInclude/pbrBRDFFunctions";
  48798. import "babylonjs/Shaders/ShadersInclude/pbrDirectLightingFunctions";
  48799. import "babylonjs/Shaders/ShadersInclude/pbrIBLFunctions";
  48800. import "babylonjs/Shaders/ShadersInclude/bumpFragmentFunctions";
  48801. import "babylonjs/Shaders/ShadersInclude/reflectionFunction";
  48802. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  48803. import "babylonjs/Shaders/ShadersInclude/bumpFragment";
  48804. import "babylonjs/Shaders/ShadersInclude/depthPrePass";
  48805. import "babylonjs/Shaders/ShadersInclude/lightFragment";
  48806. import "babylonjs/Shaders/ShadersInclude/logDepthFragment";
  48807. import "babylonjs/Shaders/ShadersInclude/fogFragment";
  48808. import "babylonjs/Shaders/ShadersInclude/pbrDebug";
  48809. /** @hidden */
  48810. export var pbrPixelShader: {
  48811. name: string;
  48812. shader: string;
  48813. };
  48814. }
  48815. declare module "babylonjs/Shaders/ShadersInclude/pbrVertexDeclaration" {
  48816. /** @hidden */
  48817. export var pbrVertexDeclaration: {
  48818. name: string;
  48819. shader: string;
  48820. };
  48821. }
  48822. declare module "babylonjs/Shaders/pbr.vertex" {
  48823. import "babylonjs/Shaders/ShadersInclude/pbrVertexDeclaration";
  48824. import "babylonjs/Shaders/ShadersInclude/pbrUboDeclaration";
  48825. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  48826. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  48827. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  48828. import "babylonjs/Shaders/ShadersInclude/harmonicsFunctions";
  48829. import "babylonjs/Shaders/ShadersInclude/bumpVertexDeclaration";
  48830. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  48831. import "babylonjs/Shaders/ShadersInclude/fogVertexDeclaration";
  48832. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  48833. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  48834. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  48835. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  48836. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  48837. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  48838. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  48839. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  48840. import "babylonjs/Shaders/ShadersInclude/bumpVertex";
  48841. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  48842. import "babylonjs/Shaders/ShadersInclude/fogVertex";
  48843. import "babylonjs/Shaders/ShadersInclude/shadowsVertex";
  48844. import "babylonjs/Shaders/ShadersInclude/logDepthVertex";
  48845. /** @hidden */
  48846. export var pbrVertexShader: {
  48847. name: string;
  48848. shader: string;
  48849. };
  48850. }
  48851. declare module "babylonjs/Materials/PBR/pbrBaseMaterial" {
  48852. import { Nullable } from "babylonjs/types";
  48853. import { Scene } from "babylonjs/scene";
  48854. import { Matrix } from "babylonjs/Maths/math.vector";
  48855. import { SubMesh } from "babylonjs/Meshes/subMesh";
  48856. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  48857. import { Mesh } from "babylonjs/Meshes/mesh";
  48858. import { IMaterialClearCoatDefines, PBRClearCoatConfiguration } from "babylonjs/Materials/PBR/pbrClearCoatConfiguration";
  48859. import { IMaterialAnisotropicDefines, PBRAnisotropicConfiguration } from "babylonjs/Materials/PBR/pbrAnisotropicConfiguration";
  48860. import { IMaterialBRDFDefines, PBRBRDFConfiguration } from "babylonjs/Materials/PBR/pbrBRDFConfiguration";
  48861. import { IMaterialSheenDefines, PBRSheenConfiguration } from "babylonjs/Materials/PBR/pbrSheenConfiguration";
  48862. import { IMaterialSubSurfaceDefines, PBRSubSurfaceConfiguration } from "babylonjs/Materials/PBR/pbrSubSurfaceConfiguration";
  48863. import { Color3 } from "babylonjs/Maths/math.color";
  48864. import { ImageProcessingConfiguration, IImageProcessingConfigurationDefines } from "babylonjs/Materials/imageProcessingConfiguration";
  48865. import { Material } from "babylonjs/Materials/material";
  48866. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  48867. import { PushMaterial } from "babylonjs/Materials/pushMaterial";
  48868. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  48869. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  48870. import "babylonjs/Shaders/pbr.fragment";
  48871. import "babylonjs/Shaders/pbr.vertex";
  48872. /**
  48873. * Manages the defines for the PBR Material.
  48874. * @hidden
  48875. */
  48876. export class PBRMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines, IMaterialClearCoatDefines, IMaterialAnisotropicDefines, IMaterialBRDFDefines, IMaterialSheenDefines, IMaterialSubSurfaceDefines {
  48877. PBR: boolean;
  48878. MAINUV1: boolean;
  48879. MAINUV2: boolean;
  48880. UV1: boolean;
  48881. UV2: boolean;
  48882. ALBEDO: boolean;
  48883. ALBEDODIRECTUV: number;
  48884. VERTEXCOLOR: boolean;
  48885. AMBIENT: boolean;
  48886. AMBIENTDIRECTUV: number;
  48887. AMBIENTINGRAYSCALE: boolean;
  48888. OPACITY: boolean;
  48889. VERTEXALPHA: boolean;
  48890. OPACITYDIRECTUV: number;
  48891. OPACITYRGB: boolean;
  48892. ALPHATEST: boolean;
  48893. DEPTHPREPASS: boolean;
  48894. ALPHABLEND: boolean;
  48895. ALPHAFROMALBEDO: boolean;
  48896. ALPHATESTVALUE: string;
  48897. SPECULAROVERALPHA: boolean;
  48898. RADIANCEOVERALPHA: boolean;
  48899. ALPHAFRESNEL: boolean;
  48900. LINEARALPHAFRESNEL: boolean;
  48901. PREMULTIPLYALPHA: boolean;
  48902. EMISSIVE: boolean;
  48903. EMISSIVEDIRECTUV: number;
  48904. REFLECTIVITY: boolean;
  48905. REFLECTIVITYDIRECTUV: number;
  48906. SPECULARTERM: boolean;
  48907. MICROSURFACEFROMREFLECTIVITYMAP: boolean;
  48908. MICROSURFACEAUTOMATIC: boolean;
  48909. LODBASEDMICROSFURACE: boolean;
  48910. MICROSURFACEMAP: boolean;
  48911. MICROSURFACEMAPDIRECTUV: number;
  48912. METALLICWORKFLOW: boolean;
  48913. ROUGHNESSSTOREINMETALMAPALPHA: boolean;
  48914. ROUGHNESSSTOREINMETALMAPGREEN: boolean;
  48915. METALLNESSSTOREINMETALMAPBLUE: boolean;
  48916. AOSTOREINMETALMAPRED: boolean;
  48917. ENVIRONMENTBRDF: boolean;
  48918. ENVIRONMENTBRDF_RGBD: boolean;
  48919. NORMAL: boolean;
  48920. TANGENT: boolean;
  48921. BUMP: boolean;
  48922. BUMPDIRECTUV: number;
  48923. OBJECTSPACE_NORMALMAP: boolean;
  48924. PARALLAX: boolean;
  48925. PARALLAXOCCLUSION: boolean;
  48926. NORMALXYSCALE: boolean;
  48927. LIGHTMAP: boolean;
  48928. LIGHTMAPDIRECTUV: number;
  48929. USELIGHTMAPASSHADOWMAP: boolean;
  48930. GAMMALIGHTMAP: boolean;
  48931. RGBDLIGHTMAP: boolean;
  48932. REFLECTION: boolean;
  48933. REFLECTIONMAP_3D: boolean;
  48934. REFLECTIONMAP_SPHERICAL: boolean;
  48935. REFLECTIONMAP_PLANAR: boolean;
  48936. REFLECTIONMAP_CUBIC: boolean;
  48937. USE_LOCAL_REFLECTIONMAP_CUBIC: boolean;
  48938. REFLECTIONMAP_PROJECTION: boolean;
  48939. REFLECTIONMAP_SKYBOX: boolean;
  48940. REFLECTIONMAP_SKYBOX_TRANSFORMED: boolean;
  48941. REFLECTIONMAP_EXPLICIT: boolean;
  48942. REFLECTIONMAP_EQUIRECTANGULAR: boolean;
  48943. REFLECTIONMAP_EQUIRECTANGULAR_FIXED: boolean;
  48944. REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED: boolean;
  48945. INVERTCUBICMAP: boolean;
  48946. USESPHERICALFROMREFLECTIONMAP: boolean;
  48947. USEIRRADIANCEMAP: boolean;
  48948. SPHERICAL_HARMONICS: boolean;
  48949. USESPHERICALINVERTEX: boolean;
  48950. REFLECTIONMAP_OPPOSITEZ: boolean;
  48951. LODINREFLECTIONALPHA: boolean;
  48952. GAMMAREFLECTION: boolean;
  48953. RGBDREFLECTION: boolean;
  48954. LINEARSPECULARREFLECTION: boolean;
  48955. RADIANCEOCCLUSION: boolean;
  48956. HORIZONOCCLUSION: boolean;
  48957. INSTANCES: boolean;
  48958. NUM_BONE_INFLUENCERS: number;
  48959. BonesPerMesh: number;
  48960. BONETEXTURE: boolean;
  48961. NONUNIFORMSCALING: boolean;
  48962. MORPHTARGETS: boolean;
  48963. MORPHTARGETS_NORMAL: boolean;
  48964. MORPHTARGETS_TANGENT: boolean;
  48965. MORPHTARGETS_UV: boolean;
  48966. NUM_MORPH_INFLUENCERS: number;
  48967. IMAGEPROCESSING: boolean;
  48968. VIGNETTE: boolean;
  48969. VIGNETTEBLENDMODEMULTIPLY: boolean;
  48970. VIGNETTEBLENDMODEOPAQUE: boolean;
  48971. TONEMAPPING: boolean;
  48972. TONEMAPPING_ACES: boolean;
  48973. CONTRAST: boolean;
  48974. COLORCURVES: boolean;
  48975. COLORGRADING: boolean;
  48976. COLORGRADING3D: boolean;
  48977. SAMPLER3DGREENDEPTH: boolean;
  48978. SAMPLER3DBGRMAP: boolean;
  48979. IMAGEPROCESSINGPOSTPROCESS: boolean;
  48980. EXPOSURE: boolean;
  48981. MULTIVIEW: boolean;
  48982. USEPHYSICALLIGHTFALLOFF: boolean;
  48983. USEGLTFLIGHTFALLOFF: boolean;
  48984. TWOSIDEDLIGHTING: boolean;
  48985. SHADOWFLOAT: boolean;
  48986. CLIPPLANE: boolean;
  48987. CLIPPLANE2: boolean;
  48988. CLIPPLANE3: boolean;
  48989. CLIPPLANE4: boolean;
  48990. POINTSIZE: boolean;
  48991. FOG: boolean;
  48992. LOGARITHMICDEPTH: boolean;
  48993. FORCENORMALFORWARD: boolean;
  48994. SPECULARAA: boolean;
  48995. CLEARCOAT: boolean;
  48996. CLEARCOAT_DEFAULTIOR: boolean;
  48997. CLEARCOAT_TEXTURE: boolean;
  48998. CLEARCOAT_TEXTUREDIRECTUV: number;
  48999. CLEARCOAT_BUMP: boolean;
  49000. CLEARCOAT_BUMPDIRECTUV: number;
  49001. CLEARCOAT_TINT: boolean;
  49002. CLEARCOAT_TINT_TEXTURE: boolean;
  49003. CLEARCOAT_TINT_TEXTUREDIRECTUV: number;
  49004. ANISOTROPIC: boolean;
  49005. ANISOTROPIC_TEXTURE: boolean;
  49006. ANISOTROPIC_TEXTUREDIRECTUV: number;
  49007. BRDF_V_HEIGHT_CORRELATED: boolean;
  49008. MS_BRDF_ENERGY_CONSERVATION: boolean;
  49009. SHEEN: boolean;
  49010. SHEEN_TEXTURE: boolean;
  49011. SHEEN_TEXTUREDIRECTUV: number;
  49012. SHEEN_LINKWITHALBEDO: boolean;
  49013. SUBSURFACE: boolean;
  49014. SS_REFRACTION: boolean;
  49015. SS_TRANSLUCENCY: boolean;
  49016. SS_SCATERRING: boolean;
  49017. SS_THICKNESSANDMASK_TEXTURE: boolean;
  49018. SS_THICKNESSANDMASK_TEXTUREDIRECTUV: number;
  49019. SS_REFRACTIONMAP_3D: boolean;
  49020. SS_REFRACTIONMAP_OPPOSITEZ: boolean;
  49021. SS_LODINREFRACTIONALPHA: boolean;
  49022. SS_GAMMAREFRACTION: boolean;
  49023. SS_RGBDREFRACTION: boolean;
  49024. SS_LINEARSPECULARREFRACTION: boolean;
  49025. SS_LINKREFRACTIONTOTRANSPARENCY: boolean;
  49026. SS_MASK_FROM_THICKNESS_TEXTURE: boolean;
  49027. UNLIT: boolean;
  49028. DEBUGMODE: number;
  49029. /**
  49030. * Initializes the PBR Material defines.
  49031. */
  49032. constructor();
  49033. /**
  49034. * Resets the PBR Material defines.
  49035. */
  49036. reset(): void;
  49037. }
  49038. /**
  49039. * The Physically based material base class of BJS.
  49040. *
  49041. * This offers the main features of a standard PBR material.
  49042. * For more information, please refer to the documentation :
  49043. * https://doc.babylonjs.com/how_to/physically_based_rendering
  49044. */
  49045. export abstract class PBRBaseMaterial extends PushMaterial {
  49046. /**
  49047. * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.
  49048. */
  49049. static readonly PBRMATERIAL_OPAQUE: number;
  49050. /**
  49051. * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
  49052. */
  49053. static readonly PBRMATERIAL_ALPHATEST: number;
  49054. /**
  49055. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  49056. */
  49057. static readonly PBRMATERIAL_ALPHABLEND: number;
  49058. /**
  49059. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  49060. * They are also discarded below the alpha cutoff threshold to improve performances.
  49061. */
  49062. static readonly PBRMATERIAL_ALPHATESTANDBLEND: number;
  49063. /**
  49064. * Defines the default value of how much AO map is occluding the analytical lights
  49065. * (point spot...).
  49066. */
  49067. static DEFAULT_AO_ON_ANALYTICAL_LIGHTS: number;
  49068. /**
  49069. * PBRMaterialLightFalloff Physical: light is falling off following the inverse squared distance law.
  49070. */
  49071. static readonly LIGHTFALLOFF_PHYSICAL: number;
  49072. /**
  49073. * PBRMaterialLightFalloff gltf: light is falling off as described in the gltf moving to PBR document
  49074. * to enhance interoperability with other engines.
  49075. */
  49076. static readonly LIGHTFALLOFF_GLTF: number;
  49077. /**
  49078. * PBRMaterialLightFalloff Standard: light is falling off like in the standard material
  49079. * to enhance interoperability with other materials.
  49080. */
  49081. static readonly LIGHTFALLOFF_STANDARD: number;
  49082. /**
  49083. * Intensity of the direct lights e.g. the four lights available in your scene.
  49084. * This impacts both the direct diffuse and specular highlights.
  49085. */
  49086. protected _directIntensity: number;
  49087. /**
  49088. * Intensity of the emissive part of the material.
  49089. * This helps controlling the emissive effect without modifying the emissive color.
  49090. */
  49091. protected _emissiveIntensity: number;
  49092. /**
  49093. * Intensity of the environment e.g. how much the environment will light the object
  49094. * either through harmonics for rough material or through the refelction for shiny ones.
  49095. */
  49096. protected _environmentIntensity: number;
  49097. /**
  49098. * This is a special control allowing the reduction of the specular highlights coming from the
  49099. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  49100. */
  49101. protected _specularIntensity: number;
  49102. /**
  49103. * This stores the direct, emissive, environment, and specular light intensities into a Vector4.
  49104. */
  49105. private _lightingInfos;
  49106. /**
  49107. * Debug Control allowing disabling the bump map on this material.
  49108. */
  49109. protected _disableBumpMap: boolean;
  49110. /**
  49111. * AKA Diffuse Texture in standard nomenclature.
  49112. */
  49113. protected _albedoTexture: Nullable<BaseTexture>;
  49114. /**
  49115. * AKA Occlusion Texture in other nomenclature.
  49116. */
  49117. protected _ambientTexture: Nullable<BaseTexture>;
  49118. /**
  49119. * AKA Occlusion Texture Intensity in other nomenclature.
  49120. */
  49121. protected _ambientTextureStrength: number;
  49122. /**
  49123. * Defines how much the AO map is occluding the analytical lights (point spot...).
  49124. * 1 means it completely occludes it
  49125. * 0 mean it has no impact
  49126. */
  49127. protected _ambientTextureImpactOnAnalyticalLights: number;
  49128. /**
  49129. * Stores the alpha values in a texture.
  49130. */
  49131. protected _opacityTexture: Nullable<BaseTexture>;
  49132. /**
  49133. * Stores the reflection values in a texture.
  49134. */
  49135. protected _reflectionTexture: Nullable<BaseTexture>;
  49136. /**
  49137. * Stores the emissive values in a texture.
  49138. */
  49139. protected _emissiveTexture: Nullable<BaseTexture>;
  49140. /**
  49141. * AKA Specular texture in other nomenclature.
  49142. */
  49143. protected _reflectivityTexture: Nullable<BaseTexture>;
  49144. /**
  49145. * Used to switch from specular/glossiness to metallic/roughness workflow.
  49146. */
  49147. protected _metallicTexture: Nullable<BaseTexture>;
  49148. /**
  49149. * Specifies the metallic scalar of the metallic/roughness workflow.
  49150. * Can also be used to scale the metalness values of the metallic texture.
  49151. */
  49152. protected _metallic: Nullable<number>;
  49153. /**
  49154. * Specifies the roughness scalar of the metallic/roughness workflow.
  49155. * Can also be used to scale the roughness values of the metallic texture.
  49156. */
  49157. protected _roughness: Nullable<number>;
  49158. /**
  49159. * Used to enable roughness/glossiness fetch from a separate channel depending on the current mode.
  49160. * Gray Scale represents roughness in metallic mode and glossiness in specular mode.
  49161. */
  49162. protected _microSurfaceTexture: Nullable<BaseTexture>;
  49163. /**
  49164. * Stores surface normal data used to displace a mesh in a texture.
  49165. */
  49166. protected _bumpTexture: Nullable<BaseTexture>;
  49167. /**
  49168. * Stores the pre-calculated light information of a mesh in a texture.
  49169. */
  49170. protected _lightmapTexture: Nullable<BaseTexture>;
  49171. /**
  49172. * The color of a material in ambient lighting.
  49173. */
  49174. protected _ambientColor: Color3;
  49175. /**
  49176. * AKA Diffuse Color in other nomenclature.
  49177. */
  49178. protected _albedoColor: Color3;
  49179. /**
  49180. * AKA Specular Color in other nomenclature.
  49181. */
  49182. protected _reflectivityColor: Color3;
  49183. /**
  49184. * The color applied when light is reflected from a material.
  49185. */
  49186. protected _reflectionColor: Color3;
  49187. /**
  49188. * The color applied when light is emitted from a material.
  49189. */
  49190. protected _emissiveColor: Color3;
  49191. /**
  49192. * AKA Glossiness in other nomenclature.
  49193. */
  49194. protected _microSurface: number;
  49195. /**
  49196. * Specifies that the material will use the light map as a show map.
  49197. */
  49198. protected _useLightmapAsShadowmap: boolean;
  49199. /**
  49200. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  49201. * makes the reflect vector face the model (under horizon).
  49202. */
  49203. protected _useHorizonOcclusion: boolean;
  49204. /**
  49205. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  49206. * too much the area relying on ambient texture to define their ambient occlusion.
  49207. */
  49208. protected _useRadianceOcclusion: boolean;
  49209. /**
  49210. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  49211. */
  49212. protected _useAlphaFromAlbedoTexture: boolean;
  49213. /**
  49214. * Specifies that the material will keeps the specular highlights over a transparent surface (only the most limunous ones).
  49215. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  49216. */
  49217. protected _useSpecularOverAlpha: boolean;
  49218. /**
  49219. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  49220. */
  49221. protected _useMicroSurfaceFromReflectivityMapAlpha: boolean;
  49222. /**
  49223. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  49224. */
  49225. protected _useRoughnessFromMetallicTextureAlpha: boolean;
  49226. /**
  49227. * Specifies if the metallic texture contains the roughness information in its green channel.
  49228. */
  49229. protected _useRoughnessFromMetallicTextureGreen: boolean;
  49230. /**
  49231. * Specifies if the metallic texture contains the metallness information in its blue channel.
  49232. */
  49233. protected _useMetallnessFromMetallicTextureBlue: boolean;
  49234. /**
  49235. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  49236. */
  49237. protected _useAmbientOcclusionFromMetallicTextureRed: boolean;
  49238. /**
  49239. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  49240. */
  49241. protected _useAmbientInGrayScale: boolean;
  49242. /**
  49243. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  49244. * The material will try to infer what glossiness each pixel should be.
  49245. */
  49246. protected _useAutoMicroSurfaceFromReflectivityMap: boolean;
  49247. /**
  49248. * Defines the falloff type used in this material.
  49249. * It by default is Physical.
  49250. */
  49251. protected _lightFalloff: number;
  49252. /**
  49253. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  49254. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  49255. */
  49256. protected _useRadianceOverAlpha: boolean;
  49257. /**
  49258. * Allows using an object space normal map (instead of tangent space).
  49259. */
  49260. protected _useObjectSpaceNormalMap: boolean;
  49261. /**
  49262. * Allows using the bump map in parallax mode.
  49263. */
  49264. protected _useParallax: boolean;
  49265. /**
  49266. * Allows using the bump map in parallax occlusion mode.
  49267. */
  49268. protected _useParallaxOcclusion: boolean;
  49269. /**
  49270. * Controls the scale bias of the parallax mode.
  49271. */
  49272. protected _parallaxScaleBias: number;
  49273. /**
  49274. * If sets to true, disables all the lights affecting the material.
  49275. */
  49276. protected _disableLighting: boolean;
  49277. /**
  49278. * Number of Simultaneous lights allowed on the material.
  49279. */
  49280. protected _maxSimultaneousLights: number;
  49281. /**
  49282. * If sets to true, x component of normal map value will be inverted (x = 1.0 - x).
  49283. */
  49284. protected _invertNormalMapX: boolean;
  49285. /**
  49286. * If sets to true, y component of normal map value will be inverted (y = 1.0 - y).
  49287. */
  49288. protected _invertNormalMapY: boolean;
  49289. /**
  49290. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  49291. */
  49292. protected _twoSidedLighting: boolean;
  49293. /**
  49294. * Defines the alpha limits in alpha test mode.
  49295. */
  49296. protected _alphaCutOff: number;
  49297. /**
  49298. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  49299. */
  49300. protected _forceAlphaTest: boolean;
  49301. /**
  49302. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  49303. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  49304. */
  49305. protected _useAlphaFresnel: boolean;
  49306. /**
  49307. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  49308. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  49309. */
  49310. protected _useLinearAlphaFresnel: boolean;
  49311. /**
  49312. * The transparency mode of the material.
  49313. */
  49314. protected _transparencyMode: Nullable<number>;
  49315. /**
  49316. * Specifies the environment BRDF texture used to comput the scale and offset roughness values
  49317. * from cos thetav and roughness:
  49318. * http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_notes_v2.pdf
  49319. */
  49320. protected _environmentBRDFTexture: Nullable<BaseTexture>;
  49321. /**
  49322. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  49323. */
  49324. protected _forceIrradianceInFragment: boolean;
  49325. /**
  49326. * Force normal to face away from face.
  49327. */
  49328. protected _forceNormalForward: boolean;
  49329. /**
  49330. * Enables specular anti aliasing in the PBR shader.
  49331. * It will both interacts on the Geometry for analytical and IBL lighting.
  49332. * It also prefilter the roughness map based on the bump values.
  49333. */
  49334. protected _enableSpecularAntiAliasing: boolean;
  49335. /**
  49336. * Default configuration related to image processing available in the PBR Material.
  49337. */
  49338. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  49339. /**
  49340. * Keep track of the image processing observer to allow dispose and replace.
  49341. */
  49342. private _imageProcessingObserver;
  49343. /**
  49344. * Attaches a new image processing configuration to the PBR Material.
  49345. * @param configuration
  49346. */
  49347. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  49348. /**
  49349. * Stores the available render targets.
  49350. */
  49351. private _renderTargets;
  49352. /**
  49353. * Sets the global ambient color for the material used in lighting calculations.
  49354. */
  49355. private _globalAmbientColor;
  49356. /**
  49357. * Enables the use of logarithmic depth buffers, which is good for wide depth buffers.
  49358. */
  49359. private _useLogarithmicDepth;
  49360. /**
  49361. * If set to true, no lighting calculations will be applied.
  49362. */
  49363. private _unlit;
  49364. private _debugMode;
  49365. /**
  49366. * @hidden
  49367. * This is reserved for the inspector.
  49368. * Defines the material debug mode.
  49369. * It helps seeing only some components of the material while troubleshooting.
  49370. */
  49371. debugMode: number;
  49372. /**
  49373. * @hidden
  49374. * This is reserved for the inspector.
  49375. * Specify from where on screen the debug mode should start.
  49376. * The value goes from -1 (full screen) to 1 (not visible)
  49377. * It helps with side by side comparison against the final render
  49378. * This defaults to -1
  49379. */
  49380. private debugLimit;
  49381. /**
  49382. * @hidden
  49383. * This is reserved for the inspector.
  49384. * As the default viewing range might not be enough (if the ambient is really small for instance)
  49385. * You can use the factor to better multiply the final value.
  49386. */
  49387. private debugFactor;
  49388. /**
  49389. * Defines the clear coat layer parameters for the material.
  49390. */
  49391. readonly clearCoat: PBRClearCoatConfiguration;
  49392. /**
  49393. * Defines the anisotropic parameters for the material.
  49394. */
  49395. readonly anisotropy: PBRAnisotropicConfiguration;
  49396. /**
  49397. * Defines the BRDF parameters for the material.
  49398. */
  49399. readonly brdf: PBRBRDFConfiguration;
  49400. /**
  49401. * Defines the Sheen parameters for the material.
  49402. */
  49403. readonly sheen: PBRSheenConfiguration;
  49404. /**
  49405. * Defines the SubSurface parameters for the material.
  49406. */
  49407. readonly subSurface: PBRSubSurfaceConfiguration;
  49408. /**
  49409. * Custom callback helping to override the default shader used in the material.
  49410. */
  49411. customShaderNameResolve: (shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: PBRMaterialDefines) => string;
  49412. protected _rebuildInParallel: boolean;
  49413. /**
  49414. * Instantiates a new PBRMaterial instance.
  49415. *
  49416. * @param name The material name
  49417. * @param scene The scene the material will be use in.
  49418. */
  49419. constructor(name: string, scene: Scene);
  49420. /**
  49421. * Gets a boolean indicating that current material needs to register RTT
  49422. */
  49423. readonly hasRenderTargetTextures: boolean;
  49424. /**
  49425. * Gets the name of the material class.
  49426. */
  49427. getClassName(): string;
  49428. /**
  49429. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  49430. */
  49431. /**
  49432. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  49433. */
  49434. useLogarithmicDepth: boolean;
  49435. /**
  49436. * Gets the current transparency mode.
  49437. */
  49438. /**
  49439. * Sets the transparency mode of the material.
  49440. *
  49441. * | Value | Type | Description |
  49442. * | ----- | ----------------------------------- | ----------- |
  49443. * | 0 | OPAQUE | |
  49444. * | 1 | ALPHATEST | |
  49445. * | 2 | ALPHABLEND | |
  49446. * | 3 | ALPHATESTANDBLEND | |
  49447. *
  49448. */
  49449. transparencyMode: Nullable<number>;
  49450. /**
  49451. * Returns true if alpha blending should be disabled.
  49452. */
  49453. private readonly _disableAlphaBlending;
  49454. /**
  49455. * Specifies whether or not this material should be rendered in alpha blend mode.
  49456. */
  49457. needAlphaBlending(): boolean;
  49458. /**
  49459. * Specifies if the mesh will require alpha blending.
  49460. * @param mesh - BJS mesh.
  49461. */
  49462. needAlphaBlendingForMesh(mesh: AbstractMesh): boolean;
  49463. /**
  49464. * Specifies whether or not this material should be rendered in alpha test mode.
  49465. */
  49466. needAlphaTesting(): boolean;
  49467. /**
  49468. * Specifies whether or not the alpha value of the albedo texture should be used for alpha blending.
  49469. */
  49470. protected _shouldUseAlphaFromAlbedoTexture(): boolean;
  49471. /**
  49472. * Gets the texture used for the alpha test.
  49473. */
  49474. getAlphaTestTexture(): Nullable<BaseTexture>;
  49475. /**
  49476. * Specifies that the submesh is ready to be used.
  49477. * @param mesh - BJS mesh.
  49478. * @param subMesh - A submesh of the BJS mesh. Used to check if it is ready.
  49479. * @param useInstances - Specifies that instances should be used.
  49480. * @returns - boolean indicating that the submesh is ready or not.
  49481. */
  49482. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  49483. /**
  49484. * Specifies if the material uses metallic roughness workflow.
  49485. * @returns boolean specifiying if the material uses metallic roughness workflow.
  49486. */
  49487. isMetallicWorkflow(): boolean;
  49488. private _prepareEffect;
  49489. private _prepareDefines;
  49490. /**
  49491. * Force shader compilation
  49492. */
  49493. forceCompilation(mesh: AbstractMesh, onCompiled?: (material: Material) => void, options?: Partial<{
  49494. clipPlane: boolean;
  49495. }>): void;
  49496. /**
  49497. * Initializes the uniform buffer layout for the shader.
  49498. */
  49499. buildUniformLayout(): void;
  49500. /**
  49501. * Unbinds the material from the mesh
  49502. */
  49503. unbind(): void;
  49504. /**
  49505. * Binds the submesh data.
  49506. * @param world - The world matrix.
  49507. * @param mesh - The BJS mesh.
  49508. * @param subMesh - A submesh of the BJS mesh.
  49509. */
  49510. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  49511. /**
  49512. * Returns the animatable textures.
  49513. * @returns - Array of animatable textures.
  49514. */
  49515. getAnimatables(): IAnimatable[];
  49516. /**
  49517. * Returns the texture used for reflections.
  49518. * @returns - Reflection texture if present. Otherwise, returns the environment texture.
  49519. */
  49520. private _getReflectionTexture;
  49521. /**
  49522. * Returns an array of the actively used textures.
  49523. * @returns - Array of BaseTextures
  49524. */
  49525. getActiveTextures(): BaseTexture[];
  49526. /**
  49527. * Checks to see if a texture is used in the material.
  49528. * @param texture - Base texture to use.
  49529. * @returns - Boolean specifying if a texture is used in the material.
  49530. */
  49531. hasTexture(texture: BaseTexture): boolean;
  49532. /**
  49533. * Disposes the resources of the material.
  49534. * @param forceDisposeEffect - Forces the disposal of effects.
  49535. * @param forceDisposeTextures - Forces the disposal of all textures.
  49536. */
  49537. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  49538. }
  49539. }
  49540. declare module "babylonjs/Materials/PBR/pbrMaterial" {
  49541. import { Nullable } from "babylonjs/types";
  49542. import { Scene } from "babylonjs/scene";
  49543. import { Color3 } from "babylonjs/Maths/math.color";
  49544. import { ImageProcessingConfiguration } from "babylonjs/Materials/imageProcessingConfiguration";
  49545. import { ColorCurves } from "babylonjs/Materials/colorCurves";
  49546. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  49547. import { PBRBaseMaterial } from "babylonjs/Materials/PBR/pbrBaseMaterial";
  49548. /**
  49549. * The Physically based material of BJS.
  49550. *
  49551. * This offers the main features of a standard PBR material.
  49552. * For more information, please refer to the documentation :
  49553. * https://doc.babylonjs.com/how_to/physically_based_rendering
  49554. */
  49555. export class PBRMaterial extends PBRBaseMaterial {
  49556. /**
  49557. * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.
  49558. */
  49559. static readonly PBRMATERIAL_OPAQUE: number;
  49560. /**
  49561. * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
  49562. */
  49563. static readonly PBRMATERIAL_ALPHATEST: number;
  49564. /**
  49565. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  49566. */
  49567. static readonly PBRMATERIAL_ALPHABLEND: number;
  49568. /**
  49569. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  49570. * They are also discarded below the alpha cutoff threshold to improve performances.
  49571. */
  49572. static readonly PBRMATERIAL_ALPHATESTANDBLEND: number;
  49573. /**
  49574. * Defines the default value of how much AO map is occluding the analytical lights
  49575. * (point spot...).
  49576. */
  49577. static DEFAULT_AO_ON_ANALYTICAL_LIGHTS: number;
  49578. /**
  49579. * Intensity of the direct lights e.g. the four lights available in your scene.
  49580. * This impacts both the direct diffuse and specular highlights.
  49581. */
  49582. directIntensity: number;
  49583. /**
  49584. * Intensity of the emissive part of the material.
  49585. * This helps controlling the emissive effect without modifying the emissive color.
  49586. */
  49587. emissiveIntensity: number;
  49588. /**
  49589. * Intensity of the environment e.g. how much the environment will light the object
  49590. * either through harmonics for rough material or through the refelction for shiny ones.
  49591. */
  49592. environmentIntensity: number;
  49593. /**
  49594. * This is a special control allowing the reduction of the specular highlights coming from the
  49595. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  49596. */
  49597. specularIntensity: number;
  49598. /**
  49599. * Debug Control allowing disabling the bump map on this material.
  49600. */
  49601. disableBumpMap: boolean;
  49602. /**
  49603. * AKA Diffuse Texture in standard nomenclature.
  49604. */
  49605. albedoTexture: BaseTexture;
  49606. /**
  49607. * AKA Occlusion Texture in other nomenclature.
  49608. */
  49609. ambientTexture: BaseTexture;
  49610. /**
  49611. * AKA Occlusion Texture Intensity in other nomenclature.
  49612. */
  49613. ambientTextureStrength: number;
  49614. /**
  49615. * Defines how much the AO map is occluding the analytical lights (point spot...).
  49616. * 1 means it completely occludes it
  49617. * 0 mean it has no impact
  49618. */
  49619. ambientTextureImpactOnAnalyticalLights: number;
  49620. /**
  49621. * Stores the alpha values in a texture.
  49622. */
  49623. opacityTexture: BaseTexture;
  49624. /**
  49625. * Stores the reflection values in a texture.
  49626. */
  49627. reflectionTexture: Nullable<BaseTexture>;
  49628. /**
  49629. * Stores the emissive values in a texture.
  49630. */
  49631. emissiveTexture: BaseTexture;
  49632. /**
  49633. * AKA Specular texture in other nomenclature.
  49634. */
  49635. reflectivityTexture: BaseTexture;
  49636. /**
  49637. * Used to switch from specular/glossiness to metallic/roughness workflow.
  49638. */
  49639. metallicTexture: BaseTexture;
  49640. /**
  49641. * Specifies the metallic scalar of the metallic/roughness workflow.
  49642. * Can also be used to scale the metalness values of the metallic texture.
  49643. */
  49644. metallic: Nullable<number>;
  49645. /**
  49646. * Specifies the roughness scalar of the metallic/roughness workflow.
  49647. * Can also be used to scale the roughness values of the metallic texture.
  49648. */
  49649. roughness: Nullable<number>;
  49650. /**
  49651. * Used to enable roughness/glossiness fetch from a separate channel depending on the current mode.
  49652. * Gray Scale represents roughness in metallic mode and glossiness in specular mode.
  49653. */
  49654. microSurfaceTexture: BaseTexture;
  49655. /**
  49656. * Stores surface normal data used to displace a mesh in a texture.
  49657. */
  49658. bumpTexture: BaseTexture;
  49659. /**
  49660. * Stores the pre-calculated light information of a mesh in a texture.
  49661. */
  49662. lightmapTexture: BaseTexture;
  49663. /**
  49664. * Stores the refracted light information in a texture.
  49665. */
  49666. refractionTexture: Nullable<BaseTexture>;
  49667. /**
  49668. * The color of a material in ambient lighting.
  49669. */
  49670. ambientColor: Color3;
  49671. /**
  49672. * AKA Diffuse Color in other nomenclature.
  49673. */
  49674. albedoColor: Color3;
  49675. /**
  49676. * AKA Specular Color in other nomenclature.
  49677. */
  49678. reflectivityColor: Color3;
  49679. /**
  49680. * The color reflected from the material.
  49681. */
  49682. reflectionColor: Color3;
  49683. /**
  49684. * The color emitted from the material.
  49685. */
  49686. emissiveColor: Color3;
  49687. /**
  49688. * AKA Glossiness in other nomenclature.
  49689. */
  49690. microSurface: number;
  49691. /**
  49692. * source material index of refraction (IOR)' / 'destination material IOR.
  49693. */
  49694. indexOfRefraction: number;
  49695. /**
  49696. * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
  49697. */
  49698. invertRefractionY: boolean;
  49699. /**
  49700. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  49701. * Materials half opaque for instance using refraction could benefit from this control.
  49702. */
  49703. linkRefractionWithTransparency: boolean;
  49704. /**
  49705. * If true, the light map contains occlusion information instead of lighting info.
  49706. */
  49707. useLightmapAsShadowmap: boolean;
  49708. /**
  49709. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  49710. */
  49711. useAlphaFromAlbedoTexture: boolean;
  49712. /**
  49713. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  49714. */
  49715. forceAlphaTest: boolean;
  49716. /**
  49717. * Defines the alpha limits in alpha test mode.
  49718. */
  49719. alphaCutOff: number;
  49720. /**
  49721. * Specifies that the material will keep the specular highlights over a transparent surface (only the most limunous ones).
  49722. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  49723. */
  49724. useSpecularOverAlpha: boolean;
  49725. /**
  49726. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  49727. */
  49728. useMicroSurfaceFromReflectivityMapAlpha: boolean;
  49729. /**
  49730. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  49731. */
  49732. useRoughnessFromMetallicTextureAlpha: boolean;
  49733. /**
  49734. * Specifies if the metallic texture contains the roughness information in its green channel.
  49735. */
  49736. useRoughnessFromMetallicTextureGreen: boolean;
  49737. /**
  49738. * Specifies if the metallic texture contains the metallness information in its blue channel.
  49739. */
  49740. useMetallnessFromMetallicTextureBlue: boolean;
  49741. /**
  49742. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  49743. */
  49744. useAmbientOcclusionFromMetallicTextureRed: boolean;
  49745. /**
  49746. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  49747. */
  49748. useAmbientInGrayScale: boolean;
  49749. /**
  49750. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  49751. * The material will try to infer what glossiness each pixel should be.
  49752. */
  49753. useAutoMicroSurfaceFromReflectivityMap: boolean;
  49754. /**
  49755. * BJS is using an harcoded light falloff based on a manually sets up range.
  49756. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  49757. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  49758. */
  49759. /**
  49760. * BJS is using an harcoded light falloff based on a manually sets up range.
  49761. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  49762. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  49763. */
  49764. usePhysicalLightFalloff: boolean;
  49765. /**
  49766. * In order to support the falloff compatibility with gltf, a special mode has been added
  49767. * to reproduce the gltf light falloff.
  49768. */
  49769. /**
  49770. * In order to support the falloff compatibility with gltf, a special mode has been added
  49771. * to reproduce the gltf light falloff.
  49772. */
  49773. useGLTFLightFalloff: boolean;
  49774. /**
  49775. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  49776. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  49777. */
  49778. useRadianceOverAlpha: boolean;
  49779. /**
  49780. * Allows using an object space normal map (instead of tangent space).
  49781. */
  49782. useObjectSpaceNormalMap: boolean;
  49783. /**
  49784. * Allows using the bump map in parallax mode.
  49785. */
  49786. useParallax: boolean;
  49787. /**
  49788. * Allows using the bump map in parallax occlusion mode.
  49789. */
  49790. useParallaxOcclusion: boolean;
  49791. /**
  49792. * Controls the scale bias of the parallax mode.
  49793. */
  49794. parallaxScaleBias: number;
  49795. /**
  49796. * If sets to true, disables all the lights affecting the material.
  49797. */
  49798. disableLighting: boolean;
  49799. /**
  49800. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  49801. */
  49802. forceIrradianceInFragment: boolean;
  49803. /**
  49804. * Number of Simultaneous lights allowed on the material.
  49805. */
  49806. maxSimultaneousLights: number;
  49807. /**
  49808. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  49809. */
  49810. invertNormalMapX: boolean;
  49811. /**
  49812. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  49813. */
  49814. invertNormalMapY: boolean;
  49815. /**
  49816. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  49817. */
  49818. twoSidedLighting: boolean;
  49819. /**
  49820. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  49821. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  49822. */
  49823. useAlphaFresnel: boolean;
  49824. /**
  49825. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  49826. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  49827. */
  49828. useLinearAlphaFresnel: boolean;
  49829. /**
  49830. * Let user defines the brdf lookup texture used for IBL.
  49831. * A default 8bit version is embedded but you could point at :
  49832. * * Default texture: https://assets.babylonjs.com/environments/correlatedMSBRDF_RGBD.png
  49833. * * Default 16bit pixel depth texture: https://assets.babylonjs.com/environments/correlatedMSBRDF.dds
  49834. * * LEGACY Default None correlated https://assets.babylonjs.com/environments/uncorrelatedBRDF_RGBD.png
  49835. * * LEGACY Default None correlated 16bit pixel depth https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds
  49836. */
  49837. environmentBRDFTexture: Nullable<BaseTexture>;
  49838. /**
  49839. * Force normal to face away from face.
  49840. */
  49841. forceNormalForward: boolean;
  49842. /**
  49843. * Enables specular anti aliasing in the PBR shader.
  49844. * It will both interacts on the Geometry for analytical and IBL lighting.
  49845. * It also prefilter the roughness map based on the bump values.
  49846. */
  49847. enableSpecularAntiAliasing: boolean;
  49848. /**
  49849. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  49850. * makes the reflect vector face the model (under horizon).
  49851. */
  49852. useHorizonOcclusion: boolean;
  49853. /**
  49854. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  49855. * too much the area relying on ambient texture to define their ambient occlusion.
  49856. */
  49857. useRadianceOcclusion: boolean;
  49858. /**
  49859. * If set to true, no lighting calculations will be applied.
  49860. */
  49861. unlit: boolean;
  49862. /**
  49863. * Gets the image processing configuration used either in this material.
  49864. */
  49865. /**
  49866. * Sets the Default image processing configuration used either in the this material.
  49867. *
  49868. * If sets to null, the scene one is in use.
  49869. */
  49870. imageProcessingConfiguration: ImageProcessingConfiguration;
  49871. /**
  49872. * Gets wether the color curves effect is enabled.
  49873. */
  49874. /**
  49875. * Sets wether the color curves effect is enabled.
  49876. */
  49877. cameraColorCurvesEnabled: boolean;
  49878. /**
  49879. * Gets wether the color grading effect is enabled.
  49880. */
  49881. /**
  49882. * Gets wether the color grading effect is enabled.
  49883. */
  49884. cameraColorGradingEnabled: boolean;
  49885. /**
  49886. * Gets wether tonemapping is enabled or not.
  49887. */
  49888. /**
  49889. * Sets wether tonemapping is enabled or not
  49890. */
  49891. cameraToneMappingEnabled: boolean;
  49892. /**
  49893. * The camera exposure used on this material.
  49894. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  49895. * This corresponds to a photographic exposure.
  49896. */
  49897. /**
  49898. * The camera exposure used on this material.
  49899. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  49900. * This corresponds to a photographic exposure.
  49901. */
  49902. cameraExposure: number;
  49903. /**
  49904. * Gets The camera contrast used on this material.
  49905. */
  49906. /**
  49907. * Sets The camera contrast used on this material.
  49908. */
  49909. cameraContrast: number;
  49910. /**
  49911. * Gets the Color Grading 2D Lookup Texture.
  49912. */
  49913. /**
  49914. * Sets the Color Grading 2D Lookup Texture.
  49915. */
  49916. cameraColorGradingTexture: Nullable<BaseTexture>;
  49917. /**
  49918. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  49919. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  49920. * 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;
  49921. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  49922. */
  49923. /**
  49924. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  49925. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  49926. * 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;
  49927. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  49928. */
  49929. cameraColorCurves: Nullable<ColorCurves>;
  49930. /**
  49931. * Instantiates a new PBRMaterial instance.
  49932. *
  49933. * @param name The material name
  49934. * @param scene The scene the material will be use in.
  49935. */
  49936. constructor(name: string, scene: Scene);
  49937. /**
  49938. * Returns the name of this material class.
  49939. */
  49940. getClassName(): string;
  49941. /**
  49942. * Makes a duplicate of the current material.
  49943. * @param name - name to use for the new material.
  49944. */
  49945. clone(name: string): PBRMaterial;
  49946. /**
  49947. * Serializes this PBR Material.
  49948. * @returns - An object with the serialized material.
  49949. */
  49950. serialize(): any;
  49951. /**
  49952. * Parses a PBR Material from a serialized object.
  49953. * @param source - Serialized object.
  49954. * @param scene - BJS scene instance.
  49955. * @param rootUrl - url for the scene object
  49956. * @returns - PBRMaterial
  49957. */
  49958. static Parse(source: any, scene: Scene, rootUrl: string): PBRMaterial;
  49959. }
  49960. }
  49961. declare module "babylonjs/Misc/dds" {
  49962. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  49963. import { Engine } from "babylonjs/Engines/engine";
  49964. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  49965. import { Nullable } from "babylonjs/types";
  49966. import { Scene } from "babylonjs/scene";
  49967. import "babylonjs/Engines/Extensions/engine.cubeTexture";
  49968. /**
  49969. * Direct draw surface info
  49970. * @see https://docs.microsoft.com/en-us/windows/desktop/direct3ddds/dx-graphics-dds-pguide
  49971. */
  49972. export interface DDSInfo {
  49973. /**
  49974. * Width of the texture
  49975. */
  49976. width: number;
  49977. /**
  49978. * Width of the texture
  49979. */
  49980. height: number;
  49981. /**
  49982. * Number of Mipmaps for the texture
  49983. * @see https://en.wikipedia.org/wiki/Mipmap
  49984. */
  49985. mipmapCount: number;
  49986. /**
  49987. * If the textures format is a known fourCC format
  49988. * @see https://www.fourcc.org/
  49989. */
  49990. isFourCC: boolean;
  49991. /**
  49992. * If the texture is an RGB format eg. DXGI_FORMAT_B8G8R8X8_UNORM format
  49993. */
  49994. isRGB: boolean;
  49995. /**
  49996. * If the texture is a lumincance format
  49997. */
  49998. isLuminance: boolean;
  49999. /**
  50000. * If this is a cube texture
  50001. * @see https://docs.microsoft.com/en-us/windows/desktop/direct3ddds/dds-file-layout-for-cubic-environment-maps
  50002. */
  50003. isCube: boolean;
  50004. /**
  50005. * If the texture is a compressed format eg. FOURCC_DXT1
  50006. */
  50007. isCompressed: boolean;
  50008. /**
  50009. * The dxgiFormat of the texture
  50010. * @see https://docs.microsoft.com/en-us/windows/desktop/api/dxgiformat/ne-dxgiformat-dxgi_format
  50011. */
  50012. dxgiFormat: number;
  50013. /**
  50014. * Texture type eg. Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT
  50015. */
  50016. textureType: number;
  50017. /**
  50018. * Sphericle polynomial created for the dds texture
  50019. */
  50020. sphericalPolynomial?: SphericalPolynomial;
  50021. }
  50022. /**
  50023. * Class used to provide DDS decompression tools
  50024. */
  50025. export class DDSTools {
  50026. /**
  50027. * Gets or sets a boolean indicating that LOD info is stored in alpha channel (false by default)
  50028. */
  50029. static StoreLODInAlphaChannel: boolean;
  50030. /**
  50031. * Gets DDS information from an array buffer
  50032. * @param arrayBuffer defines the array buffer to read data from
  50033. * @returns the DDS information
  50034. */
  50035. static GetDDSInfo(arrayBuffer: any): DDSInfo;
  50036. private static _FloatView;
  50037. private static _Int32View;
  50038. private static _ToHalfFloat;
  50039. private static _FromHalfFloat;
  50040. private static _GetHalfFloatAsFloatRGBAArrayBuffer;
  50041. private static _GetHalfFloatRGBAArrayBuffer;
  50042. private static _GetFloatRGBAArrayBuffer;
  50043. private static _GetFloatAsUIntRGBAArrayBuffer;
  50044. private static _GetHalfFloatAsUIntRGBAArrayBuffer;
  50045. private static _GetRGBAArrayBuffer;
  50046. private static _ExtractLongWordOrder;
  50047. private static _GetRGBArrayBuffer;
  50048. private static _GetLuminanceArrayBuffer;
  50049. /**
  50050. * Uploads DDS Levels to a Babylon Texture
  50051. * @hidden
  50052. */
  50053. static UploadDDSLevels(engine: Engine, texture: InternalTexture, arrayBuffer: any, info: DDSInfo, loadMipmaps: boolean, faces: number, lodIndex?: number, currentFace?: number): void;
  50054. }
  50055. module "babylonjs/Engines/engine" {
  50056. interface Engine {
  50057. /**
  50058. * Create a cube texture from prefiltered data (ie. the mipmaps contain ready to use data for PBR reflection)
  50059. * @param rootUrl defines the url where the file to load is located
  50060. * @param scene defines the current scene
  50061. * @param lodScale defines scale to apply to the mip map selection
  50062. * @param lodOffset defines offset to apply to the mip map selection
  50063. * @param onLoad defines an optional callback raised when the texture is loaded
  50064. * @param onError defines an optional callback raised if there is an issue to load the texture
  50065. * @param format defines the format of the data
  50066. * @param forcedExtension defines the extension to use to pick the right loader
  50067. * @param createPolynomials defines wheter or not to create polynomails harmonics for the texture
  50068. * @returns the cube texture as an InternalTexture
  50069. */
  50070. 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;
  50071. }
  50072. }
  50073. }
  50074. declare module "babylonjs/Materials/Textures/Loaders/ddsTextureLoader" {
  50075. import { Nullable } from "babylonjs/types";
  50076. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  50077. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  50078. /**
  50079. * Implementation of the DDS Texture Loader.
  50080. * @hidden
  50081. */
  50082. export class _DDSTextureLoader implements IInternalTextureLoader {
  50083. /**
  50084. * Defines wether the loader supports cascade loading the different faces.
  50085. */
  50086. readonly supportCascades: boolean;
  50087. /**
  50088. * This returns if the loader support the current file information.
  50089. * @param extension defines the file extension of the file being loaded
  50090. * @param textureFormatInUse defines the current compressed format in use iun the engine
  50091. * @param fallback defines the fallback internal texture if any
  50092. * @param isBase64 defines whether the texture is encoded as a base64
  50093. * @param isBuffer defines whether the texture data are stored as a buffer
  50094. * @returns true if the loader can load the specified file
  50095. */
  50096. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  50097. /**
  50098. * Transform the url before loading if required.
  50099. * @param rootUrl the url of the texture
  50100. * @param textureFormatInUse defines the current compressed format in use iun the engine
  50101. * @returns the transformed texture
  50102. */
  50103. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  50104. /**
  50105. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  50106. * @param rootUrl the url of the texture
  50107. * @param textureFormatInUse defines the current compressed format in use iun the engine
  50108. * @returns the fallback texture
  50109. */
  50110. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  50111. /**
  50112. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  50113. * @param data contains the texture data
  50114. * @param texture defines the BabylonJS internal texture
  50115. * @param createPolynomials will be true if polynomials have been requested
  50116. * @param onLoad defines the callback to trigger once the texture is ready
  50117. * @param onError defines the callback to trigger in case of error
  50118. */
  50119. loadCubeData(imgs: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  50120. /**
  50121. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  50122. * @param data contains the texture data
  50123. * @param texture defines the BabylonJS internal texture
  50124. * @param callback defines the method to call once ready to upload
  50125. */
  50126. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  50127. }
  50128. }
  50129. declare module "babylonjs/Materials/Textures/Loaders/envTextureLoader" {
  50130. import { Nullable } from "babylonjs/types";
  50131. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  50132. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  50133. /**
  50134. * Implementation of the ENV Texture Loader.
  50135. * @hidden
  50136. */
  50137. export class _ENVTextureLoader implements IInternalTextureLoader {
  50138. /**
  50139. * Defines wether the loader supports cascade loading the different faces.
  50140. */
  50141. readonly supportCascades: boolean;
  50142. /**
  50143. * This returns if the loader support the current file information.
  50144. * @param extension defines the file extension of the file being loaded
  50145. * @param textureFormatInUse defines the current compressed format in use iun the engine
  50146. * @param fallback defines the fallback internal texture if any
  50147. * @param isBase64 defines whether the texture is encoded as a base64
  50148. * @param isBuffer defines whether the texture data are stored as a buffer
  50149. * @returns true if the loader can load the specified file
  50150. */
  50151. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  50152. /**
  50153. * Transform the url before loading if required.
  50154. * @param rootUrl the url of the texture
  50155. * @param textureFormatInUse defines the current compressed format in use iun the engine
  50156. * @returns the transformed texture
  50157. */
  50158. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  50159. /**
  50160. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  50161. * @param rootUrl the url of the texture
  50162. * @param textureFormatInUse defines the current compressed format in use iun the engine
  50163. * @returns the fallback texture
  50164. */
  50165. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  50166. /**
  50167. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  50168. * @param data contains the texture data
  50169. * @param texture defines the BabylonJS internal texture
  50170. * @param createPolynomials will be true if polynomials have been requested
  50171. * @param onLoad defines the callback to trigger once the texture is ready
  50172. * @param onError defines the callback to trigger in case of error
  50173. */
  50174. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  50175. /**
  50176. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  50177. * @param data contains the texture data
  50178. * @param texture defines the BabylonJS internal texture
  50179. * @param callback defines the method to call once ready to upload
  50180. */
  50181. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  50182. }
  50183. }
  50184. declare module "babylonjs/Misc/khronosTextureContainer" {
  50185. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  50186. /**
  50187. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  50188. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  50189. */
  50190. export class KhronosTextureContainer {
  50191. /** contents of the KTX container file */
  50192. arrayBuffer: any;
  50193. private static HEADER_LEN;
  50194. private static COMPRESSED_2D;
  50195. private static COMPRESSED_3D;
  50196. private static TEX_2D;
  50197. private static TEX_3D;
  50198. /**
  50199. * Gets the openGL type
  50200. */
  50201. glType: number;
  50202. /**
  50203. * Gets the openGL type size
  50204. */
  50205. glTypeSize: number;
  50206. /**
  50207. * Gets the openGL format
  50208. */
  50209. glFormat: number;
  50210. /**
  50211. * Gets the openGL internal format
  50212. */
  50213. glInternalFormat: number;
  50214. /**
  50215. * Gets the base internal format
  50216. */
  50217. glBaseInternalFormat: number;
  50218. /**
  50219. * Gets image width in pixel
  50220. */
  50221. pixelWidth: number;
  50222. /**
  50223. * Gets image height in pixel
  50224. */
  50225. pixelHeight: number;
  50226. /**
  50227. * Gets image depth in pixels
  50228. */
  50229. pixelDepth: number;
  50230. /**
  50231. * Gets the number of array elements
  50232. */
  50233. numberOfArrayElements: number;
  50234. /**
  50235. * Gets the number of faces
  50236. */
  50237. numberOfFaces: number;
  50238. /**
  50239. * Gets the number of mipmap levels
  50240. */
  50241. numberOfMipmapLevels: number;
  50242. /**
  50243. * Gets the bytes of key value data
  50244. */
  50245. bytesOfKeyValueData: number;
  50246. /**
  50247. * Gets the load type
  50248. */
  50249. loadType: number;
  50250. /**
  50251. * If the container has been made invalid (eg. constructor failed to correctly load array buffer)
  50252. */
  50253. isInvalid: boolean;
  50254. /**
  50255. * Creates a new KhronosTextureContainer
  50256. * @param arrayBuffer contents of the KTX container file
  50257. * @param facesExpected should be either 1 or 6, based whether a cube texture or or
  50258. * @param threeDExpected provision for indicating that data should be a 3D texture, not implemented
  50259. * @param textureArrayExpected provision for indicating that data should be a texture array, not implemented
  50260. */
  50261. constructor(
  50262. /** contents of the KTX container file */
  50263. arrayBuffer: any, facesExpected: number, threeDExpected?: boolean, textureArrayExpected?: boolean);
  50264. /**
  50265. * Uploads KTX content to a Babylon Texture.
  50266. * It is assumed that the texture has already been created & is currently bound
  50267. * @hidden
  50268. */
  50269. uploadLevels(texture: InternalTexture, loadMipmaps: boolean): void;
  50270. private _upload2DCompressedLevels;
  50271. }
  50272. }
  50273. declare module "babylonjs/Materials/Textures/Loaders/ktxTextureLoader" {
  50274. import { Nullable } from "babylonjs/types";
  50275. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  50276. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  50277. /**
  50278. * Implementation of the KTX Texture Loader.
  50279. * @hidden
  50280. */
  50281. export class _KTXTextureLoader implements IInternalTextureLoader {
  50282. /**
  50283. * Defines wether the loader supports cascade loading the different faces.
  50284. */
  50285. readonly supportCascades: boolean;
  50286. /**
  50287. * This returns if the loader support the current file information.
  50288. * @param extension defines the file extension of the file being loaded
  50289. * @param textureFormatInUse defines the current compressed format in use iun the engine
  50290. * @param fallback defines the fallback internal texture if any
  50291. * @param isBase64 defines whether the texture is encoded as a base64
  50292. * @param isBuffer defines whether the texture data are stored as a buffer
  50293. * @returns true if the loader can load the specified file
  50294. */
  50295. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  50296. /**
  50297. * Transform the url before loading if required.
  50298. * @param rootUrl the url of the texture
  50299. * @param textureFormatInUse defines the current compressed format in use iun the engine
  50300. * @returns the transformed texture
  50301. */
  50302. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  50303. /**
  50304. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  50305. * @param rootUrl the url of the texture
  50306. * @param textureFormatInUse defines the current compressed format in use iun the engine
  50307. * @returns the fallback texture
  50308. */
  50309. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  50310. /**
  50311. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  50312. * @param data contains the texture data
  50313. * @param texture defines the BabylonJS internal texture
  50314. * @param createPolynomials will be true if polynomials have been requested
  50315. * @param onLoad defines the callback to trigger once the texture is ready
  50316. * @param onError defines the callback to trigger in case of error
  50317. */
  50318. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  50319. /**
  50320. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  50321. * @param data contains the texture data
  50322. * @param texture defines the BabylonJS internal texture
  50323. * @param callback defines the method to call once ready to upload
  50324. */
  50325. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void, loadFailed: boolean) => void): void;
  50326. }
  50327. }
  50328. declare module "babylonjs/Cameras/XR/webXRDefaultExperience" {
  50329. import { WebXRExperienceHelper } from "babylonjs/Cameras/XR/webXRExperienceHelper";
  50330. import { Scene } from "babylonjs/scene";
  50331. import { WebXRInput } from "babylonjs/Cameras/XR/webXRInput";
  50332. import { WebXRControllerModelLoader } from "babylonjs/Cameras/XR/webXRControllerModelLoader";
  50333. import { WebXRControllerPointerSelection } from "babylonjs/Cameras/XR/webXRControllerPointerSelection";
  50334. import { WebXRControllerTeleportation } from "babylonjs/Cameras/XR/webXRControllerTeleportation";
  50335. import { WebXRManagedOutputCanvas } from "babylonjs/Cameras/XR/webXRManagedOutputCanvas";
  50336. import { WebXREnterExitUI } from "babylonjs/Cameras/XR/webXREnterExitUI";
  50337. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  50338. /**
  50339. * Options for the default xr helper
  50340. */
  50341. export class WebXRDefaultExperienceOptions {
  50342. /**
  50343. * Floor meshes that should be used for teleporting
  50344. */
  50345. floorMeshes: Array<AbstractMesh>;
  50346. }
  50347. /**
  50348. * Default experience which provides a similar setup to the previous webVRExperience
  50349. */
  50350. export class WebXRDefaultExperience {
  50351. /**
  50352. * Base experience
  50353. */
  50354. baseExperience: WebXRExperienceHelper;
  50355. /**
  50356. * Input experience extension
  50357. */
  50358. input: WebXRInput;
  50359. /**
  50360. * Loads the controller models
  50361. */
  50362. controllerModelLoader: WebXRControllerModelLoader;
  50363. /**
  50364. * Enables laser pointer and selection
  50365. */
  50366. pointerSelection: WebXRControllerPointerSelection;
  50367. /**
  50368. * Enables teleportation
  50369. */
  50370. teleportation: WebXRControllerTeleportation;
  50371. /**
  50372. * Enables ui for enetering/exiting xr
  50373. */
  50374. enterExitUI: WebXREnterExitUI;
  50375. /**
  50376. * Default output canvas xr should render to
  50377. */
  50378. outputCanvas: WebXRManagedOutputCanvas;
  50379. /**
  50380. * Creates the default xr experience
  50381. * @param scene scene
  50382. * @param options options for basic configuration
  50383. * @returns resulting WebXRDefaultExperience
  50384. */
  50385. static CreateAsync(scene: Scene, options: WebXRDefaultExperienceOptions): Promise<WebXRDefaultExperience>;
  50386. private constructor();
  50387. /**
  50388. * DIsposes of the experience helper
  50389. */
  50390. dispose(): void;
  50391. }
  50392. }
  50393. declare module "babylonjs/Helpers/sceneHelpers" {
  50394. import { Nullable } from "babylonjs/types";
  50395. import { Mesh } from "babylonjs/Meshes/mesh";
  50396. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  50397. import { IEnvironmentHelperOptions, EnvironmentHelper } from "babylonjs/Helpers/environmentHelper";
  50398. import { VRExperienceHelperOptions, VRExperienceHelper } from "babylonjs/Cameras/VR/vrExperienceHelper";
  50399. import "babylonjs/Materials/Textures/Loaders/ddsTextureLoader";
  50400. import "babylonjs/Materials/Textures/Loaders/envTextureLoader";
  50401. import "babylonjs/Materials/Textures/Loaders/ktxTextureLoader";
  50402. import "babylonjs/Meshes/Builders/boxBuilder";
  50403. import { WebXRDefaultExperience, WebXRDefaultExperienceOptions } from "babylonjs/Cameras/XR/webXRDefaultExperience";
  50404. /** @hidden */
  50405. export var _forceSceneHelpersToBundle: boolean;
  50406. module "babylonjs/scene" {
  50407. interface Scene {
  50408. /**
  50409. * Creates a default light for the scene.
  50410. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-light
  50411. * @param replace has the default false, when true replaces the existing lights in the scene with a hemispheric light
  50412. */
  50413. createDefaultLight(replace?: boolean): void;
  50414. /**
  50415. * Creates a default camera for the scene.
  50416. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-camera
  50417. * @param createArcRotateCamera has the default false which creates a free camera, when true creates an arc rotate camera
  50418. * @param replace has default false, when true replaces the active camera in the scene
  50419. * @param attachCameraControls has default false, when true attaches camera controls to the canvas.
  50420. */
  50421. createDefaultCamera(createArcRotateCamera?: boolean, replace?: boolean, attachCameraControls?: boolean): void;
  50422. /**
  50423. * Creates a default camera and a default light.
  50424. * @see http://doc.babylonjs.com/how_to/Fast_Build#create-default-camera-or-light
  50425. * @param createArcRotateCamera has the default false which creates a free camera, when true creates an arc rotate camera
  50426. * @param replace has the default false, when true replaces the active camera/light in the scene
  50427. * @param attachCameraControls has the default false, when true attaches camera controls to the canvas.
  50428. */
  50429. createDefaultCameraOrLight(createArcRotateCamera?: boolean, replace?: boolean, attachCameraControls?: boolean): void;
  50430. /**
  50431. * Creates a new sky box
  50432. * @see http://doc.babylonjs.com/how_to/Fast_Build#create-default-skybox
  50433. * @param environmentTexture defines the texture to use as environment texture
  50434. * @param pbr has default false which requires the StandardMaterial to be used, when true PBRMaterial must be used
  50435. * @param scale defines the overall scale of the skybox
  50436. * @param blur is only available when pbr is true, default is 0, no blur, maximum value is 1
  50437. * @param setGlobalEnvTexture has default true indicating that scene.environmentTexture must match the current skybox texture
  50438. * @returns a new mesh holding the sky box
  50439. */
  50440. createDefaultSkybox(environmentTexture?: BaseTexture, pbr?: boolean, scale?: number, blur?: number, setGlobalEnvTexture?: boolean): Nullable<Mesh>;
  50441. /**
  50442. * Creates a new environment
  50443. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-environment
  50444. * @param options defines the options you can use to configure the environment
  50445. * @returns the new EnvironmentHelper
  50446. */
  50447. createDefaultEnvironment(options?: Partial<IEnvironmentHelperOptions>): Nullable<EnvironmentHelper>;
  50448. /**
  50449. * Creates a new VREXperienceHelper
  50450. * @see http://doc.babylonjs.com/how_to/webvr_helper
  50451. * @param webVROptions defines the options used to create the new VREXperienceHelper
  50452. * @returns a new VREXperienceHelper
  50453. */
  50454. createDefaultVRExperience(webVROptions?: VRExperienceHelperOptions): VRExperienceHelper;
  50455. /**
  50456. * Creates a new WebXRDefaultExperience
  50457. * @see http://doc.babylonjs.com/how_to/webxr
  50458. * @param options experience options
  50459. * @returns a promise for a new WebXRDefaultExperience
  50460. */
  50461. createDefaultXRExperienceAsync(options: WebXRDefaultExperienceOptions): Promise<WebXRDefaultExperience>;
  50462. }
  50463. }
  50464. }
  50465. declare module "babylonjs/Helpers/videoDome" {
  50466. import { Scene } from "babylonjs/scene";
  50467. import { TransformNode } from "babylonjs/Meshes/transformNode";
  50468. import { Mesh } from "babylonjs/Meshes/mesh";
  50469. import { VideoTexture } from "babylonjs/Materials/Textures/videoTexture";
  50470. import { BackgroundMaterial } from "babylonjs/Materials/Background/backgroundMaterial";
  50471. import "babylonjs/Meshes/Builders/sphereBuilder";
  50472. /**
  50473. * Display a 360/180 degree video on an approximately spherical surface, useful for VR applications or skyboxes.
  50474. * As a subclass of TransformNode, this allow parenting to the camera or multiple videos with different locations in the scene.
  50475. * This class achieves its effect with a VideoTexture and a correctly configured BackgroundMaterial on an inverted sphere.
  50476. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  50477. */
  50478. export class VideoDome extends TransformNode {
  50479. /**
  50480. * Define the video source as a Monoscopic panoramic 360 video.
  50481. */
  50482. static readonly MODE_MONOSCOPIC: number;
  50483. /**
  50484. * Define the video source as a Stereoscopic TopBottom/OverUnder panoramic 360 video.
  50485. */
  50486. static readonly MODE_TOPBOTTOM: number;
  50487. /**
  50488. * Define the video source as a Stereoscopic Side by Side panoramic 360 video.
  50489. */
  50490. static readonly MODE_SIDEBYSIDE: number;
  50491. private _halfDome;
  50492. private _useDirectMapping;
  50493. /**
  50494. * The video texture being displayed on the sphere
  50495. */
  50496. protected _videoTexture: VideoTexture;
  50497. /**
  50498. * Gets the video texture being displayed on the sphere
  50499. */
  50500. readonly videoTexture: VideoTexture;
  50501. /**
  50502. * The skybox material
  50503. */
  50504. protected _material: BackgroundMaterial;
  50505. /**
  50506. * The surface used for the skybox
  50507. */
  50508. protected _mesh: Mesh;
  50509. /**
  50510. * A mesh that will be used to mask the back of the video dome in case it is a 180 degree movie.
  50511. */
  50512. private _halfDomeMask;
  50513. /**
  50514. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  50515. * Also see the options.resolution property.
  50516. */
  50517. fovMultiplier: number;
  50518. private _videoMode;
  50519. /**
  50520. * Gets or set the current video mode for the video. It can be:
  50521. * * VideoDome.MODE_MONOSCOPIC : Define the video source as a Monoscopic panoramic 360 video.
  50522. * * VideoDome.MODE_TOPBOTTOM : Define the video source as a Stereoscopic TopBottom/OverUnder panoramic 360 video.
  50523. * * VideoDome.MODE_SIDEBYSIDE : Define the video source as a Stereoscopic Side by Side panoramic 360 video.
  50524. */
  50525. videoMode: number;
  50526. /**
  50527. * Is the video a 180 degrees video (half dome) or 360 video (full dome)
  50528. *
  50529. */
  50530. /**
  50531. * Set the halfDome mode. If set, only the front (180 degrees) will be displayed and the back will be blacked out.
  50532. */
  50533. halfDome: boolean;
  50534. /**
  50535. * Oberserver used in Stereoscopic VR Mode.
  50536. */
  50537. private _onBeforeCameraRenderObserver;
  50538. /**
  50539. * Create an instance of this class and pass through the parameters to the relevant classes, VideoTexture, StandardMaterial, and Mesh.
  50540. * @param name Element's name, child elements will append suffixes for their own names.
  50541. * @param urlsOrVideo defines the url(s) or the video element to use
  50542. * @param options An object containing optional or exposed sub element properties
  50543. */
  50544. constructor(name: string, urlsOrVideo: string | string[] | HTMLVideoElement, options: {
  50545. resolution?: number;
  50546. clickToPlay?: boolean;
  50547. autoPlay?: boolean;
  50548. loop?: boolean;
  50549. size?: number;
  50550. poster?: string;
  50551. faceForward?: boolean;
  50552. useDirectMapping?: boolean;
  50553. halfDomeMode?: boolean;
  50554. }, scene: Scene);
  50555. private _changeVideoMode;
  50556. /**
  50557. * Releases resources associated with this node.
  50558. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  50559. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  50560. */
  50561. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  50562. }
  50563. }
  50564. declare module "babylonjs/Helpers/index" {
  50565. export * from "babylonjs/Helpers/environmentHelper";
  50566. export * from "babylonjs/Helpers/photoDome";
  50567. export * from "babylonjs/Helpers/sceneHelpers";
  50568. export * from "babylonjs/Helpers/videoDome";
  50569. }
  50570. declare module "babylonjs/Instrumentation/engineInstrumentation" {
  50571. import { PerfCounter } from "babylonjs/Misc/perfCounter";
  50572. import { IDisposable } from "babylonjs/scene";
  50573. import { Engine } from "babylonjs/Engines/engine";
  50574. /**
  50575. * This class can be used to get instrumentation data from a Babylon engine
  50576. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  50577. */
  50578. export class EngineInstrumentation implements IDisposable {
  50579. /**
  50580. * Define the instrumented engine.
  50581. */
  50582. engine: Engine;
  50583. private _captureGPUFrameTime;
  50584. private _gpuFrameTimeToken;
  50585. private _gpuFrameTime;
  50586. private _captureShaderCompilationTime;
  50587. private _shaderCompilationTime;
  50588. private _onBeginFrameObserver;
  50589. private _onEndFrameObserver;
  50590. private _onBeforeShaderCompilationObserver;
  50591. private _onAfterShaderCompilationObserver;
  50592. /**
  50593. * Gets the perf counter used for GPU frame time
  50594. */
  50595. readonly gpuFrameTimeCounter: PerfCounter;
  50596. /**
  50597. * Gets the GPU frame time capture status
  50598. */
  50599. /**
  50600. * Enable or disable the GPU frame time capture
  50601. */
  50602. captureGPUFrameTime: boolean;
  50603. /**
  50604. * Gets the perf counter used for shader compilation time
  50605. */
  50606. readonly shaderCompilationTimeCounter: PerfCounter;
  50607. /**
  50608. * Gets the shader compilation time capture status
  50609. */
  50610. /**
  50611. * Enable or disable the shader compilation time capture
  50612. */
  50613. captureShaderCompilationTime: boolean;
  50614. /**
  50615. * Instantiates a new engine instrumentation.
  50616. * This class can be used to get instrumentation data from a Babylon engine
  50617. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  50618. * @param engine Defines the engine to instrument
  50619. */
  50620. constructor(
  50621. /**
  50622. * Define the instrumented engine.
  50623. */
  50624. engine: Engine);
  50625. /**
  50626. * Dispose and release associated resources.
  50627. */
  50628. dispose(): void;
  50629. }
  50630. }
  50631. declare module "babylonjs/Instrumentation/sceneInstrumentation" {
  50632. import { Scene, IDisposable } from "babylonjs/scene";
  50633. import { PerfCounter } from "babylonjs/Misc/perfCounter";
  50634. /**
  50635. * This class can be used to get instrumentation data from a Babylon engine
  50636. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  50637. */
  50638. export class SceneInstrumentation implements IDisposable {
  50639. /**
  50640. * Defines the scene to instrument
  50641. */
  50642. scene: Scene;
  50643. private _captureActiveMeshesEvaluationTime;
  50644. private _activeMeshesEvaluationTime;
  50645. private _captureRenderTargetsRenderTime;
  50646. private _renderTargetsRenderTime;
  50647. private _captureFrameTime;
  50648. private _frameTime;
  50649. private _captureRenderTime;
  50650. private _renderTime;
  50651. private _captureInterFrameTime;
  50652. private _interFrameTime;
  50653. private _captureParticlesRenderTime;
  50654. private _particlesRenderTime;
  50655. private _captureSpritesRenderTime;
  50656. private _spritesRenderTime;
  50657. private _capturePhysicsTime;
  50658. private _physicsTime;
  50659. private _captureAnimationsTime;
  50660. private _animationsTime;
  50661. private _captureCameraRenderTime;
  50662. private _cameraRenderTime;
  50663. private _onBeforeActiveMeshesEvaluationObserver;
  50664. private _onAfterActiveMeshesEvaluationObserver;
  50665. private _onBeforeRenderTargetsRenderObserver;
  50666. private _onAfterRenderTargetsRenderObserver;
  50667. private _onAfterRenderObserver;
  50668. private _onBeforeDrawPhaseObserver;
  50669. private _onAfterDrawPhaseObserver;
  50670. private _onBeforeAnimationsObserver;
  50671. private _onBeforeParticlesRenderingObserver;
  50672. private _onAfterParticlesRenderingObserver;
  50673. private _onBeforeSpritesRenderingObserver;
  50674. private _onAfterSpritesRenderingObserver;
  50675. private _onBeforePhysicsObserver;
  50676. private _onAfterPhysicsObserver;
  50677. private _onAfterAnimationsObserver;
  50678. private _onBeforeCameraRenderObserver;
  50679. private _onAfterCameraRenderObserver;
  50680. /**
  50681. * Gets the perf counter used for active meshes evaluation time
  50682. */
  50683. readonly activeMeshesEvaluationTimeCounter: PerfCounter;
  50684. /**
  50685. * Gets the active meshes evaluation time capture status
  50686. */
  50687. /**
  50688. * Enable or disable the active meshes evaluation time capture
  50689. */
  50690. captureActiveMeshesEvaluationTime: boolean;
  50691. /**
  50692. * Gets the perf counter used for render targets render time
  50693. */
  50694. readonly renderTargetsRenderTimeCounter: PerfCounter;
  50695. /**
  50696. * Gets the render targets render time capture status
  50697. */
  50698. /**
  50699. * Enable or disable the render targets render time capture
  50700. */
  50701. captureRenderTargetsRenderTime: boolean;
  50702. /**
  50703. * Gets the perf counter used for particles render time
  50704. */
  50705. readonly particlesRenderTimeCounter: PerfCounter;
  50706. /**
  50707. * Gets the particles render time capture status
  50708. */
  50709. /**
  50710. * Enable or disable the particles render time capture
  50711. */
  50712. captureParticlesRenderTime: boolean;
  50713. /**
  50714. * Gets the perf counter used for sprites render time
  50715. */
  50716. readonly spritesRenderTimeCounter: PerfCounter;
  50717. /**
  50718. * Gets the sprites render time capture status
  50719. */
  50720. /**
  50721. * Enable or disable the sprites render time capture
  50722. */
  50723. captureSpritesRenderTime: boolean;
  50724. /**
  50725. * Gets the perf counter used for physics time
  50726. */
  50727. readonly physicsTimeCounter: PerfCounter;
  50728. /**
  50729. * Gets the physics time capture status
  50730. */
  50731. /**
  50732. * Enable or disable the physics time capture
  50733. */
  50734. capturePhysicsTime: boolean;
  50735. /**
  50736. * Gets the perf counter used for animations time
  50737. */
  50738. readonly animationsTimeCounter: PerfCounter;
  50739. /**
  50740. * Gets the animations time capture status
  50741. */
  50742. /**
  50743. * Enable or disable the animations time capture
  50744. */
  50745. captureAnimationsTime: boolean;
  50746. /**
  50747. * Gets the perf counter used for frame time capture
  50748. */
  50749. readonly frameTimeCounter: PerfCounter;
  50750. /**
  50751. * Gets the frame time capture status
  50752. */
  50753. /**
  50754. * Enable or disable the frame time capture
  50755. */
  50756. captureFrameTime: boolean;
  50757. /**
  50758. * Gets the perf counter used for inter-frames time capture
  50759. */
  50760. readonly interFrameTimeCounter: PerfCounter;
  50761. /**
  50762. * Gets the inter-frames time capture status
  50763. */
  50764. /**
  50765. * Enable or disable the inter-frames time capture
  50766. */
  50767. captureInterFrameTime: boolean;
  50768. /**
  50769. * Gets the perf counter used for render time capture
  50770. */
  50771. readonly renderTimeCounter: PerfCounter;
  50772. /**
  50773. * Gets the render time capture status
  50774. */
  50775. /**
  50776. * Enable or disable the render time capture
  50777. */
  50778. captureRenderTime: boolean;
  50779. /**
  50780. * Gets the perf counter used for camera render time capture
  50781. */
  50782. readonly cameraRenderTimeCounter: PerfCounter;
  50783. /**
  50784. * Gets the camera render time capture status
  50785. */
  50786. /**
  50787. * Enable or disable the camera render time capture
  50788. */
  50789. captureCameraRenderTime: boolean;
  50790. /**
  50791. * Gets the perf counter used for draw calls
  50792. */
  50793. readonly drawCallsCounter: PerfCounter;
  50794. /**
  50795. * Instantiates a new scene instrumentation.
  50796. * This class can be used to get instrumentation data from a Babylon engine
  50797. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  50798. * @param scene Defines the scene to instrument
  50799. */
  50800. constructor(
  50801. /**
  50802. * Defines the scene to instrument
  50803. */
  50804. scene: Scene);
  50805. /**
  50806. * Dispose and release associated resources.
  50807. */
  50808. dispose(): void;
  50809. }
  50810. }
  50811. declare module "babylonjs/Instrumentation/index" {
  50812. export * from "babylonjs/Instrumentation/engineInstrumentation";
  50813. export * from "babylonjs/Instrumentation/sceneInstrumentation";
  50814. export * from "babylonjs/Instrumentation/timeToken";
  50815. }
  50816. declare module "babylonjs/Shaders/glowMapGeneration.fragment" {
  50817. /** @hidden */
  50818. export var glowMapGenerationPixelShader: {
  50819. name: string;
  50820. shader: string;
  50821. };
  50822. }
  50823. declare module "babylonjs/Shaders/glowMapGeneration.vertex" {
  50824. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  50825. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  50826. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  50827. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  50828. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  50829. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  50830. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  50831. /** @hidden */
  50832. export var glowMapGenerationVertexShader: {
  50833. name: string;
  50834. shader: string;
  50835. };
  50836. }
  50837. declare module "babylonjs/Layers/effectLayer" {
  50838. import { Observable } from "babylonjs/Misc/observable";
  50839. import { Nullable } from "babylonjs/types";
  50840. import { Camera } from "babylonjs/Cameras/camera";
  50841. import { Scene } from "babylonjs/scene";
  50842. import { ISize } from "babylonjs/Maths/math.size";
  50843. import { Color4 } from "babylonjs/Maths/math.color";
  50844. import { Engine } from "babylonjs/Engines/engine";
  50845. import { SubMesh } from "babylonjs/Meshes/subMesh";
  50846. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  50847. import { Mesh } from "babylonjs/Meshes/mesh";
  50848. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  50849. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  50850. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  50851. import { Effect } from "babylonjs/Materials/effect";
  50852. import { Material } from "babylonjs/Materials/material";
  50853. import "babylonjs/Shaders/glowMapGeneration.fragment";
  50854. import "babylonjs/Shaders/glowMapGeneration.vertex";
  50855. /**
  50856. * Effect layer options. This helps customizing the behaviour
  50857. * of the effect layer.
  50858. */
  50859. export interface IEffectLayerOptions {
  50860. /**
  50861. * Multiplication factor apply to the canvas size to compute the render target size
  50862. * used to generated the objects (the smaller the faster).
  50863. */
  50864. mainTextureRatio: number;
  50865. /**
  50866. * Enforces a fixed size texture to ensure effect stability across devices.
  50867. */
  50868. mainTextureFixedSize?: number;
  50869. /**
  50870. * Alpha blending mode used to apply the blur. Default depends of the implementation.
  50871. */
  50872. alphaBlendingMode: number;
  50873. /**
  50874. * The camera attached to the layer.
  50875. */
  50876. camera: Nullable<Camera>;
  50877. /**
  50878. * The rendering group to draw the layer in.
  50879. */
  50880. renderingGroupId: number;
  50881. }
  50882. /**
  50883. * The effect layer Helps adding post process effect blended with the main pass.
  50884. *
  50885. * This can be for instance use to generate glow or higlight effects on the scene.
  50886. *
  50887. * The effect layer class can not be used directly and is intented to inherited from to be
  50888. * customized per effects.
  50889. */
  50890. export abstract class EffectLayer {
  50891. private _vertexBuffers;
  50892. private _indexBuffer;
  50893. private _cachedDefines;
  50894. private _effectLayerMapGenerationEffect;
  50895. private _effectLayerOptions;
  50896. private _mergeEffect;
  50897. protected _scene: Scene;
  50898. protected _engine: Engine;
  50899. protected _maxSize: number;
  50900. protected _mainTextureDesiredSize: ISize;
  50901. protected _mainTexture: RenderTargetTexture;
  50902. protected _shouldRender: boolean;
  50903. protected _postProcesses: PostProcess[];
  50904. protected _textures: BaseTexture[];
  50905. protected _emissiveTextureAndColor: {
  50906. texture: Nullable<BaseTexture>;
  50907. color: Color4;
  50908. };
  50909. /**
  50910. * The name of the layer
  50911. */
  50912. name: string;
  50913. /**
  50914. * The clear color of the texture used to generate the glow map.
  50915. */
  50916. neutralColor: Color4;
  50917. /**
  50918. * Specifies wether the highlight layer is enabled or not.
  50919. */
  50920. isEnabled: boolean;
  50921. /**
  50922. * Gets the camera attached to the layer.
  50923. */
  50924. readonly camera: Nullable<Camera>;
  50925. /**
  50926. * Gets the rendering group id the layer should render in.
  50927. */
  50928. renderingGroupId: number;
  50929. /**
  50930. * An event triggered when the effect layer has been disposed.
  50931. */
  50932. onDisposeObservable: Observable<EffectLayer>;
  50933. /**
  50934. * An event triggered when the effect layer is about rendering the main texture with the glowy parts.
  50935. */
  50936. onBeforeRenderMainTextureObservable: Observable<EffectLayer>;
  50937. /**
  50938. * An event triggered when the generated texture is being merged in the scene.
  50939. */
  50940. onBeforeComposeObservable: Observable<EffectLayer>;
  50941. /**
  50942. * An event triggered when the generated texture has been merged in the scene.
  50943. */
  50944. onAfterComposeObservable: Observable<EffectLayer>;
  50945. /**
  50946. * An event triggered when the efffect layer changes its size.
  50947. */
  50948. onSizeChangedObservable: Observable<EffectLayer>;
  50949. /** @hidden */
  50950. static _SceneComponentInitialization: (scene: Scene) => void;
  50951. /**
  50952. * Instantiates a new effect Layer and references it in the scene.
  50953. * @param name The name of the layer
  50954. * @param scene The scene to use the layer in
  50955. */
  50956. constructor(
  50957. /** The Friendly of the effect in the scene */
  50958. name: string, scene: Scene);
  50959. /**
  50960. * Get the effect name of the layer.
  50961. * @return The effect name
  50962. */
  50963. abstract getEffectName(): string;
  50964. /**
  50965. * Checks for the readiness of the element composing the layer.
  50966. * @param subMesh the mesh to check for
  50967. * @param useInstances specify wether or not to use instances to render the mesh
  50968. * @return true if ready otherwise, false
  50969. */
  50970. abstract isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  50971. /**
  50972. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  50973. * @returns true if the effect requires stencil during the main canvas render pass.
  50974. */
  50975. abstract needStencil(): boolean;
  50976. /**
  50977. * Create the merge effect. This is the shader use to blit the information back
  50978. * to the main canvas at the end of the scene rendering.
  50979. * @returns The effect containing the shader used to merge the effect on the main canvas
  50980. */
  50981. protected abstract _createMergeEffect(): Effect;
  50982. /**
  50983. * Creates the render target textures and post processes used in the effect layer.
  50984. */
  50985. protected abstract _createTextureAndPostProcesses(): void;
  50986. /**
  50987. * Implementation specific of rendering the generating effect on the main canvas.
  50988. * @param effect The effect used to render through
  50989. */
  50990. protected abstract _internalRender(effect: Effect): void;
  50991. /**
  50992. * Sets the required values for both the emissive texture and and the main color.
  50993. */
  50994. protected abstract _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  50995. /**
  50996. * Free any resources and references associated to a mesh.
  50997. * Internal use
  50998. * @param mesh The mesh to free.
  50999. */
  51000. abstract _disposeMesh(mesh: Mesh): void;
  51001. /**
  51002. * Serializes this layer (Glow or Highlight for example)
  51003. * @returns a serialized layer object
  51004. */
  51005. abstract serialize?(): any;
  51006. /**
  51007. * Initializes the effect layer with the required options.
  51008. * @param options Sets of none mandatory options to use with the layer (see IEffectLayerOptions for more information)
  51009. */
  51010. protected _init(options: Partial<IEffectLayerOptions>): void;
  51011. /**
  51012. * Generates the index buffer of the full screen quad blending to the main canvas.
  51013. */
  51014. private _generateIndexBuffer;
  51015. /**
  51016. * Generates the vertex buffer of the full screen quad blending to the main canvas.
  51017. */
  51018. private _generateVertexBuffer;
  51019. /**
  51020. * Sets the main texture desired size which is the closest power of two
  51021. * of the engine canvas size.
  51022. */
  51023. private _setMainTextureSize;
  51024. /**
  51025. * Creates the main texture for the effect layer.
  51026. */
  51027. protected _createMainTexture(): void;
  51028. /**
  51029. * Adds specific effects defines.
  51030. * @param defines The defines to add specifics to.
  51031. */
  51032. protected _addCustomEffectDefines(defines: string[]): void;
  51033. /**
  51034. * Checks for the readiness of the element composing the layer.
  51035. * @param subMesh the mesh to check for
  51036. * @param useInstances specify wether or not to use instances to render the mesh
  51037. * @param emissiveTexture the associated emissive texture used to generate the glow
  51038. * @return true if ready otherwise, false
  51039. */
  51040. protected _isReady(subMesh: SubMesh, useInstances: boolean, emissiveTexture: Nullable<BaseTexture>): boolean;
  51041. /**
  51042. * Renders the glowing part of the scene by blending the blurred glowing meshes on top of the rendered scene.
  51043. */
  51044. render(): void;
  51045. /**
  51046. * Determine if a given mesh will be used in the current effect.
  51047. * @param mesh mesh to test
  51048. * @returns true if the mesh will be used
  51049. */
  51050. hasMesh(mesh: AbstractMesh): boolean;
  51051. /**
  51052. * Returns true if the layer contains information to display, otherwise false.
  51053. * @returns true if the glow layer should be rendered
  51054. */
  51055. shouldRender(): boolean;
  51056. /**
  51057. * Returns true if the mesh should render, otherwise false.
  51058. * @param mesh The mesh to render
  51059. * @returns true if it should render otherwise false
  51060. */
  51061. protected _shouldRenderMesh(mesh: AbstractMesh): boolean;
  51062. /**
  51063. * Returns true if the mesh can be rendered, otherwise false.
  51064. * @param mesh The mesh to render
  51065. * @param material The material used on the mesh
  51066. * @returns true if it can be rendered otherwise false
  51067. */
  51068. protected _canRenderMesh(mesh: AbstractMesh, material: Material): boolean;
  51069. /**
  51070. * Returns true if the mesh should render, otherwise false.
  51071. * @param mesh The mesh to render
  51072. * @returns true if it should render otherwise false
  51073. */
  51074. protected _shouldRenderEmissiveTextureForMesh(): boolean;
  51075. /**
  51076. * Renders the submesh passed in parameter to the generation map.
  51077. */
  51078. protected _renderSubMesh(subMesh: SubMesh, enableAlphaMode?: boolean): void;
  51079. /**
  51080. * Rebuild the required buffers.
  51081. * @hidden Internal use only.
  51082. */
  51083. _rebuild(): void;
  51084. /**
  51085. * Dispose only the render target textures and post process.
  51086. */
  51087. private _disposeTextureAndPostProcesses;
  51088. /**
  51089. * Dispose the highlight layer and free resources.
  51090. */
  51091. dispose(): void;
  51092. /**
  51093. * Gets the class name of the effect layer
  51094. * @returns the string with the class name of the effect layer
  51095. */
  51096. getClassName(): string;
  51097. /**
  51098. * Creates an effect layer from parsed effect layer data
  51099. * @param parsedEffectLayer defines effect layer data
  51100. * @param scene defines the current scene
  51101. * @param rootUrl defines the root URL containing the effect layer information
  51102. * @returns a parsed effect Layer
  51103. */
  51104. static Parse(parsedEffectLayer: any, scene: Scene, rootUrl: string): EffectLayer;
  51105. }
  51106. }
  51107. declare module "babylonjs/Layers/effectLayerSceneComponent" {
  51108. import { Scene } from "babylonjs/scene";
  51109. import { ISceneSerializableComponent } from "babylonjs/sceneComponent";
  51110. import { EffectLayer } from "babylonjs/Layers/effectLayer";
  51111. import { AbstractScene } from "babylonjs/abstractScene";
  51112. module "babylonjs/abstractScene" {
  51113. interface AbstractScene {
  51114. /**
  51115. * The list of effect layers (highlights/glow) added to the scene
  51116. * @see http://doc.babylonjs.com/how_to/highlight_layer
  51117. * @see http://doc.babylonjs.com/how_to/glow_layer
  51118. */
  51119. effectLayers: Array<EffectLayer>;
  51120. /**
  51121. * Removes the given effect layer from this scene.
  51122. * @param toRemove defines the effect layer to remove
  51123. * @returns the index of the removed effect layer
  51124. */
  51125. removeEffectLayer(toRemove: EffectLayer): number;
  51126. /**
  51127. * Adds the given effect layer to this scene
  51128. * @param newEffectLayer defines the effect layer to add
  51129. */
  51130. addEffectLayer(newEffectLayer: EffectLayer): void;
  51131. }
  51132. }
  51133. /**
  51134. * Defines the layer scene component responsible to manage any effect layers
  51135. * in a given scene.
  51136. */
  51137. export class EffectLayerSceneComponent implements ISceneSerializableComponent {
  51138. /**
  51139. * The component name helpfull to identify the component in the list of scene components.
  51140. */
  51141. readonly name: string;
  51142. /**
  51143. * The scene the component belongs to.
  51144. */
  51145. scene: Scene;
  51146. private _engine;
  51147. private _renderEffects;
  51148. private _needStencil;
  51149. private _previousStencilState;
  51150. /**
  51151. * Creates a new instance of the component for the given scene
  51152. * @param scene Defines the scene to register the component in
  51153. */
  51154. constructor(scene: Scene);
  51155. /**
  51156. * Registers the component in a given scene
  51157. */
  51158. register(): void;
  51159. /**
  51160. * Rebuilds the elements related to this component in case of
  51161. * context lost for instance.
  51162. */
  51163. rebuild(): void;
  51164. /**
  51165. * Serializes the component data to the specified json object
  51166. * @param serializationObject The object to serialize to
  51167. */
  51168. serialize(serializationObject: any): void;
  51169. /**
  51170. * Adds all the elements from the container to the scene
  51171. * @param container the container holding the elements
  51172. */
  51173. addFromContainer(container: AbstractScene): void;
  51174. /**
  51175. * Removes all the elements in the container from the scene
  51176. * @param container contains the elements to remove
  51177. * @param dispose if the removed element should be disposed (default: false)
  51178. */
  51179. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  51180. /**
  51181. * Disposes the component and the associated ressources.
  51182. */
  51183. dispose(): void;
  51184. private _isReadyForMesh;
  51185. private _renderMainTexture;
  51186. private _setStencil;
  51187. private _setStencilBack;
  51188. private _draw;
  51189. private _drawCamera;
  51190. private _drawRenderingGroup;
  51191. }
  51192. }
  51193. declare module "babylonjs/Shaders/glowMapMerge.fragment" {
  51194. /** @hidden */
  51195. export var glowMapMergePixelShader: {
  51196. name: string;
  51197. shader: string;
  51198. };
  51199. }
  51200. declare module "babylonjs/Shaders/glowMapMerge.vertex" {
  51201. /** @hidden */
  51202. export var glowMapMergeVertexShader: {
  51203. name: string;
  51204. shader: string;
  51205. };
  51206. }
  51207. declare module "babylonjs/Layers/glowLayer" {
  51208. import { Nullable } from "babylonjs/types";
  51209. import { Camera } from "babylonjs/Cameras/camera";
  51210. import { Scene } from "babylonjs/scene";
  51211. import { SubMesh } from "babylonjs/Meshes/subMesh";
  51212. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  51213. import { Mesh } from "babylonjs/Meshes/mesh";
  51214. import { Texture } from "babylonjs/Materials/Textures/texture";
  51215. import { Effect } from "babylonjs/Materials/effect";
  51216. import { Material } from "babylonjs/Materials/material";
  51217. import { EffectLayer } from "babylonjs/Layers/effectLayer";
  51218. import { Color4 } from "babylonjs/Maths/math.color";
  51219. import "babylonjs/Shaders/glowMapMerge.fragment";
  51220. import "babylonjs/Shaders/glowMapMerge.vertex";
  51221. import "babylonjs/Layers/effectLayerSceneComponent";
  51222. module "babylonjs/abstractScene" {
  51223. interface AbstractScene {
  51224. /**
  51225. * Return a the first highlight layer of the scene with a given name.
  51226. * @param name The name of the highlight layer to look for.
  51227. * @return The highlight layer if found otherwise null.
  51228. */
  51229. getGlowLayerByName(name: string): Nullable<GlowLayer>;
  51230. }
  51231. }
  51232. /**
  51233. * Glow layer options. This helps customizing the behaviour
  51234. * of the glow layer.
  51235. */
  51236. export interface IGlowLayerOptions {
  51237. /**
  51238. * Multiplication factor apply to the canvas size to compute the render target size
  51239. * used to generated the glowing objects (the smaller the faster).
  51240. */
  51241. mainTextureRatio: number;
  51242. /**
  51243. * Enforces a fixed size texture to ensure resize independant blur.
  51244. */
  51245. mainTextureFixedSize?: number;
  51246. /**
  51247. * How big is the kernel of the blur texture.
  51248. */
  51249. blurKernelSize: number;
  51250. /**
  51251. * The camera attached to the layer.
  51252. */
  51253. camera: Nullable<Camera>;
  51254. /**
  51255. * Enable MSAA by chosing the number of samples.
  51256. */
  51257. mainTextureSamples?: number;
  51258. /**
  51259. * The rendering group to draw the layer in.
  51260. */
  51261. renderingGroupId: number;
  51262. }
  51263. /**
  51264. * The glow layer Helps adding a glow effect around the emissive parts of a mesh.
  51265. *
  51266. * Once instantiated in a scene, simply use the pushMesh or removeMesh method to add or remove
  51267. * glowy meshes to your scene.
  51268. *
  51269. * Documentation: https://doc.babylonjs.com/how_to/glow_layer
  51270. */
  51271. export class GlowLayer extends EffectLayer {
  51272. /**
  51273. * Effect Name of the layer.
  51274. */
  51275. static readonly EffectName: string;
  51276. /**
  51277. * The default blur kernel size used for the glow.
  51278. */
  51279. static DefaultBlurKernelSize: number;
  51280. /**
  51281. * The default texture size ratio used for the glow.
  51282. */
  51283. static DefaultTextureRatio: number;
  51284. /**
  51285. * Sets the kernel size of the blur.
  51286. */
  51287. /**
  51288. * Gets the kernel size of the blur.
  51289. */
  51290. blurKernelSize: number;
  51291. /**
  51292. * Sets the glow intensity.
  51293. */
  51294. /**
  51295. * Gets the glow intensity.
  51296. */
  51297. intensity: number;
  51298. private _options;
  51299. private _intensity;
  51300. private _horizontalBlurPostprocess1;
  51301. private _verticalBlurPostprocess1;
  51302. private _horizontalBlurPostprocess2;
  51303. private _verticalBlurPostprocess2;
  51304. private _blurTexture1;
  51305. private _blurTexture2;
  51306. private _postProcesses1;
  51307. private _postProcesses2;
  51308. private _includedOnlyMeshes;
  51309. private _excludedMeshes;
  51310. /**
  51311. * Callback used to let the user override the color selection on a per mesh basis
  51312. */
  51313. customEmissiveColorSelector: (mesh: Mesh, subMesh: SubMesh, material: Material, result: Color4) => void;
  51314. /**
  51315. * Callback used to let the user override the texture selection on a per mesh basis
  51316. */
  51317. customEmissiveTextureSelector: (mesh: Mesh, subMesh: SubMesh, material: Material) => Texture;
  51318. /**
  51319. * Instantiates a new glow Layer and references it to the scene.
  51320. * @param name The name of the layer
  51321. * @param scene The scene to use the layer in
  51322. * @param options Sets of none mandatory options to use with the layer (see IGlowLayerOptions for more information)
  51323. */
  51324. constructor(name: string, scene: Scene, options?: Partial<IGlowLayerOptions>);
  51325. /**
  51326. * Get the effect name of the layer.
  51327. * @return The effect name
  51328. */
  51329. getEffectName(): string;
  51330. /**
  51331. * Create the merge effect. This is the shader use to blit the information back
  51332. * to the main canvas at the end of the scene rendering.
  51333. */
  51334. protected _createMergeEffect(): Effect;
  51335. /**
  51336. * Creates the render target textures and post processes used in the glow layer.
  51337. */
  51338. protected _createTextureAndPostProcesses(): void;
  51339. /**
  51340. * Checks for the readiness of the element composing the layer.
  51341. * @param subMesh the mesh to check for
  51342. * @param useInstances specify wether or not to use instances to render the mesh
  51343. * @param emissiveTexture the associated emissive texture used to generate the glow
  51344. * @return true if ready otherwise, false
  51345. */
  51346. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  51347. /**
  51348. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  51349. */
  51350. needStencil(): boolean;
  51351. /**
  51352. * Returns true if the mesh can be rendered, otherwise false.
  51353. * @param mesh The mesh to render
  51354. * @param material The material used on the mesh
  51355. * @returns true if it can be rendered otherwise false
  51356. */
  51357. protected _canRenderMesh(mesh: AbstractMesh, material: Material): boolean;
  51358. /**
  51359. * Implementation specific of rendering the generating effect on the main canvas.
  51360. * @param effect The effect used to render through
  51361. */
  51362. protected _internalRender(effect: Effect): void;
  51363. /**
  51364. * Sets the required values for both the emissive texture and and the main color.
  51365. */
  51366. protected _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  51367. /**
  51368. * Returns true if the mesh should render, otherwise false.
  51369. * @param mesh The mesh to render
  51370. * @returns true if it should render otherwise false
  51371. */
  51372. protected _shouldRenderMesh(mesh: Mesh): boolean;
  51373. /**
  51374. * Adds specific effects defines.
  51375. * @param defines The defines to add specifics to.
  51376. */
  51377. protected _addCustomEffectDefines(defines: string[]): void;
  51378. /**
  51379. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the glow layer.
  51380. * @param mesh The mesh to exclude from the glow layer
  51381. */
  51382. addExcludedMesh(mesh: Mesh): void;
  51383. /**
  51384. * Remove a mesh from the exclusion list to let it impact or being impacted by the glow layer.
  51385. * @param mesh The mesh to remove
  51386. */
  51387. removeExcludedMesh(mesh: Mesh): void;
  51388. /**
  51389. * Add a mesh in the inclusion list to impact or being impacted by the glow layer.
  51390. * @param mesh The mesh to include in the glow layer
  51391. */
  51392. addIncludedOnlyMesh(mesh: Mesh): void;
  51393. /**
  51394. * Remove a mesh from the Inclusion list to prevent it to impact or being impacted by the glow layer.
  51395. * @param mesh The mesh to remove
  51396. */
  51397. removeIncludedOnlyMesh(mesh: Mesh): void;
  51398. /**
  51399. * Determine if a given mesh will be used in the glow layer
  51400. * @param mesh The mesh to test
  51401. * @returns true if the mesh will be highlighted by the current glow layer
  51402. */
  51403. hasMesh(mesh: AbstractMesh): boolean;
  51404. /**
  51405. * Free any resources and references associated to a mesh.
  51406. * Internal use
  51407. * @param mesh The mesh to free.
  51408. * @hidden
  51409. */
  51410. _disposeMesh(mesh: Mesh): void;
  51411. /**
  51412. * Gets the class name of the effect layer
  51413. * @returns the string with the class name of the effect layer
  51414. */
  51415. getClassName(): string;
  51416. /**
  51417. * Serializes this glow layer
  51418. * @returns a serialized glow layer object
  51419. */
  51420. serialize(): any;
  51421. /**
  51422. * Creates a Glow Layer from parsed glow layer data
  51423. * @param parsedGlowLayer defines glow layer data
  51424. * @param scene defines the current scene
  51425. * @param rootUrl defines the root URL containing the glow layer information
  51426. * @returns a parsed Glow Layer
  51427. */
  51428. static Parse(parsedGlowLayer: any, scene: Scene, rootUrl: string): GlowLayer;
  51429. }
  51430. }
  51431. declare module "babylonjs/Shaders/glowBlurPostProcess.fragment" {
  51432. /** @hidden */
  51433. export var glowBlurPostProcessPixelShader: {
  51434. name: string;
  51435. shader: string;
  51436. };
  51437. }
  51438. declare module "babylonjs/Layers/highlightLayer" {
  51439. import { Observable } from "babylonjs/Misc/observable";
  51440. import { Nullable } from "babylonjs/types";
  51441. import { Camera } from "babylonjs/Cameras/camera";
  51442. import { Scene } from "babylonjs/scene";
  51443. import { SubMesh } from "babylonjs/Meshes/subMesh";
  51444. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  51445. import { Mesh } from "babylonjs/Meshes/mesh";
  51446. import { Effect } from "babylonjs/Materials/effect";
  51447. import { Material } from "babylonjs/Materials/material";
  51448. import { EffectLayer } from "babylonjs/Layers/effectLayer";
  51449. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  51450. import "babylonjs/Shaders/glowMapMerge.fragment";
  51451. import "babylonjs/Shaders/glowMapMerge.vertex";
  51452. import "babylonjs/Shaders/glowBlurPostProcess.fragment";
  51453. module "babylonjs/abstractScene" {
  51454. interface AbstractScene {
  51455. /**
  51456. * Return a the first highlight layer of the scene with a given name.
  51457. * @param name The name of the highlight layer to look for.
  51458. * @return The highlight layer if found otherwise null.
  51459. */
  51460. getHighlightLayerByName(name: string): Nullable<HighlightLayer>;
  51461. }
  51462. }
  51463. /**
  51464. * Highlight layer options. This helps customizing the behaviour
  51465. * of the highlight layer.
  51466. */
  51467. export interface IHighlightLayerOptions {
  51468. /**
  51469. * Multiplication factor apply to the canvas size to compute the render target size
  51470. * used to generated the glowing objects (the smaller the faster).
  51471. */
  51472. mainTextureRatio: number;
  51473. /**
  51474. * Enforces a fixed size texture to ensure resize independant blur.
  51475. */
  51476. mainTextureFixedSize?: number;
  51477. /**
  51478. * Multiplication factor apply to the main texture size in the first step of the blur to reduce the size
  51479. * of the picture to blur (the smaller the faster).
  51480. */
  51481. blurTextureSizeRatio: number;
  51482. /**
  51483. * How big in texel of the blur texture is the vertical blur.
  51484. */
  51485. blurVerticalSize: number;
  51486. /**
  51487. * How big in texel of the blur texture is the horizontal blur.
  51488. */
  51489. blurHorizontalSize: number;
  51490. /**
  51491. * Alpha blending mode used to apply the blur. Default is combine.
  51492. */
  51493. alphaBlendingMode: number;
  51494. /**
  51495. * The camera attached to the layer.
  51496. */
  51497. camera: Nullable<Camera>;
  51498. /**
  51499. * Should we display highlight as a solid stroke?
  51500. */
  51501. isStroke?: boolean;
  51502. /**
  51503. * The rendering group to draw the layer in.
  51504. */
  51505. renderingGroupId: number;
  51506. }
  51507. /**
  51508. * The highlight layer Helps adding a glow effect around a mesh.
  51509. *
  51510. * Once instantiated in a scene, simply use the pushMesh or removeMesh method to add or remove
  51511. * glowy meshes to your scene.
  51512. *
  51513. * !!! THIS REQUIRES AN ACTIVE STENCIL BUFFER ON THE CANVAS !!!
  51514. */
  51515. export class HighlightLayer extends EffectLayer {
  51516. name: string;
  51517. /**
  51518. * Effect Name of the highlight layer.
  51519. */
  51520. static readonly EffectName: string;
  51521. /**
  51522. * The neutral color used during the preparation of the glow effect.
  51523. * This is black by default as the blend operation is a blend operation.
  51524. */
  51525. static NeutralColor: Color4;
  51526. /**
  51527. * Stencil value used for glowing meshes.
  51528. */
  51529. static GlowingMeshStencilReference: number;
  51530. /**
  51531. * Stencil value used for the other meshes in the scene.
  51532. */
  51533. static NormalMeshStencilReference: number;
  51534. /**
  51535. * Specifies whether or not the inner glow is ACTIVE in the layer.
  51536. */
  51537. innerGlow: boolean;
  51538. /**
  51539. * Specifies whether or not the outer glow is ACTIVE in the layer.
  51540. */
  51541. outerGlow: boolean;
  51542. /**
  51543. * Specifies the horizontal size of the blur.
  51544. */
  51545. /**
  51546. * Gets the horizontal size of the blur.
  51547. */
  51548. blurHorizontalSize: number;
  51549. /**
  51550. * Specifies the vertical size of the blur.
  51551. */
  51552. /**
  51553. * Gets the vertical size of the blur.
  51554. */
  51555. blurVerticalSize: number;
  51556. /**
  51557. * An event triggered when the highlight layer is being blurred.
  51558. */
  51559. onBeforeBlurObservable: Observable<HighlightLayer>;
  51560. /**
  51561. * An event triggered when the highlight layer has been blurred.
  51562. */
  51563. onAfterBlurObservable: Observable<HighlightLayer>;
  51564. private _instanceGlowingMeshStencilReference;
  51565. private _options;
  51566. private _downSamplePostprocess;
  51567. private _horizontalBlurPostprocess;
  51568. private _verticalBlurPostprocess;
  51569. private _blurTexture;
  51570. private _meshes;
  51571. private _excludedMeshes;
  51572. /**
  51573. * Instantiates a new highlight Layer and references it to the scene..
  51574. * @param name The name of the layer
  51575. * @param scene The scene to use the layer in
  51576. * @param options Sets of none mandatory options to use with the layer (see IHighlightLayerOptions for more information)
  51577. */
  51578. constructor(name: string, scene: Scene, options?: Partial<IHighlightLayerOptions>);
  51579. /**
  51580. * Get the effect name of the layer.
  51581. * @return The effect name
  51582. */
  51583. getEffectName(): string;
  51584. /**
  51585. * Create the merge effect. This is the shader use to blit the information back
  51586. * to the main canvas at the end of the scene rendering.
  51587. */
  51588. protected _createMergeEffect(): Effect;
  51589. /**
  51590. * Creates the render target textures and post processes used in the highlight layer.
  51591. */
  51592. protected _createTextureAndPostProcesses(): void;
  51593. /**
  51594. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  51595. */
  51596. needStencil(): boolean;
  51597. /**
  51598. * Checks for the readiness of the element composing the layer.
  51599. * @param subMesh the mesh to check for
  51600. * @param useInstances specify wether or not to use instances to render the mesh
  51601. * @param emissiveTexture the associated emissive texture used to generate the glow
  51602. * @return true if ready otherwise, false
  51603. */
  51604. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  51605. /**
  51606. * Implementation specific of rendering the generating effect on the main canvas.
  51607. * @param effect The effect used to render through
  51608. */
  51609. protected _internalRender(effect: Effect): void;
  51610. /**
  51611. * Returns true if the layer contains information to display, otherwise false.
  51612. */
  51613. shouldRender(): boolean;
  51614. /**
  51615. * Returns true if the mesh should render, otherwise false.
  51616. * @param mesh The mesh to render
  51617. * @returns true if it should render otherwise false
  51618. */
  51619. protected _shouldRenderMesh(mesh: Mesh): boolean;
  51620. /**
  51621. * Sets the required values for both the emissive texture and and the main color.
  51622. */
  51623. protected _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  51624. /**
  51625. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the highlight layer.
  51626. * @param mesh The mesh to exclude from the highlight layer
  51627. */
  51628. addExcludedMesh(mesh: Mesh): void;
  51629. /**
  51630. * Remove a mesh from the exclusion list to let it impact or being impacted by the highlight layer.
  51631. * @param mesh The mesh to highlight
  51632. */
  51633. removeExcludedMesh(mesh: Mesh): void;
  51634. /**
  51635. * Determine if a given mesh will be highlighted by the current HighlightLayer
  51636. * @param mesh mesh to test
  51637. * @returns true if the mesh will be highlighted by the current HighlightLayer
  51638. */
  51639. hasMesh(mesh: AbstractMesh): boolean;
  51640. /**
  51641. * Add a mesh in the highlight layer in order to make it glow with the chosen color.
  51642. * @param mesh The mesh to highlight
  51643. * @param color The color of the highlight
  51644. * @param glowEmissiveOnly Extract the glow from the emissive texture
  51645. */
  51646. addMesh(mesh: Mesh, color: Color3, glowEmissiveOnly?: boolean): void;
  51647. /**
  51648. * Remove a mesh from the highlight layer in order to make it stop glowing.
  51649. * @param mesh The mesh to highlight
  51650. */
  51651. removeMesh(mesh: Mesh): void;
  51652. /**
  51653. * Force the stencil to the normal expected value for none glowing parts
  51654. */
  51655. private _defaultStencilReference;
  51656. /**
  51657. * Free any resources and references associated to a mesh.
  51658. * Internal use
  51659. * @param mesh The mesh to free.
  51660. * @hidden
  51661. */
  51662. _disposeMesh(mesh: Mesh): void;
  51663. /**
  51664. * Dispose the highlight layer and free resources.
  51665. */
  51666. dispose(): void;
  51667. /**
  51668. * Gets the class name of the effect layer
  51669. * @returns the string with the class name of the effect layer
  51670. */
  51671. getClassName(): string;
  51672. /**
  51673. * Serializes this Highlight layer
  51674. * @returns a serialized Highlight layer object
  51675. */
  51676. serialize(): any;
  51677. /**
  51678. * Creates a Highlight layer from parsed Highlight layer data
  51679. * @param parsedHightlightLayer defines the Highlight layer data
  51680. * @param scene defines the current scene
  51681. * @param rootUrl defines the root URL containing the Highlight layer information
  51682. * @returns a parsed Highlight layer
  51683. */
  51684. static Parse(parsedHightlightLayer: any, scene: Scene, rootUrl: string): HighlightLayer;
  51685. }
  51686. }
  51687. declare module "babylonjs/Layers/layerSceneComponent" {
  51688. import { Scene } from "babylonjs/scene";
  51689. import { ISceneComponent } from "babylonjs/sceneComponent";
  51690. import { Layer } from "babylonjs/Layers/layer";
  51691. import { AbstractScene } from "babylonjs/abstractScene";
  51692. module "babylonjs/abstractScene" {
  51693. interface AbstractScene {
  51694. /**
  51695. * The list of layers (background and foreground) of the scene
  51696. */
  51697. layers: Array<Layer>;
  51698. }
  51699. }
  51700. /**
  51701. * Defines the layer scene component responsible to manage any layers
  51702. * in a given scene.
  51703. */
  51704. export class LayerSceneComponent implements ISceneComponent {
  51705. /**
  51706. * The component name helpfull to identify the component in the list of scene components.
  51707. */
  51708. readonly name: string;
  51709. /**
  51710. * The scene the component belongs to.
  51711. */
  51712. scene: Scene;
  51713. private _engine;
  51714. /**
  51715. * Creates a new instance of the component for the given scene
  51716. * @param scene Defines the scene to register the component in
  51717. */
  51718. constructor(scene: Scene);
  51719. /**
  51720. * Registers the component in a given scene
  51721. */
  51722. register(): void;
  51723. /**
  51724. * Rebuilds the elements related to this component in case of
  51725. * context lost for instance.
  51726. */
  51727. rebuild(): void;
  51728. /**
  51729. * Disposes the component and the associated ressources.
  51730. */
  51731. dispose(): void;
  51732. private _draw;
  51733. private _drawCameraPredicate;
  51734. private _drawCameraBackground;
  51735. private _drawCameraForeground;
  51736. private _drawRenderTargetPredicate;
  51737. private _drawRenderTargetBackground;
  51738. private _drawRenderTargetForeground;
  51739. /**
  51740. * Adds all the elements from the container to the scene
  51741. * @param container the container holding the elements
  51742. */
  51743. addFromContainer(container: AbstractScene): void;
  51744. /**
  51745. * Removes all the elements in the container from the scene
  51746. * @param container contains the elements to remove
  51747. * @param dispose if the removed element should be disposed (default: false)
  51748. */
  51749. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  51750. }
  51751. }
  51752. declare module "babylonjs/Shaders/layer.fragment" {
  51753. /** @hidden */
  51754. export var layerPixelShader: {
  51755. name: string;
  51756. shader: string;
  51757. };
  51758. }
  51759. declare module "babylonjs/Shaders/layer.vertex" {
  51760. /** @hidden */
  51761. export var layerVertexShader: {
  51762. name: string;
  51763. shader: string;
  51764. };
  51765. }
  51766. declare module "babylonjs/Layers/layer" {
  51767. import { Observable } from "babylonjs/Misc/observable";
  51768. import { Nullable } from "babylonjs/types";
  51769. import { Scene } from "babylonjs/scene";
  51770. import { Vector2 } from "babylonjs/Maths/math.vector";
  51771. import { Color4 } from "babylonjs/Maths/math.color";
  51772. import { Texture } from "babylonjs/Materials/Textures/texture";
  51773. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  51774. import "babylonjs/Shaders/layer.fragment";
  51775. import "babylonjs/Shaders/layer.vertex";
  51776. /**
  51777. * This represents a full screen 2d layer.
  51778. * This can be useful to display a picture in the background of your scene for instance.
  51779. * @see https://www.babylonjs-playground.com/#08A2BS#1
  51780. */
  51781. export class Layer {
  51782. /**
  51783. * Define the name of the layer.
  51784. */
  51785. name: string;
  51786. /**
  51787. * Define the texture the layer should display.
  51788. */
  51789. texture: Nullable<Texture>;
  51790. /**
  51791. * Is the layer in background or foreground.
  51792. */
  51793. isBackground: boolean;
  51794. /**
  51795. * Define the color of the layer (instead of texture).
  51796. */
  51797. color: Color4;
  51798. /**
  51799. * Define the scale of the layer in order to zoom in out of the texture.
  51800. */
  51801. scale: Vector2;
  51802. /**
  51803. * Define an offset for the layer in order to shift the texture.
  51804. */
  51805. offset: Vector2;
  51806. /**
  51807. * Define the alpha blending mode used in the layer in case the texture or color has an alpha.
  51808. */
  51809. alphaBlendingMode: number;
  51810. /**
  51811. * Define if the layer should alpha test or alpha blend with the rest of the scene.
  51812. * Alpha test will not mix with the background color in case of transparency.
  51813. * It will either use the texture color or the background depending on the alpha value of the current pixel.
  51814. */
  51815. alphaTest: boolean;
  51816. /**
  51817. * Define a mask to restrict the layer to only some of the scene cameras.
  51818. */
  51819. layerMask: number;
  51820. /**
  51821. * Define the list of render target the layer is visible into.
  51822. */
  51823. renderTargetTextures: RenderTargetTexture[];
  51824. /**
  51825. * Define if the layer is only used in renderTarget or if it also
  51826. * renders in the main frame buffer of the canvas.
  51827. */
  51828. renderOnlyInRenderTargetTextures: boolean;
  51829. private _scene;
  51830. private _vertexBuffers;
  51831. private _indexBuffer;
  51832. private _effect;
  51833. private _alphaTestEffect;
  51834. /**
  51835. * An event triggered when the layer is disposed.
  51836. */
  51837. onDisposeObservable: Observable<Layer>;
  51838. private _onDisposeObserver;
  51839. /**
  51840. * Back compatibility with callback before the onDisposeObservable existed.
  51841. * The set callback will be triggered when the layer has been disposed.
  51842. */
  51843. onDispose: () => void;
  51844. /**
  51845. * An event triggered before rendering the scene
  51846. */
  51847. onBeforeRenderObservable: Observable<Layer>;
  51848. private _onBeforeRenderObserver;
  51849. /**
  51850. * Back compatibility with callback before the onBeforeRenderObservable existed.
  51851. * The set callback will be triggered just before rendering the layer.
  51852. */
  51853. onBeforeRender: () => void;
  51854. /**
  51855. * An event triggered after rendering the scene
  51856. */
  51857. onAfterRenderObservable: Observable<Layer>;
  51858. private _onAfterRenderObserver;
  51859. /**
  51860. * Back compatibility with callback before the onAfterRenderObservable existed.
  51861. * The set callback will be triggered just after rendering the layer.
  51862. */
  51863. onAfterRender: () => void;
  51864. /**
  51865. * Instantiates a new layer.
  51866. * This represents a full screen 2d layer.
  51867. * This can be useful to display a picture in the background of your scene for instance.
  51868. * @see https://www.babylonjs-playground.com/#08A2BS#1
  51869. * @param name Define the name of the layer in the scene
  51870. * @param imgUrl Define the url of the texture to display in the layer
  51871. * @param scene Define the scene the layer belongs to
  51872. * @param isBackground Defines whether the layer is displayed in front or behind the scene
  51873. * @param color Defines a color for the layer
  51874. */
  51875. constructor(
  51876. /**
  51877. * Define the name of the layer.
  51878. */
  51879. name: string, imgUrl: Nullable<string>, scene: Nullable<Scene>, isBackground?: boolean, color?: Color4);
  51880. private _createIndexBuffer;
  51881. /** @hidden */
  51882. _rebuild(): void;
  51883. /**
  51884. * Renders the layer in the scene.
  51885. */
  51886. render(): void;
  51887. /**
  51888. * Disposes and releases the associated ressources.
  51889. */
  51890. dispose(): void;
  51891. }
  51892. }
  51893. declare module "babylonjs/Layers/index" {
  51894. export * from "babylonjs/Layers/effectLayer";
  51895. export * from "babylonjs/Layers/effectLayerSceneComponent";
  51896. export * from "babylonjs/Layers/glowLayer";
  51897. export * from "babylonjs/Layers/highlightLayer";
  51898. export * from "babylonjs/Layers/layer";
  51899. export * from "babylonjs/Layers/layerSceneComponent";
  51900. }
  51901. declare module "babylonjs/Shaders/lensFlare.fragment" {
  51902. /** @hidden */
  51903. export var lensFlarePixelShader: {
  51904. name: string;
  51905. shader: string;
  51906. };
  51907. }
  51908. declare module "babylonjs/Shaders/lensFlare.vertex" {
  51909. /** @hidden */
  51910. export var lensFlareVertexShader: {
  51911. name: string;
  51912. shader: string;
  51913. };
  51914. }
  51915. declare module "babylonjs/LensFlares/lensFlareSystem" {
  51916. import { Scene } from "babylonjs/scene";
  51917. import { Vector3 } from "babylonjs/Maths/math.vector";
  51918. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  51919. import { LensFlare } from "babylonjs/LensFlares/lensFlare";
  51920. import "babylonjs/Shaders/lensFlare.fragment";
  51921. import "babylonjs/Shaders/lensFlare.vertex";
  51922. import { Viewport } from "babylonjs/Maths/math.viewport";
  51923. /**
  51924. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  51925. * It is usually composed of several `lensFlare`.
  51926. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  51927. */
  51928. export class LensFlareSystem {
  51929. /**
  51930. * Define the name of the lens flare system
  51931. */
  51932. name: string;
  51933. /**
  51934. * List of lens flares used in this system.
  51935. */
  51936. lensFlares: LensFlare[];
  51937. /**
  51938. * Define a limit from the border the lens flare can be visible.
  51939. */
  51940. borderLimit: number;
  51941. /**
  51942. * Define a viewport border we do not want to see the lens flare in.
  51943. */
  51944. viewportBorder: number;
  51945. /**
  51946. * Define a predicate which could limit the list of meshes able to occlude the effect.
  51947. */
  51948. meshesSelectionPredicate: (mesh: AbstractMesh) => boolean;
  51949. /**
  51950. * Restricts the rendering of the effect to only the camera rendering this layer mask.
  51951. */
  51952. layerMask: number;
  51953. /**
  51954. * Define the id of the lens flare system in the scene.
  51955. * (equal to name by default)
  51956. */
  51957. id: string;
  51958. private _scene;
  51959. private _emitter;
  51960. private _vertexBuffers;
  51961. private _indexBuffer;
  51962. private _effect;
  51963. private _positionX;
  51964. private _positionY;
  51965. private _isEnabled;
  51966. /** @hidden */
  51967. static _SceneComponentInitialization: (scene: Scene) => void;
  51968. /**
  51969. * Instantiates a lens flare system.
  51970. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  51971. * It is usually composed of several `lensFlare`.
  51972. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  51973. * @param name Define the name of the lens flare system in the scene
  51974. * @param emitter Define the source (the emitter) of the lens flares (it can be a camera, a light or a mesh).
  51975. * @param scene Define the scene the lens flare system belongs to
  51976. */
  51977. constructor(
  51978. /**
  51979. * Define the name of the lens flare system
  51980. */
  51981. name: string, emitter: any, scene: Scene);
  51982. /**
  51983. * Define if the lens flare system is enabled.
  51984. */
  51985. isEnabled: boolean;
  51986. /**
  51987. * Get the scene the effects belongs to.
  51988. * @returns the scene holding the lens flare system
  51989. */
  51990. getScene(): Scene;
  51991. /**
  51992. * Get the emitter of the lens flare system.
  51993. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  51994. * @returns the emitter of the lens flare system
  51995. */
  51996. getEmitter(): any;
  51997. /**
  51998. * Set the emitter of the lens flare system.
  51999. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  52000. * @param newEmitter Define the new emitter of the system
  52001. */
  52002. setEmitter(newEmitter: any): void;
  52003. /**
  52004. * Get the lens flare system emitter position.
  52005. * The emitter defines the source of the lens flares (it can be a camera, a light or a mesh).
  52006. * @returns the position
  52007. */
  52008. getEmitterPosition(): Vector3;
  52009. /**
  52010. * @hidden
  52011. */
  52012. computeEffectivePosition(globalViewport: Viewport): boolean;
  52013. /** @hidden */
  52014. _isVisible(): boolean;
  52015. /**
  52016. * @hidden
  52017. */
  52018. render(): boolean;
  52019. /**
  52020. * Dispose and release the lens flare with its associated resources.
  52021. */
  52022. dispose(): void;
  52023. /**
  52024. * Parse a lens flare system from a JSON repressentation
  52025. * @param parsedLensFlareSystem Define the JSON to parse
  52026. * @param scene Define the scene the parsed system should be instantiated in
  52027. * @param rootUrl Define the rootUrl of the load sequence to easily find a load relative dependencies such as textures
  52028. * @returns the parsed system
  52029. */
  52030. static Parse(parsedLensFlareSystem: any, scene: Scene, rootUrl: string): LensFlareSystem;
  52031. /**
  52032. * Serialize the current Lens Flare System into a JSON representation.
  52033. * @returns the serialized JSON
  52034. */
  52035. serialize(): any;
  52036. }
  52037. }
  52038. declare module "babylonjs/LensFlares/lensFlare" {
  52039. import { Nullable } from "babylonjs/types";
  52040. import { Color3 } from "babylonjs/Maths/math.color";
  52041. import { Texture } from "babylonjs/Materials/Textures/texture";
  52042. import { LensFlareSystem } from "babylonjs/LensFlares/lensFlareSystem";
  52043. /**
  52044. * This represents one of the lens effect in a `lensFlareSystem`.
  52045. * It controls one of the indiviual texture used in the effect.
  52046. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  52047. */
  52048. export class LensFlare {
  52049. /**
  52050. * Define the size of the lens flare in the system (a floating value between 0 and 1)
  52051. */
  52052. size: number;
  52053. /**
  52054. * 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.
  52055. */
  52056. position: number;
  52057. /**
  52058. * Define the lens color.
  52059. */
  52060. color: Color3;
  52061. /**
  52062. * Define the lens texture.
  52063. */
  52064. texture: Nullable<Texture>;
  52065. /**
  52066. * Define the alpha mode to render this particular lens.
  52067. */
  52068. alphaMode: number;
  52069. private _system;
  52070. /**
  52071. * Creates a new Lens Flare.
  52072. * This represents one of the lens effect in a `lensFlareSystem`.
  52073. * It controls one of the indiviual texture used in the effect.
  52074. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  52075. * @param size Define the size of the lens flare (a floating value between 0 and 1)
  52076. * @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.
  52077. * @param color Define the lens color
  52078. * @param imgUrl Define the lens texture url
  52079. * @param system Define the `lensFlareSystem` this flare is part of
  52080. * @returns The newly created Lens Flare
  52081. */
  52082. static AddFlare(size: number, position: number, color: Color3, imgUrl: string, system: LensFlareSystem): LensFlare;
  52083. /**
  52084. * Instantiates a new Lens Flare.
  52085. * This represents one of the lens effect in a `lensFlareSystem`.
  52086. * It controls one of the indiviual texture used in the effect.
  52087. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  52088. * @param size Define the size of the lens flare in the system (a floating value between 0 and 1)
  52089. * @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.
  52090. * @param color Define the lens color
  52091. * @param imgUrl Define the lens texture url
  52092. * @param system Define the `lensFlareSystem` this flare is part of
  52093. */
  52094. constructor(
  52095. /**
  52096. * Define the size of the lens flare in the system (a floating value between 0 and 1)
  52097. */
  52098. size: number,
  52099. /**
  52100. * 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.
  52101. */
  52102. position: number, color: Color3, imgUrl: string, system: LensFlareSystem);
  52103. /**
  52104. * Dispose and release the lens flare with its associated resources.
  52105. */
  52106. dispose(): void;
  52107. }
  52108. }
  52109. declare module "babylonjs/LensFlares/lensFlareSystemSceneComponent" {
  52110. import { Nullable } from "babylonjs/types";
  52111. import { Scene } from "babylonjs/scene";
  52112. import { ISceneSerializableComponent } from "babylonjs/sceneComponent";
  52113. import { AbstractScene } from "babylonjs/abstractScene";
  52114. import { LensFlareSystem } from "babylonjs/LensFlares/lensFlareSystem";
  52115. module "babylonjs/abstractScene" {
  52116. interface AbstractScene {
  52117. /**
  52118. * The list of lens flare system added to the scene
  52119. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  52120. */
  52121. lensFlareSystems: Array<LensFlareSystem>;
  52122. /**
  52123. * Removes the given lens flare system from this scene.
  52124. * @param toRemove The lens flare system to remove
  52125. * @returns The index of the removed lens flare system
  52126. */
  52127. removeLensFlareSystem(toRemove: LensFlareSystem): number;
  52128. /**
  52129. * Adds the given lens flare system to this scene
  52130. * @param newLensFlareSystem The lens flare system to add
  52131. */
  52132. addLensFlareSystem(newLensFlareSystem: LensFlareSystem): void;
  52133. /**
  52134. * Gets a lens flare system using its name
  52135. * @param name defines the name to look for
  52136. * @returns the lens flare system or null if not found
  52137. */
  52138. getLensFlareSystemByName(name: string): Nullable<LensFlareSystem>;
  52139. /**
  52140. * Gets a lens flare system using its id
  52141. * @param id defines the id to look for
  52142. * @returns the lens flare system or null if not found
  52143. */
  52144. getLensFlareSystemByID(id: string): Nullable<LensFlareSystem>;
  52145. }
  52146. }
  52147. /**
  52148. * Defines the lens flare scene component responsible to manage any lens flares
  52149. * in a given scene.
  52150. */
  52151. export class LensFlareSystemSceneComponent implements ISceneSerializableComponent {
  52152. /**
  52153. * The component name helpfull to identify the component in the list of scene components.
  52154. */
  52155. readonly name: string;
  52156. /**
  52157. * The scene the component belongs to.
  52158. */
  52159. scene: Scene;
  52160. /**
  52161. * Creates a new instance of the component for the given scene
  52162. * @param scene Defines the scene to register the component in
  52163. */
  52164. constructor(scene: Scene);
  52165. /**
  52166. * Registers the component in a given scene
  52167. */
  52168. register(): void;
  52169. /**
  52170. * Rebuilds the elements related to this component in case of
  52171. * context lost for instance.
  52172. */
  52173. rebuild(): void;
  52174. /**
  52175. * Adds all the elements from the container to the scene
  52176. * @param container the container holding the elements
  52177. */
  52178. addFromContainer(container: AbstractScene): void;
  52179. /**
  52180. * Removes all the elements in the container from the scene
  52181. * @param container contains the elements to remove
  52182. * @param dispose if the removed element should be disposed (default: false)
  52183. */
  52184. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  52185. /**
  52186. * Serializes the component data to the specified json object
  52187. * @param serializationObject The object to serialize to
  52188. */
  52189. serialize(serializationObject: any): void;
  52190. /**
  52191. * Disposes the component and the associated ressources.
  52192. */
  52193. dispose(): void;
  52194. private _draw;
  52195. }
  52196. }
  52197. declare module "babylonjs/LensFlares/index" {
  52198. export * from "babylonjs/LensFlares/lensFlare";
  52199. export * from "babylonjs/LensFlares/lensFlareSystem";
  52200. export * from "babylonjs/LensFlares/lensFlareSystemSceneComponent";
  52201. }
  52202. declare module "babylonjs/Lights/Shadows/shadowGeneratorSceneComponent" {
  52203. import { Scene } from "babylonjs/scene";
  52204. import { ISceneSerializableComponent } from "babylonjs/sceneComponent";
  52205. import { AbstractScene } from "babylonjs/abstractScene";
  52206. /**
  52207. * Defines the shadow generator component responsible to manage any shadow generators
  52208. * in a given scene.
  52209. */
  52210. export class ShadowGeneratorSceneComponent implements ISceneSerializableComponent {
  52211. /**
  52212. * The component name helpfull to identify the component in the list of scene components.
  52213. */
  52214. readonly name: string;
  52215. /**
  52216. * The scene the component belongs to.
  52217. */
  52218. scene: Scene;
  52219. /**
  52220. * Creates a new instance of the component for the given scene
  52221. * @param scene Defines the scene to register the component in
  52222. */
  52223. constructor(scene: Scene);
  52224. /**
  52225. * Registers the component in a given scene
  52226. */
  52227. register(): void;
  52228. /**
  52229. * Rebuilds the elements related to this component in case of
  52230. * context lost for instance.
  52231. */
  52232. rebuild(): void;
  52233. /**
  52234. * Serializes the component data to the specified json object
  52235. * @param serializationObject The object to serialize to
  52236. */
  52237. serialize(serializationObject: any): void;
  52238. /**
  52239. * Adds all the elements from the container to the scene
  52240. * @param container the container holding the elements
  52241. */
  52242. addFromContainer(container: AbstractScene): void;
  52243. /**
  52244. * Removes all the elements in the container from the scene
  52245. * @param container contains the elements to remove
  52246. * @param dispose if the removed element should be disposed (default: false)
  52247. */
  52248. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  52249. /**
  52250. * Rebuilds the elements related to this component in case of
  52251. * context lost for instance.
  52252. */
  52253. dispose(): void;
  52254. private _gatherRenderTargets;
  52255. }
  52256. }
  52257. declare module "babylonjs/Lights/Shadows/index" {
  52258. export * from "babylonjs/Lights/Shadows/shadowGenerator";
  52259. export * from "babylonjs/Lights/Shadows/shadowGeneratorSceneComponent";
  52260. }
  52261. declare module "babylonjs/Lights/pointLight" {
  52262. import { Scene } from "babylonjs/scene";
  52263. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  52264. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  52265. import { ShadowLight } from "babylonjs/Lights/shadowLight";
  52266. import { Effect } from "babylonjs/Materials/effect";
  52267. /**
  52268. * A point light is a light defined by an unique point in world space.
  52269. * The light is emitted in every direction from this point.
  52270. * A good example of a point light is a standard light bulb.
  52271. * Documentation: https://doc.babylonjs.com/babylon101/lights
  52272. */
  52273. export class PointLight extends ShadowLight {
  52274. private _shadowAngle;
  52275. /**
  52276. * Getter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  52277. * This specifies what angle the shadow will use to be created.
  52278. *
  52279. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  52280. */
  52281. /**
  52282. * Setter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  52283. * This specifies what angle the shadow will use to be created.
  52284. *
  52285. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  52286. */
  52287. shadowAngle: number;
  52288. /**
  52289. * Gets the direction if it has been set.
  52290. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  52291. */
  52292. /**
  52293. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  52294. */
  52295. direction: Vector3;
  52296. /**
  52297. * Creates a PointLight object from the passed name and position (Vector3) and adds it in the scene.
  52298. * A PointLight emits the light in every direction.
  52299. * It can cast shadows.
  52300. * If the scene camera is already defined and you want to set your PointLight at the camera position, just set it :
  52301. * ```javascript
  52302. * var pointLight = new PointLight("pl", camera.position, scene);
  52303. * ```
  52304. * Documentation : https://doc.babylonjs.com/babylon101/lights
  52305. * @param name The light friendly name
  52306. * @param position The position of the point light in the scene
  52307. * @param scene The scene the lights belongs to
  52308. */
  52309. constructor(name: string, position: Vector3, scene: Scene);
  52310. /**
  52311. * Returns the string "PointLight"
  52312. * @returns the class name
  52313. */
  52314. getClassName(): string;
  52315. /**
  52316. * Returns the integer 0.
  52317. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  52318. */
  52319. getTypeID(): number;
  52320. /**
  52321. * Specifies wether or not the shadowmap should be a cube texture.
  52322. * @returns true if the shadowmap needs to be a cube texture.
  52323. */
  52324. needCube(): boolean;
  52325. /**
  52326. * Returns a new Vector3 aligned with the PointLight cube system according to the passed cube face index (integer).
  52327. * @param faceIndex The index of the face we are computed the direction to generate shadow
  52328. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  52329. */
  52330. getShadowDirection(faceIndex?: number): Vector3;
  52331. /**
  52332. * Sets the passed matrix "matrix" as a left-handed perspective projection matrix with the following settings :
  52333. * - fov = PI / 2
  52334. * - aspect ratio : 1.0
  52335. * - z-near and far equal to the active camera minZ and maxZ.
  52336. * Returns the PointLight.
  52337. */
  52338. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  52339. protected _buildUniformLayout(): void;
  52340. /**
  52341. * Sets the passed Effect "effect" with the PointLight transformed position (or position, if none) and passed name (string).
  52342. * @param effect The effect to update
  52343. * @param lightIndex The index of the light in the effect to update
  52344. * @returns The point light
  52345. */
  52346. transferToEffect(effect: Effect, lightIndex: string): PointLight;
  52347. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): this;
  52348. /**
  52349. * Prepares the list of defines specific to the light type.
  52350. * @param defines the list of defines
  52351. * @param lightIndex defines the index of the light for the effect
  52352. */
  52353. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  52354. }
  52355. }
  52356. declare module "babylonjs/Lights/index" {
  52357. export * from "babylonjs/Lights/light";
  52358. export * from "babylonjs/Lights/shadowLight";
  52359. export * from "babylonjs/Lights/Shadows/index";
  52360. export * from "babylonjs/Lights/directionalLight";
  52361. export * from "babylonjs/Lights/hemisphericLight";
  52362. export * from "babylonjs/Lights/pointLight";
  52363. export * from "babylonjs/Lights/spotLight";
  52364. }
  52365. declare module "babylonjs/Misc/HighDynamicRange/hdr" {
  52366. import { CubeMapInfo } from "babylonjs/Misc/HighDynamicRange/panoramaToCubemap";
  52367. /**
  52368. * Header information of HDR texture files.
  52369. */
  52370. export interface HDRInfo {
  52371. /**
  52372. * The height of the texture in pixels.
  52373. */
  52374. height: number;
  52375. /**
  52376. * The width of the texture in pixels.
  52377. */
  52378. width: number;
  52379. /**
  52380. * The index of the beginning of the data in the binary file.
  52381. */
  52382. dataPosition: number;
  52383. }
  52384. /**
  52385. * This groups tools to convert HDR texture to native colors array.
  52386. */
  52387. export class HDRTools {
  52388. private static Ldexp;
  52389. private static Rgbe2float;
  52390. private static readStringLine;
  52391. /**
  52392. * Reads header information from an RGBE texture stored in a native array.
  52393. * More information on this format are available here:
  52394. * https://en.wikipedia.org/wiki/RGBE_image_format
  52395. *
  52396. * @param uint8array The binary file stored in native array.
  52397. * @return The header information.
  52398. */
  52399. static RGBE_ReadHeader(uint8array: Uint8Array): HDRInfo;
  52400. /**
  52401. * Returns the cubemap information (each faces texture data) extracted from an RGBE texture.
  52402. * This RGBE texture needs to store the information as a panorama.
  52403. *
  52404. * More information on this format are available here:
  52405. * https://en.wikipedia.org/wiki/RGBE_image_format
  52406. *
  52407. * @param buffer The binary file stored in an array buffer.
  52408. * @param size The expected size of the extracted cubemap.
  52409. * @return The Cube Map information.
  52410. */
  52411. static GetCubeMapTextureData(buffer: ArrayBuffer, size: number): CubeMapInfo;
  52412. /**
  52413. * Returns the pixels data extracted from an RGBE texture.
  52414. * This pixels will be stored left to right up to down in the R G B order in one array.
  52415. *
  52416. * More information on this format are available here:
  52417. * https://en.wikipedia.org/wiki/RGBE_image_format
  52418. *
  52419. * @param uint8array The binary file stored in an array buffer.
  52420. * @param hdrInfo The header information of the file.
  52421. * @return The pixels data in RGB right to left up to down order.
  52422. */
  52423. static RGBE_ReadPixels(uint8array: Uint8Array, hdrInfo: HDRInfo): Float32Array;
  52424. private static RGBE_ReadPixels_RLE;
  52425. }
  52426. }
  52427. declare module "babylonjs/Materials/Textures/hdrCubeTexture" {
  52428. import { Nullable } from "babylonjs/types";
  52429. import { Scene } from "babylonjs/scene";
  52430. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  52431. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  52432. import "babylonjs/Engines/Extensions/engine.rawTexture";
  52433. /**
  52434. * This represents a texture coming from an HDR input.
  52435. *
  52436. * The only supported format is currently panorama picture stored in RGBE format.
  52437. * Example of such files can be found on HDRLib: http://hdrlib.com/
  52438. */
  52439. export class HDRCubeTexture extends BaseTexture {
  52440. private static _facesMapping;
  52441. private _generateHarmonics;
  52442. private _noMipmap;
  52443. private _textureMatrix;
  52444. private _size;
  52445. private _onLoad;
  52446. private _onError;
  52447. /**
  52448. * The texture URL.
  52449. */
  52450. url: string;
  52451. /**
  52452. * The texture coordinates mode. As this texture is stored in a cube format, please modify carefully.
  52453. */
  52454. coordinatesMode: number;
  52455. protected _isBlocking: boolean;
  52456. /**
  52457. * Sets wether or not the texture is blocking during loading.
  52458. */
  52459. /**
  52460. * Gets wether or not the texture is blocking during loading.
  52461. */
  52462. isBlocking: boolean;
  52463. protected _rotationY: number;
  52464. /**
  52465. * Sets texture matrix rotation angle around Y axis in radians.
  52466. */
  52467. /**
  52468. * Gets texture matrix rotation angle around Y axis radians.
  52469. */
  52470. rotationY: number;
  52471. /**
  52472. * Gets or sets the center of the bounding box associated with the cube texture
  52473. * It must define where the camera used to render the texture was set
  52474. */
  52475. boundingBoxPosition: Vector3;
  52476. private _boundingBoxSize;
  52477. /**
  52478. * Gets or sets the size of the bounding box associated with the cube texture
  52479. * When defined, the cubemap will switch to local mode
  52480. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  52481. * @example https://www.babylonjs-playground.com/#RNASML
  52482. */
  52483. boundingBoxSize: Vector3;
  52484. /**
  52485. * Instantiates an HDRTexture from the following parameters.
  52486. *
  52487. * @param url The location of the HDR raw data (Panorama stored in RGBE format)
  52488. * @param scene The scene the texture will be used in
  52489. * @param size The cubemap desired size (the more it increases the longer the generation will be)
  52490. * @param noMipmap Forces to not generate the mipmap if true
  52491. * @param generateHarmonics Specifies whether you want to extract the polynomial harmonics during the generation process
  52492. * @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)
  52493. * @param reserved Reserved flag for internal use.
  52494. */
  52495. 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>);
  52496. /**
  52497. * Get the current class name of the texture useful for serialization or dynamic coding.
  52498. * @returns "HDRCubeTexture"
  52499. */
  52500. getClassName(): string;
  52501. /**
  52502. * Occurs when the file is raw .hdr file.
  52503. */
  52504. private loadTexture;
  52505. clone(): HDRCubeTexture;
  52506. delayLoad(): void;
  52507. /**
  52508. * Get the texture reflection matrix used to rotate/transform the reflection.
  52509. * @returns the reflection matrix
  52510. */
  52511. getReflectionTextureMatrix(): Matrix;
  52512. /**
  52513. * Set the texture reflection matrix used to rotate/transform the reflection.
  52514. * @param value Define the reflection matrix to set
  52515. */
  52516. setReflectionTextureMatrix(value: Matrix): void;
  52517. /**
  52518. * Parses a JSON representation of an HDR Texture in order to create the texture
  52519. * @param parsedTexture Define the JSON representation
  52520. * @param scene Define the scene the texture should be created in
  52521. * @param rootUrl Define the root url in case we need to load relative dependencies
  52522. * @returns the newly created texture after parsing
  52523. */
  52524. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): Nullable<HDRCubeTexture>;
  52525. serialize(): any;
  52526. }
  52527. }
  52528. declare module "babylonjs/Physics/physicsEngine" {
  52529. import { Nullable } from "babylonjs/types";
  52530. import { Vector3 } from "babylonjs/Maths/math.vector";
  52531. import { IPhysicsEngine, IPhysicsEnginePlugin } from "babylonjs/Physics/IPhysicsEngine";
  52532. import { PhysicsImpostor, IPhysicsEnabledObject } from "babylonjs/Physics/physicsImpostor";
  52533. import { PhysicsJoint } from "babylonjs/Physics/physicsJoint";
  52534. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  52535. /**
  52536. * Class used to control physics engine
  52537. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  52538. */
  52539. export class PhysicsEngine implements IPhysicsEngine {
  52540. private _physicsPlugin;
  52541. /**
  52542. * Global value used to control the smallest number supported by the simulation
  52543. */
  52544. static Epsilon: number;
  52545. private _impostors;
  52546. private _joints;
  52547. /**
  52548. * Gets the gravity vector used by the simulation
  52549. */
  52550. gravity: Vector3;
  52551. /**
  52552. * Factory used to create the default physics plugin.
  52553. * @returns The default physics plugin
  52554. */
  52555. static DefaultPluginFactory(): IPhysicsEnginePlugin;
  52556. /**
  52557. * Creates a new Physics Engine
  52558. * @param gravity defines the gravity vector used by the simulation
  52559. * @param _physicsPlugin defines the plugin to use (CannonJS by default)
  52560. */
  52561. constructor(gravity: Nullable<Vector3>, _physicsPlugin?: IPhysicsEnginePlugin);
  52562. /**
  52563. * Sets the gravity vector used by the simulation
  52564. * @param gravity defines the gravity vector to use
  52565. */
  52566. setGravity(gravity: Vector3): void;
  52567. /**
  52568. * Set the time step of the physics engine.
  52569. * Default is 1/60.
  52570. * To slow it down, enter 1/600 for example.
  52571. * To speed it up, 1/30
  52572. * @param newTimeStep defines the new timestep to apply to this world.
  52573. */
  52574. setTimeStep(newTimeStep?: number): void;
  52575. /**
  52576. * Get the time step of the physics engine.
  52577. * @returns the current time step
  52578. */
  52579. getTimeStep(): number;
  52580. /**
  52581. * Release all resources
  52582. */
  52583. dispose(): void;
  52584. /**
  52585. * Gets the name of the current physics plugin
  52586. * @returns the name of the plugin
  52587. */
  52588. getPhysicsPluginName(): string;
  52589. /**
  52590. * Adding a new impostor for the impostor tracking.
  52591. * This will be done by the impostor itself.
  52592. * @param impostor the impostor to add
  52593. */
  52594. addImpostor(impostor: PhysicsImpostor): void;
  52595. /**
  52596. * Remove an impostor from the engine.
  52597. * This impostor and its mesh will not longer be updated by the physics engine.
  52598. * @param impostor the impostor to remove
  52599. */
  52600. removeImpostor(impostor: PhysicsImpostor): void;
  52601. /**
  52602. * Add a joint to the physics engine
  52603. * @param mainImpostor defines the main impostor to which the joint is added.
  52604. * @param connectedImpostor defines the impostor that is connected to the main impostor using this joint
  52605. * @param joint defines the joint that will connect both impostors.
  52606. */
  52607. addJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  52608. /**
  52609. * Removes a joint from the simulation
  52610. * @param mainImpostor defines the impostor used with the joint
  52611. * @param connectedImpostor defines the other impostor connected to the main one by the joint
  52612. * @param joint defines the joint to remove
  52613. */
  52614. removeJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  52615. /**
  52616. * Called by the scene. No need to call it.
  52617. * @param delta defines the timespam between frames
  52618. */
  52619. _step(delta: number): void;
  52620. /**
  52621. * Gets the current plugin used to run the simulation
  52622. * @returns current plugin
  52623. */
  52624. getPhysicsPlugin(): IPhysicsEnginePlugin;
  52625. /**
  52626. * Gets the list of physic impostors
  52627. * @returns an array of PhysicsImpostor
  52628. */
  52629. getImpostors(): Array<PhysicsImpostor>;
  52630. /**
  52631. * Gets the impostor for a physics enabled object
  52632. * @param object defines the object impersonated by the impostor
  52633. * @returns the PhysicsImpostor or null if not found
  52634. */
  52635. getImpostorForPhysicsObject(object: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  52636. /**
  52637. * Gets the impostor for a physics body object
  52638. * @param body defines physics body used by the impostor
  52639. * @returns the PhysicsImpostor or null if not found
  52640. */
  52641. getImpostorWithPhysicsBody(body: any): Nullable<PhysicsImpostor>;
  52642. /**
  52643. * Does a raycast in the physics world
  52644. * @param from when should the ray start?
  52645. * @param to when should the ray end?
  52646. * @returns PhysicsRaycastResult
  52647. */
  52648. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  52649. }
  52650. }
  52651. declare module "babylonjs/Physics/Plugins/cannonJSPlugin" {
  52652. import { Nullable } from "babylonjs/types";
  52653. import { Vector3, Quaternion } from "babylonjs/Maths/math.vector";
  52654. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  52655. import { IPhysicsEnginePlugin, PhysicsImpostorJoint } from "babylonjs/Physics/IPhysicsEngine";
  52656. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  52657. import { PhysicsJoint, IMotorEnabledJoint } from "babylonjs/Physics/physicsJoint";
  52658. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  52659. /** @hidden */
  52660. export class CannonJSPlugin implements IPhysicsEnginePlugin {
  52661. private _useDeltaForWorldStep;
  52662. world: any;
  52663. name: string;
  52664. private _physicsMaterials;
  52665. private _fixedTimeStep;
  52666. private _cannonRaycastResult;
  52667. private _raycastResult;
  52668. private _physicsBodysToRemoveAfterStep;
  52669. BJSCANNON: any;
  52670. constructor(_useDeltaForWorldStep?: boolean, iterations?: number, cannonInjection?: any);
  52671. setGravity(gravity: Vector3): void;
  52672. setTimeStep(timeStep: number): void;
  52673. getTimeStep(): number;
  52674. executeStep(delta: number): void;
  52675. private _removeMarkedPhysicsBodiesFromWorld;
  52676. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  52677. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  52678. generatePhysicsBody(impostor: PhysicsImpostor): void;
  52679. private _processChildMeshes;
  52680. removePhysicsBody(impostor: PhysicsImpostor): void;
  52681. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  52682. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  52683. private _addMaterial;
  52684. private _checkWithEpsilon;
  52685. private _createShape;
  52686. private _createHeightmap;
  52687. private _minus90X;
  52688. private _plus90X;
  52689. private _tmpPosition;
  52690. private _tmpDeltaPosition;
  52691. private _tmpUnityRotation;
  52692. private _updatePhysicsBodyTransformation;
  52693. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  52694. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  52695. isSupported(): boolean;
  52696. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  52697. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  52698. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  52699. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  52700. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  52701. getBodyMass(impostor: PhysicsImpostor): number;
  52702. getBodyFriction(impostor: PhysicsImpostor): number;
  52703. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  52704. getBodyRestitution(impostor: PhysicsImpostor): number;
  52705. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  52706. sleepBody(impostor: PhysicsImpostor): void;
  52707. wakeUpBody(impostor: PhysicsImpostor): void;
  52708. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number): void;
  52709. setMotor(joint: IMotorEnabledJoint, speed?: number, maxForce?: number, motorIndex?: number): void;
  52710. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number): void;
  52711. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  52712. getRadius(impostor: PhysicsImpostor): number;
  52713. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  52714. dispose(): void;
  52715. private _extendNamespace;
  52716. /**
  52717. * Does a raycast in the physics world
  52718. * @param from when should the ray start?
  52719. * @param to when should the ray end?
  52720. * @returns PhysicsRaycastResult
  52721. */
  52722. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  52723. }
  52724. }
  52725. declare module "babylonjs/Physics/Plugins/oimoJSPlugin" {
  52726. import { IPhysicsEnginePlugin, PhysicsImpostorJoint } from "babylonjs/Physics/IPhysicsEngine";
  52727. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  52728. import { PhysicsJoint, IMotorEnabledJoint } from "babylonjs/Physics/physicsJoint";
  52729. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  52730. import { Vector3, Quaternion } from "babylonjs/Maths/math.vector";
  52731. import { Nullable } from "babylonjs/types";
  52732. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  52733. /** @hidden */
  52734. export class OimoJSPlugin implements IPhysicsEnginePlugin {
  52735. world: any;
  52736. name: string;
  52737. BJSOIMO: any;
  52738. private _raycastResult;
  52739. constructor(iterations?: number, oimoInjection?: any);
  52740. setGravity(gravity: Vector3): void;
  52741. setTimeStep(timeStep: number): void;
  52742. getTimeStep(): number;
  52743. private _tmpImpostorsArray;
  52744. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  52745. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  52746. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  52747. generatePhysicsBody(impostor: PhysicsImpostor): void;
  52748. private _tmpPositionVector;
  52749. removePhysicsBody(impostor: PhysicsImpostor): void;
  52750. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  52751. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  52752. isSupported(): boolean;
  52753. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  52754. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  52755. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  52756. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  52757. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  52758. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  52759. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  52760. getBodyMass(impostor: PhysicsImpostor): number;
  52761. getBodyFriction(impostor: PhysicsImpostor): number;
  52762. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  52763. getBodyRestitution(impostor: PhysicsImpostor): number;
  52764. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  52765. sleepBody(impostor: PhysicsImpostor): void;
  52766. wakeUpBody(impostor: PhysicsImpostor): void;
  52767. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  52768. setMotor(joint: IMotorEnabledJoint, speed: number, force?: number, motorIndex?: number): void;
  52769. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  52770. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  52771. getRadius(impostor: PhysicsImpostor): number;
  52772. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  52773. dispose(): void;
  52774. /**
  52775. * Does a raycast in the physics world
  52776. * @param from when should the ray start?
  52777. * @param to when should the ray end?
  52778. * @returns PhysicsRaycastResult
  52779. */
  52780. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  52781. }
  52782. }
  52783. declare module "babylonjs/Meshes/Builders/ribbonBuilder" {
  52784. import { Nullable } from "babylonjs/types";
  52785. import { Scene } from "babylonjs/scene";
  52786. import { Vector3, Vector2, Vector4 } from "babylonjs/Maths/math.vector";
  52787. import { Color4 } from "babylonjs/Maths/math.color";
  52788. import { Mesh } from "babylonjs/Meshes/mesh";
  52789. /**
  52790. * Class containing static functions to help procedurally build meshes
  52791. */
  52792. export class RibbonBuilder {
  52793. /**
  52794. * Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  52795. * * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry
  52796. * * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array
  52797. * * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array
  52798. * * 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
  52799. * * 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
  52800. * * 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
  52801. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  52802. * * 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
  52803. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  52804. * * 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
  52805. * * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
  52806. * * 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
  52807. * * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time
  52808. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  52809. * @param name defines the name of the mesh
  52810. * @param options defines the options used to create the mesh
  52811. * @param scene defines the hosting scene
  52812. * @returns the ribbon mesh
  52813. * @see https://doc.babylonjs.com/how_to/ribbon_tutorial
  52814. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  52815. */
  52816. static CreateRibbon(name: string, options: {
  52817. pathArray: Vector3[][];
  52818. closeArray?: boolean;
  52819. closePath?: boolean;
  52820. offset?: number;
  52821. updatable?: boolean;
  52822. sideOrientation?: number;
  52823. frontUVs?: Vector4;
  52824. backUVs?: Vector4;
  52825. instance?: Mesh;
  52826. invertUV?: boolean;
  52827. uvs?: Vector2[];
  52828. colors?: Color4[];
  52829. }, scene?: Nullable<Scene>): Mesh;
  52830. }
  52831. }
  52832. declare module "babylonjs/Meshes/Builders/shapeBuilder" {
  52833. import { Nullable } from "babylonjs/types";
  52834. import { Scene } from "babylonjs/scene";
  52835. import { Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  52836. import { Mesh } from "babylonjs/Meshes/mesh";
  52837. /**
  52838. * Class containing static functions to help procedurally build meshes
  52839. */
  52840. export class ShapeBuilder {
  52841. /**
  52842. * 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.
  52843. * * 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.
  52844. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  52845. * * 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.
  52846. * * The parameter `scale` (float, default 1) is the value to scale the shape.
  52847. * * 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
  52848. * * 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
  52849. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
  52850. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  52851. * * 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
  52852. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
  52853. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  52854. * @param name defines the name of the mesh
  52855. * @param options defines the options used to create the mesh
  52856. * @param scene defines the hosting scene
  52857. * @returns the extruded shape mesh
  52858. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  52859. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  52860. */
  52861. static ExtrudeShape(name: string, options: {
  52862. shape: Vector3[];
  52863. path: Vector3[];
  52864. scale?: number;
  52865. rotation?: number;
  52866. cap?: number;
  52867. updatable?: boolean;
  52868. sideOrientation?: number;
  52869. frontUVs?: Vector4;
  52870. backUVs?: Vector4;
  52871. instance?: Mesh;
  52872. invertUV?: boolean;
  52873. }, scene?: Nullable<Scene>): Mesh;
  52874. /**
  52875. * Creates an custom extruded shape mesh.
  52876. * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  52877. * * 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.
  52878. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  52879. * * 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
  52880. * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.
  52881. * * 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
  52882. * * It must returns a float value that will be the scale value applied to the shape on each path point
  52883. * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  52884. * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`
  52885. * * 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
  52886. * * 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
  52887. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape
  52888. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  52889. * * 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
  52890. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  52891. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  52892. * @param name defines the name of the mesh
  52893. * @param options defines the options used to create the mesh
  52894. * @param scene defines the hosting scene
  52895. * @returns the custom extruded shape mesh
  52896. * @see https://doc.babylonjs.com/how_to/parametric_shapes#custom-extruded-shapes
  52897. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  52898. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  52899. */
  52900. static ExtrudeShapeCustom(name: string, options: {
  52901. shape: Vector3[];
  52902. path: Vector3[];
  52903. scaleFunction?: any;
  52904. rotationFunction?: any;
  52905. ribbonCloseArray?: boolean;
  52906. ribbonClosePath?: boolean;
  52907. cap?: number;
  52908. updatable?: boolean;
  52909. sideOrientation?: number;
  52910. frontUVs?: Vector4;
  52911. backUVs?: Vector4;
  52912. instance?: Mesh;
  52913. invertUV?: boolean;
  52914. }, scene?: Nullable<Scene>): Mesh;
  52915. private static _ExtrudeShapeGeneric;
  52916. }
  52917. }
  52918. declare module "babylonjs/Physics/Plugins/ammoJSPlugin" {
  52919. import { Quaternion, Vector3 } from "babylonjs/Maths/math.vector";
  52920. import { IPhysicsEnginePlugin, PhysicsImpostorJoint } from "babylonjs/Physics/IPhysicsEngine";
  52921. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  52922. import { PhysicsJoint, IMotorEnabledJoint } from "babylonjs/Physics/physicsJoint";
  52923. import { Nullable } from "babylonjs/types";
  52924. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  52925. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  52926. /**
  52927. * AmmoJS Physics plugin
  52928. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  52929. * @see https://github.com/kripken/ammo.js/
  52930. */
  52931. export class AmmoJSPlugin implements IPhysicsEnginePlugin {
  52932. private _useDeltaForWorldStep;
  52933. /**
  52934. * Reference to the Ammo library
  52935. */
  52936. bjsAMMO: any;
  52937. /**
  52938. * Created ammoJS world which physics bodies are added to
  52939. */
  52940. world: any;
  52941. /**
  52942. * Name of the plugin
  52943. */
  52944. name: string;
  52945. private _timeStep;
  52946. private _fixedTimeStep;
  52947. private _maxSteps;
  52948. private _tmpQuaternion;
  52949. private _tmpAmmoTransform;
  52950. private _tmpAmmoQuaternion;
  52951. private _tmpAmmoConcreteContactResultCallback;
  52952. private _collisionConfiguration;
  52953. private _dispatcher;
  52954. private _overlappingPairCache;
  52955. private _solver;
  52956. private _softBodySolver;
  52957. private _tmpAmmoVectorA;
  52958. private _tmpAmmoVectorB;
  52959. private _tmpAmmoVectorC;
  52960. private _tmpAmmoVectorD;
  52961. private _tmpContactCallbackResult;
  52962. private _tmpAmmoVectorRCA;
  52963. private _tmpAmmoVectorRCB;
  52964. private _raycastResult;
  52965. private static readonly DISABLE_COLLISION_FLAG;
  52966. private static readonly KINEMATIC_FLAG;
  52967. private static readonly DISABLE_DEACTIVATION_FLAG;
  52968. /**
  52969. * Initializes the ammoJS plugin
  52970. * @param _useDeltaForWorldStep if the time between frames should be used when calculating physics steps (Default: true)
  52971. * @param ammoInjection can be used to inject your own ammo reference
  52972. * @param overlappingPairCache can be used to specify your own overlapping pair cache
  52973. */
  52974. constructor(_useDeltaForWorldStep?: boolean, ammoInjection?: any, overlappingPairCache?: any);
  52975. /**
  52976. * Sets the gravity of the physics world (m/(s^2))
  52977. * @param gravity Gravity to set
  52978. */
  52979. setGravity(gravity: Vector3): void;
  52980. /**
  52981. * Amount of time to step forward on each frame (only used if useDeltaForWorldStep is false in the constructor)
  52982. * @param timeStep timestep to use in seconds
  52983. */
  52984. setTimeStep(timeStep: number): void;
  52985. /**
  52986. * 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)
  52987. * @param fixedTimeStep fixedTimeStep to use in seconds
  52988. */
  52989. setFixedTimeStep(fixedTimeStep: number): void;
  52990. /**
  52991. * Sets the maximum number of steps by the physics engine per frame (Default: 5)
  52992. * @param maxSteps the maximum number of steps by the physics engine per frame
  52993. */
  52994. setMaxSteps(maxSteps: number): void;
  52995. /**
  52996. * Gets the current timestep (only used if useDeltaForWorldStep is false in the constructor)
  52997. * @returns the current timestep in seconds
  52998. */
  52999. getTimeStep(): number;
  53000. private _isImpostorInContact;
  53001. private _isImpostorPairInContact;
  53002. private _stepSimulation;
  53003. /**
  53004. * Moves the physics simulation forward delta seconds and updates the given physics imposters
  53005. * Prior to the step the imposters physics location is set to the position of the babylon meshes
  53006. * After the step the babylon meshes are set to the position of the physics imposters
  53007. * @param delta amount of time to step forward
  53008. * @param impostors array of imposters to update before/after the step
  53009. */
  53010. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  53011. /**
  53012. * Update babylon mesh to match physics world object
  53013. * @param impostor imposter to match
  53014. */
  53015. private _afterSoftStep;
  53016. /**
  53017. * Update babylon mesh vertices vertices to match physics world softbody or cloth
  53018. * @param impostor imposter to match
  53019. */
  53020. private _ropeStep;
  53021. /**
  53022. * Update babylon mesh vertices vertices to match physics world softbody or cloth
  53023. * @param impostor imposter to match
  53024. */
  53025. private _softbodyOrClothStep;
  53026. private _tmpVector;
  53027. private _tmpMatrix;
  53028. /**
  53029. * Applies an impulse on the imposter
  53030. * @param impostor imposter to apply impulse to
  53031. * @param force amount of force to be applied to the imposter
  53032. * @param contactPoint the location to apply the impulse on the imposter
  53033. */
  53034. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  53035. /**
  53036. * Applies a force on the imposter
  53037. * @param impostor imposter to apply force
  53038. * @param force amount of force to be applied to the imposter
  53039. * @param contactPoint the location to apply the force on the imposter
  53040. */
  53041. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  53042. /**
  53043. * Creates a physics body using the plugin
  53044. * @param impostor the imposter to create the physics body on
  53045. */
  53046. generatePhysicsBody(impostor: PhysicsImpostor): void;
  53047. /**
  53048. * Removes the physics body from the imposter and disposes of the body's memory
  53049. * @param impostor imposter to remove the physics body from
  53050. */
  53051. removePhysicsBody(impostor: PhysicsImpostor): void;
  53052. /**
  53053. * Generates a joint
  53054. * @param impostorJoint the imposter joint to create the joint with
  53055. */
  53056. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  53057. /**
  53058. * Removes a joint
  53059. * @param impostorJoint the imposter joint to remove the joint from
  53060. */
  53061. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  53062. private _addMeshVerts;
  53063. /**
  53064. * Initialise the soft body vertices to match its object's (mesh) vertices
  53065. * Softbody vertices (nodes) are in world space and to match this
  53066. * The object's position and rotation is set to zero and so its vertices are also then set in world space
  53067. * @param impostor to create the softbody for
  53068. */
  53069. private _softVertexData;
  53070. /**
  53071. * Create an impostor's soft body
  53072. * @param impostor to create the softbody for
  53073. */
  53074. private _createSoftbody;
  53075. /**
  53076. * Create cloth for an impostor
  53077. * @param impostor to create the softbody for
  53078. */
  53079. private _createCloth;
  53080. /**
  53081. * Create rope for an impostor
  53082. * @param impostor to create the softbody for
  53083. */
  53084. private _createRope;
  53085. private _addHullVerts;
  53086. private _createShape;
  53087. /**
  53088. * Sets the physics body position/rotation from the babylon mesh's position/rotation
  53089. * @param impostor imposter containing the physics body and babylon object
  53090. */
  53091. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  53092. /**
  53093. * Sets the babylon object's position/rotation from the physics body's position/rotation
  53094. * @param impostor imposter containing the physics body and babylon object
  53095. * @param newPosition new position
  53096. * @param newRotation new rotation
  53097. */
  53098. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  53099. /**
  53100. * If this plugin is supported
  53101. * @returns true if its supported
  53102. */
  53103. isSupported(): boolean;
  53104. /**
  53105. * Sets the linear velocity of the physics body
  53106. * @param impostor imposter to set the velocity on
  53107. * @param velocity velocity to set
  53108. */
  53109. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  53110. /**
  53111. * Sets the angular velocity of the physics body
  53112. * @param impostor imposter to set the velocity on
  53113. * @param velocity velocity to set
  53114. */
  53115. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  53116. /**
  53117. * gets the linear velocity
  53118. * @param impostor imposter to get linear velocity from
  53119. * @returns linear velocity
  53120. */
  53121. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  53122. /**
  53123. * gets the angular velocity
  53124. * @param impostor imposter to get angular velocity from
  53125. * @returns angular velocity
  53126. */
  53127. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  53128. /**
  53129. * Sets the mass of physics body
  53130. * @param impostor imposter to set the mass on
  53131. * @param mass mass to set
  53132. */
  53133. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  53134. /**
  53135. * Gets the mass of the physics body
  53136. * @param impostor imposter to get the mass from
  53137. * @returns mass
  53138. */
  53139. getBodyMass(impostor: PhysicsImpostor): number;
  53140. /**
  53141. * Gets friction of the impostor
  53142. * @param impostor impostor to get friction from
  53143. * @returns friction value
  53144. */
  53145. getBodyFriction(impostor: PhysicsImpostor): number;
  53146. /**
  53147. * Sets friction of the impostor
  53148. * @param impostor impostor to set friction on
  53149. * @param friction friction value
  53150. */
  53151. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  53152. /**
  53153. * Gets restitution of the impostor
  53154. * @param impostor impostor to get restitution from
  53155. * @returns restitution value
  53156. */
  53157. getBodyRestitution(impostor: PhysicsImpostor): number;
  53158. /**
  53159. * Sets resitution of the impostor
  53160. * @param impostor impostor to set resitution on
  53161. * @param restitution resitution value
  53162. */
  53163. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  53164. /**
  53165. * Gets pressure inside the impostor
  53166. * @param impostor impostor to get pressure from
  53167. * @returns pressure value
  53168. */
  53169. getBodyPressure(impostor: PhysicsImpostor): number;
  53170. /**
  53171. * Sets pressure inside a soft body impostor
  53172. * Cloth and rope must remain 0 pressure
  53173. * @param impostor impostor to set pressure on
  53174. * @param pressure pressure value
  53175. */
  53176. setBodyPressure(impostor: PhysicsImpostor, pressure: number): void;
  53177. /**
  53178. * Gets stiffness of the impostor
  53179. * @param impostor impostor to get stiffness from
  53180. * @returns pressure value
  53181. */
  53182. getBodyStiffness(impostor: PhysicsImpostor): number;
  53183. /**
  53184. * Sets stiffness of the impostor
  53185. * @param impostor impostor to set stiffness on
  53186. * @param stiffness stiffness value from 0 to 1
  53187. */
  53188. setBodyStiffness(impostor: PhysicsImpostor, stiffness: number): void;
  53189. /**
  53190. * Gets velocityIterations of the impostor
  53191. * @param impostor impostor to get velocity iterations from
  53192. * @returns velocityIterations value
  53193. */
  53194. getBodyVelocityIterations(impostor: PhysicsImpostor): number;
  53195. /**
  53196. * Sets velocityIterations of the impostor
  53197. * @param impostor impostor to set velocity iterations on
  53198. * @param velocityIterations velocityIterations value
  53199. */
  53200. setBodyVelocityIterations(impostor: PhysicsImpostor, velocityIterations: number): void;
  53201. /**
  53202. * Gets positionIterations of the impostor
  53203. * @param impostor impostor to get position iterations from
  53204. * @returns positionIterations value
  53205. */
  53206. getBodyPositionIterations(impostor: PhysicsImpostor): number;
  53207. /**
  53208. * Sets positionIterations of the impostor
  53209. * @param impostor impostor to set position on
  53210. * @param positionIterations positionIterations value
  53211. */
  53212. setBodyPositionIterations(impostor: PhysicsImpostor, positionIterations: number): void;
  53213. /**
  53214. * Append an anchor to a cloth object
  53215. * @param impostor is the cloth impostor to add anchor to
  53216. * @param otherImpostor is the rigid impostor to anchor to
  53217. * @param width ratio across width from 0 to 1
  53218. * @param height ratio up height from 0 to 1
  53219. * @param influence the elasticity between cloth impostor and anchor from 0, very stretchy to 1, little strech
  53220. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  53221. */
  53222. appendAnchor(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, width: number, height: number, influence?: number, noCollisionBetweenLinkedBodies?: boolean): void;
  53223. /**
  53224. * Append an hook to a rope object
  53225. * @param impostor is the rope impostor to add hook to
  53226. * @param otherImpostor is the rigid impostor to hook to
  53227. * @param length ratio along the rope from 0 to 1
  53228. * @param influence the elasticity between soft impostor and anchor from 0, very stretchy to 1, little strech
  53229. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  53230. */
  53231. appendHook(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, length: number, influence?: number, noCollisionBetweenLinkedBodies?: boolean): void;
  53232. /**
  53233. * Sleeps the physics body and stops it from being active
  53234. * @param impostor impostor to sleep
  53235. */
  53236. sleepBody(impostor: PhysicsImpostor): void;
  53237. /**
  53238. * Activates the physics body
  53239. * @param impostor impostor to activate
  53240. */
  53241. wakeUpBody(impostor: PhysicsImpostor): void;
  53242. /**
  53243. * Updates the distance parameters of the joint
  53244. * @param joint joint to update
  53245. * @param maxDistance maximum distance of the joint
  53246. * @param minDistance minimum distance of the joint
  53247. */
  53248. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  53249. /**
  53250. * Sets a motor on the joint
  53251. * @param joint joint to set motor on
  53252. * @param speed speed of the motor
  53253. * @param maxForce maximum force of the motor
  53254. * @param motorIndex index of the motor
  53255. */
  53256. setMotor(joint: IMotorEnabledJoint, speed?: number, maxForce?: number, motorIndex?: number): void;
  53257. /**
  53258. * Sets the motors limit
  53259. * @param joint joint to set limit on
  53260. * @param upperLimit upper limit
  53261. * @param lowerLimit lower limit
  53262. */
  53263. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number): void;
  53264. /**
  53265. * Syncs the position and rotation of a mesh with the impostor
  53266. * @param mesh mesh to sync
  53267. * @param impostor impostor to update the mesh with
  53268. */
  53269. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  53270. /**
  53271. * Gets the radius of the impostor
  53272. * @param impostor impostor to get radius from
  53273. * @returns the radius
  53274. */
  53275. getRadius(impostor: PhysicsImpostor): number;
  53276. /**
  53277. * Gets the box size of the impostor
  53278. * @param impostor impostor to get box size from
  53279. * @param result the resulting box size
  53280. */
  53281. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  53282. /**
  53283. * Disposes of the impostor
  53284. */
  53285. dispose(): void;
  53286. /**
  53287. * Does a raycast in the physics world
  53288. * @param from when should the ray start?
  53289. * @param to when should the ray end?
  53290. * @returns PhysicsRaycastResult
  53291. */
  53292. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  53293. }
  53294. }
  53295. declare module "babylonjs/Probes/reflectionProbe" {
  53296. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  53297. import { Vector3 } from "babylonjs/Maths/math.vector";
  53298. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  53299. import { Nullable } from "babylonjs/types";
  53300. import { Scene } from "babylonjs/scene";
  53301. module "babylonjs/abstractScene" {
  53302. interface AbstractScene {
  53303. /**
  53304. * The list of reflection probes added to the scene
  53305. * @see http://doc.babylonjs.com/how_to/how_to_use_reflection_probes
  53306. */
  53307. reflectionProbes: Array<ReflectionProbe>;
  53308. /**
  53309. * Removes the given reflection probe from this scene.
  53310. * @param toRemove The reflection probe to remove
  53311. * @returns The index of the removed reflection probe
  53312. */
  53313. removeReflectionProbe(toRemove: ReflectionProbe): number;
  53314. /**
  53315. * Adds the given reflection probe to this scene.
  53316. * @param newReflectionProbe The reflection probe to add
  53317. */
  53318. addReflectionProbe(newReflectionProbe: ReflectionProbe): void;
  53319. }
  53320. }
  53321. /**
  53322. * Class used to generate realtime reflection / refraction cube textures
  53323. * @see http://doc.babylonjs.com/how_to/how_to_use_reflection_probes
  53324. */
  53325. export class ReflectionProbe {
  53326. /** defines the name of the probe */
  53327. name: string;
  53328. private _scene;
  53329. private _renderTargetTexture;
  53330. private _projectionMatrix;
  53331. private _viewMatrix;
  53332. private _target;
  53333. private _add;
  53334. private _attachedMesh;
  53335. private _invertYAxis;
  53336. /** Gets or sets probe position (center of the cube map) */
  53337. position: Vector3;
  53338. /**
  53339. * Creates a new reflection probe
  53340. * @param name defines the name of the probe
  53341. * @param size defines the texture resolution (for each face)
  53342. * @param scene defines the hosting scene
  53343. * @param generateMipMaps defines if mip maps should be generated automatically (true by default)
  53344. * @param useFloat defines if HDR data (flaot data) should be used to store colors (false by default)
  53345. */
  53346. constructor(
  53347. /** defines the name of the probe */
  53348. name: string, size: number, scene: Scene, generateMipMaps?: boolean, useFloat?: boolean);
  53349. /** Gets or sets the number of samples to use for multi-sampling (0 by default). Required WebGL2 */
  53350. samples: number;
  53351. /** Gets or sets the refresh rate to use (on every frame by default) */
  53352. refreshRate: number;
  53353. /**
  53354. * Gets the hosting scene
  53355. * @returns a Scene
  53356. */
  53357. getScene(): Scene;
  53358. /** Gets the internal CubeTexture used to render to */
  53359. readonly cubeTexture: RenderTargetTexture;
  53360. /** Gets the list of meshes to render */
  53361. readonly renderList: Nullable<AbstractMesh[]>;
  53362. /**
  53363. * Attach the probe to a specific mesh (Rendering will be done from attached mesh's position)
  53364. * @param mesh defines the mesh to attach to
  53365. */
  53366. attachToMesh(mesh: Nullable<AbstractMesh>): void;
  53367. /**
  53368. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups
  53369. * @param renderingGroupId The rendering group id corresponding to its index
  53370. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  53371. */
  53372. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void;
  53373. /**
  53374. * Clean all associated resources
  53375. */
  53376. dispose(): void;
  53377. /**
  53378. * Converts the reflection probe information to a readable string for debug purpose.
  53379. * @param fullDetails Supports for multiple levels of logging within scene loading
  53380. * @returns the human readable reflection probe info
  53381. */
  53382. toString(fullDetails?: boolean): string;
  53383. /**
  53384. * Get the class name of the relfection probe.
  53385. * @returns "ReflectionProbe"
  53386. */
  53387. getClassName(): string;
  53388. /**
  53389. * Serialize the reflection probe to a JSON representation we can easily use in the resepective Parse function.
  53390. * @returns The JSON representation of the texture
  53391. */
  53392. serialize(): any;
  53393. /**
  53394. * Parse the JSON representation of a reflection probe in order to recreate the reflection probe in the given scene.
  53395. * @param parsedReflectionProbe Define the JSON representation of the reflection probe
  53396. * @param scene Define the scene the parsed reflection probe should be instantiated in
  53397. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  53398. * @returns The parsed reflection probe if successful
  53399. */
  53400. static Parse(parsedReflectionProbe: any, scene: Scene, rootUrl: string): Nullable<ReflectionProbe>;
  53401. }
  53402. }
  53403. declare module "babylonjs/Loading/Plugins/babylonFileLoader" {
  53404. /** @hidden */
  53405. export var _BabylonLoaderRegistered: boolean;
  53406. }
  53407. declare module "babylonjs/Loading/Plugins/index" {
  53408. export * from "babylonjs/Loading/Plugins/babylonFileLoader";
  53409. }
  53410. declare module "babylonjs/Loading/index" {
  53411. export * from "babylonjs/Loading/loadingScreen";
  53412. export * from "babylonjs/Loading/Plugins/index";
  53413. export * from "babylonjs/Loading/sceneLoader";
  53414. export * from "babylonjs/Loading/sceneLoaderFlags";
  53415. }
  53416. declare module "babylonjs/Materials/Background/index" {
  53417. export * from "babylonjs/Materials/Background/backgroundMaterial";
  53418. }
  53419. declare module "babylonjs/Materials/PBR/pbrBaseSimpleMaterial" {
  53420. import { Scene } from "babylonjs/scene";
  53421. import { Color3 } from "babylonjs/Maths/math.color";
  53422. import { PBRBaseMaterial } from "babylonjs/Materials/PBR/pbrBaseMaterial";
  53423. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  53424. /**
  53425. * The Physically based simple base material of BJS.
  53426. *
  53427. * This enables better naming and convention enforcements on top of the pbrMaterial.
  53428. * It is used as the base class for both the specGloss and metalRough conventions.
  53429. */
  53430. export abstract class PBRBaseSimpleMaterial extends PBRBaseMaterial {
  53431. /**
  53432. * Number of Simultaneous lights allowed on the material.
  53433. */
  53434. maxSimultaneousLights: number;
  53435. /**
  53436. * If sets to true, disables all the lights affecting the material.
  53437. */
  53438. disableLighting: boolean;
  53439. /**
  53440. * Environment Texture used in the material (this is use for both reflection and environment lighting).
  53441. */
  53442. environmentTexture: BaseTexture;
  53443. /**
  53444. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  53445. */
  53446. invertNormalMapX: boolean;
  53447. /**
  53448. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  53449. */
  53450. invertNormalMapY: boolean;
  53451. /**
  53452. * Normal map used in the model.
  53453. */
  53454. normalTexture: BaseTexture;
  53455. /**
  53456. * Emissivie color used to self-illuminate the model.
  53457. */
  53458. emissiveColor: Color3;
  53459. /**
  53460. * Emissivie texture used to self-illuminate the model.
  53461. */
  53462. emissiveTexture: BaseTexture;
  53463. /**
  53464. * Occlusion Channel Strenght.
  53465. */
  53466. occlusionStrength: number;
  53467. /**
  53468. * Occlusion Texture of the material (adding extra occlusion effects).
  53469. */
  53470. occlusionTexture: BaseTexture;
  53471. /**
  53472. * Defines the alpha limits in alpha test mode.
  53473. */
  53474. alphaCutOff: number;
  53475. /**
  53476. * Gets the current double sided mode.
  53477. */
  53478. /**
  53479. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  53480. */
  53481. doubleSided: boolean;
  53482. /**
  53483. * Stores the pre-calculated light information of a mesh in a texture.
  53484. */
  53485. lightmapTexture: BaseTexture;
  53486. /**
  53487. * If true, the light map contains occlusion information instead of lighting info.
  53488. */
  53489. useLightmapAsShadowmap: boolean;
  53490. /**
  53491. * Instantiates a new PBRMaterial instance.
  53492. *
  53493. * @param name The material name
  53494. * @param scene The scene the material will be use in.
  53495. */
  53496. constructor(name: string, scene: Scene);
  53497. getClassName(): string;
  53498. }
  53499. }
  53500. declare module "babylonjs/Materials/PBR/pbrMetallicRoughnessMaterial" {
  53501. import { Scene } from "babylonjs/scene";
  53502. import { Color3 } from "babylonjs/Maths/math.color";
  53503. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  53504. import { PBRBaseSimpleMaterial } from "babylonjs/Materials/PBR/pbrBaseSimpleMaterial";
  53505. /**
  53506. * The PBR material of BJS following the metal roughness convention.
  53507. *
  53508. * This fits to the PBR convention in the GLTF definition:
  53509. * https://github.com/KhronosGroup/glTF/tree/2.0/specification/2.0
  53510. */
  53511. export class PBRMetallicRoughnessMaterial extends PBRBaseSimpleMaterial {
  53512. /**
  53513. * The base color has two different interpretations depending on the value of metalness.
  53514. * When the material is a metal, the base color is the specific measured reflectance value
  53515. * at normal incidence (F0). For a non-metal the base color represents the reflected diffuse color
  53516. * of the material.
  53517. */
  53518. baseColor: Color3;
  53519. /**
  53520. * Base texture of the metallic workflow. It contains both the baseColor information in RGB as
  53521. * well as opacity information in the alpha channel.
  53522. */
  53523. baseTexture: BaseTexture;
  53524. /**
  53525. * Specifies the metallic scalar value of the material.
  53526. * Can also be used to scale the metalness values of the metallic texture.
  53527. */
  53528. metallic: number;
  53529. /**
  53530. * Specifies the roughness scalar value of the material.
  53531. * Can also be used to scale the roughness values of the metallic texture.
  53532. */
  53533. roughness: number;
  53534. /**
  53535. * Texture containing both the metallic value in the B channel and the
  53536. * roughness value in the G channel to keep better precision.
  53537. */
  53538. metallicRoughnessTexture: BaseTexture;
  53539. /**
  53540. * Instantiates a new PBRMetalRoughnessMaterial instance.
  53541. *
  53542. * @param name The material name
  53543. * @param scene The scene the material will be use in.
  53544. */
  53545. constructor(name: string, scene: Scene);
  53546. /**
  53547. * Return the currrent class name of the material.
  53548. */
  53549. getClassName(): string;
  53550. /**
  53551. * Makes a duplicate of the current material.
  53552. * @param name - name to use for the new material.
  53553. */
  53554. clone(name: string): PBRMetallicRoughnessMaterial;
  53555. /**
  53556. * Serialize the material to a parsable JSON object.
  53557. */
  53558. serialize(): any;
  53559. /**
  53560. * Parses a JSON object correponding to the serialize function.
  53561. */
  53562. static Parse(source: any, scene: Scene, rootUrl: string): PBRMetallicRoughnessMaterial;
  53563. }
  53564. }
  53565. declare module "babylonjs/Materials/PBR/pbrSpecularGlossinessMaterial" {
  53566. import { Scene } from "babylonjs/scene";
  53567. import { Color3 } from "babylonjs/Maths/math.color";
  53568. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  53569. import { PBRBaseSimpleMaterial } from "babylonjs/Materials/PBR/pbrBaseSimpleMaterial";
  53570. /**
  53571. * The PBR material of BJS following the specular glossiness convention.
  53572. *
  53573. * This fits to the PBR convention in the GLTF definition:
  53574. * https://github.com/KhronosGroup/glTF/tree/2.0/extensions/Khronos/KHR_materials_pbrSpecularGlossiness
  53575. */
  53576. export class PBRSpecularGlossinessMaterial extends PBRBaseSimpleMaterial {
  53577. /**
  53578. * Specifies the diffuse color of the material.
  53579. */
  53580. diffuseColor: Color3;
  53581. /**
  53582. * Specifies the diffuse texture of the material. This can also contains the opcity value in its alpha
  53583. * channel.
  53584. */
  53585. diffuseTexture: BaseTexture;
  53586. /**
  53587. * Specifies the specular color of the material. This indicates how reflective is the material (none to mirror).
  53588. */
  53589. specularColor: Color3;
  53590. /**
  53591. * Specifies the glossiness of the material. This indicates "how sharp is the reflection".
  53592. */
  53593. glossiness: number;
  53594. /**
  53595. * Specifies both the specular color RGB and the glossiness A of the material per pixels.
  53596. */
  53597. specularGlossinessTexture: BaseTexture;
  53598. /**
  53599. * Instantiates a new PBRSpecularGlossinessMaterial instance.
  53600. *
  53601. * @param name The material name
  53602. * @param scene The scene the material will be use in.
  53603. */
  53604. constructor(name: string, scene: Scene);
  53605. /**
  53606. * Return the currrent class name of the material.
  53607. */
  53608. getClassName(): string;
  53609. /**
  53610. * Makes a duplicate of the current material.
  53611. * @param name - name to use for the new material.
  53612. */
  53613. clone(name: string): PBRSpecularGlossinessMaterial;
  53614. /**
  53615. * Serialize the material to a parsable JSON object.
  53616. */
  53617. serialize(): any;
  53618. /**
  53619. * Parses a JSON object correponding to the serialize function.
  53620. */
  53621. static Parse(source: any, scene: Scene, rootUrl: string): PBRSpecularGlossinessMaterial;
  53622. }
  53623. }
  53624. declare module "babylonjs/Materials/PBR/index" {
  53625. export * from "babylonjs/Materials/PBR/pbrBaseMaterial";
  53626. export * from "babylonjs/Materials/PBR/pbrBaseSimpleMaterial";
  53627. export * from "babylonjs/Materials/PBR/pbrMaterial";
  53628. export * from "babylonjs/Materials/PBR/pbrMetallicRoughnessMaterial";
  53629. export * from "babylonjs/Materials/PBR/pbrSpecularGlossinessMaterial";
  53630. }
  53631. declare module "babylonjs/Materials/Textures/colorGradingTexture" {
  53632. import { Nullable } from "babylonjs/types";
  53633. import { Scene } from "babylonjs/scene";
  53634. import { Matrix } from "babylonjs/Maths/math.vector";
  53635. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  53636. /**
  53637. * This represents a color grading texture. This acts as a lookup table LUT, useful during post process
  53638. * It can help converting any input color in a desired output one. This can then be used to create effects
  53639. * from sepia, black and white to sixties or futuristic rendering...
  53640. *
  53641. * The only supported format is currently 3dl.
  53642. * More information on LUT: https://en.wikipedia.org/wiki/3D_lookup_table
  53643. */
  53644. export class ColorGradingTexture extends BaseTexture {
  53645. /**
  53646. * The current texture matrix. (will always be identity in color grading texture)
  53647. */
  53648. private _textureMatrix;
  53649. /**
  53650. * The texture URL.
  53651. */
  53652. url: string;
  53653. /**
  53654. * Empty line regex stored for GC.
  53655. */
  53656. private static _noneEmptyLineRegex;
  53657. private _engine;
  53658. /**
  53659. * Instantiates a ColorGradingTexture from the following parameters.
  53660. *
  53661. * @param url The location of the color gradind data (currently only supporting 3dl)
  53662. * @param scene The scene the texture will be used in
  53663. */
  53664. constructor(url: string, scene: Scene);
  53665. /**
  53666. * Returns the texture matrix used in most of the material.
  53667. * This is not used in color grading but keep for troubleshooting purpose (easily swap diffuse by colorgrading to look in).
  53668. */
  53669. getTextureMatrix(): Matrix;
  53670. /**
  53671. * Occurs when the file being loaded is a .3dl LUT file.
  53672. */
  53673. private load3dlTexture;
  53674. /**
  53675. * Starts the loading process of the texture.
  53676. */
  53677. private loadTexture;
  53678. /**
  53679. * Clones the color gradind texture.
  53680. */
  53681. clone(): ColorGradingTexture;
  53682. /**
  53683. * Called during delayed load for textures.
  53684. */
  53685. delayLoad(): void;
  53686. /**
  53687. * Parses a color grading texture serialized by Babylon.
  53688. * @param parsedTexture The texture information being parsedTexture
  53689. * @param scene The scene to load the texture in
  53690. * @param rootUrl The root url of the data assets to load
  53691. * @return A color gradind texture
  53692. */
  53693. static Parse(parsedTexture: any, scene: Scene): Nullable<ColorGradingTexture>;
  53694. /**
  53695. * Serializes the LUT texture to json format.
  53696. */
  53697. serialize(): any;
  53698. }
  53699. }
  53700. declare module "babylonjs/Materials/Textures/equiRectangularCubeTexture" {
  53701. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  53702. import { Scene } from "babylonjs/scene";
  53703. import { Nullable } from "babylonjs/types";
  53704. import "babylonjs/Engines/Extensions/engine.rawTexture";
  53705. /**
  53706. * This represents a texture coming from an equirectangular image supported by the web browser canvas.
  53707. */
  53708. export class EquiRectangularCubeTexture extends BaseTexture {
  53709. /** The six faces of the cube. */
  53710. private static _FacesMapping;
  53711. private _noMipmap;
  53712. private _onLoad;
  53713. private _onError;
  53714. /** The size of the cubemap. */
  53715. private _size;
  53716. /** The buffer of the image. */
  53717. private _buffer;
  53718. /** The width of the input image. */
  53719. private _width;
  53720. /** The height of the input image. */
  53721. private _height;
  53722. /** The URL to the image. */
  53723. url: string;
  53724. /** The texture coordinates mode. As this texture is stored in a cube format, please modify carefully. */
  53725. coordinatesMode: number;
  53726. /**
  53727. * Instantiates an EquiRectangularCubeTexture from the following parameters.
  53728. * @param url The location of the image
  53729. * @param scene The scene the texture will be used in
  53730. * @param size The cubemap desired size (the more it increases the longer the generation will be)
  53731. * @param noMipmap Forces to not generate the mipmap if true
  53732. * @param gammaSpace Specifies if the texture will be used in gamma or linear space
  53733. * (the PBR material requires those textures in linear space, but the standard material would require them in Gamma space)
  53734. * @param onLoad — defines a callback called when texture is loaded
  53735. * @param onError — defines a callback called if there is an error
  53736. */
  53737. constructor(url: string, scene: Scene, size: number, noMipmap?: boolean, gammaSpace?: boolean, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>);
  53738. /**
  53739. * Load the image data, by putting the image on a canvas and extracting its buffer.
  53740. */
  53741. private loadImage;
  53742. /**
  53743. * Convert the image buffer into a cubemap and create a CubeTexture.
  53744. */
  53745. private loadTexture;
  53746. /**
  53747. * Convert the ArrayBuffer into a Float32Array and drop the transparency channel.
  53748. * @param buffer The ArrayBuffer that should be converted.
  53749. * @returns The buffer as Float32Array.
  53750. */
  53751. private getFloat32ArrayFromArrayBuffer;
  53752. /**
  53753. * Get the current class name of the texture useful for serialization or dynamic coding.
  53754. * @returns "EquiRectangularCubeTexture"
  53755. */
  53756. getClassName(): string;
  53757. /**
  53758. * Create a clone of the current EquiRectangularCubeTexture and return it.
  53759. * @returns A clone of the current EquiRectangularCubeTexture.
  53760. */
  53761. clone(): EquiRectangularCubeTexture;
  53762. }
  53763. }
  53764. declare module "babylonjs/Misc/tga" {
  53765. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  53766. /**
  53767. * Based on jsTGALoader - Javascript loader for TGA file
  53768. * By Vincent Thibault
  53769. * @see http://blog.robrowser.com/javascript-tga-loader.html
  53770. */
  53771. export class TGATools {
  53772. private static _TYPE_INDEXED;
  53773. private static _TYPE_RGB;
  53774. private static _TYPE_GREY;
  53775. private static _TYPE_RLE_INDEXED;
  53776. private static _TYPE_RLE_RGB;
  53777. private static _TYPE_RLE_GREY;
  53778. private static _ORIGIN_MASK;
  53779. private static _ORIGIN_SHIFT;
  53780. private static _ORIGIN_BL;
  53781. private static _ORIGIN_BR;
  53782. private static _ORIGIN_UL;
  53783. private static _ORIGIN_UR;
  53784. /**
  53785. * Gets the header of a TGA file
  53786. * @param data defines the TGA data
  53787. * @returns the header
  53788. */
  53789. static GetTGAHeader(data: Uint8Array): any;
  53790. /**
  53791. * Uploads TGA content to a Babylon Texture
  53792. * @hidden
  53793. */
  53794. static UploadContent(texture: InternalTexture, data: Uint8Array): void;
  53795. /** @hidden */
  53796. 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;
  53797. /** @hidden */
  53798. 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;
  53799. /** @hidden */
  53800. 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;
  53801. /** @hidden */
  53802. 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;
  53803. /** @hidden */
  53804. 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;
  53805. /** @hidden */
  53806. 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;
  53807. }
  53808. }
  53809. declare module "babylonjs/Materials/Textures/Loaders/tgaTextureLoader" {
  53810. import { Nullable } from "babylonjs/types";
  53811. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  53812. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  53813. /**
  53814. * Implementation of the TGA Texture Loader.
  53815. * @hidden
  53816. */
  53817. export class _TGATextureLoader implements IInternalTextureLoader {
  53818. /**
  53819. * Defines wether the loader supports cascade loading the different faces.
  53820. */
  53821. readonly supportCascades: boolean;
  53822. /**
  53823. * This returns if the loader support the current file information.
  53824. * @param extension defines the file extension of the file being loaded
  53825. * @param textureFormatInUse defines the current compressed format in use iun the engine
  53826. * @param fallback defines the fallback internal texture if any
  53827. * @param isBase64 defines whether the texture is encoded as a base64
  53828. * @param isBuffer defines whether the texture data are stored as a buffer
  53829. * @returns true if the loader can load the specified file
  53830. */
  53831. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  53832. /**
  53833. * Transform the url before loading if required.
  53834. * @param rootUrl the url of the texture
  53835. * @param textureFormatInUse defines the current compressed format in use iun the engine
  53836. * @returns the transformed texture
  53837. */
  53838. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  53839. /**
  53840. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  53841. * @param rootUrl the url of the texture
  53842. * @param textureFormatInUse defines the current compressed format in use iun the engine
  53843. * @returns the fallback texture
  53844. */
  53845. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  53846. /**
  53847. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  53848. * @param data contains the texture data
  53849. * @param texture defines the BabylonJS internal texture
  53850. * @param createPolynomials will be true if polynomials have been requested
  53851. * @param onLoad defines the callback to trigger once the texture is ready
  53852. * @param onError defines the callback to trigger in case of error
  53853. */
  53854. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  53855. /**
  53856. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  53857. * @param data contains the texture data
  53858. * @param texture defines the BabylonJS internal texture
  53859. * @param callback defines the method to call once ready to upload
  53860. */
  53861. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  53862. }
  53863. }
  53864. declare module "babylonjs/Misc/basis" {
  53865. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  53866. /**
  53867. * Info about the .basis files
  53868. */
  53869. class BasisFileInfo {
  53870. /**
  53871. * If the file has alpha
  53872. */
  53873. hasAlpha: boolean;
  53874. /**
  53875. * Info about each image of the basis file
  53876. */
  53877. images: Array<{
  53878. levels: Array<{
  53879. width: number;
  53880. height: number;
  53881. transcodedPixels: ArrayBufferView;
  53882. }>;
  53883. }>;
  53884. }
  53885. /**
  53886. * Result of transcoding a basis file
  53887. */
  53888. class TranscodeResult {
  53889. /**
  53890. * Info about the .basis file
  53891. */
  53892. fileInfo: BasisFileInfo;
  53893. /**
  53894. * Format to use when loading the file
  53895. */
  53896. format: number;
  53897. }
  53898. /**
  53899. * Configuration options for the Basis transcoder
  53900. */
  53901. export class BasisTranscodeConfiguration {
  53902. /**
  53903. * Supported compression formats used to determine the supported output format of the transcoder
  53904. */
  53905. supportedCompressionFormats?: {
  53906. /**
  53907. * etc1 compression format
  53908. */
  53909. etc1?: boolean;
  53910. /**
  53911. * s3tc compression format
  53912. */
  53913. s3tc?: boolean;
  53914. /**
  53915. * pvrtc compression format
  53916. */
  53917. pvrtc?: boolean;
  53918. /**
  53919. * etc2 compression format
  53920. */
  53921. etc2?: boolean;
  53922. };
  53923. /**
  53924. * If mipmap levels should be loaded for transcoded images (Default: true)
  53925. */
  53926. loadMipmapLevels?: boolean;
  53927. /**
  53928. * Index of a single image to load (Default: all images)
  53929. */
  53930. loadSingleImage?: number;
  53931. }
  53932. /**
  53933. * Used to load .Basis files
  53934. * See https://github.com/BinomialLLC/basis_universal/tree/master/webgl
  53935. */
  53936. export class BasisTools {
  53937. private static _IgnoreSupportedFormats;
  53938. /**
  53939. * URL to use when loading the basis transcoder
  53940. */
  53941. static JSModuleURL: string;
  53942. /**
  53943. * URL to use when loading the wasm module for the transcoder
  53944. */
  53945. static WasmModuleURL: string;
  53946. /**
  53947. * Get the internal format to be passed to texImage2D corresponding to the .basis format value
  53948. * @param basisFormat format chosen from GetSupportedTranscodeFormat
  53949. * @returns internal format corresponding to the Basis format
  53950. */
  53951. static GetInternalFormatFromBasisFormat(basisFormat: number): number;
  53952. private static _WorkerPromise;
  53953. private static _Worker;
  53954. private static _actionId;
  53955. private static _CreateWorkerAsync;
  53956. /**
  53957. * Transcodes a loaded image file to compressed pixel data
  53958. * @param imageData image data to transcode
  53959. * @param config configuration options for the transcoding
  53960. * @returns a promise resulting in the transcoded image
  53961. */
  53962. static TranscodeAsync(imageData: ArrayBuffer, config: BasisTranscodeConfiguration): Promise<TranscodeResult>;
  53963. /**
  53964. * Loads a texture from the transcode result
  53965. * @param texture texture load to
  53966. * @param transcodeResult the result of transcoding the basis file to load from
  53967. */
  53968. static LoadTextureFromTranscodeResult(texture: InternalTexture, transcodeResult: TranscodeResult): void;
  53969. }
  53970. }
  53971. declare module "babylonjs/Materials/Textures/Loaders/basisTextureLoader" {
  53972. import { Nullable } from "babylonjs/types";
  53973. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  53974. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  53975. /**
  53976. * Loader for .basis file format
  53977. */
  53978. export class _BasisTextureLoader implements IInternalTextureLoader {
  53979. /**
  53980. * Defines whether the loader supports cascade loading the different faces.
  53981. */
  53982. readonly supportCascades: boolean;
  53983. /**
  53984. * This returns if the loader support the current file information.
  53985. * @param extension defines the file extension of the file being loaded
  53986. * @param textureFormatInUse defines the current compressed format in use iun the engine
  53987. * @param fallback defines the fallback internal texture if any
  53988. * @param isBase64 defines whether the texture is encoded as a base64
  53989. * @param isBuffer defines whether the texture data are stored as a buffer
  53990. * @returns true if the loader can load the specified file
  53991. */
  53992. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  53993. /**
  53994. * Transform the url before loading if required.
  53995. * @param rootUrl the url of the texture
  53996. * @param textureFormatInUse defines the current compressed format in use iun the engine
  53997. * @returns the transformed texture
  53998. */
  53999. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  54000. /**
  54001. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  54002. * @param rootUrl the url of the texture
  54003. * @param textureFormatInUse defines the current compressed format in use iun the engine
  54004. * @returns the fallback texture
  54005. */
  54006. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  54007. /**
  54008. * Uploads the cube texture data to the WebGl Texture. It has already been bound.
  54009. * @param data contains the texture data
  54010. * @param texture defines the BabylonJS internal texture
  54011. * @param createPolynomials will be true if polynomials have been requested
  54012. * @param onLoad defines the callback to trigger once the texture is ready
  54013. * @param onError defines the callback to trigger in case of error
  54014. */
  54015. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  54016. /**
  54017. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  54018. * @param data contains the texture data
  54019. * @param texture defines the BabylonJS internal texture
  54020. * @param callback defines the method to call once ready to upload
  54021. */
  54022. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  54023. }
  54024. }
  54025. declare module "babylonjs/Materials/Textures/Loaders/index" {
  54026. export * from "babylonjs/Materials/Textures/Loaders/ddsTextureLoader";
  54027. export * from "babylonjs/Materials/Textures/Loaders/envTextureLoader";
  54028. export * from "babylonjs/Materials/Textures/Loaders/ktxTextureLoader";
  54029. export * from "babylonjs/Materials/Textures/Loaders/tgaTextureLoader";
  54030. export * from "babylonjs/Materials/Textures/Loaders/basisTextureLoader";
  54031. }
  54032. declare module "babylonjs/Materials/Textures/Procedurals/customProceduralTexture" {
  54033. import { Scene } from "babylonjs/scene";
  54034. import { Texture } from "babylonjs/Materials/Textures/texture";
  54035. import { ProceduralTexture } from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  54036. /**
  54037. * 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.
  54038. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  54039. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  54040. */
  54041. export class CustomProceduralTexture extends ProceduralTexture {
  54042. private _animate;
  54043. private _time;
  54044. private _config;
  54045. private _texturePath;
  54046. /**
  54047. * Instantiates a new Custom Procedural Texture.
  54048. * 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.
  54049. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  54050. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  54051. * @param name Define the name of the texture
  54052. * @param texturePath Define the folder path containing all the cutom texture related files (config, shaders...)
  54053. * @param size Define the size of the texture to create
  54054. * @param scene Define the scene the texture belongs to
  54055. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  54056. * @param generateMipMaps Define if the texture should creates mip maps or not
  54057. */
  54058. constructor(name: string, texturePath: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean);
  54059. private _loadJson;
  54060. /**
  54061. * Is the texture ready to be used ? (rendered at least once)
  54062. * @returns true if ready, otherwise, false.
  54063. */
  54064. isReady(): boolean;
  54065. /**
  54066. * Render the texture to its associated render target.
  54067. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  54068. */
  54069. render(useCameraPostProcess?: boolean): void;
  54070. /**
  54071. * Update the list of dependant textures samplers in the shader.
  54072. */
  54073. updateTextures(): void;
  54074. /**
  54075. * Update the uniform values of the procedural texture in the shader.
  54076. */
  54077. updateShaderUniforms(): void;
  54078. /**
  54079. * Define if the texture animates or not.
  54080. */
  54081. animate: boolean;
  54082. }
  54083. }
  54084. declare module "babylonjs/Shaders/noise.fragment" {
  54085. /** @hidden */
  54086. export var noisePixelShader: {
  54087. name: string;
  54088. shader: string;
  54089. };
  54090. }
  54091. declare module "babylonjs/Materials/Textures/Procedurals/noiseProceduralTexture" {
  54092. import { Nullable } from "babylonjs/types";
  54093. import { Scene } from "babylonjs/scene";
  54094. import { Texture } from "babylonjs/Materials/Textures/texture";
  54095. import { ProceduralTexture } from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  54096. import "babylonjs/Shaders/noise.fragment";
  54097. /**
  54098. * Class used to generate noise procedural textures
  54099. */
  54100. export class NoiseProceduralTexture extends ProceduralTexture {
  54101. private _time;
  54102. /** Gets or sets a value between 0 and 1 indicating the overall brightness of the texture (default is 0.2) */
  54103. brightness: number;
  54104. /** Defines the number of octaves to process */
  54105. octaves: number;
  54106. /** Defines the level of persistence (0.8 by default) */
  54107. persistence: number;
  54108. /** Gets or sets animation speed factor (default is 1) */
  54109. animationSpeedFactor: number;
  54110. /**
  54111. * Creates a new NoiseProceduralTexture
  54112. * @param name defines the name fo the texture
  54113. * @param size defines the size of the texture (default is 256)
  54114. * @param scene defines the hosting scene
  54115. * @param fallbackTexture defines the texture to use if the NoiseProceduralTexture can't be created
  54116. * @param generateMipMaps defines if mipmaps must be generated (true by default)
  54117. */
  54118. constructor(name: string, size?: number, scene?: Nullable<Scene>, fallbackTexture?: Texture, generateMipMaps?: boolean);
  54119. private _updateShaderUniforms;
  54120. protected _getDefines(): string;
  54121. /** Generate the current state of the procedural texture */
  54122. render(useCameraPostProcess?: boolean): void;
  54123. /**
  54124. * Serializes this noise procedural texture
  54125. * @returns a serialized noise procedural texture object
  54126. */
  54127. serialize(): any;
  54128. /**
  54129. * Creates a NoiseProceduralTexture from parsed noise procedural texture data
  54130. * @param parsedTexture defines parsed texture data
  54131. * @param scene defines the current scene
  54132. * @param rootUrl defines the root URL containing noise procedural texture information
  54133. * @returns a parsed NoiseProceduralTexture
  54134. */
  54135. static Parse(parsedTexture: any, scene: Scene): NoiseProceduralTexture;
  54136. }
  54137. }
  54138. declare module "babylonjs/Materials/Textures/Procedurals/index" {
  54139. export * from "babylonjs/Materials/Textures/Procedurals/customProceduralTexture";
  54140. export * from "babylonjs/Materials/Textures/Procedurals/noiseProceduralTexture";
  54141. export * from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  54142. export * from "babylonjs/Materials/Textures/Procedurals/proceduralTextureSceneComponent";
  54143. }
  54144. declare module "babylonjs/Materials/Textures/rawCubeTexture" {
  54145. import { Nullable } from "babylonjs/types";
  54146. import { Scene } from "babylonjs/scene";
  54147. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  54148. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  54149. import { CubeTexture } from "babylonjs/Materials/Textures/cubeTexture";
  54150. import "babylonjs/Engines/Extensions/engine.rawTexture";
  54151. /**
  54152. * Raw cube texture where the raw buffers are passed in
  54153. */
  54154. export class RawCubeTexture extends CubeTexture {
  54155. /**
  54156. * Creates a cube texture where the raw buffers are passed in.
  54157. * @param scene defines the scene the texture is attached to
  54158. * @param data defines the array of data to use to create each face
  54159. * @param size defines the size of the textures
  54160. * @param format defines the format of the data
  54161. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  54162. * @param generateMipMaps defines if the engine should generate the mip levels
  54163. * @param invertY defines if data must be stored with Y axis inverted
  54164. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  54165. * @param compression defines the compression used (null by default)
  54166. */
  54167. constructor(scene: Scene, data: Nullable<ArrayBufferView[]>, size: number, format?: number, type?: number, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, compression?: Nullable<string>);
  54168. /**
  54169. * Updates the raw cube texture.
  54170. * @param data defines the data to store
  54171. * @param format defines the data format
  54172. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  54173. * @param invertY defines if data must be stored with Y axis inverted
  54174. * @param compression defines the compression used (null by default)
  54175. * @param level defines which level of the texture to update
  54176. */
  54177. update(data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression?: Nullable<string>): void;
  54178. /**
  54179. * Updates a raw cube texture with RGBD encoded data.
  54180. * @param data defines the array of data [mipmap][face] to use to create each face
  54181. * @param sphericalPolynomial defines the spherical polynomial for irradiance
  54182. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  54183. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  54184. * @returns a promsie that resolves when the operation is complete
  54185. */
  54186. updateRGBDAsync(data: ArrayBufferView[][], sphericalPolynomial?: Nullable<SphericalPolynomial>, lodScale?: number, lodOffset?: number): Promise<void>;
  54187. /**
  54188. * Clones the raw cube texture.
  54189. * @return a new cube texture
  54190. */
  54191. clone(): CubeTexture;
  54192. /** @hidden */
  54193. static _UpdateRGBDAsync(internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number): Promise<void>;
  54194. }
  54195. }
  54196. declare module "babylonjs/Materials/Textures/rawTexture3D" {
  54197. import { Scene } from "babylonjs/scene";
  54198. import { Texture } from "babylonjs/Materials/Textures/texture";
  54199. import "babylonjs/Engines/Extensions/engine.rawTexture";
  54200. /**
  54201. * Class used to store 3D textures containing user data
  54202. */
  54203. export class RawTexture3D extends Texture {
  54204. /** Gets or sets the texture format to use */
  54205. format: number;
  54206. private _engine;
  54207. /**
  54208. * Create a new RawTexture3D
  54209. * @param data defines the data of the texture
  54210. * @param width defines the width of the texture
  54211. * @param height defines the height of the texture
  54212. * @param depth defines the depth of the texture
  54213. * @param format defines the texture format to use
  54214. * @param scene defines the hosting scene
  54215. * @param generateMipMaps defines a boolean indicating if mip levels should be generated (true by default)
  54216. * @param invertY defines if texture must be stored with Y axis inverted
  54217. * @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)
  54218. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  54219. */
  54220. constructor(data: ArrayBufferView, width: number, height: number, depth: number,
  54221. /** Gets or sets the texture format to use */
  54222. format: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, textureType?: number);
  54223. /**
  54224. * Update the texture with new data
  54225. * @param data defines the data to store in the texture
  54226. */
  54227. update(data: ArrayBufferView): void;
  54228. }
  54229. }
  54230. declare module "babylonjs/Materials/Textures/refractionTexture" {
  54231. import { Scene } from "babylonjs/scene";
  54232. import { Plane } from "babylonjs/Maths/math.plane";
  54233. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  54234. /**
  54235. * Creates a refraction texture used by refraction channel of the standard material.
  54236. * It is like a mirror but to see through a material.
  54237. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  54238. */
  54239. export class RefractionTexture extends RenderTargetTexture {
  54240. /**
  54241. * Define the reflection plane we want to use. The refractionPlane is usually set to the constructed refractor.
  54242. * 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.
  54243. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  54244. */
  54245. refractionPlane: Plane;
  54246. /**
  54247. * Define how deep under the surface we should see.
  54248. */
  54249. depth: number;
  54250. /**
  54251. * Creates a refraction texture used by refraction channel of the standard material.
  54252. * It is like a mirror but to see through a material.
  54253. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  54254. * @param name Define the texture name
  54255. * @param size Define the size of the underlying texture
  54256. * @param scene Define the scene the refraction belongs to
  54257. * @param generateMipMaps Define if we need to generate mips level for the refraction
  54258. */
  54259. constructor(name: string, size: number, scene: Scene, generateMipMaps?: boolean);
  54260. /**
  54261. * Clone the refraction texture.
  54262. * @returns the cloned texture
  54263. */
  54264. clone(): RefractionTexture;
  54265. /**
  54266. * Serialize the texture to a JSON representation you could use in Parse later on
  54267. * @returns the serialized JSON representation
  54268. */
  54269. serialize(): any;
  54270. }
  54271. }
  54272. declare module "babylonjs/Materials/Textures/htmlElementTexture" {
  54273. import { Nullable } from "babylonjs/types";
  54274. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  54275. import { Matrix } from "babylonjs/Maths/math.vector";
  54276. import { Engine } from "babylonjs/Engines/engine";
  54277. import { Scene } from "babylonjs/scene";
  54278. /**
  54279. * Defines the options related to the creation of an HtmlElementTexture
  54280. */
  54281. export interface IHtmlElementTextureOptions {
  54282. /**
  54283. * Defines wether mip maps should be created or not.
  54284. */
  54285. generateMipMaps?: boolean;
  54286. /**
  54287. * Defines the sampling mode of the texture.
  54288. */
  54289. samplingMode?: number;
  54290. /**
  54291. * Defines the engine instance to use the texture with. It is not mandatory if you define a scene.
  54292. */
  54293. engine: Nullable<Engine>;
  54294. /**
  54295. * Defines the scene the texture belongs to. It is not mandatory if you define an engine.
  54296. */
  54297. scene: Nullable<Scene>;
  54298. }
  54299. /**
  54300. * This represents the smallest workload to use an already existing element (Canvas or Video) as a texture.
  54301. * To be as efficient as possible depending on your constraints nothing aside the first upload
  54302. * is automatically managed.
  54303. * It is a cheap VideoTexture or DynamicTexture if you prefer to keep full control of the elements
  54304. * in your application.
  54305. *
  54306. * As the update is not automatic, you need to call them manually.
  54307. */
  54308. export class HtmlElementTexture extends BaseTexture {
  54309. /**
  54310. * The texture URL.
  54311. */
  54312. element: HTMLVideoElement | HTMLCanvasElement;
  54313. private static readonly DefaultOptions;
  54314. private _textureMatrix;
  54315. private _engine;
  54316. private _isVideo;
  54317. private _generateMipMaps;
  54318. private _samplingMode;
  54319. /**
  54320. * Instantiates a HtmlElementTexture from the following parameters.
  54321. *
  54322. * @param name Defines the name of the texture
  54323. * @param element Defines the video or canvas the texture is filled with
  54324. * @param options Defines the other none mandatory texture creation options
  54325. */
  54326. constructor(name: string, element: HTMLVideoElement | HTMLCanvasElement, options: IHtmlElementTextureOptions);
  54327. private _createInternalTexture;
  54328. /**
  54329. * Returns the texture matrix used in most of the material.
  54330. */
  54331. getTextureMatrix(): Matrix;
  54332. /**
  54333. * Updates the content of the texture.
  54334. * @param invertY Defines wether the texture should be inverted on Y (false by default on video and true on canvas)
  54335. */
  54336. update(invertY?: Nullable<boolean>): void;
  54337. }
  54338. }
  54339. declare module "babylonjs/Materials/Textures/index" {
  54340. export * from "babylonjs/Materials/Textures/baseTexture";
  54341. export * from "babylonjs/Materials/Textures/colorGradingTexture";
  54342. export * from "babylonjs/Materials/Textures/cubeTexture";
  54343. export * from "babylonjs/Materials/Textures/dynamicTexture";
  54344. export * from "babylonjs/Materials/Textures/equiRectangularCubeTexture";
  54345. export * from "babylonjs/Materials/Textures/hdrCubeTexture";
  54346. export * from "babylonjs/Materials/Textures/internalTexture";
  54347. export * from "babylonjs/Materials/Textures/internalTextureLoader";
  54348. export * from "babylonjs/Materials/Textures/Loaders/index";
  54349. export * from "babylonjs/Materials/Textures/mirrorTexture";
  54350. export * from "babylonjs/Materials/Textures/multiRenderTarget";
  54351. export * from "babylonjs/Materials/Textures/Procedurals/index";
  54352. export * from "babylonjs/Materials/Textures/rawCubeTexture";
  54353. export * from "babylonjs/Materials/Textures/rawTexture";
  54354. export * from "babylonjs/Materials/Textures/rawTexture3D";
  54355. export * from "babylonjs/Materials/Textures/refractionTexture";
  54356. export * from "babylonjs/Materials/Textures/renderTargetTexture";
  54357. export * from "babylonjs/Materials/Textures/texture";
  54358. export * from "babylonjs/Materials/Textures/videoTexture";
  54359. export * from "babylonjs/Materials/Textures/htmlElementTexture";
  54360. }
  54361. declare module "babylonjs/Materials/Node/nodeMaterialBlockTargets" {
  54362. /**
  54363. * Enum used to define the target of a block
  54364. */
  54365. export enum NodeMaterialBlockTargets {
  54366. /** Vertex shader */
  54367. Vertex = 1,
  54368. /** Fragment shader */
  54369. Fragment = 2,
  54370. /** Neutral */
  54371. Neutral = 4,
  54372. /** Vertex and Fragment */
  54373. VertexAndFragment = 3
  54374. }
  54375. }
  54376. declare module "babylonjs/Materials/Node/nodeMaterialBlockConnectionPointTypes" {
  54377. /**
  54378. * Defines the kind of connection point for node based material
  54379. */
  54380. export enum NodeMaterialBlockConnectionPointTypes {
  54381. /** Float */
  54382. Float = 1,
  54383. /** Int */
  54384. Int = 2,
  54385. /** Vector2 */
  54386. Vector2 = 4,
  54387. /** Vector3 */
  54388. Vector3 = 8,
  54389. /** Vector4 */
  54390. Vector4 = 16,
  54391. /** Color3 */
  54392. Color3 = 32,
  54393. /** Color4 */
  54394. Color4 = 64,
  54395. /** Matrix */
  54396. Matrix = 128,
  54397. /** Detect type based on connection */
  54398. AutoDetect = 1024,
  54399. /** Output type that will be defined by input type */
  54400. BasedOnInput = 2048
  54401. }
  54402. }
  54403. declare module "babylonjs/Materials/Node/Optimizers/nodeMaterialOptimizer" {
  54404. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  54405. /**
  54406. * Root class for all node material optimizers
  54407. */
  54408. export class NodeMaterialOptimizer {
  54409. /**
  54410. * Function used to optimize a NodeMaterial graph
  54411. * @param vertexOutputNodes defines the list of output nodes for the vertex shader
  54412. * @param fragmentOutputNodes defines the list of output nodes for the fragment shader
  54413. */
  54414. optimize(vertexOutputNodes: NodeMaterialBlock[], fragmentOutputNodes: NodeMaterialBlock[]): void;
  54415. }
  54416. }
  54417. declare module "babylonjs/Materials/Node/Blocks/transformBlock" {
  54418. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  54419. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  54420. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  54421. import { Scene } from "babylonjs/scene";
  54422. /**
  54423. * Block used to transform a vector (2, 3 or 4) with a matrix. It will generate a Vector4
  54424. */
  54425. export class TransformBlock extends NodeMaterialBlock {
  54426. /**
  54427. * Defines the value to use to complement W value to transform it to a Vector4
  54428. */
  54429. complementW: number;
  54430. /**
  54431. * Defines the value to use to complement z value to transform it to a Vector4
  54432. */
  54433. complementZ: number;
  54434. /**
  54435. * Creates a new TransformBlock
  54436. * @param name defines the block name
  54437. */
  54438. constructor(name: string);
  54439. /**
  54440. * Gets the current class name
  54441. * @returns the class name
  54442. */
  54443. getClassName(): string;
  54444. /**
  54445. * Gets the vector input
  54446. */
  54447. readonly vector: NodeMaterialConnectionPoint;
  54448. /**
  54449. * Gets the output component
  54450. */
  54451. readonly output: NodeMaterialConnectionPoint;
  54452. /**
  54453. * Gets the matrix transform input
  54454. */
  54455. readonly transform: NodeMaterialConnectionPoint;
  54456. protected _buildBlock(state: NodeMaterialBuildState): this;
  54457. serialize(): any;
  54458. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  54459. protected _dumpPropertiesCode(): string;
  54460. }
  54461. }
  54462. declare module "babylonjs/Materials/Node/Blocks/Vertex/vertexOutputBlock" {
  54463. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  54464. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  54465. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  54466. /**
  54467. * Block used to output the vertex position
  54468. */
  54469. export class VertexOutputBlock extends NodeMaterialBlock {
  54470. /**
  54471. * Creates a new VertexOutputBlock
  54472. * @param name defines the block name
  54473. */
  54474. constructor(name: string);
  54475. /**
  54476. * Gets the current class name
  54477. * @returns the class name
  54478. */
  54479. getClassName(): string;
  54480. /**
  54481. * Gets the vector input component
  54482. */
  54483. readonly vector: NodeMaterialConnectionPoint;
  54484. protected _buildBlock(state: NodeMaterialBuildState): this;
  54485. }
  54486. }
  54487. declare module "babylonjs/Materials/Node/Blocks/Fragment/fragmentOutputBlock" {
  54488. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  54489. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  54490. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  54491. /**
  54492. * Block used to output the final color
  54493. */
  54494. export class FragmentOutputBlock extends NodeMaterialBlock {
  54495. /**
  54496. * Create a new FragmentOutputBlock
  54497. * @param name defines the block name
  54498. */
  54499. constructor(name: string);
  54500. /**
  54501. * Gets the current class name
  54502. * @returns the class name
  54503. */
  54504. getClassName(): string;
  54505. /**
  54506. * Gets the rgba input component
  54507. */
  54508. readonly rgba: NodeMaterialConnectionPoint;
  54509. /**
  54510. * Gets the rgb input component
  54511. */
  54512. readonly rgb: NodeMaterialConnectionPoint;
  54513. /**
  54514. * Gets the a input component
  54515. */
  54516. readonly a: NodeMaterialConnectionPoint;
  54517. protected _buildBlock(state: NodeMaterialBuildState): this;
  54518. }
  54519. }
  54520. declare module "babylonjs/Materials/Node/nodeMaterialSystemValues" {
  54521. /**
  54522. * Enum used to define system values e.g. values automatically provided by the system
  54523. */
  54524. export enum NodeMaterialSystemValues {
  54525. /** World */
  54526. World = 1,
  54527. /** View */
  54528. View = 2,
  54529. /** Projection */
  54530. Projection = 3,
  54531. /** ViewProjection */
  54532. ViewProjection = 4,
  54533. /** WorldView */
  54534. WorldView = 5,
  54535. /** WorldViewProjection */
  54536. WorldViewProjection = 6,
  54537. /** CameraPosition */
  54538. CameraPosition = 7,
  54539. /** Fog Color */
  54540. FogColor = 8
  54541. }
  54542. }
  54543. declare module "babylonjs/Materials/Node/Blocks/Dual/reflectionTextureBlock" {
  54544. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  54545. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  54546. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  54547. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  54548. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  54549. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  54550. import { Effect } from "babylonjs/Materials/effect";
  54551. import { Mesh } from "babylonjs/Meshes/mesh";
  54552. import { Nullable } from "babylonjs/types";
  54553. import { Scene } from "babylonjs/scene";
  54554. /**
  54555. * Block used to read a reflection texture from a sampler
  54556. */
  54557. export class ReflectionTextureBlock extends NodeMaterialBlock {
  54558. private _define3DName;
  54559. private _defineCubicName;
  54560. private _defineExplicitName;
  54561. private _defineProjectionName;
  54562. private _defineLocalCubicName;
  54563. private _defineSphericalName;
  54564. private _definePlanarName;
  54565. private _defineEquirectangularName;
  54566. private _defineMirroredEquirectangularFixedName;
  54567. private _defineEquirectangularFixedName;
  54568. private _defineSkyboxName;
  54569. private _cubeSamplerName;
  54570. private _2DSamplerName;
  54571. private _positionUVWName;
  54572. private _directionWName;
  54573. private _reflectionCoordsName;
  54574. private _reflection2DCoordsName;
  54575. private _reflectionColorName;
  54576. private _reflectionMatrixName;
  54577. /**
  54578. * Gets or sets the texture associated with the node
  54579. */
  54580. texture: Nullable<BaseTexture>;
  54581. /**
  54582. * Create a new TextureBlock
  54583. * @param name defines the block name
  54584. */
  54585. constructor(name: string);
  54586. /**
  54587. * Gets the current class name
  54588. * @returns the class name
  54589. */
  54590. getClassName(): string;
  54591. /**
  54592. * Gets the world position input component
  54593. */
  54594. readonly position: NodeMaterialConnectionPoint;
  54595. /**
  54596. * Gets the world position input component
  54597. */
  54598. readonly worldPosition: NodeMaterialConnectionPoint;
  54599. /**
  54600. * Gets the world normal input component
  54601. */
  54602. readonly worldNormal: NodeMaterialConnectionPoint;
  54603. /**
  54604. * Gets the world input component
  54605. */
  54606. readonly world: NodeMaterialConnectionPoint;
  54607. /**
  54608. * Gets the camera (or eye) position component
  54609. */
  54610. readonly cameraPosition: NodeMaterialConnectionPoint;
  54611. /**
  54612. * Gets the view input component
  54613. */
  54614. readonly view: NodeMaterialConnectionPoint;
  54615. /**
  54616. * Gets the rgb output component
  54617. */
  54618. readonly rgb: NodeMaterialConnectionPoint;
  54619. /**
  54620. * Gets the r output component
  54621. */
  54622. readonly r: NodeMaterialConnectionPoint;
  54623. /**
  54624. * Gets the g output component
  54625. */
  54626. readonly g: NodeMaterialConnectionPoint;
  54627. /**
  54628. * Gets the b output component
  54629. */
  54630. readonly b: NodeMaterialConnectionPoint;
  54631. autoConfigure(material: NodeMaterial): void;
  54632. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  54633. isReady(): boolean;
  54634. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  54635. private _injectVertexCode;
  54636. private _writeOutput;
  54637. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  54638. serialize(): any;
  54639. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  54640. }
  54641. }
  54642. declare module "babylonjs/Materials/Node/nodeMaterial" {
  54643. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  54644. import { PushMaterial } from "babylonjs/Materials/pushMaterial";
  54645. import { Scene } from "babylonjs/scene";
  54646. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  54647. import { Matrix } from "babylonjs/Maths/math.vector";
  54648. import { Mesh } from "babylonjs/Meshes/mesh";
  54649. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  54650. import { Observable } from "babylonjs/Misc/observable";
  54651. import { SubMesh } from "babylonjs/Meshes/subMesh";
  54652. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  54653. import { NodeMaterialOptimizer } from "babylonjs/Materials/Node/Optimizers/nodeMaterialOptimizer";
  54654. import { ImageProcessingConfiguration, IImageProcessingConfigurationDefines } from "babylonjs/Materials/imageProcessingConfiguration";
  54655. import { Nullable } from "babylonjs/types";
  54656. import { InputBlock } from "babylonjs/Materials/Node/Blocks/Input/inputBlock";
  54657. import { TextureBlock } from "babylonjs/Materials/Node/Blocks/Dual/textureBlock";
  54658. import { ReflectionTextureBlock } from "babylonjs/Materials/Node/Blocks/Dual/reflectionTextureBlock";
  54659. /**
  54660. * Interface used to configure the node material editor
  54661. */
  54662. export interface INodeMaterialEditorOptions {
  54663. /** Define the URl to load node editor script */
  54664. editorURL?: string;
  54665. }
  54666. /** @hidden */
  54667. export class NodeMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  54668. /** BONES */
  54669. NUM_BONE_INFLUENCERS: number;
  54670. BonesPerMesh: number;
  54671. BONETEXTURE: boolean;
  54672. /** MORPH TARGETS */
  54673. MORPHTARGETS: boolean;
  54674. MORPHTARGETS_NORMAL: boolean;
  54675. MORPHTARGETS_TANGENT: boolean;
  54676. MORPHTARGETS_UV: boolean;
  54677. NUM_MORPH_INFLUENCERS: number;
  54678. /** IMAGE PROCESSING */
  54679. IMAGEPROCESSING: boolean;
  54680. VIGNETTE: boolean;
  54681. VIGNETTEBLENDMODEMULTIPLY: boolean;
  54682. VIGNETTEBLENDMODEOPAQUE: boolean;
  54683. TONEMAPPING: boolean;
  54684. TONEMAPPING_ACES: boolean;
  54685. CONTRAST: boolean;
  54686. EXPOSURE: boolean;
  54687. COLORCURVES: boolean;
  54688. COLORGRADING: boolean;
  54689. COLORGRADING3D: boolean;
  54690. SAMPLER3DGREENDEPTH: boolean;
  54691. SAMPLER3DBGRMAP: boolean;
  54692. IMAGEPROCESSINGPOSTPROCESS: boolean;
  54693. /** MISC. */
  54694. BUMPDIRECTUV: number;
  54695. constructor();
  54696. setValue(name: string, value: boolean): void;
  54697. }
  54698. /**
  54699. * Class used to configure NodeMaterial
  54700. */
  54701. export interface INodeMaterialOptions {
  54702. /**
  54703. * Defines if blocks should emit comments
  54704. */
  54705. emitComments: boolean;
  54706. }
  54707. /**
  54708. * Class used to create a node based material built by assembling shader blocks
  54709. */
  54710. export class NodeMaterial extends PushMaterial {
  54711. private static _BuildIdGenerator;
  54712. private _options;
  54713. private _vertexCompilationState;
  54714. private _fragmentCompilationState;
  54715. private _sharedData;
  54716. private _buildId;
  54717. private _buildWasSuccessful;
  54718. private _cachedWorldViewMatrix;
  54719. private _cachedWorldViewProjectionMatrix;
  54720. private _optimizers;
  54721. private _animationFrame;
  54722. /** Define the URl to load node editor script */
  54723. static EditorURL: string;
  54724. private BJSNODEMATERIALEDITOR;
  54725. /** Get the inspector from bundle or global */
  54726. private _getGlobalNodeMaterialEditor;
  54727. /**
  54728. * 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)
  54729. */
  54730. ignoreAlpha: boolean;
  54731. /**
  54732. * Defines the maximum number of lights that can be used in the material
  54733. */
  54734. maxSimultaneousLights: number;
  54735. /**
  54736. * Observable raised when the material is built
  54737. */
  54738. onBuildObservable: Observable<NodeMaterial>;
  54739. /**
  54740. * Gets or sets the root nodes of the material vertex shader
  54741. */
  54742. _vertexOutputNodes: NodeMaterialBlock[];
  54743. /**
  54744. * Gets or sets the root nodes of the material fragment (pixel) shader
  54745. */
  54746. _fragmentOutputNodes: NodeMaterialBlock[];
  54747. /** Gets or sets options to control the node material overall behavior */
  54748. options: INodeMaterialOptions;
  54749. /**
  54750. * Default configuration related to image processing available in the standard Material.
  54751. */
  54752. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  54753. /**
  54754. * Gets the image processing configuration used either in this material.
  54755. */
  54756. /**
  54757. * Sets the Default image processing configuration used either in the this material.
  54758. *
  54759. * If sets to null, the scene one is in use.
  54760. */
  54761. imageProcessingConfiguration: ImageProcessingConfiguration;
  54762. /**
  54763. * Gets an array of blocks that needs to be serialized even if they are not yet connected
  54764. */
  54765. attachedBlocks: NodeMaterialBlock[];
  54766. /**
  54767. * Create a new node based material
  54768. * @param name defines the material name
  54769. * @param scene defines the hosting scene
  54770. * @param options defines creation option
  54771. */
  54772. constructor(name: string, scene?: Scene, options?: Partial<INodeMaterialOptions>);
  54773. /**
  54774. * Gets the current class name of the material e.g. "NodeMaterial"
  54775. * @returns the class name
  54776. */
  54777. getClassName(): string;
  54778. /**
  54779. * Keep track of the image processing observer to allow dispose and replace.
  54780. */
  54781. private _imageProcessingObserver;
  54782. /**
  54783. * Attaches a new image processing configuration to the Standard Material.
  54784. * @param configuration
  54785. */
  54786. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  54787. /**
  54788. * Get a block by its name
  54789. * @param name defines the name of the block to retrieve
  54790. * @returns the required block or null if not found
  54791. */
  54792. getBlockByName(name: string): Nullable<NodeMaterialBlock>;
  54793. /**
  54794. * Get a block by its name
  54795. * @param predicate defines the predicate used to find the good candidate
  54796. * @returns the required block or null if not found
  54797. */
  54798. getBlockByPredicate(predicate: (block: NodeMaterialBlock) => boolean): Nullable<NodeMaterialBlock>;
  54799. /**
  54800. * Get an input block by its name
  54801. * @param predicate defines the predicate used to find the good candidate
  54802. * @returns the required input block or null if not found
  54803. */
  54804. getInputBlockByPredicate(predicate: (block: InputBlock) => boolean): Nullable<InputBlock>;
  54805. /**
  54806. * Gets the list of input blocks attached to this material
  54807. * @returns an array of InputBlocks
  54808. */
  54809. getInputBlocks(): InputBlock[];
  54810. /**
  54811. * Adds a new optimizer to the list of optimizers
  54812. * @param optimizer defines the optimizers to add
  54813. * @returns the current material
  54814. */
  54815. registerOptimizer(optimizer: NodeMaterialOptimizer): this | undefined;
  54816. /**
  54817. * Remove an optimizer from the list of optimizers
  54818. * @param optimizer defines the optimizers to remove
  54819. * @returns the current material
  54820. */
  54821. unregisterOptimizer(optimizer: NodeMaterialOptimizer): this | undefined;
  54822. /**
  54823. * Add a new block to the list of output nodes
  54824. * @param node defines the node to add
  54825. * @returns the current material
  54826. */
  54827. addOutputNode(node: NodeMaterialBlock): this;
  54828. /**
  54829. * Remove a block from the list of root nodes
  54830. * @param node defines the node to remove
  54831. * @returns the current material
  54832. */
  54833. removeOutputNode(node: NodeMaterialBlock): this;
  54834. private _addVertexOutputNode;
  54835. private _removeVertexOutputNode;
  54836. private _addFragmentOutputNode;
  54837. private _removeFragmentOutputNode;
  54838. /**
  54839. * Specifies if the material will require alpha blending
  54840. * @returns a boolean specifying if alpha blending is needed
  54841. */
  54842. needAlphaBlending(): boolean;
  54843. /**
  54844. * Specifies if this material should be rendered in alpha test mode
  54845. * @returns a boolean specifying if an alpha test is needed.
  54846. */
  54847. needAlphaTesting(): boolean;
  54848. private _initializeBlock;
  54849. private _resetDualBlocks;
  54850. /**
  54851. * Build the material and generates the inner effect
  54852. * @param verbose defines if the build should log activity
  54853. */
  54854. build(verbose?: boolean): void;
  54855. /**
  54856. * Runs an otpimization phase to try to improve the shader code
  54857. */
  54858. optimize(): void;
  54859. private _prepareDefinesForAttributes;
  54860. /**
  54861. * Get if the submesh is ready to be used and all its information available.
  54862. * Child classes can use it to update shaders
  54863. * @param mesh defines the mesh to check
  54864. * @param subMesh defines which submesh to check
  54865. * @param useInstances specifies that instances should be used
  54866. * @returns a boolean indicating that the submesh is ready or not
  54867. */
  54868. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  54869. /**
  54870. * Get a string representing the shaders built by the current node graph
  54871. */
  54872. readonly compiledShaders: string;
  54873. /**
  54874. * Binds the world matrix to the material
  54875. * @param world defines the world transformation matrix
  54876. */
  54877. bindOnlyWorldMatrix(world: Matrix): void;
  54878. /**
  54879. * Binds the submesh to this material by preparing the effect and shader to draw
  54880. * @param world defines the world transformation matrix
  54881. * @param mesh defines the mesh containing the submesh
  54882. * @param subMesh defines the submesh to bind the material to
  54883. */
  54884. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  54885. /**
  54886. * Gets the active textures from the material
  54887. * @returns an array of textures
  54888. */
  54889. getActiveTextures(): BaseTexture[];
  54890. /**
  54891. * Gets the list of texture blocks
  54892. * @returns an array of texture blocks
  54893. */
  54894. getTextureBlocks(): (TextureBlock | ReflectionTextureBlock)[];
  54895. /**
  54896. * Specifies if the material uses a texture
  54897. * @param texture defines the texture to check against the material
  54898. * @returns a boolean specifying if the material uses the texture
  54899. */
  54900. hasTexture(texture: BaseTexture): boolean;
  54901. /**
  54902. * Disposes the material
  54903. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  54904. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  54905. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  54906. */
  54907. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  54908. /** Creates the node editor window. */
  54909. private _createNodeEditor;
  54910. /**
  54911. * Launch the node material editor
  54912. * @param config Define the configuration of the editor
  54913. * @return a promise fulfilled when the node editor is visible
  54914. */
  54915. edit(config?: INodeMaterialEditorOptions): Promise<void>;
  54916. /**
  54917. * Clear the current material
  54918. */
  54919. clear(): void;
  54920. /**
  54921. * Clear the current material and set it to a default state
  54922. */
  54923. setToDefault(): void;
  54924. /**
  54925. * Loads the current Node Material from a url pointing to a file save by the Node Material Editor
  54926. * @param url defines the url to load from
  54927. * @returns a promise that will fullfil when the material is fully loaded
  54928. */
  54929. loadAsync(url: string): Promise<unknown>;
  54930. private _gatherBlocks;
  54931. /**
  54932. * Generate a string containing the code declaration required to create an equivalent of this material
  54933. * @returns a string
  54934. */
  54935. generateCode(): string;
  54936. /**
  54937. * Serializes this material in a JSON representation
  54938. * @returns the serialized material object
  54939. */
  54940. serialize(): any;
  54941. private _restoreConnections;
  54942. /**
  54943. * Clear the current graph and load a new one from a serialization object
  54944. * @param source defines the JSON representation of the material
  54945. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  54946. */
  54947. loadFromSerialization(source: any, rootUrl?: string): void;
  54948. /**
  54949. * Creates a node material from parsed material data
  54950. * @param source defines the JSON representation of the material
  54951. * @param scene defines the hosting scene
  54952. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  54953. * @returns a new node material
  54954. */
  54955. static Parse(source: any, scene: Scene, rootUrl?: string): NodeMaterial;
  54956. /**
  54957. * Creates a new node material set to default basic configuration
  54958. * @param name defines the name of the material
  54959. * @param scene defines the hosting scene
  54960. * @returns a new NodeMaterial
  54961. */
  54962. static CreateDefault(name: string, scene?: Scene): NodeMaterial;
  54963. }
  54964. }
  54965. declare module "babylonjs/Materials/Node/Blocks/Dual/textureBlock" {
  54966. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  54967. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  54968. import { NodeMaterialBlockTargets } from "babylonjs/Materials/Node/nodeMaterialBlockTargets";
  54969. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  54970. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  54971. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  54972. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  54973. import { Effect } from "babylonjs/Materials/effect";
  54974. import { Mesh } from "babylonjs/Meshes/mesh";
  54975. import { Nullable } from "babylonjs/types";
  54976. import { Scene } from "babylonjs/scene";
  54977. /**
  54978. * Block used to read a texture from a sampler
  54979. */
  54980. export class TextureBlock extends NodeMaterialBlock {
  54981. private _defineName;
  54982. private _samplerName;
  54983. private _transformedUVName;
  54984. private _textureTransformName;
  54985. private _textureInfoName;
  54986. private _mainUVName;
  54987. private _mainUVDefineName;
  54988. /**
  54989. * Gets or sets the texture associated with the node
  54990. */
  54991. texture: Nullable<BaseTexture>;
  54992. /**
  54993. * Create a new TextureBlock
  54994. * @param name defines the block name
  54995. */
  54996. constructor(name: string);
  54997. /**
  54998. * Gets the current class name
  54999. * @returns the class name
  55000. */
  55001. getClassName(): string;
  55002. /**
  55003. * Gets the uv input component
  55004. */
  55005. readonly uv: NodeMaterialConnectionPoint;
  55006. /**
  55007. * Gets the rgba output component
  55008. */
  55009. readonly rgba: NodeMaterialConnectionPoint;
  55010. /**
  55011. * Gets the rgb output component
  55012. */
  55013. readonly rgb: NodeMaterialConnectionPoint;
  55014. /**
  55015. * Gets the r output component
  55016. */
  55017. readonly r: NodeMaterialConnectionPoint;
  55018. /**
  55019. * Gets the g output component
  55020. */
  55021. readonly g: NodeMaterialConnectionPoint;
  55022. /**
  55023. * Gets the b output component
  55024. */
  55025. readonly b: NodeMaterialConnectionPoint;
  55026. /**
  55027. * Gets the a output component
  55028. */
  55029. readonly a: NodeMaterialConnectionPoint;
  55030. readonly target: NodeMaterialBlockTargets;
  55031. autoConfigure(material: NodeMaterial): void;
  55032. initializeDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  55033. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  55034. isReady(): boolean;
  55035. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  55036. private readonly _isMixed;
  55037. private _injectVertexCode;
  55038. private _writeOutput;
  55039. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  55040. protected _dumpPropertiesCode(): string;
  55041. serialize(): any;
  55042. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  55043. }
  55044. }
  55045. declare module "babylonjs/Materials/Node/nodeMaterialBuildStateSharedData" {
  55046. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55047. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55048. import { InputBlock } from "babylonjs/Materials/Node/Blocks/Input/inputBlock";
  55049. import { TextureBlock } from "babylonjs/Materials/Node/Blocks/Dual/textureBlock";
  55050. import { ReflectionTextureBlock } from "babylonjs/Materials/Node/Blocks/Dual/reflectionTextureBlock";
  55051. /**
  55052. * Class used to store shared data between 2 NodeMaterialBuildState
  55053. */
  55054. export class NodeMaterialBuildStateSharedData {
  55055. /**
  55056. * Gets the list of emitted varyings
  55057. */
  55058. temps: string[];
  55059. /**
  55060. * Gets the list of emitted varyings
  55061. */
  55062. varyings: string[];
  55063. /**
  55064. * Gets the varying declaration string
  55065. */
  55066. varyingDeclaration: string;
  55067. /**
  55068. * Input blocks
  55069. */
  55070. inputBlocks: InputBlock[];
  55071. /**
  55072. * Input blocks
  55073. */
  55074. textureBlocks: (ReflectionTextureBlock | TextureBlock)[];
  55075. /**
  55076. * Bindable blocks (Blocks that need to set data to the effect)
  55077. */
  55078. bindableBlocks: NodeMaterialBlock[];
  55079. /**
  55080. * List of blocks that can provide a compilation fallback
  55081. */
  55082. blocksWithFallbacks: NodeMaterialBlock[];
  55083. /**
  55084. * List of blocks that can provide a define update
  55085. */
  55086. blocksWithDefines: NodeMaterialBlock[];
  55087. /**
  55088. * List of blocks that can provide a repeatable content
  55089. */
  55090. repeatableContentBlocks: NodeMaterialBlock[];
  55091. /**
  55092. * List of blocks that can provide a dynamic list of uniforms
  55093. */
  55094. dynamicUniformBlocks: NodeMaterialBlock[];
  55095. /**
  55096. * List of blocks that can block the isReady function for the material
  55097. */
  55098. blockingBlocks: NodeMaterialBlock[];
  55099. /**
  55100. * Gets the list of animated inputs
  55101. */
  55102. animatedInputs: InputBlock[];
  55103. /**
  55104. * Build Id used to avoid multiple recompilations
  55105. */
  55106. buildId: number;
  55107. /** List of emitted variables */
  55108. variableNames: {
  55109. [key: string]: number;
  55110. };
  55111. /** List of emitted defines */
  55112. defineNames: {
  55113. [key: string]: number;
  55114. };
  55115. /** Should emit comments? */
  55116. emitComments: boolean;
  55117. /** Emit build activity */
  55118. verbose: boolean;
  55119. /**
  55120. * Gets the compilation hints emitted at compilation time
  55121. */
  55122. hints: {
  55123. needWorldViewMatrix: boolean;
  55124. needWorldViewProjectionMatrix: boolean;
  55125. needAlphaBlending: boolean;
  55126. needAlphaTesting: boolean;
  55127. };
  55128. /**
  55129. * List of compilation checks
  55130. */
  55131. checks: {
  55132. emitVertex: boolean;
  55133. emitFragment: boolean;
  55134. notConnectedNonOptionalInputs: NodeMaterialConnectionPoint[];
  55135. };
  55136. /** Creates a new shared data */
  55137. constructor();
  55138. /**
  55139. * Emits console errors and exceptions if there is a failing check
  55140. */
  55141. emitErrors(): void;
  55142. }
  55143. }
  55144. declare module "babylonjs/Materials/Node/nodeMaterialBuildState" {
  55145. import { NodeMaterialBlockConnectionPointTypes } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPointTypes";
  55146. import { NodeMaterialBlockTargets } from "babylonjs/Materials/Node/nodeMaterialBlockTargets";
  55147. import { NodeMaterialBuildStateSharedData } from "babylonjs/Materials/Node/nodeMaterialBuildStateSharedData";
  55148. /**
  55149. * Class used to store node based material build state
  55150. */
  55151. export class NodeMaterialBuildState {
  55152. /** Gets or sets a boolean indicating if the current state can emit uniform buffers */
  55153. supportUniformBuffers: boolean;
  55154. /**
  55155. * Gets the list of emitted attributes
  55156. */
  55157. attributes: string[];
  55158. /**
  55159. * Gets the list of emitted uniforms
  55160. */
  55161. uniforms: string[];
  55162. /**
  55163. * Gets the list of emitted uniform buffers
  55164. */
  55165. uniformBuffers: string[];
  55166. /**
  55167. * Gets the list of emitted samplers
  55168. */
  55169. samplers: string[];
  55170. /**
  55171. * Gets the list of emitted functions
  55172. */
  55173. functions: {
  55174. [key: string]: string;
  55175. };
  55176. /**
  55177. * Gets the list of emitted extensions
  55178. */
  55179. extensions: {
  55180. [key: string]: string;
  55181. };
  55182. /**
  55183. * Gets the target of the compilation state
  55184. */
  55185. target: NodeMaterialBlockTargets;
  55186. /**
  55187. * Gets the list of emitted counters
  55188. */
  55189. counters: {
  55190. [key: string]: number;
  55191. };
  55192. /**
  55193. * Shared data between multiple NodeMaterialBuildState instances
  55194. */
  55195. sharedData: NodeMaterialBuildStateSharedData;
  55196. /** @hidden */
  55197. _vertexState: NodeMaterialBuildState;
  55198. /** @hidden */
  55199. _attributeDeclaration: string;
  55200. /** @hidden */
  55201. _uniformDeclaration: string;
  55202. /** @hidden */
  55203. _samplerDeclaration: string;
  55204. /** @hidden */
  55205. _varyingTransfer: string;
  55206. private _repeatableContentAnchorIndex;
  55207. /** @hidden */
  55208. _builtCompilationString: string;
  55209. /**
  55210. * Gets the emitted compilation strings
  55211. */
  55212. compilationString: string;
  55213. /**
  55214. * Finalize the compilation strings
  55215. * @param state defines the current compilation state
  55216. */
  55217. finalize(state: NodeMaterialBuildState): void;
  55218. /** @hidden */
  55219. readonly _repeatableContentAnchor: string;
  55220. /** @hidden */
  55221. _getFreeVariableName(prefix: string): string;
  55222. /** @hidden */
  55223. _getFreeDefineName(prefix: string): string;
  55224. /** @hidden */
  55225. _excludeVariableName(name: string): void;
  55226. /** @hidden */
  55227. _getGLType(type: NodeMaterialBlockConnectionPointTypes): string;
  55228. /** @hidden */
  55229. _emitExtension(name: string, extension: string): void;
  55230. /** @hidden */
  55231. _emitFunction(name: string, code: string, comments: string): void;
  55232. /** @hidden */
  55233. _emitCodeFromInclude(includeName: string, comments: string, options?: {
  55234. replaceStrings?: {
  55235. search: RegExp;
  55236. replace: string;
  55237. }[];
  55238. repeatKey?: string;
  55239. }): string;
  55240. /** @hidden */
  55241. _emitFunctionFromInclude(includeName: string, comments: string, options?: {
  55242. repeatKey?: string;
  55243. removeAttributes?: boolean;
  55244. removeUniforms?: boolean;
  55245. removeVaryings?: boolean;
  55246. removeIfDef?: boolean;
  55247. replaceStrings?: {
  55248. search: RegExp;
  55249. replace: string;
  55250. }[];
  55251. }, storeKey?: string): void;
  55252. /** @hidden */
  55253. _registerTempVariable(name: string): boolean;
  55254. /** @hidden */
  55255. _emitVaryingFromString(name: string, type: string, define?: string, notDefine?: boolean): boolean;
  55256. /** @hidden */
  55257. _emitUniformFromString(name: string, type: string, define?: string, notDefine?: boolean): void;
  55258. }
  55259. }
  55260. declare module "babylonjs/Materials/Node/nodeMaterialBlock" {
  55261. import { NodeMaterialBlockConnectionPointTypes } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPointTypes";
  55262. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55263. import { Nullable } from "babylonjs/types";
  55264. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55265. import { NodeMaterialBlockTargets } from "babylonjs/Materials/Node/nodeMaterialBlockTargets";
  55266. import { Effect, EffectFallbacks } from "babylonjs/Materials/effect";
  55267. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  55268. import { Mesh } from "babylonjs/Meshes/mesh";
  55269. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  55270. import { Scene } from "babylonjs/scene";
  55271. /**
  55272. * Defines a block that can be used inside a node based material
  55273. */
  55274. export class NodeMaterialBlock {
  55275. private _buildId;
  55276. private _buildTarget;
  55277. private _target;
  55278. private _isFinalMerger;
  55279. private _isInput;
  55280. /** @hidden */
  55281. _codeVariableName: string;
  55282. /** @hidden */
  55283. _inputs: NodeMaterialConnectionPoint[];
  55284. /** @hidden */
  55285. _outputs: NodeMaterialConnectionPoint[];
  55286. /** @hidden */
  55287. _preparationId: number;
  55288. /**
  55289. * Gets or sets the name of the block
  55290. */
  55291. name: string;
  55292. /**
  55293. * Gets or sets the unique id of the node
  55294. */
  55295. uniqueId: number;
  55296. /**
  55297. * Gets a boolean indicating that this block is an end block (e.g. it is generating a system value)
  55298. */
  55299. readonly isFinalMerger: boolean;
  55300. /**
  55301. * Gets a boolean indicating that this block is an input (e.g. it sends data to the shader)
  55302. */
  55303. readonly isInput: boolean;
  55304. /**
  55305. * Gets or sets the build Id
  55306. */
  55307. buildId: number;
  55308. /**
  55309. * Gets or sets the target of the block
  55310. */
  55311. target: NodeMaterialBlockTargets;
  55312. /**
  55313. * Gets the list of input points
  55314. */
  55315. readonly inputs: NodeMaterialConnectionPoint[];
  55316. /** Gets the list of output points */
  55317. readonly outputs: NodeMaterialConnectionPoint[];
  55318. /**
  55319. * Find an input by its name
  55320. * @param name defines the name of the input to look for
  55321. * @returns the input or null if not found
  55322. */
  55323. getInputByName(name: string): Nullable<NodeMaterialConnectionPoint>;
  55324. /**
  55325. * Find an output by its name
  55326. * @param name defines the name of the outputto look for
  55327. * @returns the output or null if not found
  55328. */
  55329. getOutputByName(name: string): Nullable<NodeMaterialConnectionPoint>;
  55330. /**
  55331. * Creates a new NodeMaterialBlock
  55332. * @param name defines the block name
  55333. * @param target defines the target of that block (Vertex by default)
  55334. * @param isFinalMerger defines a boolean indicating that this block is an end block (e.g. it is generating a system value). Default is false
  55335. * @param isInput defines a boolean indicating that this block is an input (e.g. it sends data to the shader). Default is false
  55336. */
  55337. constructor(name: string, target?: NodeMaterialBlockTargets, isFinalMerger?: boolean, isInput?: boolean);
  55338. /**
  55339. * Initialize the block and prepare the context for build
  55340. * @param state defines the state that will be used for the build
  55341. */
  55342. initialize(state: NodeMaterialBuildState): void;
  55343. /**
  55344. * Bind data to effect. Will only be called for blocks with isBindable === true
  55345. * @param effect defines the effect to bind data to
  55346. * @param nodeMaterial defines the hosting NodeMaterial
  55347. * @param mesh defines the mesh that will be rendered
  55348. */
  55349. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  55350. protected _declareOutput(output: NodeMaterialConnectionPoint, state: NodeMaterialBuildState): string;
  55351. protected _writeVariable(currentPoint: NodeMaterialConnectionPoint): string;
  55352. protected _writeFloat(value: number): string;
  55353. /**
  55354. * Gets the current class name e.g. "NodeMaterialBlock"
  55355. * @returns the class name
  55356. */
  55357. getClassName(): string;
  55358. /**
  55359. * Register a new input. Must be called inside a block constructor
  55360. * @param name defines the connection point name
  55361. * @param type defines the connection point type
  55362. * @param isOptional defines a boolean indicating that this input can be omitted
  55363. * @param target defines the target to use to limit the connection point (will be VertexAndFragment by default)
  55364. * @returns the current block
  55365. */
  55366. registerInput(name: string, type: NodeMaterialBlockConnectionPointTypes, isOptional?: boolean, target?: NodeMaterialBlockTargets): this;
  55367. /**
  55368. * Register a new output. Must be called inside a block constructor
  55369. * @param name defines the connection point name
  55370. * @param type defines the connection point type
  55371. * @param target defines the target to use to limit the connection point (will be VertexAndFragment by default)
  55372. * @returns the current block
  55373. */
  55374. registerOutput(name: string, type: NodeMaterialBlockConnectionPointTypes, target?: NodeMaterialBlockTargets): this;
  55375. /**
  55376. * Will return the first available input e.g. the first one which is not an uniform or an attribute
  55377. * @param forOutput defines an optional connection point to check compatibility with
  55378. * @returns the first available input or null
  55379. */
  55380. getFirstAvailableInput(forOutput?: Nullable<NodeMaterialConnectionPoint>): Nullable<NodeMaterialConnectionPoint>;
  55381. /**
  55382. * Will return the first available output e.g. the first one which is not yet connected and not a varying
  55383. * @param forBlock defines an optional block to check compatibility with
  55384. * @returns the first available input or null
  55385. */
  55386. getFirstAvailableOutput(forBlock?: Nullable<NodeMaterialBlock>): Nullable<NodeMaterialConnectionPoint>;
  55387. /**
  55388. * Gets the sibling of the given output
  55389. * @param current defines the current output
  55390. * @returns the next output in the list or null
  55391. */
  55392. getSiblingOutput(current: NodeMaterialConnectionPoint): Nullable<NodeMaterialConnectionPoint>;
  55393. /**
  55394. * Connect current block with another block
  55395. * @param other defines the block to connect with
  55396. * @param options define the various options to help pick the right connections
  55397. * @returns the current block
  55398. */
  55399. connectTo(other: NodeMaterialBlock, options?: {
  55400. input?: string;
  55401. output?: string;
  55402. outputSwizzle?: string;
  55403. }): this | undefined;
  55404. protected _buildBlock(state: NodeMaterialBuildState): void;
  55405. /**
  55406. * Add uniforms, samplers and uniform buffers at compilation time
  55407. * @param state defines the state to update
  55408. * @param nodeMaterial defines the node material requesting the update
  55409. * @param defines defines the material defines to update
  55410. */
  55411. updateUniformsAndSamples(state: NodeMaterialBuildState, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  55412. /**
  55413. * Add potential fallbacks if shader compilation fails
  55414. * @param mesh defines the mesh to be rendered
  55415. * @param fallbacks defines the current prioritized list of fallbacks
  55416. */
  55417. provideFallbacks(mesh: AbstractMesh, fallbacks: EffectFallbacks): void;
  55418. /**
  55419. * Update defines for shader compilation
  55420. * @param mesh defines the mesh to be rendered
  55421. * @param nodeMaterial defines the node material requesting the update
  55422. * @param defines defines the material defines to update
  55423. * @param useInstances specifies that instances should be used
  55424. */
  55425. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  55426. /**
  55427. * Initialize defines for shader compilation
  55428. * @param mesh defines the mesh to be rendered
  55429. * @param nodeMaterial defines the node material requesting the update
  55430. * @param defines defines the material defines to be prepared
  55431. * @param useInstances specifies that instances should be used
  55432. */
  55433. initializeDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  55434. /**
  55435. * Lets the block try to connect some inputs automatically
  55436. * @param material defines the hosting NodeMaterial
  55437. */
  55438. autoConfigure(material: NodeMaterial): void;
  55439. /**
  55440. * Function called when a block is declared as repeatable content generator
  55441. * @param vertexShaderState defines the current compilation state for the vertex shader
  55442. * @param fragmentShaderState defines the current compilation state for the fragment shader
  55443. * @param mesh defines the mesh to be rendered
  55444. * @param defines defines the material defines to update
  55445. */
  55446. replaceRepeatableContent(vertexShaderState: NodeMaterialBuildState, fragmentShaderState: NodeMaterialBuildState, mesh: AbstractMesh, defines: NodeMaterialDefines): void;
  55447. /**
  55448. * Checks if the block is ready
  55449. * @param mesh defines the mesh to be rendered
  55450. * @param nodeMaterial defines the node material requesting the update
  55451. * @param defines defines the material defines to update
  55452. * @param useInstances specifies that instances should be used
  55453. * @returns true if the block is ready
  55454. */
  55455. isReady(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): boolean;
  55456. protected _linkConnectionTypes(inputIndex0: number, inputIndex1: number): void;
  55457. private _processBuild;
  55458. /**
  55459. * Compile the current node and generate the shader code
  55460. * @param state defines the current compilation state (uniforms, samplers, current string)
  55461. * @param activeBlocks defines the list of active blocks (i.e. blocks to compile)
  55462. * @returns true if already built
  55463. */
  55464. build(state: NodeMaterialBuildState, activeBlocks: NodeMaterialBlock[]): boolean;
  55465. protected _inputRename(name: string): string;
  55466. protected _outputRename(name: string): string;
  55467. protected _dumpPropertiesCode(): string;
  55468. /** @hidden */
  55469. _dumpCode(uniqueNames: string[], alreadyDumped: NodeMaterialBlock[]): string;
  55470. /**
  55471. * Clone the current block to a new identical block
  55472. * @param scene defines the hosting scene
  55473. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  55474. * @returns a copy of the current block
  55475. */
  55476. clone(scene: Scene, rootUrl?: string): Nullable<NodeMaterialBlock>;
  55477. /**
  55478. * Serializes this block in a JSON representation
  55479. * @returns the serialized block object
  55480. */
  55481. serialize(): any;
  55482. /** @hidden */
  55483. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  55484. }
  55485. }
  55486. declare module "babylonjs/Materials/Node/NodeMaterialBlockConnectionPointMode" {
  55487. /**
  55488. * Enum defining the mode of a NodeMaterialBlockConnectionPoint
  55489. */
  55490. export enum NodeMaterialBlockConnectionPointMode {
  55491. /** Value is an uniform */
  55492. Uniform = 0,
  55493. /** Value is a mesh attribute */
  55494. Attribute = 1,
  55495. /** Value is a varying between vertex and fragment shaders */
  55496. Varying = 2,
  55497. /** Mode is undefined */
  55498. Undefined = 3
  55499. }
  55500. }
  55501. declare module "babylonjs/Materials/Node/Blocks/Input/animatedInputBlockTypes" {
  55502. /**
  55503. * Enum defining the type of animations supported by InputBlock
  55504. */
  55505. export enum AnimatedInputBlockTypes {
  55506. /** No animation */
  55507. None = 0,
  55508. /** Time based animation. Will only work for floats */
  55509. Time = 1
  55510. }
  55511. }
  55512. declare module "babylonjs/Materials/Node/Blocks/Input/inputBlock" {
  55513. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55514. import { NodeMaterialBlockConnectionPointTypes } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPointTypes";
  55515. import { NodeMaterialSystemValues } from "babylonjs/Materials/Node/nodeMaterialSystemValues";
  55516. import { Nullable } from "babylonjs/types";
  55517. import { Effect } from "babylonjs/Materials/effect";
  55518. import { Matrix } from "babylonjs/Maths/math.vector";
  55519. import { Scene } from "babylonjs/scene";
  55520. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55521. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55522. import { NodeMaterialBlockTargets } from "babylonjs/Materials/Node/nodeMaterialBlockTargets";
  55523. import { AnimatedInputBlockTypes } from "babylonjs/Materials/Node/Blocks/Input/animatedInputBlockTypes";
  55524. /**
  55525. * Block used to expose an input value
  55526. */
  55527. export class InputBlock extends NodeMaterialBlock {
  55528. private _mode;
  55529. private _associatedVariableName;
  55530. private _storedValue;
  55531. private _valueCallback;
  55532. private _type;
  55533. private _animationType;
  55534. /** @hidden */
  55535. _systemValue: Nullable<NodeMaterialSystemValues>;
  55536. /** Gets or sets a boolean indicating that this input can be edited in the Inspector (false by default) */
  55537. visibleInInspector: boolean;
  55538. /**
  55539. * Gets or sets the connection point type (default is float)
  55540. */
  55541. readonly type: NodeMaterialBlockConnectionPointTypes;
  55542. /**
  55543. * Creates a new InputBlock
  55544. * @param name defines the block name
  55545. * @param target defines the target of that block (Vertex by default)
  55546. * @param type defines the type of the input (can be set to NodeMaterialBlockConnectionPointTypes.AutoDetect)
  55547. */
  55548. constructor(name: string, target?: NodeMaterialBlockTargets, type?: NodeMaterialBlockConnectionPointTypes);
  55549. /**
  55550. * Gets the output component
  55551. */
  55552. readonly output: NodeMaterialConnectionPoint;
  55553. /**
  55554. * Set the source of this connection point to a vertex attribute
  55555. * @param attributeName defines the attribute name (position, uv, normal, etc...). If not specified it will take the connection point name
  55556. * @returns the current connection point
  55557. */
  55558. setAsAttribute(attributeName?: string): InputBlock;
  55559. /**
  55560. * Set the source of this connection point to a system value
  55561. * @param value define the system value to use (world, view, etc...) or null to switch to manual value
  55562. * @returns the current connection point
  55563. */
  55564. setAsSystemValue(value: Nullable<NodeMaterialSystemValues>): InputBlock;
  55565. /**
  55566. * Gets or sets the value of that point.
  55567. * Please note that this value will be ignored if valueCallback is defined
  55568. */
  55569. value: any;
  55570. /**
  55571. * Gets or sets a callback used to get the value of that point.
  55572. * Please note that setting this value will force the connection point to ignore the value property
  55573. */
  55574. valueCallback: () => any;
  55575. /**
  55576. * Gets or sets the associated variable name in the shader
  55577. */
  55578. associatedVariableName: string;
  55579. /** Gets or sets the type of animation applied to the input */
  55580. animationType: AnimatedInputBlockTypes;
  55581. /**
  55582. * Gets a boolean indicating that this connection point not defined yet
  55583. */
  55584. readonly isUndefined: boolean;
  55585. /**
  55586. * Gets or sets a boolean indicating that this connection point is coming from an uniform.
  55587. * In this case the connection point name must be the name of the uniform to use.
  55588. * Can only be set on inputs
  55589. */
  55590. isUniform: boolean;
  55591. /**
  55592. * Gets or sets a boolean indicating that this connection point is coming from an attribute.
  55593. * In this case the connection point name must be the name of the attribute to use
  55594. * Can only be set on inputs
  55595. */
  55596. isAttribute: boolean;
  55597. /**
  55598. * Gets or sets a boolean indicating that this connection point is generating a varying variable.
  55599. * Can only be set on exit points
  55600. */
  55601. isVarying: boolean;
  55602. /**
  55603. * Gets a boolean indicating that the current connection point is a system value
  55604. */
  55605. readonly isSystemValue: boolean;
  55606. /**
  55607. * Gets or sets the current well known value or null if not defined as a system value
  55608. */
  55609. systemValue: Nullable<NodeMaterialSystemValues>;
  55610. /**
  55611. * Gets the current class name
  55612. * @returns the class name
  55613. */
  55614. getClassName(): string;
  55615. /**
  55616. * Animate the input if animationType !== None
  55617. * @param scene defines the rendering scene
  55618. */
  55619. animate(scene: Scene): void;
  55620. private _emitDefine;
  55621. /**
  55622. * Set the input block to its default value (based on its type)
  55623. */
  55624. setDefaultValue(): void;
  55625. protected _dumpPropertiesCode(): string;
  55626. private _emit;
  55627. /** @hidden */
  55628. _transmitWorld(effect: Effect, world: Matrix, worldView: Matrix, worldViewProjection: Matrix): void;
  55629. /** @hidden */
  55630. _transmit(effect: Effect, scene: Scene): void;
  55631. protected _buildBlock(state: NodeMaterialBuildState): void;
  55632. serialize(): any;
  55633. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  55634. }
  55635. }
  55636. declare module "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint" {
  55637. import { NodeMaterialBlockConnectionPointTypes } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPointTypes";
  55638. import { NodeMaterialBlockTargets } from "babylonjs/Materials/Node/nodeMaterialBlockTargets";
  55639. import { Nullable } from "babylonjs/types";
  55640. import { InputBlock } from "babylonjs/Materials/Node/Blocks/Input/inputBlock";
  55641. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55642. /**
  55643. * Defines a connection point for a block
  55644. */
  55645. export class NodeMaterialConnectionPoint {
  55646. /** @hidden */
  55647. _ownerBlock: NodeMaterialBlock;
  55648. /** @hidden */
  55649. _connectedPoint: Nullable<NodeMaterialConnectionPoint>;
  55650. private _endpoints;
  55651. private _associatedVariableName;
  55652. /** @hidden */
  55653. _typeConnectionSource: Nullable<NodeMaterialConnectionPoint>;
  55654. /** @hidden */
  55655. _linkedConnectionSource: Nullable<NodeMaterialConnectionPoint>;
  55656. private _type;
  55657. /** @hidden */
  55658. _enforceAssociatedVariableName: boolean;
  55659. /**
  55660. * Gets or sets the additional types supported byt this connection point
  55661. */
  55662. acceptedConnectionPointTypes: NodeMaterialBlockConnectionPointTypes[];
  55663. /**
  55664. * Gets or sets the associated variable name in the shader
  55665. */
  55666. associatedVariableName: string;
  55667. /**
  55668. * Gets or sets the connection point type (default is float)
  55669. */
  55670. type: NodeMaterialBlockConnectionPointTypes;
  55671. /**
  55672. * Gets or sets the connection point name
  55673. */
  55674. name: string;
  55675. /**
  55676. * Gets or sets a boolean indicating that this connection point can be omitted
  55677. */
  55678. isOptional: boolean;
  55679. /**
  55680. * Gets or sets a string indicating that this uniform must be defined under a #ifdef
  55681. */
  55682. define: string;
  55683. /** Gets or sets the target of that connection point */
  55684. target: NodeMaterialBlockTargets;
  55685. /**
  55686. * Gets a boolean indicating that the current point is connected
  55687. */
  55688. readonly isConnected: boolean;
  55689. /**
  55690. * Gets a boolean indicating that the current point is connected to an input block
  55691. */
  55692. readonly isConnectedToInputBlock: boolean;
  55693. /**
  55694. * Gets a the connected input block (if any)
  55695. */
  55696. readonly connectInputBlock: Nullable<InputBlock>;
  55697. /** Get the other side of the connection (if any) */
  55698. readonly connectedPoint: Nullable<NodeMaterialConnectionPoint>;
  55699. /** Get the block that owns this connection point */
  55700. readonly ownerBlock: NodeMaterialBlock;
  55701. /** Get the block connected on the other side of this connection (if any) */
  55702. readonly sourceBlock: Nullable<NodeMaterialBlock>;
  55703. /** Get the block connected on the endpoints of this connection (if any) */
  55704. readonly connectedBlocks: Array<NodeMaterialBlock>;
  55705. /** Gets the list of connected endpoints */
  55706. readonly endpoints: NodeMaterialConnectionPoint[];
  55707. /** Gets a boolean indicating if that output point is connected to at least one input */
  55708. readonly hasEndpoints: boolean;
  55709. /**
  55710. * Creates a new connection point
  55711. * @param name defines the connection point name
  55712. * @param ownerBlock defines the block hosting this connection point
  55713. */
  55714. constructor(name: string, ownerBlock: NodeMaterialBlock);
  55715. /**
  55716. * Gets the current class name e.g. "NodeMaterialConnectionPoint"
  55717. * @returns the class name
  55718. */
  55719. getClassName(): string;
  55720. /**
  55721. * Gets an boolean indicating if the current point can be connected to another point
  55722. * @param connectionPoint defines the other connection point
  55723. * @returns true if the connection is possible
  55724. */
  55725. canConnectTo(connectionPoint: NodeMaterialConnectionPoint): boolean;
  55726. /**
  55727. * Connect this point to another connection point
  55728. * @param connectionPoint defines the other connection point
  55729. * @param ignoreConstraints defines if the system will ignore connection type constraints (default is false)
  55730. * @returns the current connection point
  55731. */
  55732. connectTo(connectionPoint: NodeMaterialConnectionPoint, ignoreConstraints?: boolean): NodeMaterialConnectionPoint;
  55733. /**
  55734. * Disconnect this point from one of his endpoint
  55735. * @param endpoint defines the other connection point
  55736. * @returns the current connection point
  55737. */
  55738. disconnectFrom(endpoint: NodeMaterialConnectionPoint): NodeMaterialConnectionPoint;
  55739. /**
  55740. * Serializes this point in a JSON representation
  55741. * @returns the serialized point object
  55742. */
  55743. serialize(): any;
  55744. }
  55745. }
  55746. declare module "babylonjs/Materials/Node/Blocks/Vertex/bonesBlock" {
  55747. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55748. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55749. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  55750. import { Mesh } from "babylonjs/Meshes/mesh";
  55751. import { Effect, EffectFallbacks } from "babylonjs/Materials/effect";
  55752. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55753. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  55754. /**
  55755. * Block used to add support for vertex skinning (bones)
  55756. */
  55757. export class BonesBlock extends NodeMaterialBlock {
  55758. /**
  55759. * Creates a new BonesBlock
  55760. * @param name defines the block name
  55761. */
  55762. constructor(name: string);
  55763. /**
  55764. * Initialize the block and prepare the context for build
  55765. * @param state defines the state that will be used for the build
  55766. */
  55767. initialize(state: NodeMaterialBuildState): void;
  55768. /**
  55769. * Gets the current class name
  55770. * @returns the class name
  55771. */
  55772. getClassName(): string;
  55773. /**
  55774. * Gets the matrix indices input component
  55775. */
  55776. readonly matricesIndices: NodeMaterialConnectionPoint;
  55777. /**
  55778. * Gets the matrix weights input component
  55779. */
  55780. readonly matricesWeights: NodeMaterialConnectionPoint;
  55781. /**
  55782. * Gets the extra matrix indices input component
  55783. */
  55784. readonly matricesIndicesExtra: NodeMaterialConnectionPoint;
  55785. /**
  55786. * Gets the extra matrix weights input component
  55787. */
  55788. readonly matricesWeightsExtra: NodeMaterialConnectionPoint;
  55789. /**
  55790. * Gets the world input component
  55791. */
  55792. readonly world: NodeMaterialConnectionPoint;
  55793. /**
  55794. * Gets the output component
  55795. */
  55796. readonly output: NodeMaterialConnectionPoint;
  55797. autoConfigure(material: NodeMaterial): void;
  55798. provideFallbacks(mesh: AbstractMesh, fallbacks: EffectFallbacks): void;
  55799. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  55800. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  55801. protected _buildBlock(state: NodeMaterialBuildState): this;
  55802. }
  55803. }
  55804. declare module "babylonjs/Materials/Node/Blocks/Vertex/instancesBlock" {
  55805. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55806. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55807. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55808. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  55809. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  55810. /**
  55811. * Block used to add support for instances
  55812. * @see https://doc.babylonjs.com/how_to/how_to_use_instances
  55813. */
  55814. export class InstancesBlock extends NodeMaterialBlock {
  55815. /**
  55816. * Creates a new InstancesBlock
  55817. * @param name defines the block name
  55818. */
  55819. constructor(name: string);
  55820. /**
  55821. * Gets the current class name
  55822. * @returns the class name
  55823. */
  55824. getClassName(): string;
  55825. /**
  55826. * Gets the first world row input component
  55827. */
  55828. readonly world0: NodeMaterialConnectionPoint;
  55829. /**
  55830. * Gets the second world row input component
  55831. */
  55832. readonly world1: NodeMaterialConnectionPoint;
  55833. /**
  55834. * Gets the third world row input component
  55835. */
  55836. readonly world2: NodeMaterialConnectionPoint;
  55837. /**
  55838. * Gets the forth world row input component
  55839. */
  55840. readonly world3: NodeMaterialConnectionPoint;
  55841. /**
  55842. * Gets the world input component
  55843. */
  55844. readonly world: NodeMaterialConnectionPoint;
  55845. /**
  55846. * Gets the output component
  55847. */
  55848. readonly output: NodeMaterialConnectionPoint;
  55849. autoConfigure(material: NodeMaterial): void;
  55850. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  55851. protected _buildBlock(state: NodeMaterialBuildState): this;
  55852. }
  55853. }
  55854. declare module "babylonjs/Materials/Node/Blocks/Vertex/morphTargetsBlock" {
  55855. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55856. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55857. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55858. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  55859. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  55860. import { Effect } from "babylonjs/Materials/effect";
  55861. import { Mesh } from "babylonjs/Meshes/mesh";
  55862. /**
  55863. * Block used to add morph targets support to vertex shader
  55864. */
  55865. export class MorphTargetsBlock extends NodeMaterialBlock {
  55866. private _repeatableContentAnchor;
  55867. private _repeatebleContentGenerated;
  55868. /**
  55869. * Create a new MorphTargetsBlock
  55870. * @param name defines the block name
  55871. */
  55872. constructor(name: string);
  55873. /**
  55874. * Gets the current class name
  55875. * @returns the class name
  55876. */
  55877. getClassName(): string;
  55878. /**
  55879. * Gets the position input component
  55880. */
  55881. readonly position: NodeMaterialConnectionPoint;
  55882. /**
  55883. * Gets the normal input component
  55884. */
  55885. readonly normal: NodeMaterialConnectionPoint;
  55886. /**
  55887. * Gets the tangent input component
  55888. */
  55889. readonly tangent: NodeMaterialConnectionPoint;
  55890. /**
  55891. * Gets the tangent input component
  55892. */
  55893. readonly uv: NodeMaterialConnectionPoint;
  55894. /**
  55895. * Gets the position output component
  55896. */
  55897. readonly positionOutput: NodeMaterialConnectionPoint;
  55898. /**
  55899. * Gets the normal output component
  55900. */
  55901. readonly normalOutput: NodeMaterialConnectionPoint;
  55902. /**
  55903. * Gets the tangent output component
  55904. */
  55905. readonly tangentOutput: NodeMaterialConnectionPoint;
  55906. /**
  55907. * Gets the tangent output component
  55908. */
  55909. readonly uvOutput: NodeMaterialConnectionPoint;
  55910. initialize(state: NodeMaterialBuildState): void;
  55911. autoConfigure(material: NodeMaterial): void;
  55912. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  55913. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  55914. replaceRepeatableContent(vertexShaderState: NodeMaterialBuildState, fragmentShaderState: NodeMaterialBuildState, mesh: AbstractMesh, defines: NodeMaterialDefines): void;
  55915. protected _buildBlock(state: NodeMaterialBuildState): this;
  55916. }
  55917. }
  55918. declare module "babylonjs/Materials/Node/Blocks/Vertex/lightInformationBlock" {
  55919. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55920. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55921. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55922. import { Nullable } from "babylonjs/types";
  55923. import { Scene } from "babylonjs/scene";
  55924. import { Effect } from "babylonjs/Materials/effect";
  55925. import { NodeMaterial } from "babylonjs/Materials/Node/nodeMaterial";
  55926. import { Mesh } from "babylonjs/Meshes/mesh";
  55927. import { Light } from "babylonjs/Lights/light";
  55928. /**
  55929. * Block used to get data information from a light
  55930. */
  55931. export class LightInformationBlock extends NodeMaterialBlock {
  55932. private _lightDataDefineName;
  55933. private _lightColorDefineName;
  55934. /**
  55935. * Gets or sets the light associated with this block
  55936. */
  55937. light: Nullable<Light>;
  55938. /**
  55939. * Creates a new LightInformationBlock
  55940. * @param name defines the block name
  55941. */
  55942. constructor(name: string);
  55943. /**
  55944. * Gets the current class name
  55945. * @returns the class name
  55946. */
  55947. getClassName(): string;
  55948. /**
  55949. * Gets the world position input component
  55950. */
  55951. readonly worldPosition: NodeMaterialConnectionPoint;
  55952. /**
  55953. * Gets the direction output component
  55954. */
  55955. readonly direction: NodeMaterialConnectionPoint;
  55956. /**
  55957. * Gets the direction output component
  55958. */
  55959. readonly color: NodeMaterialConnectionPoint;
  55960. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  55961. protected _buildBlock(state: NodeMaterialBuildState): this;
  55962. serialize(): any;
  55963. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  55964. }
  55965. }
  55966. declare module "babylonjs/Materials/Node/Blocks/Vertex/index" {
  55967. export * from "babylonjs/Materials/Node/Blocks/Vertex/vertexOutputBlock";
  55968. export * from "babylonjs/Materials/Node/Blocks/Vertex/bonesBlock";
  55969. export * from "babylonjs/Materials/Node/Blocks/Vertex/instancesBlock";
  55970. export * from "babylonjs/Materials/Node/Blocks/Vertex/morphTargetsBlock";
  55971. export * from "babylonjs/Materials/Node/Blocks/Vertex/lightInformationBlock";
  55972. }
  55973. declare module "babylonjs/Materials/Node/Blocks/Fragment/alphaTestBlock" {
  55974. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55975. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55976. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55977. import { Scene } from "babylonjs/scene";
  55978. /**
  55979. * Block used to add an alpha test in the fragment shader
  55980. */
  55981. export class AlphaTestBlock extends NodeMaterialBlock {
  55982. /**
  55983. * Gets or sets the alpha value where alpha testing happens
  55984. */
  55985. alphaCutOff: number;
  55986. /**
  55987. * Create a new AlphaTestBlock
  55988. * @param name defines the block name
  55989. */
  55990. constructor(name: string);
  55991. /**
  55992. * Gets the current class name
  55993. * @returns the class name
  55994. */
  55995. getClassName(): string;
  55996. /**
  55997. * Gets the color input component
  55998. */
  55999. readonly color: NodeMaterialConnectionPoint;
  56000. /**
  56001. * Gets the alpha input component
  56002. */
  56003. readonly alpha: NodeMaterialConnectionPoint;
  56004. protected _buildBlock(state: NodeMaterialBuildState): this;
  56005. protected _dumpPropertiesCode(): string;
  56006. serialize(): any;
  56007. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  56008. }
  56009. }
  56010. declare module "babylonjs/Materials/Node/Blocks/Fragment/imageProcessingBlock" {
  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 { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  56015. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  56016. import { Effect } from "babylonjs/Materials/effect";
  56017. import { Mesh } from "babylonjs/Meshes/mesh";
  56018. /**
  56019. * Block used to add image processing support to fragment shader
  56020. */
  56021. export class ImageProcessingBlock extends NodeMaterialBlock {
  56022. /**
  56023. * Create a new ImageProcessingBlock
  56024. * @param name defines the block name
  56025. */
  56026. constructor(name: string);
  56027. /**
  56028. * Gets the current class name
  56029. * @returns the class name
  56030. */
  56031. getClassName(): string;
  56032. /**
  56033. * Gets the color input component
  56034. */
  56035. readonly color: NodeMaterialConnectionPoint;
  56036. /**
  56037. * Gets the output component
  56038. */
  56039. readonly output: NodeMaterialConnectionPoint;
  56040. /**
  56041. * Initialize the block and prepare the context for build
  56042. * @param state defines the state that will be used for the build
  56043. */
  56044. initialize(state: NodeMaterialBuildState): void;
  56045. isReady(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): boolean;
  56046. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  56047. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  56048. protected _buildBlock(state: NodeMaterialBuildState): this;
  56049. }
  56050. }
  56051. declare module "babylonjs/Materials/Node/Blocks/Fragment/perturbNormalBlock" {
  56052. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56053. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56054. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56055. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  56056. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  56057. import { Effect } from "babylonjs/Materials/effect";
  56058. import { Mesh } from "babylonjs/Meshes/mesh";
  56059. import { Scene } from "babylonjs/scene";
  56060. /**
  56061. * Block used to pertub normals based on a normal map
  56062. */
  56063. export class PerturbNormalBlock extends NodeMaterialBlock {
  56064. private _tangentSpaceParameterName;
  56065. /** Gets or sets a boolean indicating that normal should be inverted on X axis */
  56066. invertX: boolean;
  56067. /** Gets or sets a boolean indicating that normal should be inverted on Y axis */
  56068. invertY: boolean;
  56069. /**
  56070. * Create a new PerturbNormalBlock
  56071. * @param name defines the block name
  56072. */
  56073. constructor(name: string);
  56074. /**
  56075. * Gets the current class name
  56076. * @returns the class name
  56077. */
  56078. getClassName(): string;
  56079. /**
  56080. * Gets the world position input component
  56081. */
  56082. readonly worldPosition: NodeMaterialConnectionPoint;
  56083. /**
  56084. * Gets the world normal input component
  56085. */
  56086. readonly worldNormal: NodeMaterialConnectionPoint;
  56087. /**
  56088. * Gets the uv input component
  56089. */
  56090. readonly uv: NodeMaterialConnectionPoint;
  56091. /**
  56092. * Gets the normal map color input component
  56093. */
  56094. readonly normalMapColor: NodeMaterialConnectionPoint;
  56095. /**
  56096. * Gets the strength input component
  56097. */
  56098. readonly strength: NodeMaterialConnectionPoint;
  56099. /**
  56100. * Gets the output component
  56101. */
  56102. readonly output: NodeMaterialConnectionPoint;
  56103. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  56104. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  56105. autoConfigure(material: NodeMaterial): void;
  56106. protected _buildBlock(state: NodeMaterialBuildState): this;
  56107. protected _dumpPropertiesCode(): string;
  56108. serialize(): any;
  56109. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  56110. }
  56111. }
  56112. declare module "babylonjs/Materials/Node/Blocks/Fragment/index" {
  56113. export * from "babylonjs/Materials/Node/Blocks/Fragment/fragmentOutputBlock";
  56114. export * from "babylonjs/Materials/Node/Blocks/Fragment/alphaTestBlock";
  56115. export * from "babylonjs/Materials/Node/Blocks/Fragment/imageProcessingBlock";
  56116. export * from "babylonjs/Materials/Node/Blocks/Fragment/perturbNormalBlock";
  56117. }
  56118. declare module "babylonjs/Materials/Node/Blocks/Dual/fogBlock" {
  56119. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56120. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56121. import { Mesh } from "babylonjs/Meshes/mesh";
  56122. import { Effect } from "babylonjs/Materials/effect";
  56123. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56124. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  56125. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  56126. /**
  56127. * Block used to add support for scene fog
  56128. */
  56129. export class FogBlock extends NodeMaterialBlock {
  56130. private _fogDistanceName;
  56131. private _fogParameters;
  56132. /**
  56133. * Create a new FogBlock
  56134. * @param name defines the block name
  56135. */
  56136. constructor(name: string);
  56137. /**
  56138. * Gets the current class name
  56139. * @returns the class name
  56140. */
  56141. getClassName(): string;
  56142. /**
  56143. * Gets the world position input component
  56144. */
  56145. readonly worldPosition: NodeMaterialConnectionPoint;
  56146. /**
  56147. * Gets the view input component
  56148. */
  56149. readonly view: NodeMaterialConnectionPoint;
  56150. /**
  56151. * Gets the color input component
  56152. */
  56153. readonly input: NodeMaterialConnectionPoint;
  56154. /**
  56155. * Gets the fog color input component
  56156. */
  56157. readonly fogColor: NodeMaterialConnectionPoint;
  56158. /**
  56159. * Gets the output component
  56160. */
  56161. readonly output: NodeMaterialConnectionPoint;
  56162. autoConfigure(material: NodeMaterial): void;
  56163. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  56164. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  56165. protected _buildBlock(state: NodeMaterialBuildState): this;
  56166. }
  56167. }
  56168. declare module "babylonjs/Materials/Node/Blocks/Dual/lightBlock" {
  56169. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56170. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56171. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56172. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  56173. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  56174. import { Effect } from "babylonjs/Materials/effect";
  56175. import { Mesh } from "babylonjs/Meshes/mesh";
  56176. import { Light } from "babylonjs/Lights/light";
  56177. import { Nullable } from "babylonjs/types";
  56178. import { Scene } from "babylonjs/scene";
  56179. /**
  56180. * Block used to add light in the fragment shader
  56181. */
  56182. export class LightBlock extends NodeMaterialBlock {
  56183. private _lightId;
  56184. /**
  56185. * Gets or sets the light associated with this block
  56186. */
  56187. light: Nullable<Light>;
  56188. /**
  56189. * Create a new LightBlock
  56190. * @param name defines the block name
  56191. */
  56192. constructor(name: string);
  56193. /**
  56194. * Gets the current class name
  56195. * @returns the class name
  56196. */
  56197. getClassName(): string;
  56198. /**
  56199. * Gets the world position input component
  56200. */
  56201. readonly worldPosition: NodeMaterialConnectionPoint;
  56202. /**
  56203. * Gets the world normal input component
  56204. */
  56205. readonly worldNormal: NodeMaterialConnectionPoint;
  56206. /**
  56207. * Gets the camera (or eye) position component
  56208. */
  56209. readonly cameraPosition: NodeMaterialConnectionPoint;
  56210. /**
  56211. * Gets the diffuse output component
  56212. */
  56213. readonly diffuseOutput: NodeMaterialConnectionPoint;
  56214. /**
  56215. * Gets the specular output component
  56216. */
  56217. readonly specularOutput: NodeMaterialConnectionPoint;
  56218. autoConfigure(material: NodeMaterial): void;
  56219. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  56220. updateUniformsAndSamples(state: NodeMaterialBuildState, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  56221. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  56222. private _injectVertexCode;
  56223. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  56224. serialize(): any;
  56225. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  56226. }
  56227. }
  56228. declare module "babylonjs/Materials/Node/Blocks/Dual/index" {
  56229. export * from "babylonjs/Materials/Node/Blocks/Dual/fogBlock";
  56230. export * from "babylonjs/Materials/Node/Blocks/Dual/lightBlock";
  56231. export * from "babylonjs/Materials/Node/Blocks/Dual/textureBlock";
  56232. export * from "babylonjs/Materials/Node/Blocks/Dual/reflectionTextureBlock";
  56233. }
  56234. declare module "babylonjs/Materials/Node/Blocks/Input/index" {
  56235. export * from "babylonjs/Materials/Node/Blocks/Input/inputBlock";
  56236. export * from "babylonjs/Materials/Node/Blocks/Input/animatedInputBlockTypes";
  56237. }
  56238. declare module "babylonjs/Materials/Node/Blocks/multiplyBlock" {
  56239. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56240. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56241. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56242. /**
  56243. * Block used to multiply 2 values
  56244. */
  56245. export class MultiplyBlock extends NodeMaterialBlock {
  56246. /**
  56247. * Creates a new MultiplyBlock
  56248. * @param name defines the block name
  56249. */
  56250. constructor(name: string);
  56251. /**
  56252. * Gets the current class name
  56253. * @returns the class name
  56254. */
  56255. getClassName(): string;
  56256. /**
  56257. * Gets the left operand input component
  56258. */
  56259. readonly left: NodeMaterialConnectionPoint;
  56260. /**
  56261. * Gets the right operand input component
  56262. */
  56263. readonly right: NodeMaterialConnectionPoint;
  56264. /**
  56265. * Gets the output component
  56266. */
  56267. readonly output: NodeMaterialConnectionPoint;
  56268. protected _buildBlock(state: NodeMaterialBuildState): this;
  56269. }
  56270. }
  56271. declare module "babylonjs/Materials/Node/Blocks/addBlock" {
  56272. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56273. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56274. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56275. /**
  56276. * Block used to add 2 vectors
  56277. */
  56278. export class AddBlock extends NodeMaterialBlock {
  56279. /**
  56280. * Creates a new AddBlock
  56281. * @param name defines the block name
  56282. */
  56283. constructor(name: string);
  56284. /**
  56285. * Gets the current class name
  56286. * @returns the class name
  56287. */
  56288. getClassName(): string;
  56289. /**
  56290. * Gets the left operand input component
  56291. */
  56292. readonly left: NodeMaterialConnectionPoint;
  56293. /**
  56294. * Gets the right operand input component
  56295. */
  56296. readonly right: NodeMaterialConnectionPoint;
  56297. /**
  56298. * Gets the output component
  56299. */
  56300. readonly output: NodeMaterialConnectionPoint;
  56301. protected _buildBlock(state: NodeMaterialBuildState): this;
  56302. }
  56303. }
  56304. declare module "babylonjs/Materials/Node/Blocks/scaleBlock" {
  56305. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56306. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56307. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56308. /**
  56309. * Block used to scale a vector by a float
  56310. */
  56311. export class ScaleBlock extends NodeMaterialBlock {
  56312. /**
  56313. * Creates a new ScaleBlock
  56314. * @param name defines the block name
  56315. */
  56316. constructor(name: string);
  56317. /**
  56318. * Gets the current class name
  56319. * @returns the class name
  56320. */
  56321. getClassName(): string;
  56322. /**
  56323. * Gets the input component
  56324. */
  56325. readonly input: NodeMaterialConnectionPoint;
  56326. /**
  56327. * Gets the factor input component
  56328. */
  56329. readonly factor: NodeMaterialConnectionPoint;
  56330. /**
  56331. * Gets the output component
  56332. */
  56333. readonly output: NodeMaterialConnectionPoint;
  56334. protected _buildBlock(state: NodeMaterialBuildState): this;
  56335. }
  56336. }
  56337. declare module "babylonjs/Materials/Node/Blocks/clampBlock" {
  56338. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56339. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56340. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56341. import { Scene } from "babylonjs/scene";
  56342. /**
  56343. * Block used to clamp a float
  56344. */
  56345. export class ClampBlock extends NodeMaterialBlock {
  56346. /** Gets or sets the minimum range */
  56347. minimum: number;
  56348. /** Gets or sets the maximum range */
  56349. maximum: number;
  56350. /**
  56351. * Creates a new ClampBlock
  56352. * @param name defines the block name
  56353. */
  56354. constructor(name: string);
  56355. /**
  56356. * Gets the current class name
  56357. * @returns the class name
  56358. */
  56359. getClassName(): string;
  56360. /**
  56361. * Gets the value input component
  56362. */
  56363. readonly value: NodeMaterialConnectionPoint;
  56364. /**
  56365. * Gets the output component
  56366. */
  56367. readonly output: NodeMaterialConnectionPoint;
  56368. protected _buildBlock(state: NodeMaterialBuildState): this;
  56369. protected _dumpPropertiesCode(): string;
  56370. serialize(): any;
  56371. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  56372. }
  56373. }
  56374. declare module "babylonjs/Materials/Node/Blocks/crossBlock" {
  56375. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56376. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56377. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56378. /**
  56379. * Block used to apply a cross product between 2 vectors
  56380. */
  56381. export class CrossBlock extends NodeMaterialBlock {
  56382. /**
  56383. * Creates a new CrossBlock
  56384. * @param name defines the block name
  56385. */
  56386. constructor(name: string);
  56387. /**
  56388. * Gets the current class name
  56389. * @returns the class name
  56390. */
  56391. getClassName(): string;
  56392. /**
  56393. * Gets the left operand input component
  56394. */
  56395. readonly left: NodeMaterialConnectionPoint;
  56396. /**
  56397. * Gets the right operand input component
  56398. */
  56399. readonly right: NodeMaterialConnectionPoint;
  56400. /**
  56401. * Gets the output component
  56402. */
  56403. readonly output: NodeMaterialConnectionPoint;
  56404. protected _buildBlock(state: NodeMaterialBuildState): this;
  56405. }
  56406. }
  56407. declare module "babylonjs/Materials/Node/Blocks/dotBlock" {
  56408. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56409. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56410. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56411. /**
  56412. * Block used to apply a dot product between 2 vectors
  56413. */
  56414. export class DotBlock extends NodeMaterialBlock {
  56415. /**
  56416. * Creates a new DotBlock
  56417. * @param name defines the block name
  56418. */
  56419. constructor(name: string);
  56420. /**
  56421. * Gets the current class name
  56422. * @returns the class name
  56423. */
  56424. getClassName(): string;
  56425. /**
  56426. * Gets the left operand input component
  56427. */
  56428. readonly left: NodeMaterialConnectionPoint;
  56429. /**
  56430. * Gets the right operand input component
  56431. */
  56432. readonly right: NodeMaterialConnectionPoint;
  56433. /**
  56434. * Gets the output component
  56435. */
  56436. readonly output: NodeMaterialConnectionPoint;
  56437. protected _buildBlock(state: NodeMaterialBuildState): this;
  56438. }
  56439. }
  56440. declare module "babylonjs/Materials/Node/Blocks/remapBlock" {
  56441. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56442. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56443. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56444. import { Vector2 } from "babylonjs/Maths/math.vector";
  56445. import { Scene } from "babylonjs/scene";
  56446. /**
  56447. * Block used to remap a float from a range to a new one
  56448. */
  56449. export class RemapBlock extends NodeMaterialBlock {
  56450. /**
  56451. * Gets or sets the source range
  56452. */
  56453. sourceRange: Vector2;
  56454. /**
  56455. * Gets or sets the target range
  56456. */
  56457. targetRange: Vector2;
  56458. /**
  56459. * Creates a new RemapBlock
  56460. * @param name defines the block name
  56461. */
  56462. constructor(name: string);
  56463. /**
  56464. * Gets the current class name
  56465. * @returns the class name
  56466. */
  56467. getClassName(): string;
  56468. /**
  56469. * Gets the input component
  56470. */
  56471. readonly input: NodeMaterialConnectionPoint;
  56472. /**
  56473. * Gets the output component
  56474. */
  56475. readonly output: NodeMaterialConnectionPoint;
  56476. protected _buildBlock(state: NodeMaterialBuildState): this;
  56477. protected _dumpPropertiesCode(): string;
  56478. serialize(): any;
  56479. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  56480. }
  56481. }
  56482. declare module "babylonjs/Materials/Node/Blocks/normalizeBlock" {
  56483. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56484. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56485. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56486. /**
  56487. * Block used to normalize a vector
  56488. */
  56489. export class NormalizeBlock extends NodeMaterialBlock {
  56490. /**
  56491. * Creates a new NormalizeBlock
  56492. * @param name defines the block name
  56493. */
  56494. constructor(name: string);
  56495. /**
  56496. * Gets the current class name
  56497. * @returns the class name
  56498. */
  56499. getClassName(): string;
  56500. /**
  56501. * Gets the input component
  56502. */
  56503. readonly input: NodeMaterialConnectionPoint;
  56504. /**
  56505. * Gets the output component
  56506. */
  56507. readonly output: NodeMaterialConnectionPoint;
  56508. protected _buildBlock(state: NodeMaterialBuildState): this;
  56509. }
  56510. }
  56511. declare module "babylonjs/Materials/Node/Blocks/trigonometryBlock" {
  56512. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56513. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56514. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56515. import { Scene } from "babylonjs/scene";
  56516. /**
  56517. * Operations supported by the Trigonometry block
  56518. */
  56519. export enum TrigonometryBlockOperations {
  56520. /** Cos */
  56521. Cos = 0,
  56522. /** Sin */
  56523. Sin = 1,
  56524. /** Abs */
  56525. Abs = 2,
  56526. /** Exp */
  56527. Exp = 3,
  56528. /** Exp2 */
  56529. Exp2 = 4,
  56530. /** Round */
  56531. Round = 5,
  56532. /** Floor */
  56533. Floor = 6,
  56534. /** Ceiling */
  56535. Ceiling = 7
  56536. }
  56537. /**
  56538. * Block used to apply trigonometry operation to floats
  56539. */
  56540. export class TrigonometryBlock extends NodeMaterialBlock {
  56541. /**
  56542. * Gets or sets the operation applied by the block
  56543. */
  56544. operation: TrigonometryBlockOperations;
  56545. /**
  56546. * Creates a new TrigonometryBlock
  56547. * @param name defines the block name
  56548. */
  56549. constructor(name: string);
  56550. /**
  56551. * Gets the current class name
  56552. * @returns the class name
  56553. */
  56554. getClassName(): string;
  56555. /**
  56556. * Gets the input component
  56557. */
  56558. readonly input: NodeMaterialConnectionPoint;
  56559. /**
  56560. * Gets the output component
  56561. */
  56562. readonly output: NodeMaterialConnectionPoint;
  56563. protected _buildBlock(state: NodeMaterialBuildState): this;
  56564. serialize(): any;
  56565. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  56566. }
  56567. }
  56568. declare module "babylonjs/Materials/Node/Blocks/colorMergerBlock" {
  56569. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56570. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56571. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56572. /**
  56573. * Block used to create a Color3/4 out of individual inputs (one for each component)
  56574. */
  56575. export class ColorMergerBlock extends NodeMaterialBlock {
  56576. /**
  56577. * Create a new ColorMergerBlock
  56578. * @param name defines the block name
  56579. */
  56580. constructor(name: string);
  56581. /**
  56582. * Gets the current class name
  56583. * @returns the class name
  56584. */
  56585. getClassName(): string;
  56586. /**
  56587. * Gets the r component (input)
  56588. */
  56589. readonly r: NodeMaterialConnectionPoint;
  56590. /**
  56591. * Gets the g component (input)
  56592. */
  56593. readonly g: NodeMaterialConnectionPoint;
  56594. /**
  56595. * Gets the b component (input)
  56596. */
  56597. readonly b: NodeMaterialConnectionPoint;
  56598. /**
  56599. * Gets the a component (input)
  56600. */
  56601. readonly a: NodeMaterialConnectionPoint;
  56602. /**
  56603. * Gets the rgba component (output)
  56604. */
  56605. readonly rgba: NodeMaterialConnectionPoint;
  56606. /**
  56607. * Gets the rgb component (output)
  56608. */
  56609. readonly rgb: NodeMaterialConnectionPoint;
  56610. protected _buildBlock(state: NodeMaterialBuildState): this;
  56611. }
  56612. }
  56613. declare module "babylonjs/Materials/Node/Blocks/vectorMergerBlock" {
  56614. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56615. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56616. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56617. /**
  56618. * Block used to create a Vector2/3/4 out of individual inputs (one for each component)
  56619. */
  56620. export class VectorMergerBlock extends NodeMaterialBlock {
  56621. /**
  56622. * Create a new VectorMergerBlock
  56623. * @param name defines the block name
  56624. */
  56625. constructor(name: string);
  56626. /**
  56627. * Gets the current class name
  56628. * @returns the class name
  56629. */
  56630. getClassName(): string;
  56631. /**
  56632. * Gets the x component (input)
  56633. */
  56634. readonly x: NodeMaterialConnectionPoint;
  56635. /**
  56636. * Gets the y component (input)
  56637. */
  56638. readonly y: NodeMaterialConnectionPoint;
  56639. /**
  56640. * Gets the z component (input)
  56641. */
  56642. readonly z: NodeMaterialConnectionPoint;
  56643. /**
  56644. * Gets the w component (input)
  56645. */
  56646. readonly w: NodeMaterialConnectionPoint;
  56647. /**
  56648. * Gets the xyzw component (output)
  56649. */
  56650. readonly xyzw: NodeMaterialConnectionPoint;
  56651. /**
  56652. * Gets the xyz component (output)
  56653. */
  56654. readonly xyz: NodeMaterialConnectionPoint;
  56655. /**
  56656. * Gets the xy component (output)
  56657. */
  56658. readonly xy: NodeMaterialConnectionPoint;
  56659. protected _buildBlock(state: NodeMaterialBuildState): this;
  56660. }
  56661. }
  56662. declare module "babylonjs/Materials/Node/Blocks/colorSplitterBlock" {
  56663. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56664. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56665. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56666. /**
  56667. * Block used to expand a Color3/4 into 4 outputs (one for each component)
  56668. */
  56669. export class ColorSplitterBlock extends NodeMaterialBlock {
  56670. /**
  56671. * Create a new ColorSplitterBlock
  56672. * @param name defines the block name
  56673. */
  56674. constructor(name: string);
  56675. /**
  56676. * Gets the current class name
  56677. * @returns the class name
  56678. */
  56679. getClassName(): string;
  56680. /**
  56681. * Gets the rgba component (input)
  56682. */
  56683. readonly rgba: NodeMaterialConnectionPoint;
  56684. /**
  56685. * Gets the rgb component (input)
  56686. */
  56687. readonly rgbIn: NodeMaterialConnectionPoint;
  56688. /**
  56689. * Gets the rgb component (output)
  56690. */
  56691. readonly rgbOut: NodeMaterialConnectionPoint;
  56692. /**
  56693. * Gets the r component (output)
  56694. */
  56695. readonly r: NodeMaterialConnectionPoint;
  56696. /**
  56697. * Gets the g component (output)
  56698. */
  56699. readonly g: NodeMaterialConnectionPoint;
  56700. /**
  56701. * Gets the b component (output)
  56702. */
  56703. readonly b: NodeMaterialConnectionPoint;
  56704. /**
  56705. * Gets the a component (output)
  56706. */
  56707. readonly a: NodeMaterialConnectionPoint;
  56708. protected _inputRename(name: string): string;
  56709. protected _outputRename(name: string): string;
  56710. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  56711. }
  56712. }
  56713. declare module "babylonjs/Materials/Node/Blocks/vectorSplitterBlock" {
  56714. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56715. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56716. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56717. /**
  56718. * Block used to expand a Vector3/4 into 4 outputs (one for each component)
  56719. */
  56720. export class VectorSplitterBlock extends NodeMaterialBlock {
  56721. /**
  56722. * Create a new VectorSplitterBlock
  56723. * @param name defines the block name
  56724. */
  56725. constructor(name: string);
  56726. /**
  56727. * Gets the current class name
  56728. * @returns the class name
  56729. */
  56730. getClassName(): string;
  56731. /**
  56732. * Gets the xyzw component (input)
  56733. */
  56734. readonly xyzw: NodeMaterialConnectionPoint;
  56735. /**
  56736. * Gets the xyz component (input)
  56737. */
  56738. readonly xyzIn: NodeMaterialConnectionPoint;
  56739. /**
  56740. * Gets the xy component (input)
  56741. */
  56742. readonly xyIn: NodeMaterialConnectionPoint;
  56743. /**
  56744. * Gets the xyz component (output)
  56745. */
  56746. readonly xyzOut: NodeMaterialConnectionPoint;
  56747. /**
  56748. * Gets the xy component (output)
  56749. */
  56750. readonly xyOut: NodeMaterialConnectionPoint;
  56751. /**
  56752. * Gets the x component (output)
  56753. */
  56754. readonly x: NodeMaterialConnectionPoint;
  56755. /**
  56756. * Gets the y component (output)
  56757. */
  56758. readonly y: NodeMaterialConnectionPoint;
  56759. /**
  56760. * Gets the z component (output)
  56761. */
  56762. readonly z: NodeMaterialConnectionPoint;
  56763. /**
  56764. * Gets the w component (output)
  56765. */
  56766. readonly w: NodeMaterialConnectionPoint;
  56767. protected _inputRename(name: string): string;
  56768. protected _outputRename(name: string): string;
  56769. protected _buildBlock(state: NodeMaterialBuildState): this;
  56770. }
  56771. }
  56772. declare module "babylonjs/Materials/Node/Blocks/lerpBlock" {
  56773. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56774. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56775. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56776. /**
  56777. * Block used to lerp 2 values
  56778. */
  56779. export class LerpBlock extends NodeMaterialBlock {
  56780. /**
  56781. * Creates a new LerpBlock
  56782. * @param name defines the block name
  56783. */
  56784. constructor(name: string);
  56785. /**
  56786. * Gets the current class name
  56787. * @returns the class name
  56788. */
  56789. getClassName(): string;
  56790. /**
  56791. * Gets the left operand input component
  56792. */
  56793. readonly left: NodeMaterialConnectionPoint;
  56794. /**
  56795. * Gets the right operand input component
  56796. */
  56797. readonly right: NodeMaterialConnectionPoint;
  56798. /**
  56799. * Gets the gradient operand input component
  56800. */
  56801. readonly gradient: NodeMaterialConnectionPoint;
  56802. /**
  56803. * Gets the output component
  56804. */
  56805. readonly output: NodeMaterialConnectionPoint;
  56806. protected _buildBlock(state: NodeMaterialBuildState): this;
  56807. }
  56808. }
  56809. declare module "babylonjs/Materials/Node/Blocks/divideBlock" {
  56810. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56811. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56812. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56813. /**
  56814. * Block used to divide 2 vectors
  56815. */
  56816. export class DivideBlock extends NodeMaterialBlock {
  56817. /**
  56818. * Creates a new DivideBlock
  56819. * @param name defines the block name
  56820. */
  56821. constructor(name: string);
  56822. /**
  56823. * Gets the current class name
  56824. * @returns the class name
  56825. */
  56826. getClassName(): string;
  56827. /**
  56828. * Gets the left operand input component
  56829. */
  56830. readonly left: NodeMaterialConnectionPoint;
  56831. /**
  56832. * Gets the right operand input component
  56833. */
  56834. readonly right: NodeMaterialConnectionPoint;
  56835. /**
  56836. * Gets the output component
  56837. */
  56838. readonly output: NodeMaterialConnectionPoint;
  56839. protected _buildBlock(state: NodeMaterialBuildState): this;
  56840. }
  56841. }
  56842. declare module "babylonjs/Materials/Node/Blocks/subtractBlock" {
  56843. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56844. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56845. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56846. /**
  56847. * Block used to subtract 2 vectors
  56848. */
  56849. export class SubtractBlock extends NodeMaterialBlock {
  56850. /**
  56851. * Creates a new SubtractBlock
  56852. * @param name defines the block name
  56853. */
  56854. constructor(name: string);
  56855. /**
  56856. * Gets the current class name
  56857. * @returns the class name
  56858. */
  56859. getClassName(): string;
  56860. /**
  56861. * Gets the left operand input component
  56862. */
  56863. readonly left: NodeMaterialConnectionPoint;
  56864. /**
  56865. * Gets the right operand input component
  56866. */
  56867. readonly right: NodeMaterialConnectionPoint;
  56868. /**
  56869. * Gets the output component
  56870. */
  56871. readonly output: NodeMaterialConnectionPoint;
  56872. protected _buildBlock(state: NodeMaterialBuildState): this;
  56873. }
  56874. }
  56875. declare module "babylonjs/Materials/Node/Blocks/stepBlock" {
  56876. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56877. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56878. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56879. /**
  56880. * Block used to step a value
  56881. */
  56882. export class StepBlock extends NodeMaterialBlock {
  56883. /**
  56884. * Creates a new AddBlock
  56885. * @param name defines the block name
  56886. */
  56887. constructor(name: string);
  56888. /**
  56889. * Gets the current class name
  56890. * @returns the class name
  56891. */
  56892. getClassName(): string;
  56893. /**
  56894. * Gets the value operand input component
  56895. */
  56896. readonly value: NodeMaterialConnectionPoint;
  56897. /**
  56898. * Gets the edge operand input component
  56899. */
  56900. readonly edge: NodeMaterialConnectionPoint;
  56901. /**
  56902. * Gets the output component
  56903. */
  56904. readonly output: NodeMaterialConnectionPoint;
  56905. protected _buildBlock(state: NodeMaterialBuildState): this;
  56906. }
  56907. }
  56908. declare module "babylonjs/Materials/Node/Blocks/oneMinusBlock" {
  56909. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56910. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56911. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56912. /**
  56913. * Block used to get the opposite (1 - x) of a value
  56914. */
  56915. export class OneMinusBlock extends NodeMaterialBlock {
  56916. /**
  56917. * Creates a new OneMinusBlock
  56918. * @param name defines the block name
  56919. */
  56920. constructor(name: string);
  56921. /**
  56922. * Gets the current class name
  56923. * @returns the class name
  56924. */
  56925. getClassName(): string;
  56926. /**
  56927. * Gets the input component
  56928. */
  56929. readonly input: NodeMaterialConnectionPoint;
  56930. /**
  56931. * Gets the output component
  56932. */
  56933. readonly output: NodeMaterialConnectionPoint;
  56934. protected _buildBlock(state: NodeMaterialBuildState): this;
  56935. }
  56936. }
  56937. declare module "babylonjs/Materials/Node/Blocks/viewDirectionBlock" {
  56938. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56939. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56940. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56941. import { NodeMaterial } from "babylonjs/Materials/Node/nodeMaterial";
  56942. /**
  56943. * Block used to get the view direction
  56944. */
  56945. export class ViewDirectionBlock extends NodeMaterialBlock {
  56946. /**
  56947. * Creates a new ViewDirectionBlock
  56948. * @param name defines the block name
  56949. */
  56950. constructor(name: string);
  56951. /**
  56952. * Gets the current class name
  56953. * @returns the class name
  56954. */
  56955. getClassName(): string;
  56956. /**
  56957. * Gets the world position component
  56958. */
  56959. readonly worldPosition: NodeMaterialConnectionPoint;
  56960. /**
  56961. * Gets the camera position component
  56962. */
  56963. readonly cameraPosition: NodeMaterialConnectionPoint;
  56964. /**
  56965. * Gets the output component
  56966. */
  56967. readonly output: NodeMaterialConnectionPoint;
  56968. autoConfigure(material: NodeMaterial): void;
  56969. protected _buildBlock(state: NodeMaterialBuildState): this;
  56970. }
  56971. }
  56972. declare module "babylonjs/Materials/Node/Blocks/fresnelBlock" {
  56973. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56974. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56975. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56976. import { NodeMaterial } from "babylonjs/Materials/Node/nodeMaterial";
  56977. /**
  56978. * Block used to compute fresnel value
  56979. */
  56980. export class FresnelBlock extends NodeMaterialBlock {
  56981. /**
  56982. * Create a new FresnelBlock
  56983. * @param name defines the block name
  56984. */
  56985. constructor(name: string);
  56986. /**
  56987. * Gets the current class name
  56988. * @returns the class name
  56989. */
  56990. getClassName(): string;
  56991. /**
  56992. * Gets the world normal input component
  56993. */
  56994. readonly worldNormal: NodeMaterialConnectionPoint;
  56995. /**
  56996. * Gets the view direction input component
  56997. */
  56998. readonly viewDirection: NodeMaterialConnectionPoint;
  56999. /**
  57000. * Gets the bias input component
  57001. */
  57002. readonly bias: NodeMaterialConnectionPoint;
  57003. /**
  57004. * Gets the camera (or eye) position component
  57005. */
  57006. readonly power: NodeMaterialConnectionPoint;
  57007. /**
  57008. * Gets the fresnel output component
  57009. */
  57010. readonly fresnel: NodeMaterialConnectionPoint;
  57011. autoConfigure(material: NodeMaterial): void;
  57012. protected _buildBlock(state: NodeMaterialBuildState): this;
  57013. }
  57014. }
  57015. declare module "babylonjs/Materials/Node/Blocks/maxBlock" {
  57016. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57017. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57018. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57019. /**
  57020. * Block used to get the max of 2 values
  57021. */
  57022. export class MaxBlock extends NodeMaterialBlock {
  57023. /**
  57024. * Creates a new MaxBlock
  57025. * @param name defines the block name
  57026. */
  57027. constructor(name: string);
  57028. /**
  57029. * Gets the current class name
  57030. * @returns the class name
  57031. */
  57032. getClassName(): string;
  57033. /**
  57034. * Gets the left operand input component
  57035. */
  57036. readonly left: NodeMaterialConnectionPoint;
  57037. /**
  57038. * Gets the right operand input component
  57039. */
  57040. readonly right: NodeMaterialConnectionPoint;
  57041. /**
  57042. * Gets the output component
  57043. */
  57044. readonly output: NodeMaterialConnectionPoint;
  57045. protected _buildBlock(state: NodeMaterialBuildState): this;
  57046. }
  57047. }
  57048. declare module "babylonjs/Materials/Node/Blocks/minBlock" {
  57049. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57050. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57051. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57052. /**
  57053. * Block used to get the min of 2 values
  57054. */
  57055. export class MinBlock extends NodeMaterialBlock {
  57056. /**
  57057. * Creates a new MinBlock
  57058. * @param name defines the block name
  57059. */
  57060. constructor(name: string);
  57061. /**
  57062. * Gets the current class name
  57063. * @returns the class name
  57064. */
  57065. getClassName(): string;
  57066. /**
  57067. * Gets the left operand input component
  57068. */
  57069. readonly left: NodeMaterialConnectionPoint;
  57070. /**
  57071. * Gets the right operand input component
  57072. */
  57073. readonly right: NodeMaterialConnectionPoint;
  57074. /**
  57075. * Gets the output component
  57076. */
  57077. readonly output: NodeMaterialConnectionPoint;
  57078. protected _buildBlock(state: NodeMaterialBuildState): this;
  57079. }
  57080. }
  57081. declare module "babylonjs/Materials/Node/Blocks/index" {
  57082. export * from "babylonjs/Materials/Node/Blocks/Vertex/index";
  57083. export * from "babylonjs/Materials/Node/Blocks/Fragment/index";
  57084. export * from "babylonjs/Materials/Node/Blocks/Dual/index";
  57085. export * from "babylonjs/Materials/Node/Blocks/Input/index";
  57086. export * from "babylonjs/Materials/Node/Blocks/multiplyBlock";
  57087. export * from "babylonjs/Materials/Node/Blocks/addBlock";
  57088. export * from "babylonjs/Materials/Node/Blocks/scaleBlock";
  57089. export * from "babylonjs/Materials/Node/Blocks/clampBlock";
  57090. export * from "babylonjs/Materials/Node/Blocks/crossBlock";
  57091. export * from "babylonjs/Materials/Node/Blocks/dotBlock";
  57092. export * from "babylonjs/Materials/Node/Blocks/transformBlock";
  57093. export * from "babylonjs/Materials/Node/Blocks/remapBlock";
  57094. export * from "babylonjs/Materials/Node/Blocks/normalizeBlock";
  57095. export * from "babylonjs/Materials/Node/Blocks/trigonometryBlock";
  57096. export * from "babylonjs/Materials/Node/Blocks/colorMergerBlock";
  57097. export * from "babylonjs/Materials/Node/Blocks/vectorMergerBlock";
  57098. export * from "babylonjs/Materials/Node/Blocks/colorSplitterBlock";
  57099. export * from "babylonjs/Materials/Node/Blocks/vectorSplitterBlock";
  57100. export * from "babylonjs/Materials/Node/Blocks/lerpBlock";
  57101. export * from "babylonjs/Materials/Node/Blocks/divideBlock";
  57102. export * from "babylonjs/Materials/Node/Blocks/subtractBlock";
  57103. export * from "babylonjs/Materials/Node/Blocks/stepBlock";
  57104. export * from "babylonjs/Materials/Node/Blocks/oneMinusBlock";
  57105. export * from "babylonjs/Materials/Node/Blocks/viewDirectionBlock";
  57106. export * from "babylonjs/Materials/Node/Blocks/fresnelBlock";
  57107. export * from "babylonjs/Materials/Node/Blocks/maxBlock";
  57108. export * from "babylonjs/Materials/Node/Blocks/minBlock";
  57109. }
  57110. declare module "babylonjs/Materials/Node/Optimizers/index" {
  57111. export * from "babylonjs/Materials/Node/Optimizers/nodeMaterialOptimizer";
  57112. }
  57113. declare module "babylonjs/Materials/Node/index" {
  57114. export * from "babylonjs/Materials/Node/nodeMaterialBlockTargets";
  57115. export * from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPointTypes";
  57116. export * from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57117. export * from "babylonjs/Materials/Node/nodeMaterialBlock";
  57118. export * from "babylonjs/Materials/Node/nodeMaterial";
  57119. export * from "babylonjs/Materials/Node/nodeMaterialSystemValues";
  57120. export * from "babylonjs/Materials/Node/Blocks/index";
  57121. export * from "babylonjs/Materials/Node/Optimizers/index";
  57122. }
  57123. declare module "babylonjs/Materials/effectRenderer" {
  57124. import { Nullable } from "babylonjs/types";
  57125. import { Texture } from "babylonjs/Materials/Textures/texture";
  57126. import { Engine } from "babylonjs/Engines/engine";
  57127. import { Viewport } from "babylonjs/Maths/math.viewport";
  57128. import { Observable } from "babylonjs/Misc/observable";
  57129. import { Effect } from "babylonjs/Materials/effect";
  57130. import "babylonjs/Shaders/postprocess.vertex";
  57131. /**
  57132. * Effect Render Options
  57133. */
  57134. export interface IEffectRendererOptions {
  57135. /**
  57136. * Defines the vertices positions.
  57137. */
  57138. positions?: number[];
  57139. /**
  57140. * Defines the indices.
  57141. */
  57142. indices?: number[];
  57143. }
  57144. /**
  57145. * Helper class to render one or more effects
  57146. */
  57147. export class EffectRenderer {
  57148. private engine;
  57149. private static _DefaultOptions;
  57150. private _vertexBuffers;
  57151. private _indexBuffer;
  57152. private _ringBufferIndex;
  57153. private _ringScreenBuffer;
  57154. private _fullscreenViewport;
  57155. private _getNextFrameBuffer;
  57156. /**
  57157. * Creates an effect renderer
  57158. * @param engine the engine to use for rendering
  57159. * @param options defines the options of the effect renderer
  57160. */
  57161. constructor(engine: Engine, options?: IEffectRendererOptions);
  57162. /**
  57163. * Sets the current viewport in normalized coordinates 0-1
  57164. * @param viewport Defines the viewport to set (defaults to 0 0 1 1)
  57165. */
  57166. setViewport(viewport?: Viewport): void;
  57167. /**
  57168. * Binds the embedded attributes buffer to the effect.
  57169. * @param effect Defines the effect to bind the attributes for
  57170. */
  57171. bindBuffers(effect: Effect): void;
  57172. /**
  57173. * Sets the current effect wrapper to use during draw.
  57174. * The effect needs to be ready before calling this api.
  57175. * This also sets the default full screen position attribute.
  57176. * @param effectWrapper Defines the effect to draw with
  57177. */
  57178. applyEffectWrapper(effectWrapper: EffectWrapper): void;
  57179. /**
  57180. * Draws a full screen quad.
  57181. */
  57182. draw(): void;
  57183. /**
  57184. * renders one or more effects to a specified texture
  57185. * @param effectWrappers list of effects to renderer
  57186. * @param outputTexture texture to draw to, if null it will render to the screen
  57187. */
  57188. render(effectWrappers: Array<EffectWrapper> | EffectWrapper, outputTexture?: Nullable<Texture>): void;
  57189. /**
  57190. * Disposes of the effect renderer
  57191. */
  57192. dispose(): void;
  57193. }
  57194. /**
  57195. * Options to create an EffectWrapper
  57196. */
  57197. interface EffectWrapperCreationOptions {
  57198. /**
  57199. * Engine to use to create the effect
  57200. */
  57201. engine: Engine;
  57202. /**
  57203. * Fragment shader for the effect
  57204. */
  57205. fragmentShader: string;
  57206. /**
  57207. * Vertex shader for the effect
  57208. */
  57209. vertexShader?: string;
  57210. /**
  57211. * Attributes to use in the shader
  57212. */
  57213. attributeNames?: Array<string>;
  57214. /**
  57215. * Uniforms to use in the shader
  57216. */
  57217. uniformNames?: Array<string>;
  57218. /**
  57219. * Texture sampler names to use in the shader
  57220. */
  57221. samplerNames?: Array<string>;
  57222. /**
  57223. * The friendly name of the effect displayed in Spector.
  57224. */
  57225. name?: string;
  57226. }
  57227. /**
  57228. * Wraps an effect to be used for rendering
  57229. */
  57230. export class EffectWrapper {
  57231. /**
  57232. * Event that is fired right before the effect is drawn (should be used to update uniforms)
  57233. */
  57234. onApplyObservable: Observable<{}>;
  57235. /**
  57236. * The underlying effect
  57237. */
  57238. effect: Effect;
  57239. /**
  57240. * Creates an effect to be renderer
  57241. * @param creationOptions options to create the effect
  57242. */
  57243. constructor(creationOptions: EffectWrapperCreationOptions);
  57244. /**
  57245. * Disposes of the effect wrapper
  57246. */
  57247. dispose(): void;
  57248. }
  57249. }
  57250. declare module "babylonjs/Materials/index" {
  57251. export * from "babylonjs/Materials/Background/index";
  57252. export * from "babylonjs/Materials/colorCurves";
  57253. export * from "babylonjs/Materials/effect";
  57254. export * from "babylonjs/Materials/fresnelParameters";
  57255. export * from "babylonjs/Materials/imageProcessingConfiguration";
  57256. export * from "babylonjs/Materials/material";
  57257. export * from "babylonjs/Materials/materialDefines";
  57258. export * from "babylonjs/Materials/materialHelper";
  57259. export * from "babylonjs/Materials/multiMaterial";
  57260. export * from "babylonjs/Materials/PBR/index";
  57261. export * from "babylonjs/Materials/pushMaterial";
  57262. export * from "babylonjs/Materials/shaderMaterial";
  57263. export * from "babylonjs/Materials/standardMaterial";
  57264. export * from "babylonjs/Materials/Textures/index";
  57265. export * from "babylonjs/Materials/uniformBuffer";
  57266. export * from "babylonjs/Materials/materialFlags";
  57267. export * from "babylonjs/Materials/Node/index";
  57268. export * from "babylonjs/Materials/effectRenderer";
  57269. }
  57270. declare module "babylonjs/Maths/index" {
  57271. export * from "babylonjs/Maths/math.scalar";
  57272. export * from "babylonjs/Maths/math";
  57273. export * from "babylonjs/Maths/sphericalPolynomial";
  57274. }
  57275. declare module "babylonjs/Misc/workerPool" {
  57276. import { IDisposable } from "babylonjs/scene";
  57277. /**
  57278. * Helper class to push actions to a pool of workers.
  57279. */
  57280. export class WorkerPool implements IDisposable {
  57281. private _workerInfos;
  57282. private _pendingActions;
  57283. /**
  57284. * Constructor
  57285. * @param workers Array of workers to use for actions
  57286. */
  57287. constructor(workers: Array<Worker>);
  57288. /**
  57289. * Terminates all workers and clears any pending actions.
  57290. */
  57291. dispose(): void;
  57292. /**
  57293. * Pushes an action to the worker pool. If all the workers are active, the action will be
  57294. * pended until a worker has completed its action.
  57295. * @param action The action to perform. Call onComplete when the action is complete.
  57296. */
  57297. push(action: (worker: Worker, onComplete: () => void) => void): void;
  57298. private _execute;
  57299. }
  57300. }
  57301. declare module "babylonjs/Meshes/Compression/dracoCompression" {
  57302. import { IDisposable } from "babylonjs/scene";
  57303. import { VertexData } from "babylonjs/Meshes/mesh.vertexData";
  57304. /**
  57305. * Configuration for Draco compression
  57306. */
  57307. export interface IDracoCompressionConfiguration {
  57308. /**
  57309. * Configuration for the decoder.
  57310. */
  57311. decoder: {
  57312. /**
  57313. * The url to the WebAssembly module.
  57314. */
  57315. wasmUrl?: string;
  57316. /**
  57317. * The url to the WebAssembly binary.
  57318. */
  57319. wasmBinaryUrl?: string;
  57320. /**
  57321. * The url to the fallback JavaScript module.
  57322. */
  57323. fallbackUrl?: string;
  57324. };
  57325. }
  57326. /**
  57327. * Draco compression (https://google.github.io/draco/)
  57328. *
  57329. * This class wraps the Draco module.
  57330. *
  57331. * **Encoder**
  57332. *
  57333. * The encoder is not currently implemented.
  57334. *
  57335. * **Decoder**
  57336. *
  57337. * 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.
  57338. *
  57339. * To update the configuration, use the following code:
  57340. * ```javascript
  57341. * DracoCompression.Configuration = {
  57342. * decoder: {
  57343. * wasmUrl: "<url to the WebAssembly library>",
  57344. * wasmBinaryUrl: "<url to the WebAssembly binary>",
  57345. * fallbackUrl: "<url to the fallback JavaScript library>",
  57346. * }
  57347. * };
  57348. * ```
  57349. *
  57350. * 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.
  57351. * Decoding will automatically fallback to the JavaScript version if WebAssembly version is not configured or if WebAssembly is not supported by the browser.
  57352. * Use `DracoCompression.DecoderAvailable` to determine if the decoder configuration is available for the current context.
  57353. *
  57354. * To decode Draco compressed data, get the default DracoCompression object and call decodeMeshAsync:
  57355. * ```javascript
  57356. * var vertexData = await DracoCompression.Default.decodeMeshAsync(data);
  57357. * ```
  57358. *
  57359. * @see https://www.babylonjs-playground.com/#N3EK4B#0
  57360. */
  57361. export class DracoCompression implements IDisposable {
  57362. private _workerPoolPromise?;
  57363. private _decoderModulePromise?;
  57364. /**
  57365. * The configuration. Defaults to the following urls:
  57366. * - wasmUrl: "https://preview.babylonjs.com/draco_wasm_wrapper_gltf.js"
  57367. * - wasmBinaryUrl: "https://preview.babylonjs.com/draco_decoder_gltf.wasm"
  57368. * - fallbackUrl: "https://preview.babylonjs.com/draco_decoder_gltf.js"
  57369. */
  57370. static Configuration: IDracoCompressionConfiguration;
  57371. /**
  57372. * Returns true if the decoder configuration is available.
  57373. */
  57374. static readonly DecoderAvailable: boolean;
  57375. /**
  57376. * Default number of workers to create when creating the draco compression object.
  57377. */
  57378. static DefaultNumWorkers: number;
  57379. private static GetDefaultNumWorkers;
  57380. private static _Default;
  57381. /**
  57382. * Default instance for the draco compression object.
  57383. */
  57384. static readonly Default: DracoCompression;
  57385. /**
  57386. * Constructor
  57387. * @param numWorkers The number of workers for async operations. Specify `0` to disable web workers and run synchronously in the current context.
  57388. */
  57389. constructor(numWorkers?: number);
  57390. /**
  57391. * Stop all async operations and release resources.
  57392. */
  57393. dispose(): void;
  57394. /**
  57395. * Returns a promise that resolves when ready. Call this manually to ensure draco compression is ready before use.
  57396. * @returns a promise that resolves when ready
  57397. */
  57398. whenReadyAsync(): Promise<void>;
  57399. /**
  57400. * Decode Draco compressed mesh data to vertex data.
  57401. * @param data The ArrayBuffer or ArrayBufferView for the Draco compression data
  57402. * @param attributes A map of attributes from vertex buffer kinds to Draco unique ids
  57403. * @returns A promise that resolves with the decoded vertex data
  57404. */
  57405. decodeMeshAsync(data: ArrayBuffer | ArrayBufferView, attributes?: {
  57406. [kind: string]: number;
  57407. }): Promise<VertexData>;
  57408. }
  57409. }
  57410. declare module "babylonjs/Meshes/Compression/index" {
  57411. export * from "babylonjs/Meshes/Compression/dracoCompression";
  57412. }
  57413. declare module "babylonjs/Meshes/csg" {
  57414. import { Nullable } from "babylonjs/types";
  57415. import { Scene } from "babylonjs/scene";
  57416. import { Quaternion, Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  57417. import { Mesh } from "babylonjs/Meshes/mesh";
  57418. import { Material } from "babylonjs/Materials/material";
  57419. /**
  57420. * Class for building Constructive Solid Geometry
  57421. */
  57422. export class CSG {
  57423. private polygons;
  57424. /**
  57425. * The world matrix
  57426. */
  57427. matrix: Matrix;
  57428. /**
  57429. * Stores the position
  57430. */
  57431. position: Vector3;
  57432. /**
  57433. * Stores the rotation
  57434. */
  57435. rotation: Vector3;
  57436. /**
  57437. * Stores the rotation quaternion
  57438. */
  57439. rotationQuaternion: Nullable<Quaternion>;
  57440. /**
  57441. * Stores the scaling vector
  57442. */
  57443. scaling: Vector3;
  57444. /**
  57445. * Convert the Mesh to CSG
  57446. * @param mesh The Mesh to convert to CSG
  57447. * @returns A new CSG from the Mesh
  57448. */
  57449. static FromMesh(mesh: Mesh): CSG;
  57450. /**
  57451. * Construct a CSG solid from a list of `CSG.Polygon` instances.
  57452. * @param polygons Polygons used to construct a CSG solid
  57453. */
  57454. private static FromPolygons;
  57455. /**
  57456. * Clones, or makes a deep copy, of the CSG
  57457. * @returns A new CSG
  57458. */
  57459. clone(): CSG;
  57460. /**
  57461. * Unions this CSG with another CSG
  57462. * @param csg The CSG to union against this CSG
  57463. * @returns The unioned CSG
  57464. */
  57465. union(csg: CSG): CSG;
  57466. /**
  57467. * Unions this CSG with another CSG in place
  57468. * @param csg The CSG to union against this CSG
  57469. */
  57470. unionInPlace(csg: CSG): void;
  57471. /**
  57472. * Subtracts this CSG with another CSG
  57473. * @param csg The CSG to subtract against this CSG
  57474. * @returns A new CSG
  57475. */
  57476. subtract(csg: CSG): CSG;
  57477. /**
  57478. * Subtracts this CSG with another CSG in place
  57479. * @param csg The CSG to subtact against this CSG
  57480. */
  57481. subtractInPlace(csg: CSG): void;
  57482. /**
  57483. * Intersect this CSG with another CSG
  57484. * @param csg The CSG to intersect against this CSG
  57485. * @returns A new CSG
  57486. */
  57487. intersect(csg: CSG): CSG;
  57488. /**
  57489. * Intersects this CSG with another CSG in place
  57490. * @param csg The CSG to intersect against this CSG
  57491. */
  57492. intersectInPlace(csg: CSG): void;
  57493. /**
  57494. * Return a new CSG solid with solid and empty space switched. This solid is
  57495. * not modified.
  57496. * @returns A new CSG solid with solid and empty space switched
  57497. */
  57498. inverse(): CSG;
  57499. /**
  57500. * Inverses the CSG in place
  57501. */
  57502. inverseInPlace(): void;
  57503. /**
  57504. * This is used to keep meshes transformations so they can be restored
  57505. * when we build back a Babylon Mesh
  57506. * NB : All CSG operations are performed in world coordinates
  57507. * @param csg The CSG to copy the transform attributes from
  57508. * @returns This CSG
  57509. */
  57510. copyTransformAttributes(csg: CSG): CSG;
  57511. /**
  57512. * Build Raw mesh from CSG
  57513. * Coordinates here are in world space
  57514. * @param name The name of the mesh geometry
  57515. * @param scene The Scene
  57516. * @param keepSubMeshes Specifies if the submeshes should be kept
  57517. * @returns A new Mesh
  57518. */
  57519. buildMeshGeometry(name: string, scene?: Scene, keepSubMeshes?: boolean): Mesh;
  57520. /**
  57521. * Build Mesh from CSG taking material and transforms into account
  57522. * @param name The name of the Mesh
  57523. * @param material The material of the Mesh
  57524. * @param scene The Scene
  57525. * @param keepSubMeshes Specifies if submeshes should be kept
  57526. * @returns The new Mesh
  57527. */
  57528. toMesh(name: string, material?: Nullable<Material>, scene?: Scene, keepSubMeshes?: boolean): Mesh;
  57529. }
  57530. }
  57531. declare module "babylonjs/Meshes/trailMesh" {
  57532. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  57533. import { Mesh } from "babylonjs/Meshes/mesh";
  57534. import { Scene } from "babylonjs/scene";
  57535. /**
  57536. * Class used to create a trail following a mesh
  57537. */
  57538. export class TrailMesh extends Mesh {
  57539. private _generator;
  57540. private _autoStart;
  57541. private _running;
  57542. private _diameter;
  57543. private _length;
  57544. private _sectionPolygonPointsCount;
  57545. private _sectionVectors;
  57546. private _sectionNormalVectors;
  57547. private _beforeRenderObserver;
  57548. /**
  57549. * @constructor
  57550. * @param name The value used by scene.getMeshByName() to do a lookup.
  57551. * @param generator The mesh to generate a trail.
  57552. * @param scene The scene to add this mesh to.
  57553. * @param diameter Diameter of trailing mesh. Default is 1.
  57554. * @param length Length of trailing mesh. Default is 60.
  57555. * @param autoStart Automatically start trailing mesh. Default true.
  57556. */
  57557. constructor(name: string, generator: AbstractMesh, scene: Scene, diameter?: number, length?: number, autoStart?: boolean);
  57558. /**
  57559. * "TrailMesh"
  57560. * @returns "TrailMesh"
  57561. */
  57562. getClassName(): string;
  57563. private _createMesh;
  57564. /**
  57565. * Start trailing mesh.
  57566. */
  57567. start(): void;
  57568. /**
  57569. * Stop trailing mesh.
  57570. */
  57571. stop(): void;
  57572. /**
  57573. * Update trailing mesh geometry.
  57574. */
  57575. update(): void;
  57576. /**
  57577. * Returns a new TrailMesh object.
  57578. * @param name is a string, the name given to the new mesh
  57579. * @param newGenerator use new generator object for cloned trail mesh
  57580. * @returns a new mesh
  57581. */
  57582. clone(name: string | undefined, newGenerator: AbstractMesh): TrailMesh;
  57583. /**
  57584. * Serializes this trail mesh
  57585. * @param serializationObject object to write serialization to
  57586. */
  57587. serialize(serializationObject: any): void;
  57588. /**
  57589. * Parses a serialized trail mesh
  57590. * @param parsedMesh the serialized mesh
  57591. * @param scene the scene to create the trail mesh in
  57592. * @returns the created trail mesh
  57593. */
  57594. static Parse(parsedMesh: any, scene: Scene): TrailMesh;
  57595. }
  57596. }
  57597. declare module "babylonjs/Meshes/Builders/tiledBoxBuilder" {
  57598. import { Nullable } from "babylonjs/types";
  57599. import { Scene } from "babylonjs/scene";
  57600. import { Vector4 } from "babylonjs/Maths/math.vector";
  57601. import { Color4 } from "babylonjs/Maths/math.color";
  57602. import { Mesh } from "babylonjs/Meshes/mesh";
  57603. /**
  57604. * Class containing static functions to help procedurally build meshes
  57605. */
  57606. export class TiledBoxBuilder {
  57607. /**
  57608. * Creates a box mesh
  57609. * 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)
  57610. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  57611. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  57612. * * 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
  57613. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  57614. * @param name defines the name of the mesh
  57615. * @param options defines the options used to create the mesh
  57616. * @param scene defines the hosting scene
  57617. * @returns the box mesh
  57618. */
  57619. static CreateTiledBox(name: string, options: {
  57620. pattern?: number;
  57621. width?: number;
  57622. height?: number;
  57623. depth?: number;
  57624. tileSize?: number;
  57625. tileWidth?: number;
  57626. tileHeight?: number;
  57627. alignHorizontal?: number;
  57628. alignVertical?: number;
  57629. faceUV?: Vector4[];
  57630. faceColors?: Color4[];
  57631. sideOrientation?: number;
  57632. updatable?: boolean;
  57633. }, scene?: Nullable<Scene>): Mesh;
  57634. }
  57635. }
  57636. declare module "babylonjs/Meshes/Builders/torusKnotBuilder" {
  57637. import { Vector4 } from "babylonjs/Maths/math.vector";
  57638. import { Mesh } from "babylonjs/Meshes/mesh";
  57639. /**
  57640. * Class containing static functions to help procedurally build meshes
  57641. */
  57642. export class TorusKnotBuilder {
  57643. /**
  57644. * Creates a torus knot mesh
  57645. * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)
  57646. * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)
  57647. * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
  57648. * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
  57649. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  57650. * * 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
  57651. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  57652. * @param name defines the name of the mesh
  57653. * @param options defines the options used to create the mesh
  57654. * @param scene defines the hosting scene
  57655. * @returns the torus knot mesh
  57656. * @see https://doc.babylonjs.com/how_to/set_shapes#torus-knot
  57657. */
  57658. static CreateTorusKnot(name: string, options: {
  57659. radius?: number;
  57660. tube?: number;
  57661. radialSegments?: number;
  57662. tubularSegments?: number;
  57663. p?: number;
  57664. q?: number;
  57665. updatable?: boolean;
  57666. sideOrientation?: number;
  57667. frontUVs?: Vector4;
  57668. backUVs?: Vector4;
  57669. }, scene: any): Mesh;
  57670. }
  57671. }
  57672. declare module "babylonjs/Meshes/polygonMesh" {
  57673. import { Scene } from "babylonjs/scene";
  57674. import { Vector2 } from "babylonjs/Maths/math.vector";
  57675. import { Mesh } from "babylonjs/Meshes/mesh";
  57676. import { VertexData } from "babylonjs/Meshes/mesh.vertexData";
  57677. import { Path2 } from "babylonjs/Maths/math.path";
  57678. /**
  57679. * Polygon
  57680. * @see https://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  57681. */
  57682. export class Polygon {
  57683. /**
  57684. * Creates a rectangle
  57685. * @param xmin bottom X coord
  57686. * @param ymin bottom Y coord
  57687. * @param xmax top X coord
  57688. * @param ymax top Y coord
  57689. * @returns points that make the resulting rectation
  57690. */
  57691. static Rectangle(xmin: number, ymin: number, xmax: number, ymax: number): Vector2[];
  57692. /**
  57693. * Creates a circle
  57694. * @param radius radius of circle
  57695. * @param cx scale in x
  57696. * @param cy scale in y
  57697. * @param numberOfSides number of sides that make up the circle
  57698. * @returns points that make the resulting circle
  57699. */
  57700. static Circle(radius: number, cx?: number, cy?: number, numberOfSides?: number): Vector2[];
  57701. /**
  57702. * Creates a polygon from input string
  57703. * @param input Input polygon data
  57704. * @returns the parsed points
  57705. */
  57706. static Parse(input: string): Vector2[];
  57707. /**
  57708. * Starts building a polygon from x and y coordinates
  57709. * @param x x coordinate
  57710. * @param y y coordinate
  57711. * @returns the started path2
  57712. */
  57713. static StartingAt(x: number, y: number): Path2;
  57714. }
  57715. /**
  57716. * Builds a polygon
  57717. * @see https://doc.babylonjs.com/how_to/polygonmeshbuilder
  57718. */
  57719. export class PolygonMeshBuilder {
  57720. private _points;
  57721. private _outlinepoints;
  57722. private _holes;
  57723. private _name;
  57724. private _scene;
  57725. private _epoints;
  57726. private _eholes;
  57727. private _addToepoint;
  57728. /**
  57729. * Babylon reference to the earcut plugin.
  57730. */
  57731. bjsEarcut: any;
  57732. /**
  57733. * Creates a PolygonMeshBuilder
  57734. * @param name name of the builder
  57735. * @param contours Path of the polygon
  57736. * @param scene scene to add to when creating the mesh
  57737. * @param earcutInjection can be used to inject your own earcut reference
  57738. */
  57739. constructor(name: string, contours: Path2 | Vector2[] | any, scene?: Scene, earcutInjection?: any);
  57740. /**
  57741. * Adds a whole within the polygon
  57742. * @param hole Array of points defining the hole
  57743. * @returns this
  57744. */
  57745. addHole(hole: Vector2[]): PolygonMeshBuilder;
  57746. /**
  57747. * Creates the polygon
  57748. * @param updatable If the mesh should be updatable
  57749. * @param depth The depth of the mesh created
  57750. * @returns the created mesh
  57751. */
  57752. build(updatable?: boolean, depth?: number): Mesh;
  57753. /**
  57754. * Creates the polygon
  57755. * @param depth The depth of the mesh created
  57756. * @returns the created VertexData
  57757. */
  57758. buildVertexData(depth?: number): VertexData;
  57759. /**
  57760. * Adds a side to the polygon
  57761. * @param positions points that make the polygon
  57762. * @param normals normals of the polygon
  57763. * @param uvs uvs of the polygon
  57764. * @param indices indices of the polygon
  57765. * @param bounds bounds of the polygon
  57766. * @param points points of the polygon
  57767. * @param depth depth of the polygon
  57768. * @param flip flip of the polygon
  57769. */
  57770. private addSide;
  57771. }
  57772. }
  57773. declare module "babylonjs/Meshes/Builders/polygonBuilder" {
  57774. import { Scene } from "babylonjs/scene";
  57775. import { Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  57776. import { Color4 } from "babylonjs/Maths/math.color";
  57777. import { Mesh } from "babylonjs/Meshes/mesh";
  57778. import { Nullable } from "babylonjs/types";
  57779. /**
  57780. * Class containing static functions to help procedurally build meshes
  57781. */
  57782. export class PolygonBuilder {
  57783. /**
  57784. * Creates a polygon mesh
  57785. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh
  57786. * * 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
  57787. * * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  57788. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  57789. * * 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)
  57790. * * Remember you can only change the shape positions, not their number when updating a polygon
  57791. * @param name defines the name of the mesh
  57792. * @param options defines the options used to create the mesh
  57793. * @param scene defines the hosting scene
  57794. * @param earcutInjection can be used to inject your own earcut reference
  57795. * @returns the polygon mesh
  57796. */
  57797. static CreatePolygon(name: string, options: {
  57798. shape: Vector3[];
  57799. holes?: Vector3[][];
  57800. depth?: number;
  57801. faceUV?: Vector4[];
  57802. faceColors?: Color4[];
  57803. updatable?: boolean;
  57804. sideOrientation?: number;
  57805. frontUVs?: Vector4;
  57806. backUVs?: Vector4;
  57807. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  57808. /**
  57809. * Creates an extruded polygon mesh, with depth in the Y direction.
  57810. * * 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)
  57811. * @see https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  57812. * @param name defines the name of the mesh
  57813. * @param options defines the options used to create the mesh
  57814. * @param scene defines the hosting scene
  57815. * @param earcutInjection can be used to inject your own earcut reference
  57816. * @returns the polygon mesh
  57817. */
  57818. static ExtrudePolygon(name: string, options: {
  57819. shape: Vector3[];
  57820. holes?: Vector3[][];
  57821. depth?: number;
  57822. faceUV?: Vector4[];
  57823. faceColors?: Color4[];
  57824. updatable?: boolean;
  57825. sideOrientation?: number;
  57826. frontUVs?: Vector4;
  57827. backUVs?: Vector4;
  57828. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  57829. }
  57830. }
  57831. declare module "babylonjs/Meshes/Builders/latheBuilder" {
  57832. import { Scene } from "babylonjs/scene";
  57833. import { Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  57834. import { Mesh } from "babylonjs/Meshes/mesh";
  57835. import { Nullable } from "babylonjs/types";
  57836. /**
  57837. * Class containing static functions to help procedurally build meshes
  57838. */
  57839. export class LatheBuilder {
  57840. /**
  57841. * Creates lathe mesh.
  57842. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe
  57843. * * 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
  57844. * * The parameter `radius` (positive float, default 1) is the radius value of the lathe
  57845. * * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe
  57846. * * The parameter `clip` (positive integer, default 0) is the number of sides to not create without effecting the general shape of the sides
  57847. * * 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
  57848. * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
  57849. * * 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
  57850. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  57851. * * 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
  57852. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  57853. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  57854. * @param name defines the name of the mesh
  57855. * @param options defines the options used to create the mesh
  57856. * @param scene defines the hosting scene
  57857. * @returns the lathe mesh
  57858. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lathe
  57859. */
  57860. static CreateLathe(name: string, options: {
  57861. shape: Vector3[];
  57862. radius?: number;
  57863. tessellation?: number;
  57864. clip?: number;
  57865. arc?: number;
  57866. closed?: boolean;
  57867. updatable?: boolean;
  57868. sideOrientation?: number;
  57869. frontUVs?: Vector4;
  57870. backUVs?: Vector4;
  57871. cap?: number;
  57872. invertUV?: boolean;
  57873. }, scene?: Nullable<Scene>): Mesh;
  57874. }
  57875. }
  57876. declare module "babylonjs/Meshes/Builders/tiledPlaneBuilder" {
  57877. import { Nullable } from "babylonjs/types";
  57878. import { Scene } from "babylonjs/scene";
  57879. import { Vector4 } from "babylonjs/Maths/math.vector";
  57880. import { Mesh } from "babylonjs/Meshes/mesh";
  57881. /**
  57882. * Class containing static functions to help procedurally build meshes
  57883. */
  57884. export class TiledPlaneBuilder {
  57885. /**
  57886. * Creates a tiled plane mesh
  57887. * * The parameter `pattern` will, depending on value, do nothing or
  57888. * * * flip (reflect about central vertical) alternate tiles across and up
  57889. * * * flip every tile on alternate rows
  57890. * * * rotate (180 degs) alternate tiles across and up
  57891. * * * rotate every tile on alternate rows
  57892. * * * flip and rotate alternate tiles across and up
  57893. * * * flip and rotate every tile on alternate rows
  57894. * * The parameter `tileSize` sets the size (float) of each tile side (default 1)
  57895. * * You can set some different tile dimensions by using the parameters `tileWidth` and `tileHeight` (both by default have the same value of `tileSize`)
  57896. * * 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
  57897. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  57898. * * 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)
  57899. * * 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)
  57900. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  57901. * @param name defines the name of the mesh
  57902. * @param options defines the options used to create the mesh
  57903. * @param scene defines the hosting scene
  57904. * @returns the box mesh
  57905. */
  57906. static CreateTiledPlane(name: string, options: {
  57907. pattern?: number;
  57908. tileSize?: number;
  57909. tileWidth?: number;
  57910. tileHeight?: number;
  57911. size?: number;
  57912. width?: number;
  57913. height?: number;
  57914. alignHorizontal?: number;
  57915. alignVertical?: number;
  57916. sideOrientation?: number;
  57917. frontUVs?: Vector4;
  57918. backUVs?: Vector4;
  57919. updatable?: boolean;
  57920. }, scene?: Nullable<Scene>): Mesh;
  57921. }
  57922. }
  57923. declare module "babylonjs/Meshes/Builders/tubeBuilder" {
  57924. import { Nullable } from "babylonjs/types";
  57925. import { Scene } from "babylonjs/scene";
  57926. import { Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  57927. import { Mesh } from "babylonjs/Meshes/mesh";
  57928. /**
  57929. * Class containing static functions to help procedurally build meshes
  57930. */
  57931. export class TubeBuilder {
  57932. /**
  57933. * Creates a tube mesh.
  57934. * The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  57935. * * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube
  57936. * * The parameter `radius` (positive float, default 1) sets the tube radius size
  57937. * * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface
  57938. * * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter `radius`
  57939. * * 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)
  57940. * * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc
  57941. * * 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
  57942. * * 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
  57943. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  57944. * * 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
  57945. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  57946. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  57947. * @param name defines the name of the mesh
  57948. * @param options defines the options used to create the mesh
  57949. * @param scene defines the hosting scene
  57950. * @returns the tube mesh
  57951. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  57952. * @see https://doc.babylonjs.com/how_to/set_shapes#tube
  57953. */
  57954. static CreateTube(name: string, options: {
  57955. path: Vector3[];
  57956. radius?: number;
  57957. tessellation?: number;
  57958. radiusFunction?: {
  57959. (i: number, distance: number): number;
  57960. };
  57961. cap?: number;
  57962. arc?: number;
  57963. updatable?: boolean;
  57964. sideOrientation?: number;
  57965. frontUVs?: Vector4;
  57966. backUVs?: Vector4;
  57967. instance?: Mesh;
  57968. invertUV?: boolean;
  57969. }, scene?: Nullable<Scene>): Mesh;
  57970. }
  57971. }
  57972. declare module "babylonjs/Meshes/Builders/icoSphereBuilder" {
  57973. import { Scene } from "babylonjs/scene";
  57974. import { Vector4 } from "babylonjs/Maths/math.vector";
  57975. import { Mesh } from "babylonjs/Meshes/mesh";
  57976. import { Nullable } from "babylonjs/types";
  57977. /**
  57978. * Class containing static functions to help procedurally build meshes
  57979. */
  57980. export class IcoSphereBuilder {
  57981. /**
  57982. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  57983. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  57984. * * 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`)
  57985. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  57986. * * 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
  57987. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  57988. * * 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
  57989. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  57990. * @param name defines the name of the mesh
  57991. * @param options defines the options used to create the mesh
  57992. * @param scene defines the hosting scene
  57993. * @returns the icosahedron mesh
  57994. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  57995. */
  57996. static CreateIcoSphere(name: string, options: {
  57997. radius?: number;
  57998. radiusX?: number;
  57999. radiusY?: number;
  58000. radiusZ?: number;
  58001. flat?: boolean;
  58002. subdivisions?: number;
  58003. sideOrientation?: number;
  58004. frontUVs?: Vector4;
  58005. backUVs?: Vector4;
  58006. updatable?: boolean;
  58007. }, scene?: Nullable<Scene>): Mesh;
  58008. }
  58009. }
  58010. declare module "babylonjs/Meshes/Builders/decalBuilder" {
  58011. import { Vector3 } from "babylonjs/Maths/math.vector";
  58012. import { Mesh } from "babylonjs/Meshes/mesh";
  58013. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  58014. /**
  58015. * Class containing static functions to help procedurally build meshes
  58016. */
  58017. export class DecalBuilder {
  58018. /**
  58019. * Creates a decal mesh.
  58020. * 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
  58021. * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates
  58022. * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates
  58023. * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling
  58024. * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal
  58025. * @param name defines the name of the mesh
  58026. * @param sourceMesh defines the mesh where the decal must be applied
  58027. * @param options defines the options used to create the mesh
  58028. * @param scene defines the hosting scene
  58029. * @returns the decal mesh
  58030. * @see https://doc.babylonjs.com/how_to/decals
  58031. */
  58032. static CreateDecal(name: string, sourceMesh: AbstractMesh, options: {
  58033. position?: Vector3;
  58034. normal?: Vector3;
  58035. size?: Vector3;
  58036. angle?: number;
  58037. }): Mesh;
  58038. }
  58039. }
  58040. declare module "babylonjs/Meshes/meshBuilder" {
  58041. import { Vector4, Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  58042. import { Nullable } from "babylonjs/types";
  58043. import { Scene } from "babylonjs/scene";
  58044. import { Mesh } from "babylonjs/Meshes/mesh";
  58045. import { LinesMesh } from "babylonjs/Meshes/linesMesh";
  58046. import { GroundMesh } from "babylonjs/Meshes/groundMesh";
  58047. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  58048. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  58049. import { Plane } from "babylonjs/Maths/math.plane";
  58050. /**
  58051. * Class containing static functions to help procedurally build meshes
  58052. */
  58053. export class MeshBuilder {
  58054. /**
  58055. * Creates a box mesh
  58056. * * The parameter `size` sets the size (float) of each box side (default 1)
  58057. * * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value of `size`)
  58058. * * 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)
  58059. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  58060. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  58061. * * 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
  58062. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  58063. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  58064. * @param name defines the name of the mesh
  58065. * @param options defines the options used to create the mesh
  58066. * @param scene defines the hosting scene
  58067. * @returns the box mesh
  58068. */
  58069. static CreateBox(name: string, options: {
  58070. size?: number;
  58071. width?: number;
  58072. height?: number;
  58073. depth?: number;
  58074. faceUV?: Vector4[];
  58075. faceColors?: Color4[];
  58076. sideOrientation?: number;
  58077. frontUVs?: Vector4;
  58078. backUVs?: Vector4;
  58079. updatable?: boolean;
  58080. }, scene?: Nullable<Scene>): Mesh;
  58081. /**
  58082. * Creates a tiled box mesh
  58083. * * faceTiles sets the pattern, tile size and number of tiles for a face
  58084. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  58085. * @param name defines the name of the mesh
  58086. * @param options defines the options used to create the mesh
  58087. * @param scene defines the hosting scene
  58088. * @returns the tiled box mesh
  58089. */
  58090. static CreateTiledBox(name: string, options: {
  58091. pattern?: number;
  58092. size?: number;
  58093. width?: number;
  58094. height?: number;
  58095. depth: number;
  58096. tileSize?: number;
  58097. tileWidth?: number;
  58098. tileHeight?: number;
  58099. faceUV?: Vector4[];
  58100. faceColors?: Color4[];
  58101. alignHorizontal?: number;
  58102. alignVertical?: number;
  58103. sideOrientation?: number;
  58104. updatable?: boolean;
  58105. }, scene?: Nullable<Scene>): Mesh;
  58106. /**
  58107. * Creates a sphere mesh
  58108. * * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)
  58109. * * 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`)
  58110. * * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32)
  58111. * * 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
  58112. * * 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)
  58113. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  58114. * * 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
  58115. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  58116. * @param name defines the name of the mesh
  58117. * @param options defines the options used to create the mesh
  58118. * @param scene defines the hosting scene
  58119. * @returns the sphere mesh
  58120. * @see https://doc.babylonjs.com/how_to/set_shapes#sphere
  58121. */
  58122. static CreateSphere(name: string, options: {
  58123. segments?: number;
  58124. diameter?: number;
  58125. diameterX?: number;
  58126. diameterY?: number;
  58127. diameterZ?: number;
  58128. arc?: number;
  58129. slice?: number;
  58130. sideOrientation?: number;
  58131. frontUVs?: Vector4;
  58132. backUVs?: Vector4;
  58133. updatable?: boolean;
  58134. }, scene?: Nullable<Scene>): Mesh;
  58135. /**
  58136. * Creates a plane polygonal mesh. By default, this is a disc
  58137. * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)
  58138. * * 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
  58139. * * 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
  58140. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  58141. * * 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
  58142. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  58143. * @param name defines the name of the mesh
  58144. * @param options defines the options used to create the mesh
  58145. * @param scene defines the hosting scene
  58146. * @returns the plane polygonal mesh
  58147. * @see https://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  58148. */
  58149. static CreateDisc(name: string, options: {
  58150. radius?: number;
  58151. tessellation?: number;
  58152. arc?: number;
  58153. updatable?: boolean;
  58154. sideOrientation?: number;
  58155. frontUVs?: Vector4;
  58156. backUVs?: Vector4;
  58157. }, scene?: Nullable<Scene>): Mesh;
  58158. /**
  58159. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  58160. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  58161. * * 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`)
  58162. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  58163. * * 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
  58164. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  58165. * * 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
  58166. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  58167. * @param name defines the name of the mesh
  58168. * @param options defines the options used to create the mesh
  58169. * @param scene defines the hosting scene
  58170. * @returns the icosahedron mesh
  58171. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  58172. */
  58173. static CreateIcoSphere(name: string, options: {
  58174. radius?: number;
  58175. radiusX?: number;
  58176. radiusY?: number;
  58177. radiusZ?: number;
  58178. flat?: boolean;
  58179. subdivisions?: number;
  58180. sideOrientation?: number;
  58181. frontUVs?: Vector4;
  58182. backUVs?: Vector4;
  58183. updatable?: boolean;
  58184. }, scene?: Nullable<Scene>): Mesh;
  58185. /**
  58186. * Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  58187. * * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry
  58188. * * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array
  58189. * * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array
  58190. * * 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
  58191. * * 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
  58192. * * 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
  58193. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  58194. * * 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
  58195. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  58196. * * 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
  58197. * * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
  58198. * * 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
  58199. * * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time
  58200. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  58201. * @param name defines the name of the mesh
  58202. * @param options defines the options used to create the mesh
  58203. * @param scene defines the hosting scene
  58204. * @returns the ribbon mesh
  58205. * @see https://doc.babylonjs.com/how_to/ribbon_tutorial
  58206. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  58207. */
  58208. static CreateRibbon(name: string, options: {
  58209. pathArray: Vector3[][];
  58210. closeArray?: boolean;
  58211. closePath?: boolean;
  58212. offset?: number;
  58213. updatable?: boolean;
  58214. sideOrientation?: number;
  58215. frontUVs?: Vector4;
  58216. backUVs?: Vector4;
  58217. instance?: Mesh;
  58218. invertUV?: boolean;
  58219. uvs?: Vector2[];
  58220. colors?: Color4[];
  58221. }, scene?: Nullable<Scene>): Mesh;
  58222. /**
  58223. * Creates a cylinder or a cone mesh
  58224. * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
  58225. * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
  58226. * * 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.
  58227. * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
  58228. * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
  58229. * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.
  58230. * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.
  58231. * * 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).
  58232. * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.
  58233. * * 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).
  58234. * * 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
  58235. * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7
  58236. * * 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
  58237. * * 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.
  58238. * * If `enclose` is false, a ring surface is one element.
  58239. * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
  58240. * * 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
  58241. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  58242. * * 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
  58243. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  58244. * @param name defines the name of the mesh
  58245. * @param options defines the options used to create the mesh
  58246. * @param scene defines the hosting scene
  58247. * @returns the cylinder mesh
  58248. * @see https://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  58249. */
  58250. static CreateCylinder(name: string, options: {
  58251. height?: number;
  58252. diameterTop?: number;
  58253. diameterBottom?: number;
  58254. diameter?: number;
  58255. tessellation?: number;
  58256. subdivisions?: number;
  58257. arc?: number;
  58258. faceColors?: Color4[];
  58259. faceUV?: Vector4[];
  58260. updatable?: boolean;
  58261. hasRings?: boolean;
  58262. enclose?: boolean;
  58263. cap?: number;
  58264. sideOrientation?: number;
  58265. frontUVs?: Vector4;
  58266. backUVs?: Vector4;
  58267. }, scene?: Nullable<Scene>): Mesh;
  58268. /**
  58269. * Creates a torus mesh
  58270. * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)
  58271. * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)
  58272. * * The parameter `tessellation` sets the number of torus sides (postive integer, default 16)
  58273. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  58274. * * 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
  58275. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  58276. * @param name defines the name of the mesh
  58277. * @param options defines the options used to create the mesh
  58278. * @param scene defines the hosting scene
  58279. * @returns the torus mesh
  58280. * @see https://doc.babylonjs.com/how_to/set_shapes#torus
  58281. */
  58282. static CreateTorus(name: string, options: {
  58283. diameter?: number;
  58284. thickness?: number;
  58285. tessellation?: number;
  58286. updatable?: boolean;
  58287. sideOrientation?: number;
  58288. frontUVs?: Vector4;
  58289. backUVs?: Vector4;
  58290. }, scene?: Nullable<Scene>): Mesh;
  58291. /**
  58292. * Creates a torus knot mesh
  58293. * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)
  58294. * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)
  58295. * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
  58296. * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
  58297. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  58298. * * 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
  58299. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  58300. * @param name defines the name of the mesh
  58301. * @param options defines the options used to create the mesh
  58302. * @param scene defines the hosting scene
  58303. * @returns the torus knot mesh
  58304. * @see https://doc.babylonjs.com/how_to/set_shapes#torus-knot
  58305. */
  58306. static CreateTorusKnot(name: string, options: {
  58307. radius?: number;
  58308. tube?: number;
  58309. radialSegments?: number;
  58310. tubularSegments?: number;
  58311. p?: number;
  58312. q?: number;
  58313. updatable?: boolean;
  58314. sideOrientation?: number;
  58315. frontUVs?: Vector4;
  58316. backUVs?: Vector4;
  58317. }, scene?: Nullable<Scene>): Mesh;
  58318. /**
  58319. * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh
  58320. * * 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
  58321. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function
  58322. * * The parameter `lines` is an array of lines, each line being an array of successive Vector3
  58323. * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter
  58324. * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point
  58325. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
  58326. * * 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
  58327. * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
  58328. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  58329. * @see https://doc.babylonjs.com/how_to/parametric_shapes#line-system
  58330. * @param name defines the name of the new line system
  58331. * @param options defines the options used to create the line system
  58332. * @param scene defines the hosting scene
  58333. * @returns a new line system mesh
  58334. */
  58335. static CreateLineSystem(name: string, options: {
  58336. lines: Vector3[][];
  58337. updatable?: boolean;
  58338. instance?: Nullable<LinesMesh>;
  58339. colors?: Nullable<Color4[][]>;
  58340. useVertexAlpha?: boolean;
  58341. }, scene: Nullable<Scene>): LinesMesh;
  58342. /**
  58343. * Creates a line mesh
  58344. * 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
  58345. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  58346. * * The parameter `points` is an array successive Vector3
  58347. * * 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
  58348. * * The optional parameter `colors` is an array of successive Color4, one per line point
  58349. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
  58350. * * When updating an instance, remember that only point positions can change, not the number of points
  58351. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  58352. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lines
  58353. * @param name defines the name of the new line system
  58354. * @param options defines the options used to create the line system
  58355. * @param scene defines the hosting scene
  58356. * @returns a new line mesh
  58357. */
  58358. static CreateLines(name: string, options: {
  58359. points: Vector3[];
  58360. updatable?: boolean;
  58361. instance?: Nullable<LinesMesh>;
  58362. colors?: Color4[];
  58363. useVertexAlpha?: boolean;
  58364. }, scene?: Nullable<Scene>): LinesMesh;
  58365. /**
  58366. * Creates a dashed line mesh
  58367. * * 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
  58368. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  58369. * * The parameter `points` is an array successive Vector3
  58370. * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)
  58371. * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)
  58372. * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  58373. * * 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
  58374. * * When updating an instance, remember that only point positions can change, not the number of points
  58375. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  58376. * @param name defines the name of the mesh
  58377. * @param options defines the options used to create the mesh
  58378. * @param scene defines the hosting scene
  58379. * @returns the dashed line mesh
  58380. * @see https://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines
  58381. */
  58382. static CreateDashedLines(name: string, options: {
  58383. points: Vector3[];
  58384. dashSize?: number;
  58385. gapSize?: number;
  58386. dashNb?: number;
  58387. updatable?: boolean;
  58388. instance?: LinesMesh;
  58389. }, scene?: Nullable<Scene>): LinesMesh;
  58390. /**
  58391. * 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.
  58392. * * 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.
  58393. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  58394. * * 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.
  58395. * * The parameter `scale` (float, default 1) is the value to scale the shape.
  58396. * * 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
  58397. * * 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
  58398. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
  58399. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  58400. * * 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
  58401. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
  58402. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  58403. * @param name defines the name of the mesh
  58404. * @param options defines the options used to create the mesh
  58405. * @param scene defines the hosting scene
  58406. * @returns the extruded shape mesh
  58407. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  58408. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  58409. */
  58410. static ExtrudeShape(name: string, options: {
  58411. shape: Vector3[];
  58412. path: Vector3[];
  58413. scale?: number;
  58414. rotation?: number;
  58415. cap?: number;
  58416. updatable?: boolean;
  58417. sideOrientation?: number;
  58418. frontUVs?: Vector4;
  58419. backUVs?: Vector4;
  58420. instance?: Mesh;
  58421. invertUV?: boolean;
  58422. }, scene?: Nullable<Scene>): Mesh;
  58423. /**
  58424. * Creates an custom extruded shape mesh.
  58425. * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  58426. * * 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.
  58427. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  58428. * * 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
  58429. * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.
  58430. * * 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
  58431. * * It must returns a float value that will be the scale value applied to the shape on each path point
  58432. * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  58433. * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`
  58434. * * 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
  58435. * * 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
  58436. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape
  58437. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  58438. * * 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
  58439. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  58440. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  58441. * @param name defines the name of the mesh
  58442. * @param options defines the options used to create the mesh
  58443. * @param scene defines the hosting scene
  58444. * @returns the custom extruded shape mesh
  58445. * @see https://doc.babylonjs.com/how_to/parametric_shapes#custom-extruded-shapes
  58446. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  58447. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  58448. */
  58449. static ExtrudeShapeCustom(name: string, options: {
  58450. shape: Vector3[];
  58451. path: Vector3[];
  58452. scaleFunction?: any;
  58453. rotationFunction?: any;
  58454. ribbonCloseArray?: boolean;
  58455. ribbonClosePath?: boolean;
  58456. cap?: number;
  58457. updatable?: boolean;
  58458. sideOrientation?: number;
  58459. frontUVs?: Vector4;
  58460. backUVs?: Vector4;
  58461. instance?: Mesh;
  58462. invertUV?: boolean;
  58463. }, scene?: Nullable<Scene>): Mesh;
  58464. /**
  58465. * Creates lathe mesh.
  58466. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe
  58467. * * 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
  58468. * * The parameter `radius` (positive float, default 1) is the radius value of the lathe
  58469. * * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe
  58470. * * The parameter `clip` (positive integer, default 0) is the number of sides to not create without effecting the general shape of the sides
  58471. * * 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
  58472. * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
  58473. * * 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
  58474. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  58475. * * 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
  58476. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  58477. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  58478. * @param name defines the name of the mesh
  58479. * @param options defines the options used to create the mesh
  58480. * @param scene defines the hosting scene
  58481. * @returns the lathe mesh
  58482. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lathe
  58483. */
  58484. static CreateLathe(name: string, options: {
  58485. shape: Vector3[];
  58486. radius?: number;
  58487. tessellation?: number;
  58488. clip?: number;
  58489. arc?: number;
  58490. closed?: boolean;
  58491. updatable?: boolean;
  58492. sideOrientation?: number;
  58493. frontUVs?: Vector4;
  58494. backUVs?: Vector4;
  58495. cap?: number;
  58496. invertUV?: boolean;
  58497. }, scene?: Nullable<Scene>): Mesh;
  58498. /**
  58499. * Creates a tiled plane mesh
  58500. * * You can set a limited pattern arrangement with the tiles
  58501. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  58502. * * 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
  58503. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  58504. * @param name defines the name of the mesh
  58505. * @param options defines the options used to create the mesh
  58506. * @param scene defines the hosting scene
  58507. * @returns the plane mesh
  58508. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  58509. */
  58510. static CreateTiledPlane(name: string, options: {
  58511. pattern?: number;
  58512. tileSize?: number;
  58513. tileWidth?: number;
  58514. tileHeight?: number;
  58515. size?: number;
  58516. width?: number;
  58517. height?: number;
  58518. alignHorizontal?: number;
  58519. alignVertical?: number;
  58520. sideOrientation?: number;
  58521. frontUVs?: Vector4;
  58522. backUVs?: Vector4;
  58523. updatable?: boolean;
  58524. }, scene?: Nullable<Scene>): Mesh;
  58525. /**
  58526. * Creates a plane mesh
  58527. * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)
  58528. * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)
  58529. * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane
  58530. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  58531. * * 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
  58532. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  58533. * @param name defines the name of the mesh
  58534. * @param options defines the options used to create the mesh
  58535. * @param scene defines the hosting scene
  58536. * @returns the plane mesh
  58537. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  58538. */
  58539. static CreatePlane(name: string, options: {
  58540. size?: number;
  58541. width?: number;
  58542. height?: number;
  58543. sideOrientation?: number;
  58544. frontUVs?: Vector4;
  58545. backUVs?: Vector4;
  58546. updatable?: boolean;
  58547. sourcePlane?: Plane;
  58548. }, scene?: Nullable<Scene>): Mesh;
  58549. /**
  58550. * Creates a ground mesh
  58551. * * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground
  58552. * * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side
  58553. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  58554. * @param name defines the name of the mesh
  58555. * @param options defines the options used to create the mesh
  58556. * @param scene defines the hosting scene
  58557. * @returns the ground mesh
  58558. * @see https://doc.babylonjs.com/how_to/set_shapes#ground
  58559. */
  58560. static CreateGround(name: string, options: {
  58561. width?: number;
  58562. height?: number;
  58563. subdivisions?: number;
  58564. subdivisionsX?: number;
  58565. subdivisionsY?: number;
  58566. updatable?: boolean;
  58567. }, scene?: Nullable<Scene>): Mesh;
  58568. /**
  58569. * Creates a tiled ground mesh
  58570. * * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates
  58571. * * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates
  58572. * * 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
  58573. * * 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
  58574. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  58575. * @param name defines the name of the mesh
  58576. * @param options defines the options used to create the mesh
  58577. * @param scene defines the hosting scene
  58578. * @returns the tiled ground mesh
  58579. * @see https://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  58580. */
  58581. static CreateTiledGround(name: string, options: {
  58582. xmin: number;
  58583. zmin: number;
  58584. xmax: number;
  58585. zmax: number;
  58586. subdivisions?: {
  58587. w: number;
  58588. h: number;
  58589. };
  58590. precision?: {
  58591. w: number;
  58592. h: number;
  58593. };
  58594. updatable?: boolean;
  58595. }, scene?: Nullable<Scene>): Mesh;
  58596. /**
  58597. * Creates a ground mesh from a height map
  58598. * * The parameter `url` sets the URL of the height map image resource.
  58599. * * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.
  58600. * * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.
  58601. * * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.
  58602. * * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.
  58603. * * 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.
  58604. * * 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).
  58605. * * The parameter `alphaFilter` will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  58606. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  58607. * @param name defines the name of the mesh
  58608. * @param url defines the url to the height map
  58609. * @param options defines the options used to create the mesh
  58610. * @param scene defines the hosting scene
  58611. * @returns the ground mesh
  58612. * @see https://doc.babylonjs.com/babylon101/height_map
  58613. * @see https://doc.babylonjs.com/how_to/set_shapes#ground-from-a-height-map
  58614. */
  58615. static CreateGroundFromHeightMap(name: string, url: string, options: {
  58616. width?: number;
  58617. height?: number;
  58618. subdivisions?: number;
  58619. minHeight?: number;
  58620. maxHeight?: number;
  58621. colorFilter?: Color3;
  58622. alphaFilter?: number;
  58623. updatable?: boolean;
  58624. onReady?: (mesh: GroundMesh) => void;
  58625. }, scene?: Nullable<Scene>): GroundMesh;
  58626. /**
  58627. * Creates a polygon mesh
  58628. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh
  58629. * * 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
  58630. * * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  58631. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  58632. * * 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)
  58633. * * Remember you can only change the shape positions, not their number when updating a polygon
  58634. * @param name defines the name of the mesh
  58635. * @param options defines the options used to create the mesh
  58636. * @param scene defines the hosting scene
  58637. * @param earcutInjection can be used to inject your own earcut reference
  58638. * @returns the polygon mesh
  58639. */
  58640. static CreatePolygon(name: string, options: {
  58641. shape: Vector3[];
  58642. holes?: Vector3[][];
  58643. depth?: number;
  58644. faceUV?: Vector4[];
  58645. faceColors?: Color4[];
  58646. updatable?: boolean;
  58647. sideOrientation?: number;
  58648. frontUVs?: Vector4;
  58649. backUVs?: Vector4;
  58650. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  58651. /**
  58652. * Creates an extruded polygon mesh, with depth in the Y direction.
  58653. * * 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)
  58654. * @see https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  58655. * @param name defines the name of the mesh
  58656. * @param options defines the options used to create the mesh
  58657. * @param scene defines the hosting scene
  58658. * @param earcutInjection can be used to inject your own earcut reference
  58659. * @returns the polygon mesh
  58660. */
  58661. static ExtrudePolygon(name: string, options: {
  58662. shape: Vector3[];
  58663. holes?: Vector3[][];
  58664. depth?: number;
  58665. faceUV?: Vector4[];
  58666. faceColors?: Color4[];
  58667. updatable?: boolean;
  58668. sideOrientation?: number;
  58669. frontUVs?: Vector4;
  58670. backUVs?: Vector4;
  58671. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  58672. /**
  58673. * Creates a tube mesh.
  58674. * The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  58675. * * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube
  58676. * * The parameter `radius` (positive float, default 1) sets the tube radius size
  58677. * * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface
  58678. * * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter `radius`
  58679. * * 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)
  58680. * * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc
  58681. * * 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
  58682. * * 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
  58683. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  58684. * * 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
  58685. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  58686. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  58687. * @param name defines the name of the mesh
  58688. * @param options defines the options used to create the mesh
  58689. * @param scene defines the hosting scene
  58690. * @returns the tube mesh
  58691. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  58692. * @see https://doc.babylonjs.com/how_to/set_shapes#tube
  58693. */
  58694. static CreateTube(name: string, options: {
  58695. path: Vector3[];
  58696. radius?: number;
  58697. tessellation?: number;
  58698. radiusFunction?: {
  58699. (i: number, distance: number): number;
  58700. };
  58701. cap?: number;
  58702. arc?: number;
  58703. updatable?: boolean;
  58704. sideOrientation?: number;
  58705. frontUVs?: Vector4;
  58706. backUVs?: Vector4;
  58707. instance?: Mesh;
  58708. invertUV?: boolean;
  58709. }, scene?: Nullable<Scene>): Mesh;
  58710. /**
  58711. * Creates a polyhedron mesh
  58712. * * 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
  58713. * * The parameter `size` (positive float, default 1) sets the polygon size
  58714. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  58715. * * 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`
  58716. * * 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
  58717. * * 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)`)
  58718. * * 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
  58719. * * 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
  58720. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  58721. * * 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
  58722. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  58723. * @param name defines the name of the mesh
  58724. * @param options defines the options used to create the mesh
  58725. * @param scene defines the hosting scene
  58726. * @returns the polyhedron mesh
  58727. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes
  58728. */
  58729. static CreatePolyhedron(name: string, options: {
  58730. type?: number;
  58731. size?: number;
  58732. sizeX?: number;
  58733. sizeY?: number;
  58734. sizeZ?: number;
  58735. custom?: any;
  58736. faceUV?: Vector4[];
  58737. faceColors?: Color4[];
  58738. flat?: boolean;
  58739. updatable?: boolean;
  58740. sideOrientation?: number;
  58741. frontUVs?: Vector4;
  58742. backUVs?: Vector4;
  58743. }, scene?: Nullable<Scene>): Mesh;
  58744. /**
  58745. * Creates a decal mesh.
  58746. * 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
  58747. * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates
  58748. * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates
  58749. * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling
  58750. * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal
  58751. * @param name defines the name of the mesh
  58752. * @param sourceMesh defines the mesh where the decal must be applied
  58753. * @param options defines the options used to create the mesh
  58754. * @param scene defines the hosting scene
  58755. * @returns the decal mesh
  58756. * @see https://doc.babylonjs.com/how_to/decals
  58757. */
  58758. static CreateDecal(name: string, sourceMesh: AbstractMesh, options: {
  58759. position?: Vector3;
  58760. normal?: Vector3;
  58761. size?: Vector3;
  58762. angle?: number;
  58763. }): Mesh;
  58764. }
  58765. }
  58766. declare module "babylonjs/Meshes/meshSimplification" {
  58767. import { Mesh } from "babylonjs/Meshes/mesh";
  58768. /**
  58769. * A simplifier interface for future simplification implementations
  58770. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  58771. */
  58772. export interface ISimplifier {
  58773. /**
  58774. * Simplification of a given mesh according to the given settings.
  58775. * Since this requires computation, it is assumed that the function runs async.
  58776. * @param settings The settings of the simplification, including quality and distance
  58777. * @param successCallback A callback that will be called after the mesh was simplified.
  58778. * @param errorCallback in case of an error, this callback will be called. optional.
  58779. */
  58780. simplify(settings: ISimplificationSettings, successCallback: (simplifiedMeshes: Mesh) => void, errorCallback?: () => void): void;
  58781. }
  58782. /**
  58783. * Expected simplification settings.
  58784. * Quality should be between 0 and 1 (1 being 100%, 0 being 0%)
  58785. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  58786. */
  58787. export interface ISimplificationSettings {
  58788. /**
  58789. * Gets or sets the expected quality
  58790. */
  58791. quality: number;
  58792. /**
  58793. * Gets or sets the distance when this optimized version should be used
  58794. */
  58795. distance: number;
  58796. /**
  58797. * Gets an already optimized mesh
  58798. */
  58799. optimizeMesh?: boolean;
  58800. }
  58801. /**
  58802. * Class used to specify simplification options
  58803. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  58804. */
  58805. export class SimplificationSettings implements ISimplificationSettings {
  58806. /** expected quality */
  58807. quality: number;
  58808. /** distance when this optimized version should be used */
  58809. distance: number;
  58810. /** already optimized mesh */
  58811. optimizeMesh?: boolean | undefined;
  58812. /**
  58813. * Creates a SimplificationSettings
  58814. * @param quality expected quality
  58815. * @param distance distance when this optimized version should be used
  58816. * @param optimizeMesh already optimized mesh
  58817. */
  58818. constructor(
  58819. /** expected quality */
  58820. quality: number,
  58821. /** distance when this optimized version should be used */
  58822. distance: number,
  58823. /** already optimized mesh */
  58824. optimizeMesh?: boolean | undefined);
  58825. }
  58826. /**
  58827. * Interface used to define a simplification task
  58828. */
  58829. export interface ISimplificationTask {
  58830. /**
  58831. * Array of settings
  58832. */
  58833. settings: Array<ISimplificationSettings>;
  58834. /**
  58835. * Simplification type
  58836. */
  58837. simplificationType: SimplificationType;
  58838. /**
  58839. * Mesh to simplify
  58840. */
  58841. mesh: Mesh;
  58842. /**
  58843. * Callback called on success
  58844. */
  58845. successCallback?: () => void;
  58846. /**
  58847. * Defines if parallel processing can be used
  58848. */
  58849. parallelProcessing: boolean;
  58850. }
  58851. /**
  58852. * Queue used to order the simplification tasks
  58853. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  58854. */
  58855. export class SimplificationQueue {
  58856. private _simplificationArray;
  58857. /**
  58858. * Gets a boolean indicating that the process is still running
  58859. */
  58860. running: boolean;
  58861. /**
  58862. * Creates a new queue
  58863. */
  58864. constructor();
  58865. /**
  58866. * Adds a new simplification task
  58867. * @param task defines a task to add
  58868. */
  58869. addTask(task: ISimplificationTask): void;
  58870. /**
  58871. * Execute next task
  58872. */
  58873. executeNext(): void;
  58874. /**
  58875. * Execute a simplification task
  58876. * @param task defines the task to run
  58877. */
  58878. runSimplification(task: ISimplificationTask): void;
  58879. private getSimplifier;
  58880. }
  58881. /**
  58882. * The implemented types of simplification
  58883. * At the moment only Quadratic Error Decimation is implemented
  58884. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  58885. */
  58886. export enum SimplificationType {
  58887. /** Quadratic error decimation */
  58888. QUADRATIC = 0
  58889. }
  58890. }
  58891. declare module "babylonjs/Meshes/meshSimplificationSceneComponent" {
  58892. import { Scene } from "babylonjs/scene";
  58893. import { SimplificationQueue, ISimplificationSettings, SimplificationType } from "babylonjs/Meshes/meshSimplification";
  58894. import { ISceneComponent } from "babylonjs/sceneComponent";
  58895. module "babylonjs/scene" {
  58896. interface Scene {
  58897. /** @hidden (Backing field) */
  58898. _simplificationQueue: SimplificationQueue;
  58899. /**
  58900. * Gets or sets the simplification queue attached to the scene
  58901. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  58902. */
  58903. simplificationQueue: SimplificationQueue;
  58904. }
  58905. }
  58906. module "babylonjs/Meshes/mesh" {
  58907. interface Mesh {
  58908. /**
  58909. * Simplify the mesh according to the given array of settings.
  58910. * Function will return immediately and will simplify async
  58911. * @param settings a collection of simplification settings
  58912. * @param parallelProcessing should all levels calculate parallel or one after the other
  58913. * @param simplificationType the type of simplification to run
  58914. * @param successCallback optional success callback to be called after the simplification finished processing all settings
  58915. * @returns the current mesh
  58916. */
  58917. simplify(settings: Array<ISimplificationSettings>, parallelProcessing?: boolean, simplificationType?: SimplificationType, successCallback?: (mesh?: Mesh, submeshIndex?: number) => void): Mesh;
  58918. }
  58919. }
  58920. /**
  58921. * Defines the simplification queue scene component responsible to help scheduling the various simplification task
  58922. * created in a scene
  58923. */
  58924. export class SimplicationQueueSceneComponent implements ISceneComponent {
  58925. /**
  58926. * The component name helpfull to identify the component in the list of scene components.
  58927. */
  58928. readonly name: string;
  58929. /**
  58930. * The scene the component belongs to.
  58931. */
  58932. scene: Scene;
  58933. /**
  58934. * Creates a new instance of the component for the given scene
  58935. * @param scene Defines the scene to register the component in
  58936. */
  58937. constructor(scene: Scene);
  58938. /**
  58939. * Registers the component in a given scene
  58940. */
  58941. register(): void;
  58942. /**
  58943. * Rebuilds the elements related to this component in case of
  58944. * context lost for instance.
  58945. */
  58946. rebuild(): void;
  58947. /**
  58948. * Disposes the component and the associated ressources
  58949. */
  58950. dispose(): void;
  58951. private _beforeCameraUpdate;
  58952. }
  58953. }
  58954. declare module "babylonjs/Meshes/Builders/index" {
  58955. export * from "babylonjs/Meshes/Builders/boxBuilder";
  58956. export * from "babylonjs/Meshes/Builders/tiledBoxBuilder";
  58957. export * from "babylonjs/Meshes/Builders/discBuilder";
  58958. export * from "babylonjs/Meshes/Builders/ribbonBuilder";
  58959. export * from "babylonjs/Meshes/Builders/sphereBuilder";
  58960. export * from "babylonjs/Meshes/Builders/hemisphereBuilder";
  58961. export * from "babylonjs/Meshes/Builders/cylinderBuilder";
  58962. export * from "babylonjs/Meshes/Builders/torusBuilder";
  58963. export * from "babylonjs/Meshes/Builders/torusKnotBuilder";
  58964. export * from "babylonjs/Meshes/Builders/linesBuilder";
  58965. export * from "babylonjs/Meshes/Builders/polygonBuilder";
  58966. export * from "babylonjs/Meshes/Builders/shapeBuilder";
  58967. export * from "babylonjs/Meshes/Builders/latheBuilder";
  58968. export * from "babylonjs/Meshes/Builders/planeBuilder";
  58969. export * from "babylonjs/Meshes/Builders/tiledPlaneBuilder";
  58970. export * from "babylonjs/Meshes/Builders/groundBuilder";
  58971. export * from "babylonjs/Meshes/Builders/tubeBuilder";
  58972. export * from "babylonjs/Meshes/Builders/polyhedronBuilder";
  58973. export * from "babylonjs/Meshes/Builders/icoSphereBuilder";
  58974. export * from "babylonjs/Meshes/Builders/decalBuilder";
  58975. }
  58976. declare module "babylonjs/Meshes/index" {
  58977. export * from "babylonjs/Meshes/abstractMesh";
  58978. export * from "babylonjs/Meshes/buffer";
  58979. export * from "babylonjs/Meshes/Compression/index";
  58980. export * from "babylonjs/Meshes/csg";
  58981. export * from "babylonjs/Meshes/geometry";
  58982. export * from "babylonjs/Meshes/groundMesh";
  58983. export * from "babylonjs/Meshes/trailMesh";
  58984. export * from "babylonjs/Meshes/instancedMesh";
  58985. export * from "babylonjs/Meshes/linesMesh";
  58986. export * from "babylonjs/Meshes/mesh";
  58987. export * from "babylonjs/Meshes/mesh.vertexData";
  58988. export * from "babylonjs/Meshes/meshBuilder";
  58989. export * from "babylonjs/Meshes/meshSimplification";
  58990. export * from "babylonjs/Meshes/meshSimplificationSceneComponent";
  58991. export * from "babylonjs/Meshes/polygonMesh";
  58992. export * from "babylonjs/Meshes/subMesh";
  58993. export * from "babylonjs/Meshes/meshLODLevel";
  58994. export * from "babylonjs/Meshes/transformNode";
  58995. export * from "babylonjs/Meshes/Builders/index";
  58996. export * from "babylonjs/Meshes/dataBuffer";
  58997. export * from "babylonjs/Meshes/WebGL/webGLDataBuffer";
  58998. }
  58999. declare module "babylonjs/Morph/index" {
  59000. export * from "babylonjs/Morph/morphTarget";
  59001. export * from "babylonjs/Morph/morphTargetManager";
  59002. }
  59003. declare module "babylonjs/Navigation/INavigationEngine" {
  59004. import { TransformNode } from "babylonjs/Meshes/transformNode";
  59005. import { Vector3 } from "babylonjs/Maths/math";
  59006. import { Mesh } from "babylonjs/Meshes/mesh";
  59007. import { Scene } from "babylonjs/scene";
  59008. /**
  59009. * Navigation plugin interface to add navigation constrained by a navigation mesh
  59010. */
  59011. export interface INavigationEnginePlugin {
  59012. /**
  59013. * plugin name
  59014. */
  59015. name: string;
  59016. /**
  59017. * Creates a navigation mesh
  59018. * @param meshes array of all the geometry used to compute the navigatio mesh
  59019. * @param parameters bunch of parameters used to filter geometry
  59020. */
  59021. createMavMesh(meshes: Array<Mesh>, parameters: INavMeshParameters): void;
  59022. /**
  59023. * Create a navigation mesh debug mesh
  59024. * @param scene is where the mesh will be added
  59025. * @returns debug display mesh
  59026. */
  59027. createDebugNavMesh(scene: Scene): Mesh;
  59028. /**
  59029. * Get a navigation mesh constrained position, closest to the parameter position
  59030. * @param position world position
  59031. * @returns the closest point to position constrained by the navigation mesh
  59032. */
  59033. getClosestPoint(position: Vector3): Vector3;
  59034. /**
  59035. * Get a navigation mesh constrained position, within a particular radius
  59036. * @param position world position
  59037. * @param maxRadius the maximum distance to the constrained world position
  59038. * @returns the closest point to position constrained by the navigation mesh
  59039. */
  59040. getRandomPointAround(position: Vector3, maxRadius: number): Vector3;
  59041. /**
  59042. * Compute the final position from a segment made of destination-position
  59043. * @param position world position
  59044. * @param destination world position
  59045. * @returns the resulting point along the navmesh
  59046. */
  59047. moveAlong(position: Vector3, destination: Vector3): Vector3;
  59048. /**
  59049. * Compute a navigation path from start to end. Returns an empty array if no path can be computed
  59050. * @param start world position
  59051. * @param end world position
  59052. * @returns array containing world position composing the path
  59053. */
  59054. computePath(start: Vector3, end: Vector3): Vector3[];
  59055. /**
  59056. * If this plugin is supported
  59057. * @returns true if plugin is supported
  59058. */
  59059. isSupported(): boolean;
  59060. /**
  59061. * Create a new Crowd so you can add agents
  59062. * @param maxAgents the maximum agent count in the crowd
  59063. * @param maxAgentRadius the maximum radius an agent can have
  59064. * @param scene to attach the crowd to
  59065. * @returns the crowd you can add agents to
  59066. */
  59067. createCrowd(maxAgents: number, maxAgentRadius: number, scene: Scene): ICrowd;
  59068. /**
  59069. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  59070. * The queries will try to find a solution within those bounds
  59071. * default is (1,1,1)
  59072. * @param extent x,y,z value that define the extent around the queries point of reference
  59073. */
  59074. setDefaultQueryExtent(extent: Vector3): void;
  59075. /**
  59076. * Get the Bounding box extent specified by setDefaultQueryExtent
  59077. * @returns the box extent values
  59078. */
  59079. getDefaultQueryExtent(): Vector3;
  59080. /**
  59081. * Release all resources
  59082. */
  59083. dispose(): void;
  59084. }
  59085. /**
  59086. * Crowd Interface. A Crowd is a collection of moving agents constrained by a navigation mesh
  59087. */
  59088. export interface ICrowd {
  59089. /**
  59090. * Add a new agent to the crowd with the specified parameter a corresponding transformNode.
  59091. * You can attach anything to that node. The node position is updated in the scene update tick.
  59092. * @param pos world position that will be constrained by the navigation mesh
  59093. * @param parameters agent parameters
  59094. * @param transform hooked to the agent that will be update by the scene
  59095. * @returns agent index
  59096. */
  59097. addAgent(pos: Vector3, parameters: IAgentParameters, transform: TransformNode): number;
  59098. /**
  59099. * Returns the agent position in world space
  59100. * @param index agent index returned by addAgent
  59101. * @returns world space position
  59102. */
  59103. getAgentPosition(index: number): Vector3;
  59104. /**
  59105. * Gets the agent velocity in world space
  59106. * @param index agent index returned by addAgent
  59107. * @returns world space velocity
  59108. */
  59109. getAgentVelocity(index: number): Vector3;
  59110. /**
  59111. * remove a particular agent previously created
  59112. * @param index agent index returned by addAgent
  59113. */
  59114. removeAgent(index: number): void;
  59115. /**
  59116. * get the list of all agents attached to this crowd
  59117. * @returns list of agent indices
  59118. */
  59119. getAgents(): number[];
  59120. /**
  59121. * Tick update done by the Scene. Agent position/velocity/acceleration is updated by this function
  59122. * @param deltaTime in seconds
  59123. */
  59124. update(deltaTime: number): void;
  59125. /**
  59126. * Asks a particular agent to go to a destination. That destination is constrained by the navigation mesh
  59127. * @param index agent index returned by addAgent
  59128. * @param destination targeted world position
  59129. */
  59130. agentGoto(index: number, destination: Vector3): void;
  59131. /**
  59132. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  59133. * The queries will try to find a solution within those bounds
  59134. * default is (1,1,1)
  59135. * @param extent x,y,z value that define the extent around the queries point of reference
  59136. */
  59137. setDefaultQueryExtent(extent: Vector3): void;
  59138. /**
  59139. * Get the Bounding box extent specified by setDefaultQueryExtent
  59140. * @returns the box extent values
  59141. */
  59142. getDefaultQueryExtent(): Vector3;
  59143. /**
  59144. * Release all resources
  59145. */
  59146. dispose(): void;
  59147. }
  59148. /**
  59149. * Configures an agent
  59150. */
  59151. export interface IAgentParameters {
  59152. /**
  59153. * Agent radius. [Limit: >= 0]
  59154. */
  59155. radius: number;
  59156. /**
  59157. * Agent height. [Limit: > 0]
  59158. */
  59159. height: number;
  59160. /**
  59161. * Maximum allowed acceleration. [Limit: >= 0]
  59162. */
  59163. maxAcceleration: number;
  59164. /**
  59165. * Maximum allowed speed. [Limit: >= 0]
  59166. */
  59167. maxSpeed: number;
  59168. /**
  59169. * Defines how close a collision element must be before it is considered for steering behaviors. [Limits: > 0]
  59170. */
  59171. collisionQueryRange: number;
  59172. /**
  59173. * The path visibility optimization range. [Limit: > 0]
  59174. */
  59175. pathOptimizationRange: number;
  59176. /**
  59177. * How aggresive the agent manager should be at avoiding collisions with this agent. [Limit: >= 0]
  59178. */
  59179. separationWeight: number;
  59180. }
  59181. /**
  59182. * Configures the navigation mesh creation
  59183. */
  59184. export interface INavMeshParameters {
  59185. /**
  59186. * The xz-plane cell size to use for fields. [Limit: > 0] [Units: wu]
  59187. */
  59188. cs: number;
  59189. /**
  59190. * The y-axis cell size to use for fields. [Limit: > 0] [Units: wu]
  59191. */
  59192. ch: number;
  59193. /**
  59194. * The maximum slope that is considered walkable. [Limits: 0 <= value < 90] [Units: Degrees]
  59195. */
  59196. walkableSlopeAngle: number;
  59197. /**
  59198. * Minimum floor to 'ceiling' height that will still allow the floor area to
  59199. * be considered walkable. [Limit: >= 3] [Units: vx]
  59200. */
  59201. walkableHeight: number;
  59202. /**
  59203. * Maximum ledge height that is considered to still be traversable. [Limit: >=0] [Units: vx]
  59204. */
  59205. walkableClimb: number;
  59206. /**
  59207. * The distance to erode/shrink the walkable area of the heightfield away from
  59208. * obstructions. [Limit: >=0] [Units: vx]
  59209. */
  59210. walkableRadius: number;
  59211. /**
  59212. * The maximum allowed length for contour edges along the border of the mesh. [Limit: >=0] [Units: vx]
  59213. */
  59214. maxEdgeLen: number;
  59215. /**
  59216. * The maximum distance a simplfied contour's border edges should deviate
  59217. * the original raw contour. [Limit: >=0] [Units: vx]
  59218. */
  59219. maxSimplificationError: number;
  59220. /**
  59221. * The minimum number of cells allowed to form isolated island areas. [Limit: >=0] [Units: vx]
  59222. */
  59223. minRegionArea: number;
  59224. /**
  59225. * Any regions with a span count smaller than this value will, if possible,
  59226. * be merged with larger regions. [Limit: >=0] [Units: vx]
  59227. */
  59228. mergeRegionArea: number;
  59229. /**
  59230. * The maximum number of vertices allowed for polygons generated during the
  59231. * contour to polygon conversion process. [Limit: >= 3]
  59232. */
  59233. maxVertsPerPoly: number;
  59234. /**
  59235. * Sets the sampling distance to use when generating the detail mesh.
  59236. * (For height detail only.) [Limits: 0 or >= 0.9] [Units: wu]
  59237. */
  59238. detailSampleDist: number;
  59239. /**
  59240. * The maximum distance the detail mesh surface should deviate from heightfield
  59241. * data. (For height detail only.) [Limit: >=0] [Units: wu]
  59242. */
  59243. detailSampleMaxError: number;
  59244. }
  59245. }
  59246. declare module "babylonjs/Navigation/Plugins/recastJSPlugin" {
  59247. import { INavigationEnginePlugin, ICrowd, IAgentParameters, INavMeshParameters } from "babylonjs/Navigation/INavigationEngine";
  59248. import { Mesh } from "babylonjs/Meshes/mesh";
  59249. import { Scene } from "babylonjs/scene";
  59250. import { Vector3 } from "babylonjs/Maths/math";
  59251. import { TransformNode } from "babylonjs/Meshes/transformNode";
  59252. /**
  59253. * RecastJS navigation plugin
  59254. */
  59255. export class RecastJSPlugin implements INavigationEnginePlugin {
  59256. /**
  59257. * Reference to the Recast library
  59258. */
  59259. bjsRECAST: any;
  59260. /**
  59261. * plugin name
  59262. */
  59263. name: string;
  59264. /**
  59265. * the first navmesh created. We might extend this to support multiple navmeshes
  59266. */
  59267. navMesh: any;
  59268. /**
  59269. * Initializes the recastJS plugin
  59270. * @param recastInjection can be used to inject your own recast reference
  59271. */
  59272. constructor(recastInjection?: any);
  59273. /**
  59274. * Creates a navigation mesh
  59275. * @param meshes array of all the geometry used to compute the navigatio mesh
  59276. * @param parameters bunch of parameters used to filter geometry
  59277. */
  59278. createMavMesh(meshes: Array<Mesh>, parameters: INavMeshParameters): void;
  59279. /**
  59280. * Create a navigation mesh debug mesh
  59281. * @param scene is where the mesh will be added
  59282. * @returns debug display mesh
  59283. */
  59284. createDebugNavMesh(scene: Scene): Mesh;
  59285. /**
  59286. * Get a navigation mesh constrained position, closest to the parameter position
  59287. * @param position world position
  59288. * @returns the closest point to position constrained by the navigation mesh
  59289. */
  59290. getClosestPoint(position: Vector3): Vector3;
  59291. /**
  59292. * Get a navigation mesh constrained position, within a particular radius
  59293. * @param position world position
  59294. * @param maxRadius the maximum distance to the constrained world position
  59295. * @returns the closest point to position constrained by the navigation mesh
  59296. */
  59297. getRandomPointAround(position: Vector3, maxRadius: number): Vector3;
  59298. /**
  59299. * Compute the final position from a segment made of destination-position
  59300. * @param position world position
  59301. * @param destination world position
  59302. * @returns the resulting point along the navmesh
  59303. */
  59304. moveAlong(position: Vector3, destination: Vector3): Vector3;
  59305. /**
  59306. * Compute a navigation path from start to end. Returns an empty array if no path can be computed
  59307. * @param start world position
  59308. * @param end world position
  59309. * @returns array containing world position composing the path
  59310. */
  59311. computePath(start: Vector3, end: Vector3): Vector3[];
  59312. /**
  59313. * Create a new Crowd so you can add agents
  59314. * @param maxAgents the maximum agent count in the crowd
  59315. * @param maxAgentRadius the maximum radius an agent can have
  59316. * @param scene to attach the crowd to
  59317. * @returns the crowd you can add agents to
  59318. */
  59319. createCrowd(maxAgents: number, maxAgentRadius: number, scene: Scene): ICrowd;
  59320. /**
  59321. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  59322. * The queries will try to find a solution within those bounds
  59323. * default is (1,1,1)
  59324. * @param extent x,y,z value that define the extent around the queries point of reference
  59325. */
  59326. setDefaultQueryExtent(extent: Vector3): void;
  59327. /**
  59328. * Get the Bounding box extent specified by setDefaultQueryExtent
  59329. * @returns the box extent values
  59330. */
  59331. getDefaultQueryExtent(): Vector3;
  59332. /**
  59333. * Disposes
  59334. */
  59335. dispose(): void;
  59336. /**
  59337. * If this plugin is supported
  59338. * @returns true if plugin is supported
  59339. */
  59340. isSupported(): boolean;
  59341. }
  59342. /**
  59343. * Recast detour crowd implementation
  59344. */
  59345. export class RecastJSCrowd implements ICrowd {
  59346. /**
  59347. * Recast/detour plugin
  59348. */
  59349. bjsRECASTPlugin: RecastJSPlugin;
  59350. /**
  59351. * Link to the detour crowd
  59352. */
  59353. recastCrowd: any;
  59354. /**
  59355. * One transform per agent
  59356. */
  59357. transforms: TransformNode[];
  59358. /**
  59359. * All agents created
  59360. */
  59361. agents: number[];
  59362. /**
  59363. * Link to the scene is kept to unregister the crowd from the scene
  59364. */
  59365. private _scene;
  59366. /**
  59367. * Observer for crowd updates
  59368. */
  59369. private _onBeforeAnimationsObserver;
  59370. /**
  59371. * Constructor
  59372. * @param plugin recastJS plugin
  59373. * @param maxAgents the maximum agent count in the crowd
  59374. * @param maxAgentRadius the maximum radius an agent can have
  59375. * @param scene to attach the crowd to
  59376. * @returns the crowd you can add agents to
  59377. */
  59378. constructor(plugin: RecastJSPlugin, maxAgents: number, maxAgentRadius: number, scene: Scene);
  59379. /**
  59380. * Add a new agent to the crowd with the specified parameter a corresponding transformNode.
  59381. * You can attach anything to that node. The node position is updated in the scene update tick.
  59382. * @param pos world position that will be constrained by the navigation mesh
  59383. * @param parameters agent parameters
  59384. * @param transform hooked to the agent that will be update by the scene
  59385. * @returns agent index
  59386. */
  59387. addAgent(pos: Vector3, parameters: IAgentParameters, transform: TransformNode): number;
  59388. /**
  59389. * Returns the agent position in world space
  59390. * @param index agent index returned by addAgent
  59391. * @returns world space position
  59392. */
  59393. getAgentPosition(index: number): Vector3;
  59394. /**
  59395. * Returns the agent velocity in world space
  59396. * @param index agent index returned by addAgent
  59397. * @returns world space velocity
  59398. */
  59399. getAgentVelocity(index: number): Vector3;
  59400. /**
  59401. * Asks a particular agent to go to a destination. That destination is constrained by the navigation mesh
  59402. * @param index agent index returned by addAgent
  59403. * @param destination targeted world position
  59404. */
  59405. agentGoto(index: number, destination: Vector3): void;
  59406. /**
  59407. * remove a particular agent previously created
  59408. * @param index agent index returned by addAgent
  59409. */
  59410. removeAgent(index: number): void;
  59411. /**
  59412. * get the list of all agents attached to this crowd
  59413. * @returns list of agent indices
  59414. */
  59415. getAgents(): number[];
  59416. /**
  59417. * Tick update done by the Scene. Agent position/velocity/acceleration is updated by this function
  59418. * @param deltaTime in seconds
  59419. */
  59420. update(deltaTime: number): void;
  59421. /**
  59422. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  59423. * The queries will try to find a solution within those bounds
  59424. * default is (1,1,1)
  59425. * @param extent x,y,z value that define the extent around the queries point of reference
  59426. */
  59427. setDefaultQueryExtent(extent: Vector3): void;
  59428. /**
  59429. * Get the Bounding box extent specified by setDefaultQueryExtent
  59430. * @returns the box extent values
  59431. */
  59432. getDefaultQueryExtent(): Vector3;
  59433. /**
  59434. * Release all resources
  59435. */
  59436. dispose(): void;
  59437. }
  59438. }
  59439. declare module "babylonjs/Navigation/Plugins/index" {
  59440. export * from "babylonjs/Navigation/Plugins/recastJSPlugin";
  59441. }
  59442. declare module "babylonjs/Navigation/index" {
  59443. export * from "babylonjs/Navigation/INavigationEngine";
  59444. export * from "babylonjs/Navigation/Plugins/index";
  59445. }
  59446. declare module "babylonjs/Offline/database" {
  59447. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  59448. /**
  59449. * Class used to enable access to IndexedDB
  59450. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  59451. */
  59452. export class Database implements IOfflineProvider {
  59453. private _callbackManifestChecked;
  59454. private _currentSceneUrl;
  59455. private _db;
  59456. private _enableSceneOffline;
  59457. private _enableTexturesOffline;
  59458. private _manifestVersionFound;
  59459. private _mustUpdateRessources;
  59460. private _hasReachedQuota;
  59461. private _isSupported;
  59462. private _idbFactory;
  59463. /** Gets a boolean indicating if the user agent supports blob storage (this value will be updated after creating the first Database object) */
  59464. private static IsUASupportingBlobStorage;
  59465. /**
  59466. * Gets a boolean indicating if Database storate is enabled (off by default)
  59467. */
  59468. static IDBStorageEnabled: boolean;
  59469. /**
  59470. * Gets a boolean indicating if scene must be saved in the database
  59471. */
  59472. readonly enableSceneOffline: boolean;
  59473. /**
  59474. * Gets a boolean indicating if textures must be saved in the database
  59475. */
  59476. readonly enableTexturesOffline: boolean;
  59477. /**
  59478. * Creates a new Database
  59479. * @param urlToScene defines the url to load the scene
  59480. * @param callbackManifestChecked defines the callback to use when manifest is checked
  59481. * @param disableManifestCheck defines a boolean indicating that we want to skip the manifest validation (it will be considered validated and up to date)
  59482. */
  59483. constructor(urlToScene: string, callbackManifestChecked: (checked: boolean) => any, disableManifestCheck?: boolean);
  59484. private static _ParseURL;
  59485. private static _ReturnFullUrlLocation;
  59486. private _checkManifestFile;
  59487. /**
  59488. * Open the database and make it available
  59489. * @param successCallback defines the callback to call on success
  59490. * @param errorCallback defines the callback to call on error
  59491. */
  59492. open(successCallback: () => void, errorCallback: () => void): void;
  59493. /**
  59494. * Loads an image from the database
  59495. * @param url defines the url to load from
  59496. * @param image defines the target DOM image
  59497. */
  59498. loadImage(url: string, image: HTMLImageElement): void;
  59499. private _loadImageFromDBAsync;
  59500. private _saveImageIntoDBAsync;
  59501. private _checkVersionFromDB;
  59502. private _loadVersionFromDBAsync;
  59503. private _saveVersionIntoDBAsync;
  59504. /**
  59505. * Loads a file from database
  59506. * @param url defines the URL to load from
  59507. * @param sceneLoaded defines a callback to call on success
  59508. * @param progressCallBack defines a callback to call when progress changed
  59509. * @param errorCallback defines a callback to call on error
  59510. * @param useArrayBuffer defines a boolean to use array buffer instead of text string
  59511. */
  59512. loadFile(url: string, sceneLoaded: (data: any) => void, progressCallBack?: (data: any) => void, errorCallback?: () => void, useArrayBuffer?: boolean): void;
  59513. private _loadFileAsync;
  59514. private _saveFileAsync;
  59515. /**
  59516. * Validates if xhr data is correct
  59517. * @param xhr defines the request to validate
  59518. * @param dataType defines the expected data type
  59519. * @returns true if data is correct
  59520. */
  59521. private static _ValidateXHRData;
  59522. }
  59523. }
  59524. declare module "babylonjs/Offline/index" {
  59525. export * from "babylonjs/Offline/database";
  59526. export * from "babylonjs/Offline/IOfflineProvider";
  59527. }
  59528. declare module "babylonjs/Shaders/gpuUpdateParticles.fragment" {
  59529. /** @hidden */
  59530. export var gpuUpdateParticlesPixelShader: {
  59531. name: string;
  59532. shader: string;
  59533. };
  59534. }
  59535. declare module "babylonjs/Shaders/gpuUpdateParticles.vertex" {
  59536. /** @hidden */
  59537. export var gpuUpdateParticlesVertexShader: {
  59538. name: string;
  59539. shader: string;
  59540. };
  59541. }
  59542. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration2" {
  59543. /** @hidden */
  59544. export var clipPlaneFragmentDeclaration2: {
  59545. name: string;
  59546. shader: string;
  59547. };
  59548. }
  59549. declare module "babylonjs/Shaders/gpuRenderParticles.fragment" {
  59550. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration2";
  59551. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  59552. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  59553. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  59554. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  59555. /** @hidden */
  59556. export var gpuRenderParticlesPixelShader: {
  59557. name: string;
  59558. shader: string;
  59559. };
  59560. }
  59561. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration2" {
  59562. /** @hidden */
  59563. export var clipPlaneVertexDeclaration2: {
  59564. name: string;
  59565. shader: string;
  59566. };
  59567. }
  59568. declare module "babylonjs/Shaders/gpuRenderParticles.vertex" {
  59569. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration2";
  59570. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  59571. /** @hidden */
  59572. export var gpuRenderParticlesVertexShader: {
  59573. name: string;
  59574. shader: string;
  59575. };
  59576. }
  59577. declare module "babylonjs/Particles/gpuParticleSystem" {
  59578. import { Nullable } from "babylonjs/types";
  59579. import { Color3Gradient, IValueGradient } from "babylonjs/Misc/gradients";
  59580. import { Observable } from "babylonjs/Misc/observable";
  59581. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  59582. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  59583. import { BaseParticleSystem } from "babylonjs/Particles/baseParticleSystem";
  59584. import { Scene, IDisposable } from "babylonjs/scene";
  59585. import { RawTexture } from "babylonjs/Materials/Textures/rawTexture";
  59586. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  59587. import "babylonjs/Shaders/gpuUpdateParticles.fragment";
  59588. import "babylonjs/Shaders/gpuUpdateParticles.vertex";
  59589. import "babylonjs/Shaders/gpuRenderParticles.fragment";
  59590. import "babylonjs/Shaders/gpuRenderParticles.vertex";
  59591. /**
  59592. * This represents a GPU particle system in Babylon
  59593. * This is the fastest particle system in Babylon as it uses the GPU to update the individual particle data
  59594. * @see https://www.babylonjs-playground.com/#PU4WYI#4
  59595. */
  59596. export class GPUParticleSystem extends BaseParticleSystem implements IDisposable, IParticleSystem, IAnimatable {
  59597. /**
  59598. * The layer mask we are rendering the particles through.
  59599. */
  59600. layerMask: number;
  59601. private _capacity;
  59602. private _activeCount;
  59603. private _currentActiveCount;
  59604. private _accumulatedCount;
  59605. private _renderEffect;
  59606. private _updateEffect;
  59607. private _buffer0;
  59608. private _buffer1;
  59609. private _spriteBuffer;
  59610. private _updateVAO;
  59611. private _renderVAO;
  59612. private _targetIndex;
  59613. private _sourceBuffer;
  59614. private _targetBuffer;
  59615. private _engine;
  59616. private _currentRenderId;
  59617. private _started;
  59618. private _stopped;
  59619. private _timeDelta;
  59620. private _randomTexture;
  59621. private _randomTexture2;
  59622. private _attributesStrideSize;
  59623. private _updateEffectOptions;
  59624. private _randomTextureSize;
  59625. private _actualFrame;
  59626. private readonly _rawTextureWidth;
  59627. /**
  59628. * Gets a boolean indicating if the GPU particles can be rendered on current browser
  59629. */
  59630. static readonly IsSupported: boolean;
  59631. /**
  59632. * An event triggered when the system is disposed.
  59633. */
  59634. onDisposeObservable: Observable<GPUParticleSystem>;
  59635. /**
  59636. * Gets the maximum number of particles active at the same time.
  59637. * @returns The max number of active particles.
  59638. */
  59639. getCapacity(): number;
  59640. /**
  59641. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  59642. * to override the particles.
  59643. */
  59644. forceDepthWrite: boolean;
  59645. /**
  59646. * Gets or set the number of active particles
  59647. */
  59648. activeParticleCount: number;
  59649. private _preWarmDone;
  59650. /**
  59651. * Is this system ready to be used/rendered
  59652. * @return true if the system is ready
  59653. */
  59654. isReady(): boolean;
  59655. /**
  59656. * Gets if the system has been started. (Note: this will still be true after stop is called)
  59657. * @returns True if it has been started, otherwise false.
  59658. */
  59659. isStarted(): boolean;
  59660. /**
  59661. * Starts the particle system and begins to emit
  59662. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  59663. */
  59664. start(delay?: number): void;
  59665. /**
  59666. * Stops the particle system.
  59667. */
  59668. stop(): void;
  59669. /**
  59670. * Remove all active particles
  59671. */
  59672. reset(): void;
  59673. /**
  59674. * Returns the string "GPUParticleSystem"
  59675. * @returns a string containing the class name
  59676. */
  59677. getClassName(): string;
  59678. private _colorGradientsTexture;
  59679. protected _removeGradientAndTexture(gradient: number, gradients: Nullable<IValueGradient[]>, texture: RawTexture): BaseParticleSystem;
  59680. /**
  59681. * Adds a new color gradient
  59682. * @param gradient defines the gradient to use (between 0 and 1)
  59683. * @param color1 defines the color to affect to the specified gradient
  59684. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  59685. * @returns the current particle system
  59686. */
  59687. addColorGradient(gradient: number, color1: Color4, color2?: Color4): GPUParticleSystem;
  59688. /**
  59689. * Remove a specific color gradient
  59690. * @param gradient defines the gradient to remove
  59691. * @returns the current particle system
  59692. */
  59693. removeColorGradient(gradient: number): GPUParticleSystem;
  59694. private _angularSpeedGradientsTexture;
  59695. private _sizeGradientsTexture;
  59696. private _velocityGradientsTexture;
  59697. private _limitVelocityGradientsTexture;
  59698. private _dragGradientsTexture;
  59699. private _addFactorGradient;
  59700. /**
  59701. * Adds a new size gradient
  59702. * @param gradient defines the gradient to use (between 0 and 1)
  59703. * @param factor defines the size factor to affect to the specified gradient
  59704. * @returns the current particle system
  59705. */
  59706. addSizeGradient(gradient: number, factor: number): GPUParticleSystem;
  59707. /**
  59708. * Remove a specific size gradient
  59709. * @param gradient defines the gradient to remove
  59710. * @returns the current particle system
  59711. */
  59712. removeSizeGradient(gradient: number): GPUParticleSystem;
  59713. /**
  59714. * Adds a new angular speed gradient
  59715. * @param gradient defines the gradient to use (between 0 and 1)
  59716. * @param factor defines the angular speed to affect to the specified gradient
  59717. * @returns the current particle system
  59718. */
  59719. addAngularSpeedGradient(gradient: number, factor: number): GPUParticleSystem;
  59720. /**
  59721. * Remove a specific angular speed gradient
  59722. * @param gradient defines the gradient to remove
  59723. * @returns the current particle system
  59724. */
  59725. removeAngularSpeedGradient(gradient: number): GPUParticleSystem;
  59726. /**
  59727. * Adds a new velocity gradient
  59728. * @param gradient defines the gradient to use (between 0 and 1)
  59729. * @param factor defines the velocity to affect to the specified gradient
  59730. * @returns the current particle system
  59731. */
  59732. addVelocityGradient(gradient: number, factor: number): GPUParticleSystem;
  59733. /**
  59734. * Remove a specific velocity gradient
  59735. * @param gradient defines the gradient to remove
  59736. * @returns the current particle system
  59737. */
  59738. removeVelocityGradient(gradient: number): GPUParticleSystem;
  59739. /**
  59740. * Adds a new limit velocity gradient
  59741. * @param gradient defines the gradient to use (between 0 and 1)
  59742. * @param factor defines the limit velocity value to affect to the specified gradient
  59743. * @returns the current particle system
  59744. */
  59745. addLimitVelocityGradient(gradient: number, factor: number): GPUParticleSystem;
  59746. /**
  59747. * Remove a specific limit velocity gradient
  59748. * @param gradient defines the gradient to remove
  59749. * @returns the current particle system
  59750. */
  59751. removeLimitVelocityGradient(gradient: number): GPUParticleSystem;
  59752. /**
  59753. * Adds a new drag gradient
  59754. * @param gradient defines the gradient to use (between 0 and 1)
  59755. * @param factor defines the drag value to affect to the specified gradient
  59756. * @returns the current particle system
  59757. */
  59758. addDragGradient(gradient: number, factor: number): GPUParticleSystem;
  59759. /**
  59760. * Remove a specific drag gradient
  59761. * @param gradient defines the gradient to remove
  59762. * @returns the current particle system
  59763. */
  59764. removeDragGradient(gradient: number): GPUParticleSystem;
  59765. /**
  59766. * Not supported by GPUParticleSystem
  59767. * @param gradient defines the gradient to use (between 0 and 1)
  59768. * @param factor defines the emit rate value to affect to the specified gradient
  59769. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  59770. * @returns the current particle system
  59771. */
  59772. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  59773. /**
  59774. * Not supported by GPUParticleSystem
  59775. * @param gradient defines the gradient to remove
  59776. * @returns the current particle system
  59777. */
  59778. removeEmitRateGradient(gradient: number): IParticleSystem;
  59779. /**
  59780. * Not supported by GPUParticleSystem
  59781. * @param gradient defines the gradient to use (between 0 and 1)
  59782. * @param factor defines the start size value to affect to the specified gradient
  59783. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  59784. * @returns the current particle system
  59785. */
  59786. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  59787. /**
  59788. * Not supported by GPUParticleSystem
  59789. * @param gradient defines the gradient to remove
  59790. * @returns the current particle system
  59791. */
  59792. removeStartSizeGradient(gradient: number): IParticleSystem;
  59793. /**
  59794. * Not supported by GPUParticleSystem
  59795. * @param gradient defines the gradient to use (between 0 and 1)
  59796. * @param min defines the color remap minimal range
  59797. * @param max defines the color remap maximal range
  59798. * @returns the current particle system
  59799. */
  59800. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  59801. /**
  59802. * Not supported by GPUParticleSystem
  59803. * @param gradient defines the gradient to remove
  59804. * @returns the current particle system
  59805. */
  59806. removeColorRemapGradient(): IParticleSystem;
  59807. /**
  59808. * Not supported by GPUParticleSystem
  59809. * @param gradient defines the gradient to use (between 0 and 1)
  59810. * @param min defines the alpha remap minimal range
  59811. * @param max defines the alpha remap maximal range
  59812. * @returns the current particle system
  59813. */
  59814. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  59815. /**
  59816. * Not supported by GPUParticleSystem
  59817. * @param gradient defines the gradient to remove
  59818. * @returns the current particle system
  59819. */
  59820. removeAlphaRemapGradient(): IParticleSystem;
  59821. /**
  59822. * Not supported by GPUParticleSystem
  59823. * @param gradient defines the gradient to use (between 0 and 1)
  59824. * @param color defines the color to affect to the specified gradient
  59825. * @returns the current particle system
  59826. */
  59827. addRampGradient(gradient: number, color: Color3): IParticleSystem;
  59828. /**
  59829. * Not supported by GPUParticleSystem
  59830. * @param gradient defines the gradient to remove
  59831. * @returns the current particle system
  59832. */
  59833. removeRampGradient(): IParticleSystem;
  59834. /**
  59835. * Not supported by GPUParticleSystem
  59836. * @returns the list of ramp gradients
  59837. */
  59838. getRampGradients(): Nullable<Array<Color3Gradient>>;
  59839. /**
  59840. * Not supported by GPUParticleSystem
  59841. * Gets or sets a boolean indicating that ramp gradients must be used
  59842. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  59843. */
  59844. useRampGradients: boolean;
  59845. /**
  59846. * Not supported by GPUParticleSystem
  59847. * @param gradient defines the gradient to use (between 0 and 1)
  59848. * @param factor defines the life time factor to affect to the specified gradient
  59849. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  59850. * @returns the current particle system
  59851. */
  59852. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  59853. /**
  59854. * Not supported by GPUParticleSystem
  59855. * @param gradient defines the gradient to remove
  59856. * @returns the current particle system
  59857. */
  59858. removeLifeTimeGradient(gradient: number): IParticleSystem;
  59859. /**
  59860. * Instantiates a GPU particle system.
  59861. * 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.
  59862. * @param name The name of the particle system
  59863. * @param options The options used to create the system
  59864. * @param scene The scene the particle system belongs to
  59865. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  59866. */
  59867. constructor(name: string, options: Partial<{
  59868. capacity: number;
  59869. randomTextureSize: number;
  59870. }>, scene: Scene, isAnimationSheetEnabled?: boolean);
  59871. protected _reset(): void;
  59872. private _createUpdateVAO;
  59873. private _createRenderVAO;
  59874. private _initialize;
  59875. /** @hidden */
  59876. _recreateUpdateEffect(): void;
  59877. /** @hidden */
  59878. _recreateRenderEffect(): void;
  59879. /**
  59880. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  59881. * @param preWarm defines if we are in the pre-warmimg phase
  59882. */
  59883. animate(preWarm?: boolean): void;
  59884. private _createFactorGradientTexture;
  59885. private _createSizeGradientTexture;
  59886. private _createAngularSpeedGradientTexture;
  59887. private _createVelocityGradientTexture;
  59888. private _createLimitVelocityGradientTexture;
  59889. private _createDragGradientTexture;
  59890. private _createColorGradientTexture;
  59891. /**
  59892. * Renders the particle system in its current state
  59893. * @param preWarm defines if the system should only update the particles but not render them
  59894. * @returns the current number of particles
  59895. */
  59896. render(preWarm?: boolean): number;
  59897. /**
  59898. * Rebuilds the particle system
  59899. */
  59900. rebuild(): void;
  59901. private _releaseBuffers;
  59902. private _releaseVAOs;
  59903. /**
  59904. * Disposes the particle system and free the associated resources
  59905. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  59906. */
  59907. dispose(disposeTexture?: boolean): void;
  59908. /**
  59909. * Clones the particle system.
  59910. * @param name The name of the cloned object
  59911. * @param newEmitter The new emitter to use
  59912. * @returns the cloned particle system
  59913. */
  59914. clone(name: string, newEmitter: any): GPUParticleSystem;
  59915. /**
  59916. * Serializes the particle system to a JSON object.
  59917. * @returns the JSON object
  59918. */
  59919. serialize(): any;
  59920. /**
  59921. * Parses a JSON object to create a GPU particle system.
  59922. * @param parsedParticleSystem The JSON object to parse
  59923. * @param scene The scene to create the particle system in
  59924. * @param rootUrl The root url to use to load external dependencies like texture
  59925. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  59926. * @returns the parsed GPU particle system
  59927. */
  59928. static Parse(parsedParticleSystem: any, scene: Scene, rootUrl: string, doNotStart?: boolean): GPUParticleSystem;
  59929. }
  59930. }
  59931. declare module "babylonjs/Particles/particleSystemSet" {
  59932. import { Nullable } from "babylonjs/types";
  59933. import { Color3 } from "babylonjs/Maths/math.color";
  59934. import { TransformNode } from "babylonjs/Meshes/transformNode";
  59935. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  59936. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  59937. import { Scene, IDisposable } from "babylonjs/scene";
  59938. /**
  59939. * Represents a set of particle systems working together to create a specific effect
  59940. */
  59941. export class ParticleSystemSet implements IDisposable {
  59942. private _emitterCreationOptions;
  59943. private _emitterNode;
  59944. /**
  59945. * Gets the particle system list
  59946. */
  59947. systems: IParticleSystem[];
  59948. /**
  59949. * Gets the emitter node used with this set
  59950. */
  59951. readonly emitterNode: Nullable<TransformNode>;
  59952. /**
  59953. * Creates a new emitter mesh as a sphere
  59954. * @param options defines the options used to create the sphere
  59955. * @param renderingGroupId defines the renderingGroupId to use for the sphere
  59956. * @param scene defines the hosting scene
  59957. */
  59958. setEmitterAsSphere(options: {
  59959. diameter: number;
  59960. segments: number;
  59961. color: Color3;
  59962. }, renderingGroupId: number, scene: Scene): void;
  59963. /**
  59964. * Starts all particle systems of the set
  59965. * @param emitter defines an optional mesh to use as emitter for the particle systems
  59966. */
  59967. start(emitter?: AbstractMesh): void;
  59968. /**
  59969. * Release all associated resources
  59970. */
  59971. dispose(): void;
  59972. /**
  59973. * Serialize the set into a JSON compatible object
  59974. * @returns a JSON compatible representation of the set
  59975. */
  59976. serialize(): any;
  59977. /**
  59978. * Parse a new ParticleSystemSet from a serialized source
  59979. * @param data defines a JSON compatible representation of the set
  59980. * @param scene defines the hosting scene
  59981. * @param gpu defines if we want GPU particles or CPU particles
  59982. * @returns a new ParticleSystemSet
  59983. */
  59984. static Parse(data: any, scene: Scene, gpu?: boolean): ParticleSystemSet;
  59985. }
  59986. }
  59987. declare module "babylonjs/Particles/particleHelper" {
  59988. import { Nullable } from "babylonjs/types";
  59989. import { Scene } from "babylonjs/scene";
  59990. import { Vector3 } from "babylonjs/Maths/math.vector";
  59991. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  59992. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  59993. import { ParticleSystemSet } from "babylonjs/Particles/particleSystemSet";
  59994. /**
  59995. * This class is made for on one-liner static method to help creating particle system set.
  59996. */
  59997. export class ParticleHelper {
  59998. /**
  59999. * Gets or sets base Assets URL
  60000. */
  60001. static BaseAssetsUrl: string;
  60002. /**
  60003. * Create a default particle system that you can tweak
  60004. * @param emitter defines the emitter to use
  60005. * @param capacity defines the system capacity (default is 500 particles)
  60006. * @param scene defines the hosting scene
  60007. * @param useGPU defines if a GPUParticleSystem must be created (default is false)
  60008. * @returns the new Particle system
  60009. */
  60010. static CreateDefault(emitter: Nullable<AbstractMesh | Vector3>, capacity?: number, scene?: Scene, useGPU?: boolean): IParticleSystem;
  60011. /**
  60012. * This is the main static method (one-liner) of this helper to create different particle systems
  60013. * @param type This string represents the type to the particle system to create
  60014. * @param scene The scene where the particle system should live
  60015. * @param gpu If the system will use gpu
  60016. * @returns the ParticleSystemSet created
  60017. */
  60018. static CreateAsync(type: string, scene: Nullable<Scene>, gpu?: boolean): Promise<ParticleSystemSet>;
  60019. /**
  60020. * Static function used to export a particle system to a ParticleSystemSet variable.
  60021. * Please note that the emitter shape is not exported
  60022. * @param systems defines the particle systems to export
  60023. * @returns the created particle system set
  60024. */
  60025. static ExportSet(systems: IParticleSystem[]): ParticleSystemSet;
  60026. }
  60027. }
  60028. declare module "babylonjs/Particles/particleSystemComponent" {
  60029. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  60030. import { Effect, EffectFallbacks } from "babylonjs/Materials/effect";
  60031. import "babylonjs/Shaders/particles.vertex";
  60032. module "babylonjs/Engines/engine" {
  60033. interface Engine {
  60034. /**
  60035. * Create an effect to use with particle systems.
  60036. * Please note that some parameters like animation sheets or not being billboard are not supported in this configuration
  60037. * @param fragmentName defines the base name of the effect (The name of file without .fragment.fx)
  60038. * @param uniformsNames defines a list of attribute names
  60039. * @param samplers defines an array of string used to represent textures
  60040. * @param defines defines the string containing the defines to use to compile the shaders
  60041. * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
  60042. * @param onCompiled defines a function to call when the effect creation is successful
  60043. * @param onError defines a function to call when the effect creation has failed
  60044. * @returns the new Effect
  60045. */
  60046. createEffectForParticles(fragmentName: string, uniformsNames: string[], samplers: string[], defines: string, fallbacks?: EffectFallbacks, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): Effect;
  60047. }
  60048. }
  60049. module "babylonjs/Meshes/mesh" {
  60050. interface Mesh {
  60051. /**
  60052. * Returns an array populated with IParticleSystem objects whose the mesh is the emitter
  60053. * @returns an array of IParticleSystem
  60054. */
  60055. getEmittedParticleSystems(): IParticleSystem[];
  60056. /**
  60057. * Returns an array populated with IParticleSystem objects whose the mesh or its children are the emitter
  60058. * @returns an array of IParticleSystem
  60059. */
  60060. getHierarchyEmittedParticleSystems(): IParticleSystem[];
  60061. }
  60062. }
  60063. /**
  60064. * @hidden
  60065. */
  60066. export var _IDoNeedToBeInTheBuild: number;
  60067. }
  60068. declare module "babylonjs/Particles/index" {
  60069. export * from "babylonjs/Particles/baseParticleSystem";
  60070. export * from "babylonjs/Particles/EmitterTypes/index";
  60071. export * from "babylonjs/Particles/gpuParticleSystem";
  60072. export * from "babylonjs/Particles/IParticleSystem";
  60073. export * from "babylonjs/Particles/particle";
  60074. export * from "babylonjs/Particles/particleHelper";
  60075. export * from "babylonjs/Particles/particleSystem";
  60076. export * from "babylonjs/Particles/particleSystemComponent";
  60077. export * from "babylonjs/Particles/particleSystemSet";
  60078. export * from "babylonjs/Particles/solidParticle";
  60079. export * from "babylonjs/Particles/solidParticleSystem";
  60080. export * from "babylonjs/Particles/subEmitter";
  60081. }
  60082. declare module "babylonjs/Physics/physicsEngineComponent" {
  60083. import { Nullable } from "babylonjs/types";
  60084. import { Observable, Observer } from "babylonjs/Misc/observable";
  60085. import { Vector3 } from "babylonjs/Maths/math.vector";
  60086. import { Mesh } from "babylonjs/Meshes/mesh";
  60087. import { ISceneComponent } from "babylonjs/sceneComponent";
  60088. import { Scene } from "babylonjs/scene";
  60089. import { Node } from "babylonjs/node";
  60090. import { IPhysicsEngine, IPhysicsEnginePlugin } from "babylonjs/Physics/IPhysicsEngine";
  60091. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  60092. module "babylonjs/scene" {
  60093. interface Scene {
  60094. /** @hidden (Backing field) */
  60095. _physicsEngine: Nullable<IPhysicsEngine>;
  60096. /**
  60097. * Gets the current physics engine
  60098. * @returns a IPhysicsEngine or null if none attached
  60099. */
  60100. getPhysicsEngine(): Nullable<IPhysicsEngine>;
  60101. /**
  60102. * Enables physics to the current scene
  60103. * @param gravity defines the scene's gravity for the physics engine
  60104. * @param plugin defines the physics engine to be used. defaults to OimoJS.
  60105. * @return a boolean indicating if the physics engine was initialized
  60106. */
  60107. enablePhysics(gravity: Nullable<Vector3>, plugin?: IPhysicsEnginePlugin): boolean;
  60108. /**
  60109. * Disables and disposes the physics engine associated with the scene
  60110. */
  60111. disablePhysicsEngine(): void;
  60112. /**
  60113. * Gets a boolean indicating if there is an active physics engine
  60114. * @returns a boolean indicating if there is an active physics engine
  60115. */
  60116. isPhysicsEnabled(): boolean;
  60117. /**
  60118. * Deletes a physics compound impostor
  60119. * @param compound defines the compound to delete
  60120. */
  60121. deleteCompoundImpostor(compound: any): void;
  60122. /**
  60123. * An event triggered when physic simulation is about to be run
  60124. */
  60125. onBeforePhysicsObservable: Observable<Scene>;
  60126. /**
  60127. * An event triggered when physic simulation has been done
  60128. */
  60129. onAfterPhysicsObservable: Observable<Scene>;
  60130. }
  60131. }
  60132. module "babylonjs/Meshes/abstractMesh" {
  60133. interface AbstractMesh {
  60134. /** @hidden */
  60135. _physicsImpostor: Nullable<PhysicsImpostor>;
  60136. /**
  60137. * Gets or sets impostor used for physic simulation
  60138. * @see http://doc.babylonjs.com/features/physics_engine
  60139. */
  60140. physicsImpostor: Nullable<PhysicsImpostor>;
  60141. /**
  60142. * Gets the current physics impostor
  60143. * @see http://doc.babylonjs.com/features/physics_engine
  60144. * @returns a physics impostor or null
  60145. */
  60146. getPhysicsImpostor(): Nullable<PhysicsImpostor>;
  60147. /** Apply a physic impulse to the mesh
  60148. * @param force defines the force to apply
  60149. * @param contactPoint defines where to apply the force
  60150. * @returns the current mesh
  60151. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  60152. */
  60153. applyImpulse(force: Vector3, contactPoint: Vector3): AbstractMesh;
  60154. /**
  60155. * Creates a physic joint between two meshes
  60156. * @param otherMesh defines the other mesh to use
  60157. * @param pivot1 defines the pivot to use on this mesh
  60158. * @param pivot2 defines the pivot to use on the other mesh
  60159. * @param options defines additional options (can be plugin dependent)
  60160. * @returns the current mesh
  60161. * @see https://www.babylonjs-playground.com/#0BS5U0#0
  60162. */
  60163. setPhysicsLinkWith(otherMesh: Mesh, pivot1: Vector3, pivot2: Vector3, options?: any): AbstractMesh;
  60164. /** @hidden */
  60165. _disposePhysicsObserver: Nullable<Observer<Node>>;
  60166. }
  60167. }
  60168. /**
  60169. * Defines the physics engine scene component responsible to manage a physics engine
  60170. */
  60171. export class PhysicsEngineSceneComponent implements ISceneComponent {
  60172. /**
  60173. * The component name helpful to identify the component in the list of scene components.
  60174. */
  60175. readonly name: string;
  60176. /**
  60177. * The scene the component belongs to.
  60178. */
  60179. scene: Scene;
  60180. /**
  60181. * Creates a new instance of the component for the given scene
  60182. * @param scene Defines the scene to register the component in
  60183. */
  60184. constructor(scene: Scene);
  60185. /**
  60186. * Registers the component in a given scene
  60187. */
  60188. register(): void;
  60189. /**
  60190. * Rebuilds the elements related to this component in case of
  60191. * context lost for instance.
  60192. */
  60193. rebuild(): void;
  60194. /**
  60195. * Disposes the component and the associated ressources
  60196. */
  60197. dispose(): void;
  60198. }
  60199. }
  60200. declare module "babylonjs/Physics/physicsHelper" {
  60201. import { Nullable } from "babylonjs/types";
  60202. import { Vector3 } from "babylonjs/Maths/math.vector";
  60203. import { Mesh } from "babylonjs/Meshes/mesh";
  60204. import { Scene } from "babylonjs/scene";
  60205. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  60206. /**
  60207. * A helper for physics simulations
  60208. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  60209. */
  60210. export class PhysicsHelper {
  60211. private _scene;
  60212. private _physicsEngine;
  60213. /**
  60214. * Initializes the Physics helper
  60215. * @param scene Babylon.js scene
  60216. */
  60217. constructor(scene: Scene);
  60218. /**
  60219. * Applies a radial explosion impulse
  60220. * @param origin the origin of the explosion
  60221. * @param radiusOrEventOptions the radius or the options of radial explosion
  60222. * @param strength the explosion strength
  60223. * @param falloff possible options: Constant & Linear. Defaults to Constant
  60224. * @returns A physics radial explosion event, or null
  60225. */
  60226. applyRadialExplosionImpulse(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsRadialExplosionEvent>;
  60227. /**
  60228. * Applies a radial explosion force
  60229. * @param origin the origin of the explosion
  60230. * @param radiusOrEventOptions the radius or the options of radial explosion
  60231. * @param strength the explosion strength
  60232. * @param falloff possible options: Constant & Linear. Defaults to Constant
  60233. * @returns A physics radial explosion event, or null
  60234. */
  60235. applyRadialExplosionForce(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsRadialExplosionEvent>;
  60236. /**
  60237. * Creates a gravitational field
  60238. * @param origin the origin of the explosion
  60239. * @param radiusOrEventOptions the radius or the options of radial explosion
  60240. * @param strength the explosion strength
  60241. * @param falloff possible options: Constant & Linear. Defaults to Constant
  60242. * @returns A physics gravitational field event, or null
  60243. */
  60244. gravitationalField(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsGravitationalFieldEvent>;
  60245. /**
  60246. * Creates a physics updraft event
  60247. * @param origin the origin of the updraft
  60248. * @param radiusOrEventOptions the radius or the options of the updraft
  60249. * @param strength the strength of the updraft
  60250. * @param height the height of the updraft
  60251. * @param updraftMode possible options: Center & Perpendicular. Defaults to Center
  60252. * @returns A physics updraft event, or null
  60253. */
  60254. updraft(origin: Vector3, radiusOrEventOptions: number | PhysicsUpdraftEventOptions, strength?: number, height?: number, updraftMode?: PhysicsUpdraftMode): Nullable<PhysicsUpdraftEvent>;
  60255. /**
  60256. * Creates a physics vortex event
  60257. * @param origin the of the vortex
  60258. * @param radiusOrEventOptions the radius or the options of the vortex
  60259. * @param strength the strength of the vortex
  60260. * @param height the height of the vortex
  60261. * @returns a Physics vortex event, or null
  60262. * A physics vortex event or null
  60263. */
  60264. vortex(origin: Vector3, radiusOrEventOptions: number | PhysicsVortexEventOptions, strength?: number, height?: number): Nullable<PhysicsVortexEvent>;
  60265. }
  60266. /**
  60267. * Represents a physics radial explosion event
  60268. */
  60269. class PhysicsRadialExplosionEvent {
  60270. private _scene;
  60271. private _options;
  60272. private _sphere;
  60273. private _dataFetched;
  60274. /**
  60275. * Initializes a radial explosioin event
  60276. * @param _scene BabylonJS scene
  60277. * @param _options The options for the vortex event
  60278. */
  60279. constructor(_scene: Scene, _options: PhysicsRadialExplosionEventOptions);
  60280. /**
  60281. * Returns the data related to the radial explosion event (sphere).
  60282. * @returns The radial explosion event data
  60283. */
  60284. getData(): PhysicsRadialExplosionEventData;
  60285. /**
  60286. * Returns the force and contact point of the impostor or false, if the impostor is not affected by the force/impulse.
  60287. * @param impostor A physics imposter
  60288. * @param origin the origin of the explosion
  60289. * @returns {Nullable<PhysicsHitData>} A physics force and contact point, or null
  60290. */
  60291. getImpostorHitData(impostor: PhysicsImpostor, origin: Vector3): Nullable<PhysicsHitData>;
  60292. /**
  60293. * Triggers affecterd impostors callbacks
  60294. * @param affectedImpostorsWithData defines the list of affected impostors (including associated data)
  60295. */
  60296. triggerAffectedImpostorsCallback(affectedImpostorsWithData: Array<PhysicsAffectedImpostorWithData>): void;
  60297. /**
  60298. * Disposes the sphere.
  60299. * @param force Specifies if the sphere should be disposed by force
  60300. */
  60301. dispose(force?: boolean): void;
  60302. /*** Helpers ***/
  60303. private _prepareSphere;
  60304. private _intersectsWithSphere;
  60305. }
  60306. /**
  60307. * Represents a gravitational field event
  60308. */
  60309. class PhysicsGravitationalFieldEvent {
  60310. private _physicsHelper;
  60311. private _scene;
  60312. private _origin;
  60313. private _options;
  60314. private _tickCallback;
  60315. private _sphere;
  60316. private _dataFetched;
  60317. /**
  60318. * Initializes the physics gravitational field event
  60319. * @param _physicsHelper A physics helper
  60320. * @param _scene BabylonJS scene
  60321. * @param _origin The origin position of the gravitational field event
  60322. * @param _options The options for the vortex event
  60323. */
  60324. constructor(_physicsHelper: PhysicsHelper, _scene: Scene, _origin: Vector3, _options: PhysicsRadialExplosionEventOptions);
  60325. /**
  60326. * Returns the data related to the gravitational field event (sphere).
  60327. * @returns A gravitational field event
  60328. */
  60329. getData(): PhysicsGravitationalFieldEventData;
  60330. /**
  60331. * Enables the gravitational field.
  60332. */
  60333. enable(): void;
  60334. /**
  60335. * Disables the gravitational field.
  60336. */
  60337. disable(): void;
  60338. /**
  60339. * Disposes the sphere.
  60340. * @param force The force to dispose from the gravitational field event
  60341. */
  60342. dispose(force?: boolean): void;
  60343. private _tick;
  60344. }
  60345. /**
  60346. * Represents a physics updraft event
  60347. */
  60348. class PhysicsUpdraftEvent {
  60349. private _scene;
  60350. private _origin;
  60351. private _options;
  60352. private _physicsEngine;
  60353. private _originTop;
  60354. private _originDirection;
  60355. private _tickCallback;
  60356. private _cylinder;
  60357. private _cylinderPosition;
  60358. private _dataFetched;
  60359. /**
  60360. * Initializes the physics updraft event
  60361. * @param _scene BabylonJS scene
  60362. * @param _origin The origin position of the updraft
  60363. * @param _options The options for the updraft event
  60364. */
  60365. constructor(_scene: Scene, _origin: Vector3, _options: PhysicsUpdraftEventOptions);
  60366. /**
  60367. * Returns the data related to the updraft event (cylinder).
  60368. * @returns A physics updraft event
  60369. */
  60370. getData(): PhysicsUpdraftEventData;
  60371. /**
  60372. * Enables the updraft.
  60373. */
  60374. enable(): void;
  60375. /**
  60376. * Disables the updraft.
  60377. */
  60378. disable(): void;
  60379. /**
  60380. * Disposes the cylinder.
  60381. * @param force Specifies if the updraft should be disposed by force
  60382. */
  60383. dispose(force?: boolean): void;
  60384. private getImpostorHitData;
  60385. private _tick;
  60386. /*** Helpers ***/
  60387. private _prepareCylinder;
  60388. private _intersectsWithCylinder;
  60389. }
  60390. /**
  60391. * Represents a physics vortex event
  60392. */
  60393. class PhysicsVortexEvent {
  60394. private _scene;
  60395. private _origin;
  60396. private _options;
  60397. private _physicsEngine;
  60398. private _originTop;
  60399. private _tickCallback;
  60400. private _cylinder;
  60401. private _cylinderPosition;
  60402. private _dataFetched;
  60403. /**
  60404. * Initializes the physics vortex event
  60405. * @param _scene The BabylonJS scene
  60406. * @param _origin The origin position of the vortex
  60407. * @param _options The options for the vortex event
  60408. */
  60409. constructor(_scene: Scene, _origin: Vector3, _options: PhysicsVortexEventOptions);
  60410. /**
  60411. * Returns the data related to the vortex event (cylinder).
  60412. * @returns The physics vortex event data
  60413. */
  60414. getData(): PhysicsVortexEventData;
  60415. /**
  60416. * Enables the vortex.
  60417. */
  60418. enable(): void;
  60419. /**
  60420. * Disables the cortex.
  60421. */
  60422. disable(): void;
  60423. /**
  60424. * Disposes the sphere.
  60425. * @param force
  60426. */
  60427. dispose(force?: boolean): void;
  60428. private getImpostorHitData;
  60429. private _tick;
  60430. /*** Helpers ***/
  60431. private _prepareCylinder;
  60432. private _intersectsWithCylinder;
  60433. }
  60434. /**
  60435. * Options fot the radial explosion event
  60436. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  60437. */
  60438. export class PhysicsRadialExplosionEventOptions {
  60439. /**
  60440. * The radius of the sphere for the radial explosion.
  60441. */
  60442. radius: number;
  60443. /**
  60444. * The strenth of the explosion.
  60445. */
  60446. strength: number;
  60447. /**
  60448. * The strenght of the force in correspondence to the distance of the affected object
  60449. */
  60450. falloff: PhysicsRadialImpulseFalloff;
  60451. /**
  60452. * Sphere options for the radial explosion.
  60453. */
  60454. sphere: {
  60455. segments: number;
  60456. diameter: number;
  60457. };
  60458. /**
  60459. * Sphere options for the radial explosion.
  60460. */
  60461. affectedImpostorsCallback: (affectedImpostorsWithData: Array<PhysicsAffectedImpostorWithData>) => void;
  60462. }
  60463. /**
  60464. * Options fot the updraft event
  60465. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  60466. */
  60467. export class PhysicsUpdraftEventOptions {
  60468. /**
  60469. * The radius of the cylinder for the vortex
  60470. */
  60471. radius: number;
  60472. /**
  60473. * The strenth of the updraft.
  60474. */
  60475. strength: number;
  60476. /**
  60477. * The height of the cylinder for the updraft.
  60478. */
  60479. height: number;
  60480. /**
  60481. * The mode for the the updraft.
  60482. */
  60483. updraftMode: PhysicsUpdraftMode;
  60484. }
  60485. /**
  60486. * Options fot the vortex event
  60487. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  60488. */
  60489. export class PhysicsVortexEventOptions {
  60490. /**
  60491. * The radius of the cylinder for the vortex
  60492. */
  60493. radius: number;
  60494. /**
  60495. * The strenth of the vortex.
  60496. */
  60497. strength: number;
  60498. /**
  60499. * The height of the cylinder for the vortex.
  60500. */
  60501. height: number;
  60502. /**
  60503. * At which distance, relative to the radius the centripetal forces should kick in? Range: 0-1
  60504. */
  60505. centripetalForceThreshold: number;
  60506. /**
  60507. * This multiplier determines with how much force the objects will be pushed sideways/around the vortex, when below the treshold.
  60508. */
  60509. centripetalForceMultiplier: number;
  60510. /**
  60511. * This multiplier determines with how much force the objects will be pushed sideways/around the vortex, when above the treshold.
  60512. */
  60513. centrifugalForceMultiplier: number;
  60514. /**
  60515. * This multiplier determines with how much force the objects will be pushed upwards, when in the vortex.
  60516. */
  60517. updraftForceMultiplier: number;
  60518. }
  60519. /**
  60520. * The strenght of the force in correspondence to the distance of the affected object
  60521. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  60522. */
  60523. export enum PhysicsRadialImpulseFalloff {
  60524. /** Defines that impulse is constant in strength across it's whole radius */
  60525. Constant = 0,
  60526. /** Defines that impulse gets weaker if it's further from the origin */
  60527. Linear = 1
  60528. }
  60529. /**
  60530. * The strength of the force in correspondence to the distance of the affected object
  60531. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  60532. */
  60533. export enum PhysicsUpdraftMode {
  60534. /** Defines that the upstream forces will pull towards the top center of the cylinder */
  60535. Center = 0,
  60536. /** Defines that once a impostor is inside the cylinder, it will shoot out perpendicular from the ground of the cylinder */
  60537. Perpendicular = 1
  60538. }
  60539. /**
  60540. * Interface for a physics hit data
  60541. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  60542. */
  60543. export interface PhysicsHitData {
  60544. /**
  60545. * The force applied at the contact point
  60546. */
  60547. force: Vector3;
  60548. /**
  60549. * The contact point
  60550. */
  60551. contactPoint: Vector3;
  60552. /**
  60553. * The distance from the origin to the contact point
  60554. */
  60555. distanceFromOrigin: number;
  60556. }
  60557. /**
  60558. * Interface for radial explosion event data
  60559. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  60560. */
  60561. export interface PhysicsRadialExplosionEventData {
  60562. /**
  60563. * A sphere used for the radial explosion event
  60564. */
  60565. sphere: Mesh;
  60566. }
  60567. /**
  60568. * Interface for gravitational field event data
  60569. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  60570. */
  60571. export interface PhysicsGravitationalFieldEventData {
  60572. /**
  60573. * A sphere mesh used for the gravitational field event
  60574. */
  60575. sphere: Mesh;
  60576. }
  60577. /**
  60578. * Interface for updraft event data
  60579. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  60580. */
  60581. export interface PhysicsUpdraftEventData {
  60582. /**
  60583. * A cylinder used for the updraft event
  60584. */
  60585. cylinder: Mesh;
  60586. }
  60587. /**
  60588. * Interface for vortex event data
  60589. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  60590. */
  60591. export interface PhysicsVortexEventData {
  60592. /**
  60593. * A cylinder used for the vortex event
  60594. */
  60595. cylinder: Mesh;
  60596. }
  60597. /**
  60598. * Interface for an affected physics impostor
  60599. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  60600. */
  60601. export interface PhysicsAffectedImpostorWithData {
  60602. /**
  60603. * The impostor affected by the effect
  60604. */
  60605. impostor: PhysicsImpostor;
  60606. /**
  60607. * The data about the hit/horce from the explosion
  60608. */
  60609. hitData: PhysicsHitData;
  60610. }
  60611. }
  60612. declare module "babylonjs/Physics/Plugins/index" {
  60613. export * from "babylonjs/Physics/Plugins/cannonJSPlugin";
  60614. export * from "babylonjs/Physics/Plugins/ammoJSPlugin";
  60615. export * from "babylonjs/Physics/Plugins/oimoJSPlugin";
  60616. }
  60617. declare module "babylonjs/Physics/index" {
  60618. export * from "babylonjs/Physics/IPhysicsEngine";
  60619. export * from "babylonjs/Physics/physicsEngine";
  60620. export * from "babylonjs/Physics/physicsEngineComponent";
  60621. export * from "babylonjs/Physics/physicsHelper";
  60622. export * from "babylonjs/Physics/physicsImpostor";
  60623. export * from "babylonjs/Physics/physicsJoint";
  60624. export * from "babylonjs/Physics/Plugins/index";
  60625. }
  60626. declare module "babylonjs/Shaders/blackAndWhite.fragment" {
  60627. /** @hidden */
  60628. export var blackAndWhitePixelShader: {
  60629. name: string;
  60630. shader: string;
  60631. };
  60632. }
  60633. declare module "babylonjs/PostProcesses/blackAndWhitePostProcess" {
  60634. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  60635. import { Camera } from "babylonjs/Cameras/camera";
  60636. import { Engine } from "babylonjs/Engines/engine";
  60637. import "babylonjs/Shaders/blackAndWhite.fragment";
  60638. /**
  60639. * Post process used to render in black and white
  60640. */
  60641. export class BlackAndWhitePostProcess extends PostProcess {
  60642. /**
  60643. * Linear about to convert he result to black and white (default: 1)
  60644. */
  60645. degree: number;
  60646. /**
  60647. * Creates a black and white post process
  60648. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#black-and-white
  60649. * @param name The name of the effect.
  60650. * @param options The required width/height ratio to downsize to before computing the render pass.
  60651. * @param camera The camera to apply the render pass to.
  60652. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  60653. * @param engine The engine which the post process will be applied. (default: current engine)
  60654. * @param reusable If the post process can be reused on the same frame. (default: false)
  60655. */
  60656. constructor(name: string, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  60657. }
  60658. }
  60659. declare module "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect" {
  60660. import { Nullable } from "babylonjs/types";
  60661. import { Camera } from "babylonjs/Cameras/camera";
  60662. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  60663. import { Engine } from "babylonjs/Engines/engine";
  60664. /**
  60665. * This represents a set of one or more post processes in Babylon.
  60666. * A post process can be used to apply a shader to a texture after it is rendered.
  60667. * @example https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  60668. */
  60669. export class PostProcessRenderEffect {
  60670. private _postProcesses;
  60671. private _getPostProcesses;
  60672. private _singleInstance;
  60673. private _cameras;
  60674. private _indicesForCamera;
  60675. /**
  60676. * Name of the effect
  60677. * @hidden
  60678. */
  60679. _name: string;
  60680. /**
  60681. * Instantiates a post process render effect.
  60682. * A post process can be used to apply a shader to a texture after it is rendered.
  60683. * @param engine The engine the effect is tied to
  60684. * @param name The name of the effect
  60685. * @param getPostProcesses A function that returns a set of post processes which the effect will run in order to be run.
  60686. * @param singleInstance False if this post process can be run on multiple cameras. (default: true)
  60687. */
  60688. constructor(engine: Engine, name: string, getPostProcesses: () => Nullable<PostProcess | Array<PostProcess>>, singleInstance?: boolean);
  60689. /**
  60690. * Checks if all the post processes in the effect are supported.
  60691. */
  60692. readonly isSupported: boolean;
  60693. /**
  60694. * Updates the current state of the effect
  60695. * @hidden
  60696. */
  60697. _update(): void;
  60698. /**
  60699. * Attaches the effect on cameras
  60700. * @param cameras The camera to attach to.
  60701. * @hidden
  60702. */
  60703. _attachCameras(cameras: Camera): void;
  60704. /**
  60705. * Attaches the effect on cameras
  60706. * @param cameras The camera to attach to.
  60707. * @hidden
  60708. */
  60709. _attachCameras(cameras: Camera[]): void;
  60710. /**
  60711. * Detaches the effect on cameras
  60712. * @param cameras The camera to detatch from.
  60713. * @hidden
  60714. */
  60715. _detachCameras(cameras: Camera): void;
  60716. /**
  60717. * Detatches the effect on cameras
  60718. * @param cameras The camera to detatch from.
  60719. * @hidden
  60720. */
  60721. _detachCameras(cameras: Camera[]): void;
  60722. /**
  60723. * Enables the effect on given cameras
  60724. * @param cameras The camera to enable.
  60725. * @hidden
  60726. */
  60727. _enable(cameras: Camera): void;
  60728. /**
  60729. * Enables the effect on given cameras
  60730. * @param cameras The camera to enable.
  60731. * @hidden
  60732. */
  60733. _enable(cameras: Nullable<Camera[]>): void;
  60734. /**
  60735. * Disables the effect on the given cameras
  60736. * @param cameras The camera to disable.
  60737. * @hidden
  60738. */
  60739. _disable(cameras: Camera): void;
  60740. /**
  60741. * Disables the effect on the given cameras
  60742. * @param cameras The camera to disable.
  60743. * @hidden
  60744. */
  60745. _disable(cameras: Nullable<Camera[]>): void;
  60746. /**
  60747. * Gets a list of the post processes contained in the effect.
  60748. * @param camera The camera to get the post processes on.
  60749. * @returns The list of the post processes in the effect.
  60750. */
  60751. getPostProcesses(camera?: Camera): Nullable<Array<PostProcess>>;
  60752. }
  60753. }
  60754. declare module "babylonjs/Shaders/extractHighlights.fragment" {
  60755. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  60756. /** @hidden */
  60757. export var extractHighlightsPixelShader: {
  60758. name: string;
  60759. shader: string;
  60760. };
  60761. }
  60762. declare module "babylonjs/PostProcesses/extractHighlightsPostProcess" {
  60763. import { Nullable } from "babylonjs/types";
  60764. import { Camera } from "babylonjs/Cameras/camera";
  60765. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  60766. import { Engine } from "babylonjs/Engines/engine";
  60767. import "babylonjs/Shaders/extractHighlights.fragment";
  60768. /**
  60769. * 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.
  60770. */
  60771. export class ExtractHighlightsPostProcess extends PostProcess {
  60772. /**
  60773. * The luminance threshold, pixels below this value will be set to black.
  60774. */
  60775. threshold: number;
  60776. /** @hidden */
  60777. _exposure: number;
  60778. /**
  60779. * Post process which has the input texture to be used when performing highlight extraction
  60780. * @hidden
  60781. */
  60782. _inputPostProcess: Nullable<PostProcess>;
  60783. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  60784. }
  60785. }
  60786. declare module "babylonjs/Shaders/bloomMerge.fragment" {
  60787. /** @hidden */
  60788. export var bloomMergePixelShader: {
  60789. name: string;
  60790. shader: string;
  60791. };
  60792. }
  60793. declare module "babylonjs/PostProcesses/bloomMergePostProcess" {
  60794. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  60795. import { Nullable } from "babylonjs/types";
  60796. import { Engine } from "babylonjs/Engines/engine";
  60797. import { Camera } from "babylonjs/Cameras/camera";
  60798. import "babylonjs/Shaders/bloomMerge.fragment";
  60799. /**
  60800. * The BloomMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  60801. */
  60802. export class BloomMergePostProcess extends PostProcess {
  60803. /** Weight of the bloom to be added to the original input. */
  60804. weight: number;
  60805. /**
  60806. * Creates a new instance of @see BloomMergePostProcess
  60807. * @param name The name of the effect.
  60808. * @param originalFromInput Post process which's input will be used for the merge.
  60809. * @param blurred Blurred highlights post process which's output will be used.
  60810. * @param weight Weight of the bloom to be added to the original input.
  60811. * @param options The required width/height ratio to downsize to before computing the render pass.
  60812. * @param camera The camera to apply the render pass to.
  60813. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  60814. * @param engine The engine which the post process will be applied. (default: current engine)
  60815. * @param reusable If the post process can be reused on the same frame. (default: false)
  60816. * @param textureType Type of textures used when performing the post process. (default: 0)
  60817. * @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)
  60818. */
  60819. constructor(name: string, originalFromInput: PostProcess, blurred: PostProcess,
  60820. /** Weight of the bloom to be added to the original input. */
  60821. weight: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  60822. }
  60823. }
  60824. declare module "babylonjs/PostProcesses/bloomEffect" {
  60825. import { PostProcessRenderEffect } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect";
  60826. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  60827. import { ExtractHighlightsPostProcess } from "babylonjs/PostProcesses/extractHighlightsPostProcess";
  60828. import { Camera } from "babylonjs/Cameras/camera";
  60829. import { Scene } from "babylonjs/scene";
  60830. /**
  60831. * The bloom effect spreads bright areas of an image to simulate artifacts seen in cameras
  60832. */
  60833. export class BloomEffect extends PostProcessRenderEffect {
  60834. private bloomScale;
  60835. /**
  60836. * @hidden Internal
  60837. */
  60838. _effects: Array<PostProcess>;
  60839. /**
  60840. * @hidden Internal
  60841. */
  60842. _downscale: ExtractHighlightsPostProcess;
  60843. private _blurX;
  60844. private _blurY;
  60845. private _merge;
  60846. /**
  60847. * The luminance threshold to find bright areas of the image to bloom.
  60848. */
  60849. threshold: number;
  60850. /**
  60851. * The strength of the bloom.
  60852. */
  60853. weight: number;
  60854. /**
  60855. * Specifies the size of the bloom blur kernel, relative to the final output size
  60856. */
  60857. kernel: number;
  60858. /**
  60859. * Creates a new instance of @see BloomEffect
  60860. * @param scene The scene the effect belongs to.
  60861. * @param bloomScale The ratio of the blur texture to the input texture that should be used to compute the bloom.
  60862. * @param bloomKernel The size of the kernel to be used when applying the blur.
  60863. * @param bloomWeight The the strength of bloom.
  60864. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  60865. * @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)
  60866. */
  60867. constructor(scene: Scene, bloomScale: number, bloomWeight: number, bloomKernel: number, pipelineTextureType?: number, blockCompilation?: boolean);
  60868. /**
  60869. * Disposes each of the internal effects for a given camera.
  60870. * @param camera The camera to dispose the effect on.
  60871. */
  60872. disposeEffects(camera: Camera): void;
  60873. /**
  60874. * @hidden Internal
  60875. */
  60876. _updateEffects(): void;
  60877. /**
  60878. * Internal
  60879. * @returns if all the contained post processes are ready.
  60880. * @hidden
  60881. */
  60882. _isReady(): boolean;
  60883. }
  60884. }
  60885. declare module "babylonjs/Shaders/chromaticAberration.fragment" {
  60886. /** @hidden */
  60887. export var chromaticAberrationPixelShader: {
  60888. name: string;
  60889. shader: string;
  60890. };
  60891. }
  60892. declare module "babylonjs/PostProcesses/chromaticAberrationPostProcess" {
  60893. import { Vector2 } from "babylonjs/Maths/math.vector";
  60894. import { Nullable } from "babylonjs/types";
  60895. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  60896. import { Camera } from "babylonjs/Cameras/camera";
  60897. import { Engine } from "babylonjs/Engines/engine";
  60898. import "babylonjs/Shaders/chromaticAberration.fragment";
  60899. /**
  60900. * The ChromaticAberrationPostProcess separates the rgb channels in an image to produce chromatic distortion around the edges of the screen
  60901. */
  60902. export class ChromaticAberrationPostProcess extends PostProcess {
  60903. /**
  60904. * The amount of seperation of rgb channels (default: 30)
  60905. */
  60906. aberrationAmount: number;
  60907. /**
  60908. * The amount the effect will increase for pixels closer to the edge of the screen. (default: 0)
  60909. */
  60910. radialIntensity: number;
  60911. /**
  60912. * 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))
  60913. */
  60914. direction: Vector2;
  60915. /**
  60916. * 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))
  60917. */
  60918. centerPosition: Vector2;
  60919. /**
  60920. * Creates a new instance ChromaticAberrationPostProcess
  60921. * @param name The name of the effect.
  60922. * @param screenWidth The width of the screen to apply the effect on.
  60923. * @param screenHeight The height of the screen to apply the effect on.
  60924. * @param options The required width/height ratio to downsize to before computing the render pass.
  60925. * @param camera The camera to apply the render pass to.
  60926. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  60927. * @param engine The engine which the post process will be applied. (default: current engine)
  60928. * @param reusable If the post process can be reused on the same frame. (default: false)
  60929. * @param textureType Type of textures used when performing the post process. (default: 0)
  60930. * @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)
  60931. */
  60932. constructor(name: string, screenWidth: number, screenHeight: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  60933. }
  60934. }
  60935. declare module "babylonjs/Shaders/circleOfConfusion.fragment" {
  60936. /** @hidden */
  60937. export var circleOfConfusionPixelShader: {
  60938. name: string;
  60939. shader: string;
  60940. };
  60941. }
  60942. declare module "babylonjs/PostProcesses/circleOfConfusionPostProcess" {
  60943. import { Nullable } from "babylonjs/types";
  60944. import { Engine } from "babylonjs/Engines/engine";
  60945. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  60946. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  60947. import { Camera } from "babylonjs/Cameras/camera";
  60948. import "babylonjs/Shaders/circleOfConfusion.fragment";
  60949. /**
  60950. * The CircleOfConfusionPostProcess computes the circle of confusion value for each pixel given required lens parameters. See https://en.wikipedia.org/wiki/Circle_of_confusion
  60951. */
  60952. export class CircleOfConfusionPostProcess extends PostProcess {
  60953. /**
  60954. * 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.
  60955. */
  60956. lensSize: number;
  60957. /**
  60958. * F-Stop of the effect's camera. The diamater of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  60959. */
  60960. fStop: number;
  60961. /**
  60962. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  60963. */
  60964. focusDistance: number;
  60965. /**
  60966. * Focal length of the effect's camera in scene units/1000 (eg. millimeter). (default: 50)
  60967. */
  60968. focalLength: number;
  60969. private _depthTexture;
  60970. /**
  60971. * Creates a new instance CircleOfConfusionPostProcess
  60972. * @param name The name of the effect.
  60973. * @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.
  60974. * @param options The required width/height ratio to downsize to before computing the render pass.
  60975. * @param camera The camera to apply the render pass to.
  60976. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  60977. * @param engine The engine which the post process will be applied. (default: current engine)
  60978. * @param reusable If the post process can be reused on the same frame. (default: false)
  60979. * @param textureType Type of textures used when performing the post process. (default: 0)
  60980. * @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)
  60981. */
  60982. constructor(name: string, depthTexture: Nullable<RenderTargetTexture>, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  60983. /**
  60984. * 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.
  60985. */
  60986. depthTexture: RenderTargetTexture;
  60987. }
  60988. }
  60989. declare module "babylonjs/Shaders/colorCorrection.fragment" {
  60990. /** @hidden */
  60991. export var colorCorrectionPixelShader: {
  60992. name: string;
  60993. shader: string;
  60994. };
  60995. }
  60996. declare module "babylonjs/PostProcesses/colorCorrectionPostProcess" {
  60997. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  60998. import { Engine } from "babylonjs/Engines/engine";
  60999. import { Camera } from "babylonjs/Cameras/camera";
  61000. import "babylonjs/Shaders/colorCorrection.fragment";
  61001. /**
  61002. *
  61003. * This post-process allows the modification of rendered colors by using
  61004. * a 'look-up table' (LUT). This effect is also called Color Grading.
  61005. *
  61006. * The object needs to be provided an url to a texture containing the color
  61007. * look-up table: the texture must be 256 pixels wide and 16 pixels high.
  61008. * Use an image editing software to tweak the LUT to match your needs.
  61009. *
  61010. * For an example of a color LUT, see here:
  61011. * @see http://udn.epicgames.com/Three/rsrc/Three/ColorGrading/RGBTable16x1.png
  61012. * For explanations on color grading, see here:
  61013. * @see http://udn.epicgames.com/Three/ColorGrading.html
  61014. *
  61015. */
  61016. export class ColorCorrectionPostProcess extends PostProcess {
  61017. private _colorTableTexture;
  61018. constructor(name: string, colorTableUrl: string, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  61019. }
  61020. }
  61021. declare module "babylonjs/Shaders/convolution.fragment" {
  61022. /** @hidden */
  61023. export var convolutionPixelShader: {
  61024. name: string;
  61025. shader: string;
  61026. };
  61027. }
  61028. declare module "babylonjs/PostProcesses/convolutionPostProcess" {
  61029. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  61030. import { Nullable } from "babylonjs/types";
  61031. import { Camera } from "babylonjs/Cameras/camera";
  61032. import { Engine } from "babylonjs/Engines/engine";
  61033. import "babylonjs/Shaders/convolution.fragment";
  61034. /**
  61035. * The ConvolutionPostProcess applies a 3x3 kernel to every pixel of the
  61036. * input texture to perform effects such as edge detection or sharpening
  61037. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  61038. */
  61039. export class ConvolutionPostProcess extends PostProcess {
  61040. /** Array of 9 values corresponding to the 3x3 kernel to be applied */
  61041. kernel: number[];
  61042. /**
  61043. * Creates a new instance ConvolutionPostProcess
  61044. * @param name The name of the effect.
  61045. * @param kernel Array of 9 values corresponding to the 3x3 kernel to be applied
  61046. * @param options The required width/height ratio to downsize to before computing the render pass.
  61047. * @param camera The camera to apply the render pass to.
  61048. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  61049. * @param engine The engine which the post process will be applied. (default: current engine)
  61050. * @param reusable If the post process can be reused on the same frame. (default: false)
  61051. * @param textureType Type of textures used when performing the post process. (default: 0)
  61052. */
  61053. constructor(name: string,
  61054. /** Array of 9 values corresponding to the 3x3 kernel to be applied */
  61055. kernel: number[], options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  61056. /**
  61057. * Edge detection 0 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  61058. */
  61059. static EdgeDetect0Kernel: number[];
  61060. /**
  61061. * Edge detection 1 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  61062. */
  61063. static EdgeDetect1Kernel: number[];
  61064. /**
  61065. * Edge detection 2 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  61066. */
  61067. static EdgeDetect2Kernel: number[];
  61068. /**
  61069. * Kernel to sharpen an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  61070. */
  61071. static SharpenKernel: number[];
  61072. /**
  61073. * Kernel to emboss an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  61074. */
  61075. static EmbossKernel: number[];
  61076. /**
  61077. * Kernel to blur an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  61078. */
  61079. static GaussianKernel: number[];
  61080. }
  61081. }
  61082. declare module "babylonjs/PostProcesses/depthOfFieldBlurPostProcess" {
  61083. import { Nullable } from "babylonjs/types";
  61084. import { Vector2 } from "babylonjs/Maths/math.vector";
  61085. import { Camera } from "babylonjs/Cameras/camera";
  61086. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  61087. import { BlurPostProcess } from "babylonjs/PostProcesses/blurPostProcess";
  61088. import { Engine } from "babylonjs/Engines/engine";
  61089. import { Scene } from "babylonjs/scene";
  61090. /**
  61091. * The DepthOfFieldBlurPostProcess applied a blur in a give direction.
  61092. * This blur differs from the standard BlurPostProcess as it attempts to avoid blurring pixels
  61093. * based on samples that have a large difference in distance than the center pixel.
  61094. * See section 2.6.2 http://fileadmin.cs.lth.se/cs/education/edan35/lectures/12dof.pdf
  61095. */
  61096. export class DepthOfFieldBlurPostProcess extends BlurPostProcess {
  61097. direction: Vector2;
  61098. /**
  61099. * Creates a new instance CircleOfConfusionPostProcess
  61100. * @param name The name of the effect.
  61101. * @param scene The scene the effect belongs to.
  61102. * @param direction The direction the blur should be applied.
  61103. * @param kernel The size of the kernel used to blur.
  61104. * @param options The required width/height ratio to downsize to before computing the render pass.
  61105. * @param camera The camera to apply the render pass to.
  61106. * @param circleOfConfusion The circle of confusion + depth map to be used to avoid blurring accross edges
  61107. * @param imageToBlur The image to apply the blur to (default: Current rendered frame)
  61108. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  61109. * @param engine The engine which the post process will be applied. (default: current engine)
  61110. * @param reusable If the post process can be reused on the same frame. (default: false)
  61111. * @param textureType Type of textures used when performing the post process. (default: 0)
  61112. * @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)
  61113. */
  61114. 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);
  61115. }
  61116. }
  61117. declare module "babylonjs/Shaders/depthOfFieldMerge.fragment" {
  61118. /** @hidden */
  61119. export var depthOfFieldMergePixelShader: {
  61120. name: string;
  61121. shader: string;
  61122. };
  61123. }
  61124. declare module "babylonjs/PostProcesses/depthOfFieldMergePostProcess" {
  61125. import { Nullable } from "babylonjs/types";
  61126. import { Camera } from "babylonjs/Cameras/camera";
  61127. import { Effect } from "babylonjs/Materials/effect";
  61128. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  61129. import { Engine } from "babylonjs/Engines/engine";
  61130. import "babylonjs/Shaders/depthOfFieldMerge.fragment";
  61131. /**
  61132. * Options to be set when merging outputs from the default pipeline.
  61133. */
  61134. export class DepthOfFieldMergePostProcessOptions {
  61135. /**
  61136. * The original image to merge on top of
  61137. */
  61138. originalFromInput: PostProcess;
  61139. /**
  61140. * Parameters to perform the merge of the depth of field effect
  61141. */
  61142. depthOfField?: {
  61143. circleOfConfusion: PostProcess;
  61144. blurSteps: Array<PostProcess>;
  61145. };
  61146. /**
  61147. * Parameters to perform the merge of bloom effect
  61148. */
  61149. bloom?: {
  61150. blurred: PostProcess;
  61151. weight: number;
  61152. };
  61153. }
  61154. /**
  61155. * The DepthOfFieldMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  61156. */
  61157. export class DepthOfFieldMergePostProcess extends PostProcess {
  61158. private blurSteps;
  61159. /**
  61160. * Creates a new instance of DepthOfFieldMergePostProcess
  61161. * @param name The name of the effect.
  61162. * @param originalFromInput Post process which's input will be used for the merge.
  61163. * @param circleOfConfusion Circle of confusion post process which's output will be used to blur each pixel.
  61164. * @param blurSteps Blur post processes from low to high which will be mixed with the original image.
  61165. * @param options The required width/height ratio to downsize to before computing the render pass.
  61166. * @param camera The camera to apply the render pass to.
  61167. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  61168. * @param engine The engine which the post process will be applied. (default: current engine)
  61169. * @param reusable If the post process can be reused on the same frame. (default: false)
  61170. * @param textureType Type of textures used when performing the post process. (default: 0)
  61171. * @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)
  61172. */
  61173. 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);
  61174. /**
  61175. * Updates the effect with the current post process compile time values and recompiles the shader.
  61176. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  61177. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  61178. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  61179. * @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
  61180. * @param onCompiled Called when the shader has been compiled.
  61181. * @param onError Called if there is an error when compiling a shader.
  61182. */
  61183. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  61184. }
  61185. }
  61186. declare module "babylonjs/PostProcesses/depthOfFieldEffect" {
  61187. import { Nullable } from "babylonjs/types";
  61188. import { Camera } from "babylonjs/Cameras/camera";
  61189. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  61190. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  61191. import { PostProcessRenderEffect } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect";
  61192. import { DepthOfFieldBlurPostProcess } from "babylonjs/PostProcesses/depthOfFieldBlurPostProcess";
  61193. import { Scene } from "babylonjs/scene";
  61194. /**
  61195. * Specifies the level of max blur that should be applied when using the depth of field effect
  61196. */
  61197. export enum DepthOfFieldEffectBlurLevel {
  61198. /**
  61199. * Subtle blur
  61200. */
  61201. Low = 0,
  61202. /**
  61203. * Medium blur
  61204. */
  61205. Medium = 1,
  61206. /**
  61207. * Large blur
  61208. */
  61209. High = 2
  61210. }
  61211. /**
  61212. * The depth of field effect applies a blur to objects that are closer or further from where the camera is focusing.
  61213. */
  61214. export class DepthOfFieldEffect extends PostProcessRenderEffect {
  61215. private _circleOfConfusion;
  61216. /**
  61217. * @hidden Internal, blurs from high to low
  61218. */
  61219. _depthOfFieldBlurX: Array<DepthOfFieldBlurPostProcess>;
  61220. private _depthOfFieldBlurY;
  61221. private _dofMerge;
  61222. /**
  61223. * @hidden Internal post processes in depth of field effect
  61224. */
  61225. _effects: Array<PostProcess>;
  61226. /**
  61227. * The focal the length of the camera used in the effect in scene units/1000 (eg. millimeter)
  61228. */
  61229. focalLength: number;
  61230. /**
  61231. * F-Stop of the effect's camera. The diameter of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  61232. */
  61233. fStop: number;
  61234. /**
  61235. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  61236. */
  61237. focusDistance: number;
  61238. /**
  61239. * 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.
  61240. */
  61241. lensSize: number;
  61242. /**
  61243. * Creates a new instance DepthOfFieldEffect
  61244. * @param scene The scene the effect belongs to.
  61245. * @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.
  61246. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  61247. * @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)
  61248. */
  61249. constructor(scene: Scene, depthTexture: Nullable<RenderTargetTexture>, blurLevel?: DepthOfFieldEffectBlurLevel, pipelineTextureType?: number, blockCompilation?: boolean);
  61250. /**
  61251. * Get the current class name of the current effet
  61252. * @returns "DepthOfFieldEffect"
  61253. */
  61254. getClassName(): string;
  61255. /**
  61256. * 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.
  61257. */
  61258. depthTexture: RenderTargetTexture;
  61259. /**
  61260. * Disposes each of the internal effects for a given camera.
  61261. * @param camera The camera to dispose the effect on.
  61262. */
  61263. disposeEffects(camera: Camera): void;
  61264. /**
  61265. * @hidden Internal
  61266. */
  61267. _updateEffects(): void;
  61268. /**
  61269. * Internal
  61270. * @returns if all the contained post processes are ready.
  61271. * @hidden
  61272. */
  61273. _isReady(): boolean;
  61274. }
  61275. }
  61276. declare module "babylonjs/Shaders/displayPass.fragment" {
  61277. /** @hidden */
  61278. export var displayPassPixelShader: {
  61279. name: string;
  61280. shader: string;
  61281. };
  61282. }
  61283. declare module "babylonjs/PostProcesses/displayPassPostProcess" {
  61284. import { Nullable } from "babylonjs/types";
  61285. import { Camera } from "babylonjs/Cameras/camera";
  61286. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  61287. import { Engine } from "babylonjs/Engines/engine";
  61288. import "babylonjs/Shaders/displayPass.fragment";
  61289. /**
  61290. * DisplayPassPostProcess which produces an output the same as it's input
  61291. */
  61292. export class DisplayPassPostProcess extends PostProcess {
  61293. /**
  61294. * Creates the DisplayPassPostProcess
  61295. * @param name The name of the effect.
  61296. * @param options The required width/height ratio to downsize to before computing the render pass.
  61297. * @param camera The camera to apply the render pass to.
  61298. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  61299. * @param engine The engine which the post process will be applied. (default: current engine)
  61300. * @param reusable If the post process can be reused on the same frame. (default: false)
  61301. */
  61302. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean);
  61303. }
  61304. }
  61305. declare module "babylonjs/Shaders/filter.fragment" {
  61306. /** @hidden */
  61307. export var filterPixelShader: {
  61308. name: string;
  61309. shader: string;
  61310. };
  61311. }
  61312. declare module "babylonjs/PostProcesses/filterPostProcess" {
  61313. import { Nullable } from "babylonjs/types";
  61314. import { Matrix } from "babylonjs/Maths/math.vector";
  61315. import { Camera } from "babylonjs/Cameras/camera";
  61316. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  61317. import { Engine } from "babylonjs/Engines/engine";
  61318. import "babylonjs/Shaders/filter.fragment";
  61319. /**
  61320. * Applies a kernel filter to the image
  61321. */
  61322. export class FilterPostProcess extends PostProcess {
  61323. /** The matrix to be applied to the image */
  61324. kernelMatrix: Matrix;
  61325. /**
  61326. *
  61327. * @param name The name of the effect.
  61328. * @param kernelMatrix The matrix to be applied to the image
  61329. * @param options The required width/height ratio to downsize to before computing the render pass.
  61330. * @param camera The camera to apply the render pass to.
  61331. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  61332. * @param engine The engine which the post process will be applied. (default: current engine)
  61333. * @param reusable If the post process can be reused on the same frame. (default: false)
  61334. */
  61335. constructor(name: string,
  61336. /** The matrix to be applied to the image */
  61337. kernelMatrix: Matrix, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean);
  61338. }
  61339. }
  61340. declare module "babylonjs/Shaders/fxaa.fragment" {
  61341. /** @hidden */
  61342. export var fxaaPixelShader: {
  61343. name: string;
  61344. shader: string;
  61345. };
  61346. }
  61347. declare module "babylonjs/Shaders/fxaa.vertex" {
  61348. /** @hidden */
  61349. export var fxaaVertexShader: {
  61350. name: string;
  61351. shader: string;
  61352. };
  61353. }
  61354. declare module "babylonjs/PostProcesses/fxaaPostProcess" {
  61355. import { Nullable } from "babylonjs/types";
  61356. import { Camera } from "babylonjs/Cameras/camera";
  61357. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  61358. import { Engine } from "babylonjs/Engines/engine";
  61359. import "babylonjs/Shaders/fxaa.fragment";
  61360. import "babylonjs/Shaders/fxaa.vertex";
  61361. /**
  61362. * Fxaa post process
  61363. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#fxaa
  61364. */
  61365. export class FxaaPostProcess extends PostProcess {
  61366. /** @hidden */
  61367. texelWidth: number;
  61368. /** @hidden */
  61369. texelHeight: number;
  61370. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  61371. private _getDefines;
  61372. }
  61373. }
  61374. declare module "babylonjs/Shaders/grain.fragment" {
  61375. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  61376. /** @hidden */
  61377. export var grainPixelShader: {
  61378. name: string;
  61379. shader: string;
  61380. };
  61381. }
  61382. declare module "babylonjs/PostProcesses/grainPostProcess" {
  61383. import { Nullable } from "babylonjs/types";
  61384. import { Camera } from "babylonjs/Cameras/camera";
  61385. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  61386. import { Engine } from "babylonjs/Engines/engine";
  61387. import "babylonjs/Shaders/grain.fragment";
  61388. /**
  61389. * The GrainPostProcess adds noise to the image at mid luminance levels
  61390. */
  61391. export class GrainPostProcess extends PostProcess {
  61392. /**
  61393. * The intensity of the grain added (default: 30)
  61394. */
  61395. intensity: number;
  61396. /**
  61397. * If the grain should be randomized on every frame
  61398. */
  61399. animated: boolean;
  61400. /**
  61401. * Creates a new instance of @see GrainPostProcess
  61402. * @param name The name of the effect.
  61403. * @param options The required width/height ratio to downsize to before computing the render pass.
  61404. * @param camera The camera to apply the render pass to.
  61405. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  61406. * @param engine The engine which the post process will be applied. (default: current engine)
  61407. * @param reusable If the post process can be reused on the same frame. (default: false)
  61408. * @param textureType Type of textures used when performing the post process. (default: 0)
  61409. * @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)
  61410. */
  61411. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  61412. }
  61413. }
  61414. declare module "babylonjs/Shaders/highlights.fragment" {
  61415. /** @hidden */
  61416. export var highlightsPixelShader: {
  61417. name: string;
  61418. shader: string;
  61419. };
  61420. }
  61421. declare module "babylonjs/PostProcesses/highlightsPostProcess" {
  61422. import { Nullable } from "babylonjs/types";
  61423. import { Camera } from "babylonjs/Cameras/camera";
  61424. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  61425. import { Engine } from "babylonjs/Engines/engine";
  61426. import "babylonjs/Shaders/highlights.fragment";
  61427. /**
  61428. * Extracts highlights from the image
  61429. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  61430. */
  61431. export class HighlightsPostProcess extends PostProcess {
  61432. /**
  61433. * Extracts highlights from the image
  61434. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  61435. * @param name The name of the effect.
  61436. * @param options The required width/height ratio to downsize to before computing the render pass.
  61437. * @param camera The camera to apply the render pass to.
  61438. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  61439. * @param engine The engine which the post process will be applied. (default: current engine)
  61440. * @param reusable If the post process can be reused on the same frame. (default: false)
  61441. * @param textureType Type of texture for the post process (default: Engine.TEXTURETYPE_UNSIGNED_INT)
  61442. */
  61443. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  61444. }
  61445. }
  61446. declare module "babylonjs/Shaders/ShadersInclude/mrtFragmentDeclaration" {
  61447. /** @hidden */
  61448. export var mrtFragmentDeclaration: {
  61449. name: string;
  61450. shader: string;
  61451. };
  61452. }
  61453. declare module "babylonjs/Shaders/geometry.fragment" {
  61454. import "babylonjs/Shaders/ShadersInclude/mrtFragmentDeclaration";
  61455. /** @hidden */
  61456. export var geometryPixelShader: {
  61457. name: string;
  61458. shader: string;
  61459. };
  61460. }
  61461. declare module "babylonjs/Shaders/geometry.vertex" {
  61462. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  61463. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  61464. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  61465. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  61466. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  61467. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  61468. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  61469. /** @hidden */
  61470. export var geometryVertexShader: {
  61471. name: string;
  61472. shader: string;
  61473. };
  61474. }
  61475. declare module "babylonjs/Rendering/geometryBufferRenderer" {
  61476. import { Matrix } from "babylonjs/Maths/math.vector";
  61477. import { SubMesh } from "babylonjs/Meshes/subMesh";
  61478. import { Mesh } from "babylonjs/Meshes/mesh";
  61479. import { MultiRenderTarget } from "babylonjs/Materials/Textures/multiRenderTarget";
  61480. import { Effect } from "babylonjs/Materials/effect";
  61481. import { Scene } from "babylonjs/scene";
  61482. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  61483. import "babylonjs/Shaders/geometry.fragment";
  61484. import "babylonjs/Shaders/geometry.vertex";
  61485. /** @hidden */
  61486. interface ISavedTransformationMatrix {
  61487. world: Matrix;
  61488. viewProjection: Matrix;
  61489. }
  61490. /**
  61491. * This renderer is helpfull to fill one of the render target with a geometry buffer.
  61492. */
  61493. export class GeometryBufferRenderer {
  61494. /**
  61495. * Constant used to retrieve the position texture index in the G-Buffer textures array
  61496. * using getIndex(GeometryBufferRenderer.POSITION_TEXTURE_INDEX)
  61497. */
  61498. static readonly POSITION_TEXTURE_TYPE: number;
  61499. /**
  61500. * Constant used to retrieve the velocity texture index in the G-Buffer textures array
  61501. * using getIndex(GeometryBufferRenderer.VELOCITY_TEXTURE_INDEX)
  61502. */
  61503. static readonly VELOCITY_TEXTURE_TYPE: number;
  61504. /**
  61505. * Dictionary used to store the previous transformation matrices of each rendered mesh
  61506. * in order to compute objects velocities when enableVelocity is set to "true"
  61507. * @hidden
  61508. */
  61509. _previousTransformationMatrices: {
  61510. [index: number]: ISavedTransformationMatrix;
  61511. };
  61512. /**
  61513. * Dictionary used to store the previous bones transformation matrices of each rendered mesh
  61514. * in order to compute objects velocities when enableVelocity is set to "true"
  61515. * @hidden
  61516. */
  61517. _previousBonesTransformationMatrices: {
  61518. [index: number]: Float32Array;
  61519. };
  61520. /**
  61521. * Array used to store the ignored skinned meshes while computing velocity map (typically used by the motion blur post-process).
  61522. * Avoids computing bones velocities and computes only mesh's velocity itself (position, rotation, scaling).
  61523. */
  61524. excludedSkinnedMeshesFromVelocity: AbstractMesh[];
  61525. private _scene;
  61526. private _multiRenderTarget;
  61527. private _ratio;
  61528. private _enablePosition;
  61529. private _enableVelocity;
  61530. private _positionIndex;
  61531. private _velocityIndex;
  61532. protected _effect: Effect;
  61533. protected _cachedDefines: string;
  61534. /**
  61535. * Set the render list (meshes to be rendered) used in the G buffer.
  61536. */
  61537. renderList: Mesh[];
  61538. /**
  61539. * Gets wether or not G buffer are supported by the running hardware.
  61540. * This requires draw buffer supports
  61541. */
  61542. readonly isSupported: boolean;
  61543. /**
  61544. * Returns the index of the given texture type in the G-Buffer textures array
  61545. * @param textureType The texture type constant. For example GeometryBufferRenderer.POSITION_TEXTURE_INDEX
  61546. * @returns the index of the given texture type in the G-Buffer textures array
  61547. */
  61548. getTextureIndex(textureType: number): number;
  61549. /**
  61550. * Gets a boolean indicating if objects positions are enabled for the G buffer.
  61551. */
  61552. /**
  61553. * Sets whether or not objects positions are enabled for the G buffer.
  61554. */
  61555. enablePosition: boolean;
  61556. /**
  61557. * Gets a boolean indicating if objects velocities are enabled for the G buffer.
  61558. */
  61559. /**
  61560. * Sets wether or not objects velocities are enabled for the G buffer.
  61561. */
  61562. enableVelocity: boolean;
  61563. /**
  61564. * Gets the scene associated with the buffer.
  61565. */
  61566. readonly scene: Scene;
  61567. /**
  61568. * Gets the ratio used by the buffer during its creation.
  61569. * How big is the buffer related to the main canvas.
  61570. */
  61571. readonly ratio: number;
  61572. /** @hidden */
  61573. static _SceneComponentInitialization: (scene: Scene) => void;
  61574. /**
  61575. * Creates a new G Buffer for the scene
  61576. * @param scene The scene the buffer belongs to
  61577. * @param ratio How big is the buffer related to the main canvas.
  61578. */
  61579. constructor(scene: Scene, ratio?: number);
  61580. /**
  61581. * Checks wether everything is ready to render a submesh to the G buffer.
  61582. * @param subMesh the submesh to check readiness for
  61583. * @param useInstances is the mesh drawn using instance or not
  61584. * @returns true if ready otherwise false
  61585. */
  61586. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  61587. /**
  61588. * Gets the current underlying G Buffer.
  61589. * @returns the buffer
  61590. */
  61591. getGBuffer(): MultiRenderTarget;
  61592. /**
  61593. * Gets the number of samples used to render the buffer (anti aliasing).
  61594. */
  61595. /**
  61596. * Sets the number of samples used to render the buffer (anti aliasing).
  61597. */
  61598. samples: number;
  61599. /**
  61600. * Disposes the renderer and frees up associated resources.
  61601. */
  61602. dispose(): void;
  61603. protected _createRenderTargets(): void;
  61604. private _copyBonesTransformationMatrices;
  61605. }
  61606. }
  61607. declare module "babylonjs/Rendering/geometryBufferRendererSceneComponent" {
  61608. import { Nullable } from "babylonjs/types";
  61609. import { Scene } from "babylonjs/scene";
  61610. import { ISceneComponent } from "babylonjs/sceneComponent";
  61611. import { GeometryBufferRenderer } from "babylonjs/Rendering/geometryBufferRenderer";
  61612. module "babylonjs/scene" {
  61613. interface Scene {
  61614. /** @hidden (Backing field) */
  61615. _geometryBufferRenderer: Nullable<GeometryBufferRenderer>;
  61616. /**
  61617. * Gets or Sets the current geometry buffer associated to the scene.
  61618. */
  61619. geometryBufferRenderer: Nullable<GeometryBufferRenderer>;
  61620. /**
  61621. * Enables a GeometryBufferRender and associates it with the scene
  61622. * @param ratio defines the scaling ratio to apply to the renderer (1 by default which means same resolution)
  61623. * @returns the GeometryBufferRenderer
  61624. */
  61625. enableGeometryBufferRenderer(ratio?: number): Nullable<GeometryBufferRenderer>;
  61626. /**
  61627. * Disables the GeometryBufferRender associated with the scene
  61628. */
  61629. disableGeometryBufferRenderer(): void;
  61630. }
  61631. }
  61632. /**
  61633. * Defines the Geometry Buffer scene component responsible to manage a G-Buffer useful
  61634. * in several rendering techniques.
  61635. */
  61636. export class GeometryBufferRendererSceneComponent implements ISceneComponent {
  61637. /**
  61638. * The component name helpful to identify the component in the list of scene components.
  61639. */
  61640. readonly name: string;
  61641. /**
  61642. * The scene the component belongs to.
  61643. */
  61644. scene: Scene;
  61645. /**
  61646. * Creates a new instance of the component for the given scene
  61647. * @param scene Defines the scene to register the component in
  61648. */
  61649. constructor(scene: Scene);
  61650. /**
  61651. * Registers the component in a given scene
  61652. */
  61653. register(): void;
  61654. /**
  61655. * Rebuilds the elements related to this component in case of
  61656. * context lost for instance.
  61657. */
  61658. rebuild(): void;
  61659. /**
  61660. * Disposes the component and the associated ressources
  61661. */
  61662. dispose(): void;
  61663. private _gatherRenderTargets;
  61664. }
  61665. }
  61666. declare module "babylonjs/Shaders/motionBlur.fragment" {
  61667. /** @hidden */
  61668. export var motionBlurPixelShader: {
  61669. name: string;
  61670. shader: string;
  61671. };
  61672. }
  61673. declare module "babylonjs/PostProcesses/motionBlurPostProcess" {
  61674. import { Nullable } from "babylonjs/types";
  61675. import { Camera } from "babylonjs/Cameras/camera";
  61676. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  61677. import { Scene } from "babylonjs/scene";
  61678. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  61679. import "babylonjs/Animations/animatable";
  61680. import "babylonjs/Rendering/geometryBufferRendererSceneComponent";
  61681. import "babylonjs/Shaders/motionBlur.fragment";
  61682. import { Engine } from "babylonjs/Engines/engine";
  61683. /**
  61684. * The Motion Blur Post Process which blurs an image based on the objects velocity in scene.
  61685. * Velocity can be affected by each object's rotation, position and scale depending on the transformation speed.
  61686. * As an example, all you have to do is to create the post-process:
  61687. * var mb = new BABYLON.MotionBlurPostProcess(
  61688. * 'mb', // The name of the effect.
  61689. * scene, // The scene containing the objects to blur according to their velocity.
  61690. * 1.0, // The required width/height ratio to downsize to before computing the render pass.
  61691. * camera // The camera to apply the render pass to.
  61692. * );
  61693. * Then, all objects moving, rotating and/or scaling will be blurred depending on the transformation speed.
  61694. */
  61695. export class MotionBlurPostProcess extends PostProcess {
  61696. /**
  61697. * Defines how much the image is blurred by the movement. Default value is equal to 1
  61698. */
  61699. motionStrength: number;
  61700. /**
  61701. * Gets the number of iterations are used for motion blur quality. Default value is equal to 32
  61702. */
  61703. /**
  61704. * Sets the number of iterations to be used for motion blur quality
  61705. */
  61706. motionBlurSamples: number;
  61707. private _motionBlurSamples;
  61708. private _geometryBufferRenderer;
  61709. /**
  61710. * Creates a new instance MotionBlurPostProcess
  61711. * @param name The name of the effect.
  61712. * @param scene The scene containing the objects to blur according to their velocity.
  61713. * @param options The required width/height ratio to downsize to before computing the render pass.
  61714. * @param camera The camera to apply the render pass to.
  61715. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  61716. * @param engine The engine which the post process will be applied. (default: current engine)
  61717. * @param reusable If the post process can be reused on the same frame. (default: false)
  61718. * @param textureType Type of textures used when performing the post process. (default: 0)
  61719. * @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)
  61720. */
  61721. constructor(name: string, scene: Scene, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  61722. /**
  61723. * Excludes the given skinned mesh from computing bones velocities.
  61724. * 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.
  61725. * @param skinnedMesh The mesh containing the skeleton to ignore when computing the velocity map.
  61726. */
  61727. excludeSkinnedMesh(skinnedMesh: AbstractMesh): void;
  61728. /**
  61729. * Removes the given skinned mesh from the excluded meshes to integrate bones velocities while rendering the velocity map.
  61730. * @param skinnedMesh The mesh containing the skeleton that has been ignored previously.
  61731. * @see excludeSkinnedMesh to exclude a skinned mesh from bones velocity computation.
  61732. */
  61733. removeExcludedSkinnedMesh(skinnedMesh: AbstractMesh): void;
  61734. /**
  61735. * Disposes the post process.
  61736. * @param camera The camera to dispose the post process on.
  61737. */
  61738. dispose(camera?: Camera): void;
  61739. }
  61740. }
  61741. declare module "babylonjs/Shaders/refraction.fragment" {
  61742. /** @hidden */
  61743. export var refractionPixelShader: {
  61744. name: string;
  61745. shader: string;
  61746. };
  61747. }
  61748. declare module "babylonjs/PostProcesses/refractionPostProcess" {
  61749. import { Color3 } from "babylonjs/Maths/math.color";
  61750. import { Camera } from "babylonjs/Cameras/camera";
  61751. import { Texture } from "babylonjs/Materials/Textures/texture";
  61752. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  61753. import { Engine } from "babylonjs/Engines/engine";
  61754. import "babylonjs/Shaders/refraction.fragment";
  61755. /**
  61756. * Post process which applies a refractin texture
  61757. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  61758. */
  61759. export class RefractionPostProcess extends PostProcess {
  61760. /** the base color of the refraction (used to taint the rendering) */
  61761. color: Color3;
  61762. /** simulated refraction depth */
  61763. depth: number;
  61764. /** the coefficient of the base color (0 to remove base color tainting) */
  61765. colorLevel: number;
  61766. private _refTexture;
  61767. private _ownRefractionTexture;
  61768. /**
  61769. * Gets or sets the refraction texture
  61770. * Please note that you are responsible for disposing the texture if you set it manually
  61771. */
  61772. refractionTexture: Texture;
  61773. /**
  61774. * Initializes the RefractionPostProcess
  61775. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  61776. * @param name The name of the effect.
  61777. * @param refractionTextureUrl Url of the refraction texture to use
  61778. * @param color the base color of the refraction (used to taint the rendering)
  61779. * @param depth simulated refraction depth
  61780. * @param colorLevel the coefficient of the base color (0 to remove base color tainting)
  61781. * @param camera The camera to apply the render pass to.
  61782. * @param options The required width/height ratio to downsize to before computing the render pass.
  61783. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  61784. * @param engine The engine which the post process will be applied. (default: current engine)
  61785. * @param reusable If the post process can be reused on the same frame. (default: false)
  61786. */
  61787. constructor(name: string, refractionTextureUrl: string,
  61788. /** the base color of the refraction (used to taint the rendering) */
  61789. color: Color3,
  61790. /** simulated refraction depth */
  61791. depth: number,
  61792. /** the coefficient of the base color (0 to remove base color tainting) */
  61793. colorLevel: number, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  61794. /**
  61795. * Disposes of the post process
  61796. * @param camera Camera to dispose post process on
  61797. */
  61798. dispose(camera: Camera): void;
  61799. }
  61800. }
  61801. declare module "babylonjs/Shaders/sharpen.fragment" {
  61802. /** @hidden */
  61803. export var sharpenPixelShader: {
  61804. name: string;
  61805. shader: string;
  61806. };
  61807. }
  61808. declare module "babylonjs/PostProcesses/sharpenPostProcess" {
  61809. import { Nullable } from "babylonjs/types";
  61810. import { Camera } from "babylonjs/Cameras/camera";
  61811. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  61812. import "babylonjs/Shaders/sharpen.fragment";
  61813. import { Engine } from "babylonjs/Engines/engine";
  61814. /**
  61815. * The SharpenPostProcess applies a sharpen kernel to every pixel
  61816. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  61817. */
  61818. export class SharpenPostProcess extends PostProcess {
  61819. /**
  61820. * How much of the original color should be applied. Setting this to 0 will display edge detection. (default: 1)
  61821. */
  61822. colorAmount: number;
  61823. /**
  61824. * How much sharpness should be applied (default: 0.3)
  61825. */
  61826. edgeAmount: number;
  61827. /**
  61828. * Creates a new instance ConvolutionPostProcess
  61829. * @param name The name of the effect.
  61830. * @param options The required width/height ratio to downsize to before computing the render pass.
  61831. * @param camera The camera to apply the render pass to.
  61832. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  61833. * @param engine The engine which the post process will be applied. (default: current engine)
  61834. * @param reusable If the post process can be reused on the same frame. (default: false)
  61835. * @param textureType Type of textures used when performing the post process. (default: 0)
  61836. * @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)
  61837. */
  61838. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  61839. }
  61840. }
  61841. declare module "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline" {
  61842. import { Nullable } from "babylonjs/types";
  61843. import { Camera } from "babylonjs/Cameras/camera";
  61844. import { Engine } from "babylonjs/Engines/engine";
  61845. import { PostProcessRenderEffect } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect";
  61846. import { IInspectable } from "babylonjs/Misc/iInspectable";
  61847. /**
  61848. * PostProcessRenderPipeline
  61849. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  61850. */
  61851. export class PostProcessRenderPipeline {
  61852. private engine;
  61853. private _renderEffects;
  61854. private _renderEffectsForIsolatedPass;
  61855. /**
  61856. * List of inspectable custom properties (used by the Inspector)
  61857. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  61858. */
  61859. inspectableCustomProperties: IInspectable[];
  61860. /**
  61861. * @hidden
  61862. */
  61863. protected _cameras: Camera[];
  61864. /** @hidden */
  61865. _name: string;
  61866. /**
  61867. * Gets pipeline name
  61868. */
  61869. readonly name: string;
  61870. /**
  61871. * Initializes a PostProcessRenderPipeline
  61872. * @param engine engine to add the pipeline to
  61873. * @param name name of the pipeline
  61874. */
  61875. constructor(engine: Engine, name: string);
  61876. /**
  61877. * Gets the class name
  61878. * @returns "PostProcessRenderPipeline"
  61879. */
  61880. getClassName(): string;
  61881. /**
  61882. * If all the render effects in the pipeline are supported
  61883. */
  61884. readonly isSupported: boolean;
  61885. /**
  61886. * Adds an effect to the pipeline
  61887. * @param renderEffect the effect to add
  61888. */
  61889. addEffect(renderEffect: PostProcessRenderEffect): void;
  61890. /** @hidden */
  61891. _rebuild(): void;
  61892. /** @hidden */
  61893. _enableEffect(renderEffectName: string, cameras: Camera): void;
  61894. /** @hidden */
  61895. _enableEffect(renderEffectName: string, cameras: Camera[]): void;
  61896. /** @hidden */
  61897. _disableEffect(renderEffectName: string, cameras: Nullable<Camera[]>): void;
  61898. /** @hidden */
  61899. _disableEffect(renderEffectName: string, cameras: Nullable<Camera[]>): void;
  61900. /** @hidden */
  61901. _attachCameras(cameras: Camera, unique: boolean): void;
  61902. /** @hidden */
  61903. _attachCameras(cameras: Camera[], unique: boolean): void;
  61904. /** @hidden */
  61905. _detachCameras(cameras: Camera): void;
  61906. /** @hidden */
  61907. _detachCameras(cameras: Nullable<Camera[]>): void;
  61908. /** @hidden */
  61909. _update(): void;
  61910. /** @hidden */
  61911. _reset(): void;
  61912. protected _enableMSAAOnFirstPostProcess(sampleCount: number): boolean;
  61913. /**
  61914. * Disposes of the pipeline
  61915. */
  61916. dispose(): void;
  61917. }
  61918. }
  61919. declare module "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManager" {
  61920. import { Camera } from "babylonjs/Cameras/camera";
  61921. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  61922. /**
  61923. * PostProcessRenderPipelineManager class
  61924. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  61925. */
  61926. export class PostProcessRenderPipelineManager {
  61927. private _renderPipelines;
  61928. /**
  61929. * Initializes a PostProcessRenderPipelineManager
  61930. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  61931. */
  61932. constructor();
  61933. /**
  61934. * Gets the list of supported render pipelines
  61935. */
  61936. readonly supportedPipelines: PostProcessRenderPipeline[];
  61937. /**
  61938. * Adds a pipeline to the manager
  61939. * @param renderPipeline The pipeline to add
  61940. */
  61941. addPipeline(renderPipeline: PostProcessRenderPipeline): void;
  61942. /**
  61943. * Attaches a camera to the pipeline
  61944. * @param renderPipelineName The name of the pipeline to attach to
  61945. * @param cameras the camera to attach
  61946. * @param unique if the camera can be attached multiple times to the pipeline
  61947. */
  61948. attachCamerasToRenderPipeline(renderPipelineName: string, cameras: any | Camera[] | Camera, unique?: boolean): void;
  61949. /**
  61950. * Detaches a camera from the pipeline
  61951. * @param renderPipelineName The name of the pipeline to detach from
  61952. * @param cameras the camera to detach
  61953. */
  61954. detachCamerasFromRenderPipeline(renderPipelineName: string, cameras: any | Camera[] | Camera): void;
  61955. /**
  61956. * Enables an effect by name on a pipeline
  61957. * @param renderPipelineName the name of the pipeline to enable the effect in
  61958. * @param renderEffectName the name of the effect to enable
  61959. * @param cameras the cameras that the effect should be enabled on
  61960. */
  61961. enableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: any | Camera[] | Camera): void;
  61962. /**
  61963. * Disables an effect by name on a pipeline
  61964. * @param renderPipelineName the name of the pipeline to disable the effect in
  61965. * @param renderEffectName the name of the effect to disable
  61966. * @param cameras the cameras that the effect should be disabled on
  61967. */
  61968. disableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: any | Camera[] | Camera): void;
  61969. /**
  61970. * Updates the state of all contained render pipelines and disposes of any non supported pipelines
  61971. */
  61972. update(): void;
  61973. /** @hidden */
  61974. _rebuild(): void;
  61975. /**
  61976. * Disposes of the manager and pipelines
  61977. */
  61978. dispose(): void;
  61979. }
  61980. }
  61981. declare module "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent" {
  61982. import { ISceneComponent } from "babylonjs/sceneComponent";
  61983. import { PostProcessRenderPipelineManager } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManager";
  61984. import { Scene } from "babylonjs/scene";
  61985. module "babylonjs/scene" {
  61986. interface Scene {
  61987. /** @hidden (Backing field) */
  61988. _postProcessRenderPipelineManager: PostProcessRenderPipelineManager;
  61989. /**
  61990. * Gets the postprocess render pipeline manager
  61991. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  61992. * @see http://doc.babylonjs.com/how_to/using_default_rendering_pipeline
  61993. */
  61994. readonly postProcessRenderPipelineManager: PostProcessRenderPipelineManager;
  61995. }
  61996. }
  61997. /**
  61998. * Defines the Render Pipeline scene component responsible to rendering pipelines
  61999. */
  62000. export class PostProcessRenderPipelineManagerSceneComponent implements ISceneComponent {
  62001. /**
  62002. * The component name helpfull to identify the component in the list of scene components.
  62003. */
  62004. readonly name: string;
  62005. /**
  62006. * The scene the component belongs to.
  62007. */
  62008. scene: Scene;
  62009. /**
  62010. * Creates a new instance of the component for the given scene
  62011. * @param scene Defines the scene to register the component in
  62012. */
  62013. constructor(scene: Scene);
  62014. /**
  62015. * Registers the component in a given scene
  62016. */
  62017. register(): void;
  62018. /**
  62019. * Rebuilds the elements related to this component in case of
  62020. * context lost for instance.
  62021. */
  62022. rebuild(): void;
  62023. /**
  62024. * Disposes the component and the associated ressources
  62025. */
  62026. dispose(): void;
  62027. private _gatherRenderTargets;
  62028. }
  62029. }
  62030. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline" {
  62031. import { Nullable } from "babylonjs/types";
  62032. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  62033. import { Camera } from "babylonjs/Cameras/camera";
  62034. import { IDisposable } from "babylonjs/scene";
  62035. import { GlowLayer } from "babylonjs/Layers/glowLayer";
  62036. import { Scene } from "babylonjs/scene";
  62037. import { SharpenPostProcess } from "babylonjs/PostProcesses/sharpenPostProcess";
  62038. import { ImageProcessingPostProcess } from "babylonjs/PostProcesses/imageProcessingPostProcess";
  62039. import { ChromaticAberrationPostProcess } from "babylonjs/PostProcesses/chromaticAberrationPostProcess";
  62040. import { GrainPostProcess } from "babylonjs/PostProcesses/grainPostProcess";
  62041. import { FxaaPostProcess } from "babylonjs/PostProcesses/fxaaPostProcess";
  62042. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  62043. import { DepthOfFieldEffect, DepthOfFieldEffectBlurLevel } from "babylonjs/PostProcesses/depthOfFieldEffect";
  62044. import "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  62045. import { Animation } from "babylonjs/Animations/animation";
  62046. /**
  62047. * The default rendering pipeline can be added to a scene to apply common post processing effects such as anti-aliasing or depth of field.
  62048. * See https://doc.babylonjs.com/how_to/using_default_rendering_pipeline
  62049. */
  62050. export class DefaultRenderingPipeline extends PostProcessRenderPipeline implements IDisposable, IAnimatable {
  62051. private _scene;
  62052. private _camerasToBeAttached;
  62053. /**
  62054. * ID of the sharpen post process,
  62055. */
  62056. private readonly SharpenPostProcessId;
  62057. /**
  62058. * @ignore
  62059. * ID of the image processing post process;
  62060. */
  62061. readonly ImageProcessingPostProcessId: string;
  62062. /**
  62063. * @ignore
  62064. * ID of the Fast Approximate Anti-Aliasing post process;
  62065. */
  62066. readonly FxaaPostProcessId: string;
  62067. /**
  62068. * ID of the chromatic aberration post process,
  62069. */
  62070. private readonly ChromaticAberrationPostProcessId;
  62071. /**
  62072. * ID of the grain post process
  62073. */
  62074. private readonly GrainPostProcessId;
  62075. /**
  62076. * Sharpen post process which will apply a sharpen convolution to enhance edges
  62077. */
  62078. sharpen: SharpenPostProcess;
  62079. private _sharpenEffect;
  62080. private bloom;
  62081. /**
  62082. * Depth of field effect, applies a blur based on how far away objects are from the focus distance.
  62083. */
  62084. depthOfField: DepthOfFieldEffect;
  62085. /**
  62086. * The Fast Approximate Anti-Aliasing post process which attemps to remove aliasing from an image.
  62087. */
  62088. fxaa: FxaaPostProcess;
  62089. /**
  62090. * Image post processing pass used to perform operations such as tone mapping or color grading.
  62091. */
  62092. imageProcessing: ImageProcessingPostProcess;
  62093. /**
  62094. * Chromatic aberration post process which will shift rgb colors in the image
  62095. */
  62096. chromaticAberration: ChromaticAberrationPostProcess;
  62097. private _chromaticAberrationEffect;
  62098. /**
  62099. * Grain post process which add noise to the image
  62100. */
  62101. grain: GrainPostProcess;
  62102. private _grainEffect;
  62103. /**
  62104. * Glow post process which adds a glow to emissive areas of the image
  62105. */
  62106. private _glowLayer;
  62107. /**
  62108. * Animations which can be used to tweak settings over a period of time
  62109. */
  62110. animations: Animation[];
  62111. private _imageProcessingConfigurationObserver;
  62112. private _sharpenEnabled;
  62113. private _bloomEnabled;
  62114. private _depthOfFieldEnabled;
  62115. private _depthOfFieldBlurLevel;
  62116. private _fxaaEnabled;
  62117. private _imageProcessingEnabled;
  62118. private _defaultPipelineTextureType;
  62119. private _bloomScale;
  62120. private _chromaticAberrationEnabled;
  62121. private _grainEnabled;
  62122. private _buildAllowed;
  62123. /**
  62124. * Gets active scene
  62125. */
  62126. readonly scene: Scene;
  62127. /**
  62128. * Enable or disable the sharpen process from the pipeline
  62129. */
  62130. sharpenEnabled: boolean;
  62131. private _resizeObserver;
  62132. private _hardwareScaleLevel;
  62133. private _bloomKernel;
  62134. /**
  62135. * Specifies the size of the bloom blur kernel, relative to the final output size
  62136. */
  62137. bloomKernel: number;
  62138. /**
  62139. * Specifies the weight of the bloom in the final rendering
  62140. */
  62141. private _bloomWeight;
  62142. /**
  62143. * Specifies the luma threshold for the area that will be blurred by the bloom
  62144. */
  62145. private _bloomThreshold;
  62146. private _hdr;
  62147. /**
  62148. * The strength of the bloom.
  62149. */
  62150. bloomWeight: number;
  62151. /**
  62152. * The strength of the bloom.
  62153. */
  62154. bloomThreshold: number;
  62155. /**
  62156. * The scale of the bloom, lower value will provide better performance.
  62157. */
  62158. bloomScale: number;
  62159. /**
  62160. * Enable or disable the bloom from the pipeline
  62161. */
  62162. bloomEnabled: boolean;
  62163. private _rebuildBloom;
  62164. /**
  62165. * If the depth of field is enabled.
  62166. */
  62167. depthOfFieldEnabled: boolean;
  62168. /**
  62169. * Blur level of the depth of field effect. (Higher blur will effect performance)
  62170. */
  62171. depthOfFieldBlurLevel: DepthOfFieldEffectBlurLevel;
  62172. /**
  62173. * If the anti aliasing is enabled.
  62174. */
  62175. fxaaEnabled: boolean;
  62176. private _samples;
  62177. /**
  62178. * MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  62179. */
  62180. samples: number;
  62181. /**
  62182. * If image processing is enabled.
  62183. */
  62184. imageProcessingEnabled: boolean;
  62185. /**
  62186. * If glow layer is enabled. (Adds a glow effect to emmissive materials)
  62187. */
  62188. glowLayerEnabled: boolean;
  62189. /**
  62190. * Gets the glow layer (or null if not defined)
  62191. */
  62192. readonly glowLayer: Nullable<GlowLayer>;
  62193. /**
  62194. * Enable or disable the chromaticAberration process from the pipeline
  62195. */
  62196. chromaticAberrationEnabled: boolean;
  62197. /**
  62198. * Enable or disable the grain process from the pipeline
  62199. */
  62200. grainEnabled: boolean;
  62201. /**
  62202. * @constructor
  62203. * @param name - The rendering pipeline name (default: "")
  62204. * @param hdr - If high dynamic range textures should be used (default: true)
  62205. * @param scene - The scene linked to this pipeline (default: the last created scene)
  62206. * @param cameras - The array of cameras that the rendering pipeline will be attached to (default: scene.cameras)
  62207. * @param automaticBuild - if false, you will have to manually call prepare() to update the pipeline (default: true)
  62208. */
  62209. constructor(name?: string, hdr?: boolean, scene?: Scene, cameras?: Camera[], automaticBuild?: boolean);
  62210. /**
  62211. * Get the class name
  62212. * @returns "DefaultRenderingPipeline"
  62213. */
  62214. getClassName(): string;
  62215. /**
  62216. * Force the compilation of the entire pipeline.
  62217. */
  62218. prepare(): void;
  62219. private _hasCleared;
  62220. private _prevPostProcess;
  62221. private _prevPrevPostProcess;
  62222. private _setAutoClearAndTextureSharing;
  62223. private _depthOfFieldSceneObserver;
  62224. private _buildPipeline;
  62225. private _disposePostProcesses;
  62226. /**
  62227. * Adds a camera to the pipeline
  62228. * @param camera the camera to be added
  62229. */
  62230. addCamera(camera: Camera): void;
  62231. /**
  62232. * Removes a camera from the pipeline
  62233. * @param camera the camera to remove
  62234. */
  62235. removeCamera(camera: Camera): void;
  62236. /**
  62237. * Dispose of the pipeline and stop all post processes
  62238. */
  62239. dispose(): void;
  62240. /**
  62241. * Serialize the rendering pipeline (Used when exporting)
  62242. * @returns the serialized object
  62243. */
  62244. serialize(): any;
  62245. /**
  62246. * Parse the serialized pipeline
  62247. * @param source Source pipeline.
  62248. * @param scene The scene to load the pipeline to.
  62249. * @param rootUrl The URL of the serialized pipeline.
  62250. * @returns An instantiated pipeline from the serialized object.
  62251. */
  62252. static Parse(source: any, scene: Scene, rootUrl: string): DefaultRenderingPipeline;
  62253. }
  62254. }
  62255. declare module "babylonjs/Shaders/lensHighlights.fragment" {
  62256. /** @hidden */
  62257. export var lensHighlightsPixelShader: {
  62258. name: string;
  62259. shader: string;
  62260. };
  62261. }
  62262. declare module "babylonjs/Shaders/depthOfField.fragment" {
  62263. /** @hidden */
  62264. export var depthOfFieldPixelShader: {
  62265. name: string;
  62266. shader: string;
  62267. };
  62268. }
  62269. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/lensRenderingPipeline" {
  62270. import { Camera } from "babylonjs/Cameras/camera";
  62271. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  62272. import { Scene } from "babylonjs/scene";
  62273. import "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  62274. import "babylonjs/Shaders/chromaticAberration.fragment";
  62275. import "babylonjs/Shaders/lensHighlights.fragment";
  62276. import "babylonjs/Shaders/depthOfField.fragment";
  62277. /**
  62278. * BABYLON.JS Chromatic Aberration GLSL Shader
  62279. * Author: Olivier Guyot
  62280. * Separates very slightly R, G and B colors on the edges of the screen
  62281. * Inspired by Francois Tarlier & Martins Upitis
  62282. */
  62283. export class LensRenderingPipeline extends PostProcessRenderPipeline {
  62284. /**
  62285. * @ignore
  62286. * The chromatic aberration PostProcess id in the pipeline
  62287. */
  62288. LensChromaticAberrationEffect: string;
  62289. /**
  62290. * @ignore
  62291. * The highlights enhancing PostProcess id in the pipeline
  62292. */
  62293. HighlightsEnhancingEffect: string;
  62294. /**
  62295. * @ignore
  62296. * The depth-of-field PostProcess id in the pipeline
  62297. */
  62298. LensDepthOfFieldEffect: string;
  62299. private _scene;
  62300. private _depthTexture;
  62301. private _grainTexture;
  62302. private _chromaticAberrationPostProcess;
  62303. private _highlightsPostProcess;
  62304. private _depthOfFieldPostProcess;
  62305. private _edgeBlur;
  62306. private _grainAmount;
  62307. private _chromaticAberration;
  62308. private _distortion;
  62309. private _highlightsGain;
  62310. private _highlightsThreshold;
  62311. private _dofDistance;
  62312. private _dofAperture;
  62313. private _dofDarken;
  62314. private _dofPentagon;
  62315. private _blurNoise;
  62316. /**
  62317. * @constructor
  62318. *
  62319. * Effect parameters are as follow:
  62320. * {
  62321. * chromatic_aberration: number; // from 0 to x (1 for realism)
  62322. * edge_blur: number; // from 0 to x (1 for realism)
  62323. * distortion: number; // from 0 to x (1 for realism)
  62324. * grain_amount: number; // from 0 to 1
  62325. * grain_texture: BABYLON.Texture; // texture to use for grain effect; if unset, use random B&W noise
  62326. * dof_focus_distance: number; // depth-of-field: focus distance; unset to disable (disabled by default)
  62327. * dof_aperture: number; // depth-of-field: focus blur bias (default: 1)
  62328. * dof_darken: number; // depth-of-field: darken that which is out of focus (from 0 to 1, disabled by default)
  62329. * dof_pentagon: boolean; // depth-of-field: makes a pentagon-like "bokeh" effect
  62330. * dof_gain: number; // depth-of-field: highlights gain; unset to disable (disabled by default)
  62331. * dof_threshold: number; // depth-of-field: highlights threshold (default: 1)
  62332. * blur_noise: boolean; // add a little bit of noise to the blur (default: true)
  62333. * }
  62334. * Note: if an effect parameter is unset, effect is disabled
  62335. *
  62336. * @param name The rendering pipeline name
  62337. * @param parameters - An object containing all parameters (see above)
  62338. * @param scene The scene linked to this pipeline
  62339. * @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)
  62340. * @param cameras The array of cameras that the rendering pipeline will be attached to
  62341. */
  62342. constructor(name: string, parameters: any, scene: Scene, ratio?: number, cameras?: Camera[]);
  62343. /**
  62344. * Get the class name
  62345. * @returns "LensRenderingPipeline"
  62346. */
  62347. getClassName(): string;
  62348. /**
  62349. * Gets associated scene
  62350. */
  62351. readonly scene: Scene;
  62352. /**
  62353. * Gets or sets the edge blur
  62354. */
  62355. edgeBlur: number;
  62356. /**
  62357. * Gets or sets the grain amount
  62358. */
  62359. grainAmount: number;
  62360. /**
  62361. * Gets or sets the chromatic aberration amount
  62362. */
  62363. chromaticAberration: number;
  62364. /**
  62365. * Gets or sets the depth of field aperture
  62366. */
  62367. dofAperture: number;
  62368. /**
  62369. * Gets or sets the edge distortion
  62370. */
  62371. edgeDistortion: number;
  62372. /**
  62373. * Gets or sets the depth of field distortion
  62374. */
  62375. dofDistortion: number;
  62376. /**
  62377. * Gets or sets the darken out of focus amount
  62378. */
  62379. darkenOutOfFocus: number;
  62380. /**
  62381. * Gets or sets a boolean indicating if blur noise is enabled
  62382. */
  62383. blurNoise: boolean;
  62384. /**
  62385. * Gets or sets a boolean indicating if pentagon bokeh is enabled
  62386. */
  62387. pentagonBokeh: boolean;
  62388. /**
  62389. * Gets or sets the highlight grain amount
  62390. */
  62391. highlightsGain: number;
  62392. /**
  62393. * Gets or sets the highlight threshold
  62394. */
  62395. highlightsThreshold: number;
  62396. /**
  62397. * Sets the amount of blur at the edges
  62398. * @param amount blur amount
  62399. */
  62400. setEdgeBlur(amount: number): void;
  62401. /**
  62402. * Sets edge blur to 0
  62403. */
  62404. disableEdgeBlur(): void;
  62405. /**
  62406. * Sets the amout of grain
  62407. * @param amount Amount of grain
  62408. */
  62409. setGrainAmount(amount: number): void;
  62410. /**
  62411. * Set grain amount to 0
  62412. */
  62413. disableGrain(): void;
  62414. /**
  62415. * Sets the chromatic aberration amount
  62416. * @param amount amount of chromatic aberration
  62417. */
  62418. setChromaticAberration(amount: number): void;
  62419. /**
  62420. * Sets chromatic aberration amount to 0
  62421. */
  62422. disableChromaticAberration(): void;
  62423. /**
  62424. * Sets the EdgeDistortion amount
  62425. * @param amount amount of EdgeDistortion
  62426. */
  62427. setEdgeDistortion(amount: number): void;
  62428. /**
  62429. * Sets edge distortion to 0
  62430. */
  62431. disableEdgeDistortion(): void;
  62432. /**
  62433. * Sets the FocusDistance amount
  62434. * @param amount amount of FocusDistance
  62435. */
  62436. setFocusDistance(amount: number): void;
  62437. /**
  62438. * Disables depth of field
  62439. */
  62440. disableDepthOfField(): void;
  62441. /**
  62442. * Sets the Aperture amount
  62443. * @param amount amount of Aperture
  62444. */
  62445. setAperture(amount: number): void;
  62446. /**
  62447. * Sets the DarkenOutOfFocus amount
  62448. * @param amount amount of DarkenOutOfFocus
  62449. */
  62450. setDarkenOutOfFocus(amount: number): void;
  62451. private _pentagonBokehIsEnabled;
  62452. /**
  62453. * Creates a pentagon bokeh effect
  62454. */
  62455. enablePentagonBokeh(): void;
  62456. /**
  62457. * Disables the pentagon bokeh effect
  62458. */
  62459. disablePentagonBokeh(): void;
  62460. /**
  62461. * Enables noise blur
  62462. */
  62463. enableNoiseBlur(): void;
  62464. /**
  62465. * Disables noise blur
  62466. */
  62467. disableNoiseBlur(): void;
  62468. /**
  62469. * Sets the HighlightsGain amount
  62470. * @param amount amount of HighlightsGain
  62471. */
  62472. setHighlightsGain(amount: number): void;
  62473. /**
  62474. * Sets the HighlightsThreshold amount
  62475. * @param amount amount of HighlightsThreshold
  62476. */
  62477. setHighlightsThreshold(amount: number): void;
  62478. /**
  62479. * Disables highlights
  62480. */
  62481. disableHighlights(): void;
  62482. /**
  62483. * Removes the internal pipeline assets and detaches the pipeline from the scene cameras
  62484. * @param disableDepthRender If the scens depth rendering should be disabled (default: false)
  62485. */
  62486. dispose(disableDepthRender?: boolean): void;
  62487. private _createChromaticAberrationPostProcess;
  62488. private _createHighlightsPostProcess;
  62489. private _createDepthOfFieldPostProcess;
  62490. private _createGrainTexture;
  62491. }
  62492. }
  62493. declare module "babylonjs/Shaders/ssao2.fragment" {
  62494. /** @hidden */
  62495. export var ssao2PixelShader: {
  62496. name: string;
  62497. shader: string;
  62498. };
  62499. }
  62500. declare module "babylonjs/Shaders/ssaoCombine.fragment" {
  62501. /** @hidden */
  62502. export var ssaoCombinePixelShader: {
  62503. name: string;
  62504. shader: string;
  62505. };
  62506. }
  62507. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline" {
  62508. import { Camera } from "babylonjs/Cameras/camera";
  62509. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  62510. import { Scene } from "babylonjs/scene";
  62511. import "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  62512. import "babylonjs/Shaders/ssao2.fragment";
  62513. import "babylonjs/Shaders/ssaoCombine.fragment";
  62514. /**
  62515. * Render pipeline to produce ssao effect
  62516. */
  62517. export class SSAO2RenderingPipeline extends PostProcessRenderPipeline {
  62518. /**
  62519. * @ignore
  62520. * The PassPostProcess id in the pipeline that contains the original scene color
  62521. */
  62522. SSAOOriginalSceneColorEffect: string;
  62523. /**
  62524. * @ignore
  62525. * The SSAO PostProcess id in the pipeline
  62526. */
  62527. SSAORenderEffect: string;
  62528. /**
  62529. * @ignore
  62530. * The horizontal blur PostProcess id in the pipeline
  62531. */
  62532. SSAOBlurHRenderEffect: string;
  62533. /**
  62534. * @ignore
  62535. * The vertical blur PostProcess id in the pipeline
  62536. */
  62537. SSAOBlurVRenderEffect: string;
  62538. /**
  62539. * @ignore
  62540. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  62541. */
  62542. SSAOCombineRenderEffect: string;
  62543. /**
  62544. * The output strength of the SSAO post-process. Default value is 1.0.
  62545. */
  62546. totalStrength: number;
  62547. /**
  62548. * Maximum depth value to still render AO. A smooth falloff makes the dimming more natural, so there will be no abrupt shading change.
  62549. */
  62550. maxZ: number;
  62551. /**
  62552. * In order to save performances, SSAO radius is clamped on close geometry. This ratio changes by how much
  62553. */
  62554. minZAspect: number;
  62555. private _samples;
  62556. /**
  62557. * Number of samples used for the SSAO calculations. Default value is 8
  62558. */
  62559. samples: number;
  62560. private _textureSamples;
  62561. /**
  62562. * Number of samples to use for antialiasing
  62563. */
  62564. textureSamples: number;
  62565. /**
  62566. * Ratio object used for SSAO ratio and blur ratio
  62567. */
  62568. private _ratio;
  62569. /**
  62570. * Dynamically generated sphere sampler.
  62571. */
  62572. private _sampleSphere;
  62573. /**
  62574. * Blur filter offsets
  62575. */
  62576. private _samplerOffsets;
  62577. private _expensiveBlur;
  62578. /**
  62579. * If bilateral blur should be used
  62580. */
  62581. expensiveBlur: boolean;
  62582. /**
  62583. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 2.0
  62584. */
  62585. radius: number;
  62586. /**
  62587. * The base color of the SSAO post-process
  62588. * The final result is "base + ssao" between [0, 1]
  62589. */
  62590. base: number;
  62591. /**
  62592. * Support test.
  62593. */
  62594. static readonly IsSupported: boolean;
  62595. private _scene;
  62596. private _depthTexture;
  62597. private _normalTexture;
  62598. private _randomTexture;
  62599. private _originalColorPostProcess;
  62600. private _ssaoPostProcess;
  62601. private _blurHPostProcess;
  62602. private _blurVPostProcess;
  62603. private _ssaoCombinePostProcess;
  62604. private _firstUpdate;
  62605. /**
  62606. * Gets active scene
  62607. */
  62608. readonly scene: Scene;
  62609. /**
  62610. * @constructor
  62611. * @param name The rendering pipeline name
  62612. * @param scene The scene linked to this pipeline
  62613. * @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 }
  62614. * @param cameras The array of cameras that the rendering pipeline will be attached to
  62615. */
  62616. constructor(name: string, scene: Scene, ratio: any, cameras?: Camera[]);
  62617. /**
  62618. * Get the class name
  62619. * @returns "SSAO2RenderingPipeline"
  62620. */
  62621. getClassName(): string;
  62622. /**
  62623. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  62624. */
  62625. dispose(disableGeometryBufferRenderer?: boolean): void;
  62626. private _createBlurPostProcess;
  62627. /** @hidden */
  62628. _rebuild(): void;
  62629. private _bits;
  62630. private _radicalInverse_VdC;
  62631. private _hammersley;
  62632. private _hemisphereSample_uniform;
  62633. private _generateHemisphere;
  62634. private _createSSAOPostProcess;
  62635. private _createSSAOCombinePostProcess;
  62636. private _createRandomTexture;
  62637. /**
  62638. * Serialize the rendering pipeline (Used when exporting)
  62639. * @returns the serialized object
  62640. */
  62641. serialize(): any;
  62642. /**
  62643. * Parse the serialized pipeline
  62644. * @param source Source pipeline.
  62645. * @param scene The scene to load the pipeline to.
  62646. * @param rootUrl The URL of the serialized pipeline.
  62647. * @returns An instantiated pipeline from the serialized object.
  62648. */
  62649. static Parse(source: any, scene: Scene, rootUrl: string): SSAO2RenderingPipeline;
  62650. }
  62651. }
  62652. declare module "babylonjs/Shaders/ssao.fragment" {
  62653. /** @hidden */
  62654. export var ssaoPixelShader: {
  62655. name: string;
  62656. shader: string;
  62657. };
  62658. }
  62659. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/ssaoRenderingPipeline" {
  62660. import { Camera } from "babylonjs/Cameras/camera";
  62661. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  62662. import { Scene } from "babylonjs/scene";
  62663. import "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  62664. import "babylonjs/Shaders/ssao.fragment";
  62665. import "babylonjs/Shaders/ssaoCombine.fragment";
  62666. /**
  62667. * Render pipeline to produce ssao effect
  62668. */
  62669. export class SSAORenderingPipeline extends PostProcessRenderPipeline {
  62670. /**
  62671. * @ignore
  62672. * The PassPostProcess id in the pipeline that contains the original scene color
  62673. */
  62674. SSAOOriginalSceneColorEffect: string;
  62675. /**
  62676. * @ignore
  62677. * The SSAO PostProcess id in the pipeline
  62678. */
  62679. SSAORenderEffect: string;
  62680. /**
  62681. * @ignore
  62682. * The horizontal blur PostProcess id in the pipeline
  62683. */
  62684. SSAOBlurHRenderEffect: string;
  62685. /**
  62686. * @ignore
  62687. * The vertical blur PostProcess id in the pipeline
  62688. */
  62689. SSAOBlurVRenderEffect: string;
  62690. /**
  62691. * @ignore
  62692. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  62693. */
  62694. SSAOCombineRenderEffect: string;
  62695. /**
  62696. * The output strength of the SSAO post-process. Default value is 1.0.
  62697. */
  62698. totalStrength: number;
  62699. /**
  62700. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 0.0006
  62701. */
  62702. radius: number;
  62703. /**
  62704. * Related to fallOff, used to interpolate SSAO samples (first interpolate function input) based on the occlusion difference of each pixel
  62705. * Must not be equal to fallOff and superior to fallOff.
  62706. * Default value is 0.0075
  62707. */
  62708. area: number;
  62709. /**
  62710. * Related to area, used to interpolate SSAO samples (second interpolate function input) based on the occlusion difference of each pixel
  62711. * Must not be equal to area and inferior to area.
  62712. * Default value is 0.000001
  62713. */
  62714. fallOff: number;
  62715. /**
  62716. * The base color of the SSAO post-process
  62717. * The final result is "base + ssao" between [0, 1]
  62718. */
  62719. base: number;
  62720. private _scene;
  62721. private _depthTexture;
  62722. private _randomTexture;
  62723. private _originalColorPostProcess;
  62724. private _ssaoPostProcess;
  62725. private _blurHPostProcess;
  62726. private _blurVPostProcess;
  62727. private _ssaoCombinePostProcess;
  62728. private _firstUpdate;
  62729. /**
  62730. * Gets active scene
  62731. */
  62732. readonly scene: Scene;
  62733. /**
  62734. * @constructor
  62735. * @param name - The rendering pipeline name
  62736. * @param scene - The scene linked to this pipeline
  62737. * @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 }
  62738. * @param cameras - The array of cameras that the rendering pipeline will be attached to
  62739. */
  62740. constructor(name: string, scene: Scene, ratio: any, cameras?: Camera[]);
  62741. /**
  62742. * Get the class name
  62743. * @returns "SSAORenderingPipeline"
  62744. */
  62745. getClassName(): string;
  62746. /**
  62747. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  62748. */
  62749. dispose(disableDepthRender?: boolean): void;
  62750. private _createBlurPostProcess;
  62751. /** @hidden */
  62752. _rebuild(): void;
  62753. private _createSSAOPostProcess;
  62754. private _createSSAOCombinePostProcess;
  62755. private _createRandomTexture;
  62756. }
  62757. }
  62758. declare module "babylonjs/Shaders/standard.fragment" {
  62759. import "babylonjs/Shaders/ShadersInclude/packingFunctions";
  62760. /** @hidden */
  62761. export var standardPixelShader: {
  62762. name: string;
  62763. shader: string;
  62764. };
  62765. }
  62766. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/standardRenderingPipeline" {
  62767. import { Nullable } from "babylonjs/types";
  62768. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  62769. import { Camera } from "babylonjs/Cameras/camera";
  62770. import { Texture } from "babylonjs/Materials/Textures/texture";
  62771. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  62772. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  62773. import { BlurPostProcess } from "babylonjs/PostProcesses/blurPostProcess";
  62774. import { FxaaPostProcess } from "babylonjs/PostProcesses/fxaaPostProcess";
  62775. import { IDisposable } from "babylonjs/scene";
  62776. import { SpotLight } from "babylonjs/Lights/spotLight";
  62777. import { DirectionalLight } from "babylonjs/Lights/directionalLight";
  62778. import { Scene } from "babylonjs/scene";
  62779. import { Animation } from "babylonjs/Animations/animation";
  62780. import "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  62781. import "babylonjs/Shaders/standard.fragment";
  62782. /**
  62783. * Standard rendering pipeline
  62784. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  62785. * @see https://doc.babylonjs.com/how_to/using_standard_rendering_pipeline
  62786. */
  62787. export class StandardRenderingPipeline extends PostProcessRenderPipeline implements IDisposable, IAnimatable {
  62788. /**
  62789. * Public members
  62790. */
  62791. /**
  62792. * Post-process which contains the original scene color before the pipeline applies all the effects
  62793. */
  62794. originalPostProcess: Nullable<PostProcess>;
  62795. /**
  62796. * Post-process used to down scale an image x4
  62797. */
  62798. downSampleX4PostProcess: Nullable<PostProcess>;
  62799. /**
  62800. * Post-process used to calculate the illuminated surfaces controlled by a threshold
  62801. */
  62802. brightPassPostProcess: Nullable<PostProcess>;
  62803. /**
  62804. * Post-process array storing all the horizontal blur post-processes used by the pipeline
  62805. */
  62806. blurHPostProcesses: PostProcess[];
  62807. /**
  62808. * Post-process array storing all the vertical blur post-processes used by the pipeline
  62809. */
  62810. blurVPostProcesses: PostProcess[];
  62811. /**
  62812. * Post-process used to add colors of 2 textures (typically brightness + real scene color)
  62813. */
  62814. textureAdderPostProcess: Nullable<PostProcess>;
  62815. /**
  62816. * Post-process used to create volumetric lighting effect
  62817. */
  62818. volumetricLightPostProcess: Nullable<PostProcess>;
  62819. /**
  62820. * Post-process used to smooth the previous volumetric light post-process on the X axis
  62821. */
  62822. volumetricLightSmoothXPostProcess: Nullable<BlurPostProcess>;
  62823. /**
  62824. * Post-process used to smooth the previous volumetric light post-process on the Y axis
  62825. */
  62826. volumetricLightSmoothYPostProcess: Nullable<BlurPostProcess>;
  62827. /**
  62828. * Post-process used to merge the volumetric light effect and the real scene color
  62829. */
  62830. volumetricLightMergePostProces: Nullable<PostProcess>;
  62831. /**
  62832. * Post-process used to store the final volumetric light post-process (attach/detach for debug purpose)
  62833. */
  62834. volumetricLightFinalPostProcess: Nullable<PostProcess>;
  62835. /**
  62836. * Base post-process used to calculate the average luminance of the final image for HDR
  62837. */
  62838. luminancePostProcess: Nullable<PostProcess>;
  62839. /**
  62840. * Post-processes used to create down sample post-processes in order to get
  62841. * the average luminance of the final image for HDR
  62842. * Array of length "StandardRenderingPipeline.LuminanceSteps"
  62843. */
  62844. luminanceDownSamplePostProcesses: PostProcess[];
  62845. /**
  62846. * Post-process used to create a HDR effect (light adaptation)
  62847. */
  62848. hdrPostProcess: Nullable<PostProcess>;
  62849. /**
  62850. * Post-process used to store the final texture adder post-process (attach/detach for debug purpose)
  62851. */
  62852. textureAdderFinalPostProcess: Nullable<PostProcess>;
  62853. /**
  62854. * Post-process used to store the final lens flare post-process (attach/detach for debug purpose)
  62855. */
  62856. lensFlareFinalPostProcess: Nullable<PostProcess>;
  62857. /**
  62858. * Post-process used to merge the final HDR post-process and the real scene color
  62859. */
  62860. hdrFinalPostProcess: Nullable<PostProcess>;
  62861. /**
  62862. * Post-process used to create a lens flare effect
  62863. */
  62864. lensFlarePostProcess: Nullable<PostProcess>;
  62865. /**
  62866. * Post-process that merges the result of the lens flare post-process and the real scene color
  62867. */
  62868. lensFlareComposePostProcess: Nullable<PostProcess>;
  62869. /**
  62870. * Post-process used to create a motion blur effect
  62871. */
  62872. motionBlurPostProcess: Nullable<PostProcess>;
  62873. /**
  62874. * Post-process used to create a depth of field effect
  62875. */
  62876. depthOfFieldPostProcess: Nullable<PostProcess>;
  62877. /**
  62878. * The Fast Approximate Anti-Aliasing post process which attemps to remove aliasing from an image.
  62879. */
  62880. fxaaPostProcess: Nullable<FxaaPostProcess>;
  62881. /**
  62882. * Represents the brightness threshold in order to configure the illuminated surfaces
  62883. */
  62884. brightThreshold: number;
  62885. /**
  62886. * Configures the blur intensity used for surexposed surfaces are highlighted surfaces (light halo)
  62887. */
  62888. blurWidth: number;
  62889. /**
  62890. * Sets if the blur for highlighted surfaces must be only horizontal
  62891. */
  62892. horizontalBlur: boolean;
  62893. /**
  62894. * Gets the overall exposure used by the pipeline
  62895. */
  62896. /**
  62897. * Sets the overall exposure used by the pipeline
  62898. */
  62899. exposure: number;
  62900. /**
  62901. * Texture used typically to simulate "dirty" on camera lens
  62902. */
  62903. lensTexture: Nullable<Texture>;
  62904. /**
  62905. * Represents the offset coefficient based on Rayleigh principle. Typically in interval [-0.2, 0.2]
  62906. */
  62907. volumetricLightCoefficient: number;
  62908. /**
  62909. * The overall power of volumetric lights, typically in interval [0, 10] maximum
  62910. */
  62911. volumetricLightPower: number;
  62912. /**
  62913. * Used the set the blur intensity to smooth the volumetric lights
  62914. */
  62915. volumetricLightBlurScale: number;
  62916. /**
  62917. * Light (spot or directional) used to generate the volumetric lights rays
  62918. * The source light must have a shadow generate so the pipeline can get its
  62919. * depth map
  62920. */
  62921. sourceLight: Nullable<SpotLight | DirectionalLight>;
  62922. /**
  62923. * For eye adaptation, represents the minimum luminance the eye can see
  62924. */
  62925. hdrMinimumLuminance: number;
  62926. /**
  62927. * For eye adaptation, represents the decrease luminance speed
  62928. */
  62929. hdrDecreaseRate: number;
  62930. /**
  62931. * For eye adaptation, represents the increase luminance speed
  62932. */
  62933. hdrIncreaseRate: number;
  62934. /**
  62935. * Gets wether or not the exposure of the overall pipeline should be automatically adjusted by the HDR post-process
  62936. */
  62937. /**
  62938. * Sets wether or not the exposure of the overall pipeline should be automatically adjusted by the HDR post-process
  62939. */
  62940. hdrAutoExposure: boolean;
  62941. /**
  62942. * Lens color texture used by the lens flare effect. Mandatory if lens flare effect enabled
  62943. */
  62944. lensColorTexture: Nullable<Texture>;
  62945. /**
  62946. * The overall strengh for the lens flare effect
  62947. */
  62948. lensFlareStrength: number;
  62949. /**
  62950. * Dispersion coefficient for lens flare ghosts
  62951. */
  62952. lensFlareGhostDispersal: number;
  62953. /**
  62954. * Main lens flare halo width
  62955. */
  62956. lensFlareHaloWidth: number;
  62957. /**
  62958. * Based on the lens distortion effect, defines how much the lens flare result
  62959. * is distorted
  62960. */
  62961. lensFlareDistortionStrength: number;
  62962. /**
  62963. * Configures the blur intensity used for for lens flare (halo)
  62964. */
  62965. lensFlareBlurWidth: number;
  62966. /**
  62967. * Lens star texture must be used to simulate rays on the flares and is available
  62968. * in the documentation
  62969. */
  62970. lensStarTexture: Nullable<Texture>;
  62971. /**
  62972. * As the "lensTexture" (can be the same texture or different), it is used to apply the lens
  62973. * flare effect by taking account of the dirt texture
  62974. */
  62975. lensFlareDirtTexture: Nullable<Texture>;
  62976. /**
  62977. * Represents the focal length for the depth of field effect
  62978. */
  62979. depthOfFieldDistance: number;
  62980. /**
  62981. * Represents the blur intensity for the blurred part of the depth of field effect
  62982. */
  62983. depthOfFieldBlurWidth: number;
  62984. /**
  62985. * Gets how much the image is blurred by the movement while using the motion blur post-process
  62986. */
  62987. /**
  62988. * Sets how much the image is blurred by the movement while using the motion blur post-process
  62989. */
  62990. motionStrength: number;
  62991. /**
  62992. * Gets wether or not the motion blur post-process is object based or screen based.
  62993. */
  62994. /**
  62995. * Sets wether or not the motion blur post-process should be object based or screen based
  62996. */
  62997. objectBasedMotionBlur: boolean;
  62998. /**
  62999. * List of animations for the pipeline (IAnimatable implementation)
  63000. */
  63001. animations: Animation[];
  63002. /**
  63003. * Private members
  63004. */
  63005. private _scene;
  63006. private _currentDepthOfFieldSource;
  63007. private _basePostProcess;
  63008. private _fixedExposure;
  63009. private _currentExposure;
  63010. private _hdrAutoExposure;
  63011. private _hdrCurrentLuminance;
  63012. private _motionStrength;
  63013. private _isObjectBasedMotionBlur;
  63014. private _floatTextureType;
  63015. private _camerasToBeAttached;
  63016. private _ratio;
  63017. private _bloomEnabled;
  63018. private _depthOfFieldEnabled;
  63019. private _vlsEnabled;
  63020. private _lensFlareEnabled;
  63021. private _hdrEnabled;
  63022. private _motionBlurEnabled;
  63023. private _fxaaEnabled;
  63024. private _motionBlurSamples;
  63025. private _volumetricLightStepsCount;
  63026. private _samples;
  63027. /**
  63028. * @ignore
  63029. * Specifies if the bloom pipeline is enabled
  63030. */
  63031. BloomEnabled: boolean;
  63032. /**
  63033. * @ignore
  63034. * Specifies if the depth of field pipeline is enabed
  63035. */
  63036. DepthOfFieldEnabled: boolean;
  63037. /**
  63038. * @ignore
  63039. * Specifies if the lens flare pipeline is enabed
  63040. */
  63041. LensFlareEnabled: boolean;
  63042. /**
  63043. * @ignore
  63044. * Specifies if the HDR pipeline is enabled
  63045. */
  63046. HDREnabled: boolean;
  63047. /**
  63048. * @ignore
  63049. * Specifies if the volumetric lights scattering effect is enabled
  63050. */
  63051. VLSEnabled: boolean;
  63052. /**
  63053. * @ignore
  63054. * Specifies if the motion blur effect is enabled
  63055. */
  63056. MotionBlurEnabled: boolean;
  63057. /**
  63058. * Specifies if anti-aliasing is enabled
  63059. */
  63060. fxaaEnabled: boolean;
  63061. /**
  63062. * Specifies the number of steps used to calculate the volumetric lights
  63063. * Typically in interval [50, 200]
  63064. */
  63065. volumetricLightStepsCount: number;
  63066. /**
  63067. * Specifies the number of samples used for the motion blur effect
  63068. * Typically in interval [16, 64]
  63069. */
  63070. motionBlurSamples: number;
  63071. /**
  63072. * Specifies MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  63073. */
  63074. samples: number;
  63075. /**
  63076. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  63077. * @constructor
  63078. * @param name The rendering pipeline name
  63079. * @param scene The scene linked to this pipeline
  63080. * @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)
  63081. * @param originalPostProcess the custom original color post-process. Must be "reusable". Can be null.
  63082. * @param cameras The array of cameras that the rendering pipeline will be attached to
  63083. */
  63084. constructor(name: string, scene: Scene, ratio: number, originalPostProcess?: Nullable<PostProcess>, cameras?: Camera[]);
  63085. private _buildPipeline;
  63086. private _createDownSampleX4PostProcess;
  63087. private _createBrightPassPostProcess;
  63088. private _createBlurPostProcesses;
  63089. private _createTextureAdderPostProcess;
  63090. private _createVolumetricLightPostProcess;
  63091. private _createLuminancePostProcesses;
  63092. private _createHdrPostProcess;
  63093. private _createLensFlarePostProcess;
  63094. private _createDepthOfFieldPostProcess;
  63095. private _createMotionBlurPostProcess;
  63096. private _getDepthTexture;
  63097. private _disposePostProcesses;
  63098. /**
  63099. * Dispose of the pipeline and stop all post processes
  63100. */
  63101. dispose(): void;
  63102. /**
  63103. * Serialize the rendering pipeline (Used when exporting)
  63104. * @returns the serialized object
  63105. */
  63106. serialize(): any;
  63107. /**
  63108. * Parse the serialized pipeline
  63109. * @param source Source pipeline.
  63110. * @param scene The scene to load the pipeline to.
  63111. * @param rootUrl The URL of the serialized pipeline.
  63112. * @returns An instantiated pipeline from the serialized object.
  63113. */
  63114. static Parse(source: any, scene: Scene, rootUrl: string): StandardRenderingPipeline;
  63115. /**
  63116. * Luminance steps
  63117. */
  63118. static LuminanceSteps: number;
  63119. }
  63120. }
  63121. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/index" {
  63122. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline";
  63123. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/lensRenderingPipeline";
  63124. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline";
  63125. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/ssaoRenderingPipeline";
  63126. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/standardRenderingPipeline";
  63127. }
  63128. declare module "babylonjs/PostProcesses/RenderPipeline/index" {
  63129. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/index";
  63130. export * from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect";
  63131. export * from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  63132. export * from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManager";
  63133. export * from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  63134. }
  63135. declare module "babylonjs/Shaders/tonemap.fragment" {
  63136. /** @hidden */
  63137. export var tonemapPixelShader: {
  63138. name: string;
  63139. shader: string;
  63140. };
  63141. }
  63142. declare module "babylonjs/PostProcesses/tonemapPostProcess" {
  63143. import { Camera } from "babylonjs/Cameras/camera";
  63144. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  63145. import "babylonjs/Shaders/tonemap.fragment";
  63146. import { Engine } from "babylonjs/Engines/engine";
  63147. /** Defines operator used for tonemapping */
  63148. export enum TonemappingOperator {
  63149. /** Hable */
  63150. Hable = 0,
  63151. /** Reinhard */
  63152. Reinhard = 1,
  63153. /** HejiDawson */
  63154. HejiDawson = 2,
  63155. /** Photographic */
  63156. Photographic = 3
  63157. }
  63158. /**
  63159. * Defines a post process to apply tone mapping
  63160. */
  63161. export class TonemapPostProcess extends PostProcess {
  63162. private _operator;
  63163. /** Defines the required exposure adjustement */
  63164. exposureAdjustment: number;
  63165. /**
  63166. * Creates a new TonemapPostProcess
  63167. * @param name defines the name of the postprocess
  63168. * @param _operator defines the operator to use
  63169. * @param exposureAdjustment defines the required exposure adjustement
  63170. * @param camera defines the camera to use (can be null)
  63171. * @param samplingMode defines the required sampling mode (BABYLON.Texture.BILINEAR_SAMPLINGMODE by default)
  63172. * @param engine defines the hosting engine (can be ignore if camera is set)
  63173. * @param textureFormat defines the texture format to use (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  63174. */
  63175. constructor(name: string, _operator: TonemappingOperator,
  63176. /** Defines the required exposure adjustement */
  63177. exposureAdjustment: number, camera: Camera, samplingMode?: number, engine?: Engine, textureFormat?: number);
  63178. }
  63179. }
  63180. declare module "babylonjs/Shaders/depth.vertex" {
  63181. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  63182. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  63183. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  63184. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  63185. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  63186. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  63187. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  63188. /** @hidden */
  63189. export var depthVertexShader: {
  63190. name: string;
  63191. shader: string;
  63192. };
  63193. }
  63194. declare module "babylonjs/Shaders/volumetricLightScattering.fragment" {
  63195. /** @hidden */
  63196. export var volumetricLightScatteringPixelShader: {
  63197. name: string;
  63198. shader: string;
  63199. };
  63200. }
  63201. declare module "babylonjs/Shaders/volumetricLightScatteringPass.vertex" {
  63202. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  63203. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  63204. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  63205. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  63206. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  63207. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  63208. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  63209. /** @hidden */
  63210. export var volumetricLightScatteringPassVertexShader: {
  63211. name: string;
  63212. shader: string;
  63213. };
  63214. }
  63215. declare module "babylonjs/Shaders/volumetricLightScatteringPass.fragment" {
  63216. /** @hidden */
  63217. export var volumetricLightScatteringPassPixelShader: {
  63218. name: string;
  63219. shader: string;
  63220. };
  63221. }
  63222. declare module "babylonjs/PostProcesses/volumetricLightScatteringPostProcess" {
  63223. import { Vector3 } from "babylonjs/Maths/math.vector";
  63224. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  63225. import { Mesh } from "babylonjs/Meshes/mesh";
  63226. import { Camera } from "babylonjs/Cameras/camera";
  63227. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  63228. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  63229. import { Scene } from "babylonjs/scene";
  63230. import "babylonjs/Meshes/Builders/planeBuilder";
  63231. import "babylonjs/Shaders/depth.vertex";
  63232. import "babylonjs/Shaders/volumetricLightScattering.fragment";
  63233. import "babylonjs/Shaders/volumetricLightScatteringPass.vertex";
  63234. import "babylonjs/Shaders/volumetricLightScatteringPass.fragment";
  63235. import { Engine } from "babylonjs/Engines/engine";
  63236. /**
  63237. * Inspired by http://http.developer.nvidia.com/GPUGems3/gpugems3_ch13.html
  63238. */
  63239. export class VolumetricLightScatteringPostProcess extends PostProcess {
  63240. private _volumetricLightScatteringPass;
  63241. private _volumetricLightScatteringRTT;
  63242. private _viewPort;
  63243. private _screenCoordinates;
  63244. private _cachedDefines;
  63245. /**
  63246. * If not undefined, the mesh position is computed from the attached node position
  63247. */
  63248. attachedNode: {
  63249. position: Vector3;
  63250. };
  63251. /**
  63252. * Custom position of the mesh. Used if "useCustomMeshPosition" is set to "true"
  63253. */
  63254. customMeshPosition: Vector3;
  63255. /**
  63256. * Set if the post-process should use a custom position for the light source (true) or the internal mesh position (false)
  63257. */
  63258. useCustomMeshPosition: boolean;
  63259. /**
  63260. * If the post-process should inverse the light scattering direction
  63261. */
  63262. invert: boolean;
  63263. /**
  63264. * The internal mesh used by the post-process
  63265. */
  63266. mesh: Mesh;
  63267. /**
  63268. * @hidden
  63269. * VolumetricLightScatteringPostProcess.useDiffuseColor is no longer used, use the mesh material directly instead
  63270. */
  63271. useDiffuseColor: boolean;
  63272. /**
  63273. * Array containing the excluded meshes not rendered in the internal pass
  63274. */
  63275. excludedMeshes: AbstractMesh[];
  63276. /**
  63277. * Controls the overall intensity of the post-process
  63278. */
  63279. exposure: number;
  63280. /**
  63281. * Dissipates each sample's contribution in range [0, 1]
  63282. */
  63283. decay: number;
  63284. /**
  63285. * Controls the overall intensity of each sample
  63286. */
  63287. weight: number;
  63288. /**
  63289. * Controls the density of each sample
  63290. */
  63291. density: number;
  63292. /**
  63293. * @constructor
  63294. * @param name The post-process name
  63295. * @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)
  63296. * @param camera The camera that the post-process will be attached to
  63297. * @param mesh The mesh used to create the light scattering
  63298. * @param samples The post-process quality, default 100
  63299. * @param samplingModeThe post-process filtering mode
  63300. * @param engine The babylon engine
  63301. * @param reusable If the post-process is reusable
  63302. * @param scene The constructor needs a scene reference to initialize internal components. If "camera" is null a "scene" must be provided
  63303. */
  63304. constructor(name: string, ratio: any, camera: Camera, mesh?: Mesh, samples?: number, samplingMode?: number, engine?: Engine, reusable?: boolean, scene?: Scene);
  63305. /**
  63306. * Returns the string "VolumetricLightScatteringPostProcess"
  63307. * @returns "VolumetricLightScatteringPostProcess"
  63308. */
  63309. getClassName(): string;
  63310. private _isReady;
  63311. /**
  63312. * Sets the new light position for light scattering effect
  63313. * @param position The new custom light position
  63314. */
  63315. setCustomMeshPosition(position: Vector3): void;
  63316. /**
  63317. * Returns the light position for light scattering effect
  63318. * @return Vector3 The custom light position
  63319. */
  63320. getCustomMeshPosition(): Vector3;
  63321. /**
  63322. * Disposes the internal assets and detaches the post-process from the camera
  63323. */
  63324. dispose(camera: Camera): void;
  63325. /**
  63326. * Returns the render target texture used by the post-process
  63327. * @return the render target texture used by the post-process
  63328. */
  63329. getPass(): RenderTargetTexture;
  63330. private _meshExcluded;
  63331. private _createPass;
  63332. private _updateMeshScreenCoordinates;
  63333. /**
  63334. * Creates a default mesh for the Volumeric Light Scattering post-process
  63335. * @param name The mesh name
  63336. * @param scene The scene where to create the mesh
  63337. * @return the default mesh
  63338. */
  63339. static CreateDefaultMesh(name: string, scene: Scene): Mesh;
  63340. }
  63341. }
  63342. declare module "babylonjs/PostProcesses/index" {
  63343. export * from "babylonjs/PostProcesses/anaglyphPostProcess";
  63344. export * from "babylonjs/PostProcesses/blackAndWhitePostProcess";
  63345. export * from "babylonjs/PostProcesses/bloomEffect";
  63346. export * from "babylonjs/PostProcesses/bloomMergePostProcess";
  63347. export * from "babylonjs/PostProcesses/blurPostProcess";
  63348. export * from "babylonjs/PostProcesses/chromaticAberrationPostProcess";
  63349. export * from "babylonjs/PostProcesses/circleOfConfusionPostProcess";
  63350. export * from "babylonjs/PostProcesses/colorCorrectionPostProcess";
  63351. export * from "babylonjs/PostProcesses/convolutionPostProcess";
  63352. export * from "babylonjs/PostProcesses/depthOfFieldBlurPostProcess";
  63353. export * from "babylonjs/PostProcesses/depthOfFieldEffect";
  63354. export * from "babylonjs/PostProcesses/depthOfFieldMergePostProcess";
  63355. export * from "babylonjs/PostProcesses/displayPassPostProcess";
  63356. export * from "babylonjs/PostProcesses/extractHighlightsPostProcess";
  63357. export * from "babylonjs/PostProcesses/filterPostProcess";
  63358. export * from "babylonjs/PostProcesses/fxaaPostProcess";
  63359. export * from "babylonjs/PostProcesses/grainPostProcess";
  63360. export * from "babylonjs/PostProcesses/highlightsPostProcess";
  63361. export * from "babylonjs/PostProcesses/imageProcessingPostProcess";
  63362. export * from "babylonjs/PostProcesses/motionBlurPostProcess";
  63363. export * from "babylonjs/PostProcesses/passPostProcess";
  63364. export * from "babylonjs/PostProcesses/postProcess";
  63365. export * from "babylonjs/PostProcesses/postProcessManager";
  63366. export * from "babylonjs/PostProcesses/refractionPostProcess";
  63367. export * from "babylonjs/PostProcesses/RenderPipeline/index";
  63368. export * from "babylonjs/PostProcesses/sharpenPostProcess";
  63369. export * from "babylonjs/PostProcesses/stereoscopicInterlacePostProcess";
  63370. export * from "babylonjs/PostProcesses/tonemapPostProcess";
  63371. export * from "babylonjs/PostProcesses/volumetricLightScatteringPostProcess";
  63372. export * from "babylonjs/PostProcesses/vrDistortionCorrectionPostProcess";
  63373. export * from "babylonjs/PostProcesses/vrMultiviewToSingleviewPostProcess";
  63374. }
  63375. declare module "babylonjs/Probes/index" {
  63376. export * from "babylonjs/Probes/reflectionProbe";
  63377. }
  63378. declare module "babylonjs/Rendering/boundingBoxRenderer" {
  63379. import { Scene } from "babylonjs/scene";
  63380. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  63381. import { SmartArray } from "babylonjs/Misc/smartArray";
  63382. import { ISceneComponent } from "babylonjs/sceneComponent";
  63383. import { BoundingBox } from "babylonjs/Culling/boundingBox";
  63384. import "babylonjs/Meshes/Builders/boxBuilder";
  63385. import "babylonjs/Shaders/color.fragment";
  63386. import "babylonjs/Shaders/color.vertex";
  63387. import { Color3 } from "babylonjs/Maths/math.color";
  63388. module "babylonjs/scene" {
  63389. interface Scene {
  63390. /** @hidden (Backing field) */
  63391. _boundingBoxRenderer: BoundingBoxRenderer;
  63392. /** @hidden (Backing field) */
  63393. _forceShowBoundingBoxes: boolean;
  63394. /**
  63395. * Gets or sets a boolean indicating if all bounding boxes must be rendered
  63396. */
  63397. forceShowBoundingBoxes: boolean;
  63398. /**
  63399. * Gets the bounding box renderer associated with the scene
  63400. * @returns a BoundingBoxRenderer
  63401. */
  63402. getBoundingBoxRenderer(): BoundingBoxRenderer;
  63403. }
  63404. }
  63405. module "babylonjs/Meshes/abstractMesh" {
  63406. interface AbstractMesh {
  63407. /** @hidden (Backing field) */
  63408. _showBoundingBox: boolean;
  63409. /**
  63410. * Gets or sets a boolean indicating if the bounding box must be rendered as well (false by default)
  63411. */
  63412. showBoundingBox: boolean;
  63413. }
  63414. }
  63415. /**
  63416. * Component responsible of rendering the bounding box of the meshes in a scene.
  63417. * This is usually used through the mesh.showBoundingBox or the scene.forceShowBoundingBoxes properties
  63418. */
  63419. export class BoundingBoxRenderer implements ISceneComponent {
  63420. /**
  63421. * The component name helpfull to identify the component in the list of scene components.
  63422. */
  63423. readonly name: string;
  63424. /**
  63425. * The scene the component belongs to.
  63426. */
  63427. scene: Scene;
  63428. /**
  63429. * Color of the bounding box lines placed in front of an object
  63430. */
  63431. frontColor: Color3;
  63432. /**
  63433. * Color of the bounding box lines placed behind an object
  63434. */
  63435. backColor: Color3;
  63436. /**
  63437. * Defines if the renderer should show the back lines or not
  63438. */
  63439. showBackLines: boolean;
  63440. /**
  63441. * @hidden
  63442. */
  63443. renderList: SmartArray<BoundingBox>;
  63444. private _colorShader;
  63445. private _vertexBuffers;
  63446. private _indexBuffer;
  63447. private _fillIndexBuffer;
  63448. private _fillIndexData;
  63449. /**
  63450. * Instantiates a new bounding box renderer in a scene.
  63451. * @param scene the scene the renderer renders in
  63452. */
  63453. constructor(scene: Scene);
  63454. /**
  63455. * Registers the component in a given scene
  63456. */
  63457. register(): void;
  63458. private _evaluateSubMesh;
  63459. private _activeMesh;
  63460. private _prepareRessources;
  63461. private _createIndexBuffer;
  63462. /**
  63463. * Rebuilds the elements related to this component in case of
  63464. * context lost for instance.
  63465. */
  63466. rebuild(): void;
  63467. /**
  63468. * @hidden
  63469. */
  63470. reset(): void;
  63471. /**
  63472. * Render the bounding boxes of a specific rendering group
  63473. * @param renderingGroupId defines the rendering group to render
  63474. */
  63475. render(renderingGroupId: number): void;
  63476. /**
  63477. * In case of occlusion queries, we can render the occlusion bounding box through this method
  63478. * @param mesh Define the mesh to render the occlusion bounding box for
  63479. */
  63480. renderOcclusionBoundingBox(mesh: AbstractMesh): void;
  63481. /**
  63482. * Dispose and release the resources attached to this renderer.
  63483. */
  63484. dispose(): void;
  63485. }
  63486. }
  63487. declare module "babylonjs/Shaders/depth.fragment" {
  63488. import "babylonjs/Shaders/ShadersInclude/packingFunctions";
  63489. /** @hidden */
  63490. export var depthPixelShader: {
  63491. name: string;
  63492. shader: string;
  63493. };
  63494. }
  63495. declare module "babylonjs/Rendering/depthRenderer" {
  63496. import { Nullable } from "babylonjs/types";
  63497. import { SubMesh } from "babylonjs/Meshes/subMesh";
  63498. import { Scene } from "babylonjs/scene";
  63499. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  63500. import { Camera } from "babylonjs/Cameras/camera";
  63501. import "babylonjs/Shaders/depth.fragment";
  63502. import "babylonjs/Shaders/depth.vertex";
  63503. /**
  63504. * This represents a depth renderer in Babylon.
  63505. * A depth renderer will render to it's depth map every frame which can be displayed or used in post processing
  63506. */
  63507. export class DepthRenderer {
  63508. private _scene;
  63509. private _depthMap;
  63510. private _effect;
  63511. private readonly _storeNonLinearDepth;
  63512. private readonly _clearColor;
  63513. /** Get if the depth renderer is using packed depth or not */
  63514. readonly isPacked: boolean;
  63515. private _cachedDefines;
  63516. private _camera;
  63517. /**
  63518. * Specifiess that the depth renderer will only be used within
  63519. * the camera it is created for.
  63520. * This can help forcing its rendering during the camera processing.
  63521. */
  63522. useOnlyInActiveCamera: boolean;
  63523. /** @hidden */
  63524. static _SceneComponentInitialization: (scene: Scene) => void;
  63525. /**
  63526. * Instantiates a depth renderer
  63527. * @param scene The scene the renderer belongs to
  63528. * @param type The texture type of the depth map (default: Engine.TEXTURETYPE_FLOAT)
  63529. * @param camera The camera to be used to render the depth map (default: scene's active camera)
  63530. * @param storeNonLinearDepth Defines whether the depth is stored linearly like in Babylon Shadows or directly like glFragCoord.z
  63531. */
  63532. constructor(scene: Scene, type?: number, camera?: Nullable<Camera>, storeNonLinearDepth?: boolean);
  63533. /**
  63534. * Creates the depth rendering effect and checks if the effect is ready.
  63535. * @param subMesh The submesh to be used to render the depth map of
  63536. * @param useInstances If multiple world instances should be used
  63537. * @returns if the depth renderer is ready to render the depth map
  63538. */
  63539. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  63540. /**
  63541. * Gets the texture which the depth map will be written to.
  63542. * @returns The depth map texture
  63543. */
  63544. getDepthMap(): RenderTargetTexture;
  63545. /**
  63546. * Disposes of the depth renderer.
  63547. */
  63548. dispose(): void;
  63549. }
  63550. }
  63551. declare module "babylonjs/Rendering/depthRendererSceneComponent" {
  63552. import { Nullable } from "babylonjs/types";
  63553. import { Scene } from "babylonjs/scene";
  63554. import { DepthRenderer } from "babylonjs/Rendering/depthRenderer";
  63555. import { Camera } from "babylonjs/Cameras/camera";
  63556. import { ISceneComponent } from "babylonjs/sceneComponent";
  63557. module "babylonjs/scene" {
  63558. interface Scene {
  63559. /** @hidden (Backing field) */
  63560. _depthRenderer: {
  63561. [id: string]: DepthRenderer;
  63562. };
  63563. /**
  63564. * Creates a depth renderer a given camera which contains a depth map which can be used for post processing.
  63565. * @param camera The camera to create the depth renderer on (default: scene's active camera)
  63566. * @param storeNonLinearDepth Defines whether the depth is stored linearly like in Babylon Shadows or directly like glFragCoord.z
  63567. * @returns the created depth renderer
  63568. */
  63569. enableDepthRenderer(camera?: Nullable<Camera>, storeNonLinearDepth?: boolean): DepthRenderer;
  63570. /**
  63571. * Disables a depth renderer for a given camera
  63572. * @param camera The camera to disable the depth renderer on (default: scene's active camera)
  63573. */
  63574. disableDepthRenderer(camera?: Nullable<Camera>): void;
  63575. }
  63576. }
  63577. /**
  63578. * Defines the Depth Renderer scene component responsible to manage a depth buffer useful
  63579. * in several rendering techniques.
  63580. */
  63581. export class DepthRendererSceneComponent implements ISceneComponent {
  63582. /**
  63583. * The component name helpfull to identify the component in the list of scene components.
  63584. */
  63585. readonly name: string;
  63586. /**
  63587. * The scene the component belongs to.
  63588. */
  63589. scene: Scene;
  63590. /**
  63591. * Creates a new instance of the component for the given scene
  63592. * @param scene Defines the scene to register the component in
  63593. */
  63594. constructor(scene: Scene);
  63595. /**
  63596. * Registers the component in a given scene
  63597. */
  63598. register(): void;
  63599. /**
  63600. * Rebuilds the elements related to this component in case of
  63601. * context lost for instance.
  63602. */
  63603. rebuild(): void;
  63604. /**
  63605. * Disposes the component and the associated ressources
  63606. */
  63607. dispose(): void;
  63608. private _gatherRenderTargets;
  63609. private _gatherActiveCameraRenderTargets;
  63610. }
  63611. }
  63612. declare module "babylonjs/Shaders/outline.fragment" {
  63613. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  63614. import "babylonjs/Shaders/ShadersInclude/logDepthFragment";
  63615. /** @hidden */
  63616. export var outlinePixelShader: {
  63617. name: string;
  63618. shader: string;
  63619. };
  63620. }
  63621. declare module "babylonjs/Shaders/outline.vertex" {
  63622. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  63623. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  63624. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  63625. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  63626. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  63627. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  63628. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  63629. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  63630. import "babylonjs/Shaders/ShadersInclude/logDepthVertex";
  63631. /** @hidden */
  63632. export var outlineVertexShader: {
  63633. name: string;
  63634. shader: string;
  63635. };
  63636. }
  63637. declare module "babylonjs/Rendering/outlineRenderer" {
  63638. import { SubMesh } from "babylonjs/Meshes/subMesh";
  63639. import { _InstancesBatch } from "babylonjs/Meshes/mesh";
  63640. import { Scene } from "babylonjs/scene";
  63641. import { ISceneComponent } from "babylonjs/sceneComponent";
  63642. import "babylonjs/Shaders/outline.fragment";
  63643. import "babylonjs/Shaders/outline.vertex";
  63644. module "babylonjs/scene" {
  63645. interface Scene {
  63646. /** @hidden */
  63647. _outlineRenderer: OutlineRenderer;
  63648. /**
  63649. * Gets the outline renderer associated with the scene
  63650. * @returns a OutlineRenderer
  63651. */
  63652. getOutlineRenderer(): OutlineRenderer;
  63653. }
  63654. }
  63655. module "babylonjs/Meshes/abstractMesh" {
  63656. interface AbstractMesh {
  63657. /** @hidden (Backing field) */
  63658. _renderOutline: boolean;
  63659. /**
  63660. * Gets or sets a boolean indicating if the outline must be rendered as well
  63661. * @see https://www.babylonjs-playground.com/#10WJ5S#3
  63662. */
  63663. renderOutline: boolean;
  63664. /** @hidden (Backing field) */
  63665. _renderOverlay: boolean;
  63666. /**
  63667. * Gets or sets a boolean indicating if the overlay must be rendered as well
  63668. * @see https://www.babylonjs-playground.com/#10WJ5S#2
  63669. */
  63670. renderOverlay: boolean;
  63671. }
  63672. }
  63673. /**
  63674. * This class is responsible to draw bothe outline/overlay of meshes.
  63675. * It should not be used directly but through the available method on mesh.
  63676. */
  63677. export class OutlineRenderer implements ISceneComponent {
  63678. /**
  63679. * Stencil value used to avoid outline being seen within the mesh when the mesh is transparent
  63680. */
  63681. private static _StencilReference;
  63682. /**
  63683. * The name of the component. Each component must have a unique name.
  63684. */
  63685. name: string;
  63686. /**
  63687. * The scene the component belongs to.
  63688. */
  63689. scene: Scene;
  63690. /**
  63691. * Defines a zOffset to prevent zFighting between the overlay and the mesh.
  63692. */
  63693. zOffset: number;
  63694. private _engine;
  63695. private _effect;
  63696. private _cachedDefines;
  63697. private _savedDepthWrite;
  63698. /**
  63699. * Instantiates a new outline renderer. (There could be only one per scene).
  63700. * @param scene Defines the scene it belongs to
  63701. */
  63702. constructor(scene: Scene);
  63703. /**
  63704. * Register the component to one instance of a scene.
  63705. */
  63706. register(): void;
  63707. /**
  63708. * Rebuilds the elements related to this component in case of
  63709. * context lost for instance.
  63710. */
  63711. rebuild(): void;
  63712. /**
  63713. * Disposes the component and the associated ressources.
  63714. */
  63715. dispose(): void;
  63716. /**
  63717. * Renders the outline in the canvas.
  63718. * @param subMesh Defines the sumesh to render
  63719. * @param batch Defines the batch of meshes in case of instances
  63720. * @param useOverlay Defines if the rendering is for the overlay or the outline
  63721. */
  63722. render(subMesh: SubMesh, batch: _InstancesBatch, useOverlay?: boolean): void;
  63723. /**
  63724. * Returns whether or not the outline renderer is ready for a given submesh.
  63725. * All the dependencies e.g. submeshes, texture, effect... mus be ready
  63726. * @param subMesh Defines the submesh to check readyness for
  63727. * @param useInstances Defines wheter wee are trying to render instances or not
  63728. * @returns true if ready otherwise false
  63729. */
  63730. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  63731. private _beforeRenderingMesh;
  63732. private _afterRenderingMesh;
  63733. }
  63734. }
  63735. declare module "babylonjs/Rendering/index" {
  63736. export * from "babylonjs/Rendering/boundingBoxRenderer";
  63737. export * from "babylonjs/Rendering/depthRenderer";
  63738. export * from "babylonjs/Rendering/depthRendererSceneComponent";
  63739. export * from "babylonjs/Rendering/edgesRenderer";
  63740. export * from "babylonjs/Rendering/geometryBufferRenderer";
  63741. export * from "babylonjs/Rendering/geometryBufferRendererSceneComponent";
  63742. export * from "babylonjs/Rendering/outlineRenderer";
  63743. export * from "babylonjs/Rendering/renderingGroup";
  63744. export * from "babylonjs/Rendering/renderingManager";
  63745. export * from "babylonjs/Rendering/utilityLayerRenderer";
  63746. }
  63747. declare module "babylonjs/Sprites/spritePackedManager" {
  63748. import { SpriteManager } from "babylonjs/Sprites/spriteManager";
  63749. import { Scene } from "babylonjs/scene";
  63750. /**
  63751. * Class used to manage multiple sprites of different sizes on the same spritesheet
  63752. * @see http://doc.babylonjs.com/babylon101/sprites
  63753. */
  63754. export class SpritePackedManager extends SpriteManager {
  63755. /** defines the packed manager's name */
  63756. name: string;
  63757. /**
  63758. * Creates a new sprite manager from a packed sprite sheet
  63759. * @param name defines the manager's name
  63760. * @param imgUrl defines the sprite sheet url
  63761. * @param capacity defines the maximum allowed number of sprites
  63762. * @param scene defines the hosting scene
  63763. * @param spriteJSON null otherwise a JSON object defining sprite sheet data
  63764. * @param epsilon defines the epsilon value to align texture (0.01 by default)
  63765. * @param samplingMode defines the smapling mode to use with spritesheet
  63766. * @param fromPacked set to true; do not alter
  63767. */
  63768. constructor(
  63769. /** defines the packed manager's name */
  63770. name: string, imgUrl: string, capacity: number, scene: Scene, spriteJSON?: string | null, epsilon?: number, samplingMode?: number);
  63771. }
  63772. }
  63773. declare module "babylonjs/Sprites/index" {
  63774. export * from "babylonjs/Sprites/sprite";
  63775. export * from "babylonjs/Sprites/spriteManager";
  63776. export * from "babylonjs/Sprites/spritePackedManager";
  63777. export * from "babylonjs/Sprites/spriteSceneComponent";
  63778. }
  63779. declare module "babylonjs/Misc/assetsManager" {
  63780. import { Scene } from "babylonjs/scene";
  63781. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  63782. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  63783. import { Skeleton } from "babylonjs/Bones/skeleton";
  63784. import { Observable } from "babylonjs/Misc/observable";
  63785. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  63786. import { Texture } from "babylonjs/Materials/Textures/texture";
  63787. import { CubeTexture } from "babylonjs/Materials/Textures/cubeTexture";
  63788. import { HDRCubeTexture } from "babylonjs/Materials/Textures/hdrCubeTexture";
  63789. import { EquiRectangularCubeTexture } from "babylonjs/Materials/Textures/equiRectangularCubeTexture";
  63790. import { AnimationGroup } from "babylonjs/Animations/animationGroup";
  63791. /**
  63792. * Defines the list of states available for a task inside a AssetsManager
  63793. */
  63794. export enum AssetTaskState {
  63795. /**
  63796. * Initialization
  63797. */
  63798. INIT = 0,
  63799. /**
  63800. * Running
  63801. */
  63802. RUNNING = 1,
  63803. /**
  63804. * Done
  63805. */
  63806. DONE = 2,
  63807. /**
  63808. * Error
  63809. */
  63810. ERROR = 3
  63811. }
  63812. /**
  63813. * Define an abstract asset task used with a AssetsManager class to load assets into a scene
  63814. */
  63815. export abstract class AbstractAssetTask {
  63816. /**
  63817. * Task name
  63818. */ name: string;
  63819. /**
  63820. * Callback called when the task is successful
  63821. */
  63822. onSuccess: (task: any) => void;
  63823. /**
  63824. * Callback called when the task is not successful
  63825. */
  63826. onError: (task: any, message?: string, exception?: any) => void;
  63827. /**
  63828. * Creates a new AssetsManager
  63829. * @param name defines the name of the task
  63830. */
  63831. constructor(
  63832. /**
  63833. * Task name
  63834. */ name: string);
  63835. private _isCompleted;
  63836. private _taskState;
  63837. private _errorObject;
  63838. /**
  63839. * Get if the task is completed
  63840. */
  63841. readonly isCompleted: boolean;
  63842. /**
  63843. * Gets the current state of the task
  63844. */
  63845. readonly taskState: AssetTaskState;
  63846. /**
  63847. * Gets the current error object (if task is in error)
  63848. */
  63849. readonly errorObject: {
  63850. message?: string;
  63851. exception?: any;
  63852. };
  63853. /**
  63854. * Internal only
  63855. * @hidden
  63856. */
  63857. _setErrorObject(message?: string, exception?: any): void;
  63858. /**
  63859. * Execute the current task
  63860. * @param scene defines the scene where you want your assets to be loaded
  63861. * @param onSuccess is a callback called when the task is successfully executed
  63862. * @param onError is a callback called if an error occurs
  63863. */
  63864. run(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  63865. /**
  63866. * Execute the current task
  63867. * @param scene defines the scene where you want your assets to be loaded
  63868. * @param onSuccess is a callback called when the task is successfully executed
  63869. * @param onError is a callback called if an error occurs
  63870. */
  63871. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  63872. /**
  63873. * Reset will set the task state back to INIT, so the next load call of the assets manager will execute this task again.
  63874. * This can be used with failed tasks that have the reason for failure fixed.
  63875. */
  63876. reset(): void;
  63877. private onErrorCallback;
  63878. private onDoneCallback;
  63879. }
  63880. /**
  63881. * Define the interface used by progress events raised during assets loading
  63882. */
  63883. export interface IAssetsProgressEvent {
  63884. /**
  63885. * Defines the number of remaining tasks to process
  63886. */
  63887. remainingCount: number;
  63888. /**
  63889. * Defines the total number of tasks
  63890. */
  63891. totalCount: number;
  63892. /**
  63893. * Defines the task that was just processed
  63894. */
  63895. task: AbstractAssetTask;
  63896. }
  63897. /**
  63898. * Class used to share progress information about assets loading
  63899. */
  63900. export class AssetsProgressEvent implements IAssetsProgressEvent {
  63901. /**
  63902. * Defines the number of remaining tasks to process
  63903. */
  63904. remainingCount: number;
  63905. /**
  63906. * Defines the total number of tasks
  63907. */
  63908. totalCount: number;
  63909. /**
  63910. * Defines the task that was just processed
  63911. */
  63912. task: AbstractAssetTask;
  63913. /**
  63914. * Creates a AssetsProgressEvent
  63915. * @param remainingCount defines the number of remaining tasks to process
  63916. * @param totalCount defines the total number of tasks
  63917. * @param task defines the task that was just processed
  63918. */
  63919. constructor(remainingCount: number, totalCount: number, task: AbstractAssetTask);
  63920. }
  63921. /**
  63922. * Define a task used by AssetsManager to load meshes
  63923. */
  63924. export class MeshAssetTask extends AbstractAssetTask {
  63925. /**
  63926. * Defines the name of the task
  63927. */
  63928. name: string;
  63929. /**
  63930. * Defines the list of mesh's names you want to load
  63931. */
  63932. meshesNames: any;
  63933. /**
  63934. * Defines the root url to use as a base to load your meshes and associated resources
  63935. */
  63936. rootUrl: string;
  63937. /**
  63938. * Defines the filename of the scene to load from
  63939. */
  63940. sceneFilename: string;
  63941. /**
  63942. * Gets the list of loaded meshes
  63943. */
  63944. loadedMeshes: Array<AbstractMesh>;
  63945. /**
  63946. * Gets the list of loaded particle systems
  63947. */
  63948. loadedParticleSystems: Array<IParticleSystem>;
  63949. /**
  63950. * Gets the list of loaded skeletons
  63951. */
  63952. loadedSkeletons: Array<Skeleton>;
  63953. /**
  63954. * Gets the list of loaded animation groups
  63955. */
  63956. loadedAnimationGroups: Array<AnimationGroup>;
  63957. /**
  63958. * Callback called when the task is successful
  63959. */
  63960. onSuccess: (task: MeshAssetTask) => void;
  63961. /**
  63962. * Callback called when the task is successful
  63963. */
  63964. onError: (task: MeshAssetTask, message?: string, exception?: any) => void;
  63965. /**
  63966. * Creates a new MeshAssetTask
  63967. * @param name defines the name of the task
  63968. * @param meshesNames defines the list of mesh's names you want to load
  63969. * @param rootUrl defines the root url to use as a base to load your meshes and associated resources
  63970. * @param sceneFilename defines the filename of the scene to load from
  63971. */
  63972. constructor(
  63973. /**
  63974. * Defines the name of the task
  63975. */
  63976. name: string,
  63977. /**
  63978. * Defines the list of mesh's names you want to load
  63979. */
  63980. meshesNames: any,
  63981. /**
  63982. * Defines the root url to use as a base to load your meshes and associated resources
  63983. */
  63984. rootUrl: string,
  63985. /**
  63986. * Defines the filename of the scene to load from
  63987. */
  63988. sceneFilename: string);
  63989. /**
  63990. * Execute the current task
  63991. * @param scene defines the scene where you want your assets to be loaded
  63992. * @param onSuccess is a callback called when the task is successfully executed
  63993. * @param onError is a callback called if an error occurs
  63994. */
  63995. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  63996. }
  63997. /**
  63998. * Define a task used by AssetsManager to load text content
  63999. */
  64000. export class TextFileAssetTask extends AbstractAssetTask {
  64001. /**
  64002. * Defines the name of the task
  64003. */
  64004. name: string;
  64005. /**
  64006. * Defines the location of the file to load
  64007. */
  64008. url: string;
  64009. /**
  64010. * Gets the loaded text string
  64011. */
  64012. text: string;
  64013. /**
  64014. * Callback called when the task is successful
  64015. */
  64016. onSuccess: (task: TextFileAssetTask) => void;
  64017. /**
  64018. * Callback called when the task is successful
  64019. */
  64020. onError: (task: TextFileAssetTask, message?: string, exception?: any) => void;
  64021. /**
  64022. * Creates a new TextFileAssetTask object
  64023. * @param name defines the name of the task
  64024. * @param url defines the location of the file to load
  64025. */
  64026. constructor(
  64027. /**
  64028. * Defines the name of the task
  64029. */
  64030. name: string,
  64031. /**
  64032. * Defines the location of the file to load
  64033. */
  64034. url: string);
  64035. /**
  64036. * Execute the current task
  64037. * @param scene defines the scene where you want your assets to be loaded
  64038. * @param onSuccess is a callback called when the task is successfully executed
  64039. * @param onError is a callback called if an error occurs
  64040. */
  64041. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  64042. }
  64043. /**
  64044. * Define a task used by AssetsManager to load binary data
  64045. */
  64046. export class BinaryFileAssetTask extends AbstractAssetTask {
  64047. /**
  64048. * Defines the name of the task
  64049. */
  64050. name: string;
  64051. /**
  64052. * Defines the location of the file to load
  64053. */
  64054. url: string;
  64055. /**
  64056. * Gets the lodaded data (as an array buffer)
  64057. */
  64058. data: ArrayBuffer;
  64059. /**
  64060. * Callback called when the task is successful
  64061. */
  64062. onSuccess: (task: BinaryFileAssetTask) => void;
  64063. /**
  64064. * Callback called when the task is successful
  64065. */
  64066. onError: (task: BinaryFileAssetTask, message?: string, exception?: any) => void;
  64067. /**
  64068. * Creates a new BinaryFileAssetTask object
  64069. * @param name defines the name of the new task
  64070. * @param url defines the location of the file to load
  64071. */
  64072. constructor(
  64073. /**
  64074. * Defines the name of the task
  64075. */
  64076. name: string,
  64077. /**
  64078. * Defines the location of the file to load
  64079. */
  64080. url: string);
  64081. /**
  64082. * Execute the current task
  64083. * @param scene defines the scene where you want your assets to be loaded
  64084. * @param onSuccess is a callback called when the task is successfully executed
  64085. * @param onError is a callback called if an error occurs
  64086. */
  64087. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  64088. }
  64089. /**
  64090. * Define a task used by AssetsManager to load images
  64091. */
  64092. export class ImageAssetTask extends AbstractAssetTask {
  64093. /**
  64094. * Defines the name of the task
  64095. */
  64096. name: string;
  64097. /**
  64098. * Defines the location of the image to load
  64099. */
  64100. url: string;
  64101. /**
  64102. * Gets the loaded images
  64103. */
  64104. image: HTMLImageElement;
  64105. /**
  64106. * Callback called when the task is successful
  64107. */
  64108. onSuccess: (task: ImageAssetTask) => void;
  64109. /**
  64110. * Callback called when the task is successful
  64111. */
  64112. onError: (task: ImageAssetTask, message?: string, exception?: any) => void;
  64113. /**
  64114. * Creates a new ImageAssetTask
  64115. * @param name defines the name of the task
  64116. * @param url defines the location of the image to load
  64117. */
  64118. constructor(
  64119. /**
  64120. * Defines the name of the task
  64121. */
  64122. name: string,
  64123. /**
  64124. * Defines the location of the image to load
  64125. */
  64126. url: string);
  64127. /**
  64128. * Execute the current task
  64129. * @param scene defines the scene where you want your assets to be loaded
  64130. * @param onSuccess is a callback called when the task is successfully executed
  64131. * @param onError is a callback called if an error occurs
  64132. */
  64133. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  64134. }
  64135. /**
  64136. * Defines the interface used by texture loading tasks
  64137. */
  64138. export interface ITextureAssetTask<TEX extends BaseTexture> {
  64139. /**
  64140. * Gets the loaded texture
  64141. */
  64142. texture: TEX;
  64143. }
  64144. /**
  64145. * Define a task used by AssetsManager to load 2D textures
  64146. */
  64147. export class TextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<Texture> {
  64148. /**
  64149. * Defines the name of the task
  64150. */
  64151. name: string;
  64152. /**
  64153. * Defines the location of the file to load
  64154. */
  64155. url: string;
  64156. /**
  64157. * Defines if mipmap should not be generated (default is false)
  64158. */
  64159. noMipmap?: boolean | undefined;
  64160. /**
  64161. * Defines if texture must be inverted on Y axis (default is false)
  64162. */
  64163. invertY?: boolean | undefined;
  64164. /**
  64165. * Defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  64166. */
  64167. samplingMode: number;
  64168. /**
  64169. * Gets the loaded texture
  64170. */
  64171. texture: Texture;
  64172. /**
  64173. * Callback called when the task is successful
  64174. */
  64175. onSuccess: (task: TextureAssetTask) => void;
  64176. /**
  64177. * Callback called when the task is successful
  64178. */
  64179. onError: (task: TextureAssetTask, message?: string, exception?: any) => void;
  64180. /**
  64181. * Creates a new TextureAssetTask object
  64182. * @param name defines the name of the task
  64183. * @param url defines the location of the file to load
  64184. * @param noMipmap defines if mipmap should not be generated (default is false)
  64185. * @param invertY defines if texture must be inverted on Y axis (default is false)
  64186. * @param samplingMode defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  64187. */
  64188. constructor(
  64189. /**
  64190. * Defines the name of the task
  64191. */
  64192. name: string,
  64193. /**
  64194. * Defines the location of the file to load
  64195. */
  64196. url: string,
  64197. /**
  64198. * Defines if mipmap should not be generated (default is false)
  64199. */
  64200. noMipmap?: boolean | undefined,
  64201. /**
  64202. * Defines if texture must be inverted on Y axis (default is false)
  64203. */
  64204. invertY?: boolean | undefined,
  64205. /**
  64206. * Defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  64207. */
  64208. samplingMode?: number);
  64209. /**
  64210. * Execute the current task
  64211. * @param scene defines the scene where you want your assets to be loaded
  64212. * @param onSuccess is a callback called when the task is successfully executed
  64213. * @param onError is a callback called if an error occurs
  64214. */
  64215. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  64216. }
  64217. /**
  64218. * Define a task used by AssetsManager to load cube textures
  64219. */
  64220. export class CubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<CubeTexture> {
  64221. /**
  64222. * Defines the name of the task
  64223. */
  64224. name: string;
  64225. /**
  64226. * Defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  64227. */
  64228. url: string;
  64229. /**
  64230. * Defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  64231. */
  64232. extensions?: string[] | undefined;
  64233. /**
  64234. * Defines if mipmaps should not be generated (default is false)
  64235. */
  64236. noMipmap?: boolean | undefined;
  64237. /**
  64238. * Defines the explicit list of files (undefined by default)
  64239. */
  64240. files?: string[] | undefined;
  64241. /**
  64242. * Gets the loaded texture
  64243. */
  64244. texture: CubeTexture;
  64245. /**
  64246. * Callback called when the task is successful
  64247. */
  64248. onSuccess: (task: CubeTextureAssetTask) => void;
  64249. /**
  64250. * Callback called when the task is successful
  64251. */
  64252. onError: (task: CubeTextureAssetTask, message?: string, exception?: any) => void;
  64253. /**
  64254. * Creates a new CubeTextureAssetTask
  64255. * @param name defines the name of the task
  64256. * @param url defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  64257. * @param extensions defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  64258. * @param noMipmap defines if mipmaps should not be generated (default is false)
  64259. * @param files defines the explicit list of files (undefined by default)
  64260. */
  64261. constructor(
  64262. /**
  64263. * Defines the name of the task
  64264. */
  64265. name: string,
  64266. /**
  64267. * Defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  64268. */
  64269. url: string,
  64270. /**
  64271. * Defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  64272. */
  64273. extensions?: string[] | undefined,
  64274. /**
  64275. * Defines if mipmaps should not be generated (default is false)
  64276. */
  64277. noMipmap?: boolean | undefined,
  64278. /**
  64279. * Defines the explicit list of files (undefined by default)
  64280. */
  64281. files?: string[] | undefined);
  64282. /**
  64283. * Execute the current task
  64284. * @param scene defines the scene where you want your assets to be loaded
  64285. * @param onSuccess is a callback called when the task is successfully executed
  64286. * @param onError is a callback called if an error occurs
  64287. */
  64288. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  64289. }
  64290. /**
  64291. * Define a task used by AssetsManager to load HDR cube textures
  64292. */
  64293. export class HDRCubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<HDRCubeTexture> {
  64294. /**
  64295. * Defines the name of the task
  64296. */
  64297. name: string;
  64298. /**
  64299. * Defines the location of the file to load
  64300. */
  64301. url: string;
  64302. /**
  64303. * Defines the desired size (the more it increases the longer the generation will be)
  64304. */
  64305. size: number;
  64306. /**
  64307. * Defines if mipmaps should not be generated (default is false)
  64308. */
  64309. noMipmap: boolean;
  64310. /**
  64311. * Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  64312. */
  64313. generateHarmonics: boolean;
  64314. /**
  64315. * 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)
  64316. */
  64317. gammaSpace: boolean;
  64318. /**
  64319. * Internal Use Only
  64320. */
  64321. reserved: boolean;
  64322. /**
  64323. * Gets the loaded texture
  64324. */
  64325. texture: HDRCubeTexture;
  64326. /**
  64327. * Callback called when the task is successful
  64328. */
  64329. onSuccess: (task: HDRCubeTextureAssetTask) => void;
  64330. /**
  64331. * Callback called when the task is successful
  64332. */
  64333. onError: (task: HDRCubeTextureAssetTask, message?: string, exception?: any) => void;
  64334. /**
  64335. * Creates a new HDRCubeTextureAssetTask object
  64336. * @param name defines the name of the task
  64337. * @param url defines the location of the file to load
  64338. * @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.
  64339. * @param noMipmap defines if mipmaps should not be generated (default is false)
  64340. * @param generateHarmonics specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  64341. * @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)
  64342. * @param reserved Internal use only
  64343. */
  64344. constructor(
  64345. /**
  64346. * Defines the name of the task
  64347. */
  64348. name: string,
  64349. /**
  64350. * Defines the location of the file to load
  64351. */
  64352. url: string,
  64353. /**
  64354. * Defines the desired size (the more it increases the longer the generation will be)
  64355. */
  64356. size: number,
  64357. /**
  64358. * Defines if mipmaps should not be generated (default is false)
  64359. */
  64360. noMipmap?: boolean,
  64361. /**
  64362. * Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  64363. */
  64364. generateHarmonics?: boolean,
  64365. /**
  64366. * 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)
  64367. */
  64368. gammaSpace?: boolean,
  64369. /**
  64370. * Internal Use Only
  64371. */
  64372. reserved?: boolean);
  64373. /**
  64374. * Execute the current task
  64375. * @param scene defines the scene where you want your assets to be loaded
  64376. * @param onSuccess is a callback called when the task is successfully executed
  64377. * @param onError is a callback called if an error occurs
  64378. */
  64379. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  64380. }
  64381. /**
  64382. * Define a task used by AssetsManager to load Equirectangular cube textures
  64383. */
  64384. export class EquiRectangularCubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<EquiRectangularCubeTexture> {
  64385. /**
  64386. * Defines the name of the task
  64387. */
  64388. name: string;
  64389. /**
  64390. * Defines the location of the file to load
  64391. */
  64392. url: string;
  64393. /**
  64394. * Defines the desired size (the more it increases the longer the generation will be)
  64395. */
  64396. size: number;
  64397. /**
  64398. * Defines if mipmaps should not be generated (default is false)
  64399. */
  64400. noMipmap: boolean;
  64401. /**
  64402. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space,
  64403. * but the standard material would require them in Gamma space) (default is true)
  64404. */
  64405. gammaSpace: boolean;
  64406. /**
  64407. * Gets the loaded texture
  64408. */
  64409. texture: EquiRectangularCubeTexture;
  64410. /**
  64411. * Callback called when the task is successful
  64412. */
  64413. onSuccess: (task: EquiRectangularCubeTextureAssetTask) => void;
  64414. /**
  64415. * Callback called when the task is successful
  64416. */
  64417. onError: (task: EquiRectangularCubeTextureAssetTask, message?: string, exception?: any) => void;
  64418. /**
  64419. * Creates a new EquiRectangularCubeTextureAssetTask object
  64420. * @param name defines the name of the task
  64421. * @param url defines the location of the file to load
  64422. * @param size defines the desired size (the more it increases the longer the generation will be)
  64423. * If the size is omitted this implies you are using a preprocessed cubemap.
  64424. * @param noMipmap defines if mipmaps should not be generated (default is false)
  64425. * @param gammaSpace specifies if the texture will be used in gamma or linear space
  64426. * (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space)
  64427. * (default is true)
  64428. */
  64429. constructor(
  64430. /**
  64431. * Defines the name of the task
  64432. */
  64433. name: string,
  64434. /**
  64435. * Defines the location of the file to load
  64436. */
  64437. url: string,
  64438. /**
  64439. * Defines the desired size (the more it increases the longer the generation will be)
  64440. */
  64441. size: number,
  64442. /**
  64443. * Defines if mipmaps should not be generated (default is false)
  64444. */
  64445. noMipmap?: boolean,
  64446. /**
  64447. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space,
  64448. * but the standard material would require them in Gamma space) (default is true)
  64449. */
  64450. gammaSpace?: boolean);
  64451. /**
  64452. * Execute the current task
  64453. * @param scene defines the scene where you want your assets to be loaded
  64454. * @param onSuccess is a callback called when the task is successfully executed
  64455. * @param onError is a callback called if an error occurs
  64456. */
  64457. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  64458. }
  64459. /**
  64460. * This class can be used to easily import assets into a scene
  64461. * @see http://doc.babylonjs.com/how_to/how_to_use_assetsmanager
  64462. */
  64463. export class AssetsManager {
  64464. private _scene;
  64465. private _isLoading;
  64466. protected _tasks: AbstractAssetTask[];
  64467. protected _waitingTasksCount: number;
  64468. protected _totalTasksCount: number;
  64469. /**
  64470. * Callback called when all tasks are processed
  64471. */
  64472. onFinish: (tasks: AbstractAssetTask[]) => void;
  64473. /**
  64474. * Callback called when a task is successful
  64475. */
  64476. onTaskSuccess: (task: AbstractAssetTask) => void;
  64477. /**
  64478. * Callback called when a task had an error
  64479. */
  64480. onTaskError: (task: AbstractAssetTask) => void;
  64481. /**
  64482. * Callback called when a task is done (whatever the result is)
  64483. */
  64484. onProgress: (remainingCount: number, totalCount: number, task: AbstractAssetTask) => void;
  64485. /**
  64486. * Observable called when all tasks are processed
  64487. */
  64488. onTaskSuccessObservable: Observable<AbstractAssetTask>;
  64489. /**
  64490. * Observable called when a task had an error
  64491. */
  64492. onTaskErrorObservable: Observable<AbstractAssetTask>;
  64493. /**
  64494. * Observable called when all tasks were executed
  64495. */
  64496. onTasksDoneObservable: Observable<AbstractAssetTask[]>;
  64497. /**
  64498. * Observable called when a task is done (whatever the result is)
  64499. */
  64500. onProgressObservable: Observable<IAssetsProgressEvent>;
  64501. /**
  64502. * Gets or sets a boolean defining if the AssetsManager should use the default loading screen
  64503. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  64504. */
  64505. useDefaultLoadingScreen: boolean;
  64506. /**
  64507. * Gets or sets a boolean defining if the AssetsManager should automatically hide the loading screen
  64508. * when all assets have been downloaded.
  64509. * If set to false, you need to manually call in hideLoadingUI() once your scene is ready.
  64510. */
  64511. autoHideLoadingUI: boolean;
  64512. /**
  64513. * Creates a new AssetsManager
  64514. * @param scene defines the scene to work on
  64515. */
  64516. constructor(scene: Scene);
  64517. /**
  64518. * Add a MeshAssetTask to the list of active tasks
  64519. * @param taskName defines the name of the new task
  64520. * @param meshesNames defines the name of meshes to load
  64521. * @param rootUrl defines the root url to use to locate files
  64522. * @param sceneFilename defines the filename of the scene file
  64523. * @returns a new MeshAssetTask object
  64524. */
  64525. addMeshTask(taskName: string, meshesNames: any, rootUrl: string, sceneFilename: string): MeshAssetTask;
  64526. /**
  64527. * Add a TextFileAssetTask to the list of active tasks
  64528. * @param taskName defines the name of the new task
  64529. * @param url defines the url of the file to load
  64530. * @returns a new TextFileAssetTask object
  64531. */
  64532. addTextFileTask(taskName: string, url: string): TextFileAssetTask;
  64533. /**
  64534. * Add a BinaryFileAssetTask to the list of active tasks
  64535. * @param taskName defines the name of the new task
  64536. * @param url defines the url of the file to load
  64537. * @returns a new BinaryFileAssetTask object
  64538. */
  64539. addBinaryFileTask(taskName: string, url: string): BinaryFileAssetTask;
  64540. /**
  64541. * Add a ImageAssetTask to the list of active tasks
  64542. * @param taskName defines the name of the new task
  64543. * @param url defines the url of the file to load
  64544. * @returns a new ImageAssetTask object
  64545. */
  64546. addImageTask(taskName: string, url: string): ImageAssetTask;
  64547. /**
  64548. * Add a TextureAssetTask to the list of active tasks
  64549. * @param taskName defines the name of the new task
  64550. * @param url defines the url of the file to load
  64551. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  64552. * @param invertY defines if you want to invert Y axis of the loaded texture (false by default)
  64553. * @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)
  64554. * @returns a new TextureAssetTask object
  64555. */
  64556. addTextureTask(taskName: string, url: string, noMipmap?: boolean, invertY?: boolean, samplingMode?: number): TextureAssetTask;
  64557. /**
  64558. * Add a CubeTextureAssetTask to the list of active tasks
  64559. * @param taskName defines the name of the new task
  64560. * @param url defines the url of the file to load
  64561. * @param extensions defines the extension to use to load the cube map (can be null)
  64562. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  64563. * @param files defines the list of files to load (can be null)
  64564. * @returns a new CubeTextureAssetTask object
  64565. */
  64566. addCubeTextureTask(taskName: string, url: string, extensions?: string[], noMipmap?: boolean, files?: string[]): CubeTextureAssetTask;
  64567. /**
  64568. *
  64569. * Add a HDRCubeTextureAssetTask to the list of active tasks
  64570. * @param taskName defines the name of the new task
  64571. * @param url defines the url of the file to load
  64572. * @param size defines the size you want for the cubemap (can be null)
  64573. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  64574. * @param generateHarmonics defines if you want to automatically generate (true by default)
  64575. * @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)
  64576. * @param reserved Internal use only
  64577. * @returns a new HDRCubeTextureAssetTask object
  64578. */
  64579. addHDRCubeTextureTask(taskName: string, url: string, size: number, noMipmap?: boolean, generateHarmonics?: boolean, gammaSpace?: boolean, reserved?: boolean): HDRCubeTextureAssetTask;
  64580. /**
  64581. *
  64582. * Add a EquiRectangularCubeTextureAssetTask to the list of active tasks
  64583. * @param taskName defines the name of the new task
  64584. * @param url defines the url of the file to load
  64585. * @param size defines the size you want for the cubemap (can be null)
  64586. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  64587. * @param gammaSpace Specifies if the texture will be used in gamma or linear space
  64588. * (the PBR material requires those textures in linear space, but the standard material would require them in Gamma space)
  64589. * @returns a new EquiRectangularCubeTextureAssetTask object
  64590. */
  64591. addEquiRectangularCubeTextureAssetTask(taskName: string, url: string, size: number, noMipmap?: boolean, gammaSpace?: boolean): EquiRectangularCubeTextureAssetTask;
  64592. /**
  64593. * Remove a task from the assets manager.
  64594. * @param task the task to remove
  64595. */
  64596. removeTask(task: AbstractAssetTask): void;
  64597. private _decreaseWaitingTasksCount;
  64598. private _runTask;
  64599. /**
  64600. * Reset the AssetsManager and remove all tasks
  64601. * @return the current instance of the AssetsManager
  64602. */
  64603. reset(): AssetsManager;
  64604. /**
  64605. * Start the loading process
  64606. * @return the current instance of the AssetsManager
  64607. */
  64608. load(): AssetsManager;
  64609. /**
  64610. * Start the loading process as an async operation
  64611. * @return a promise returning the list of failed tasks
  64612. */
  64613. loadAsync(): Promise<void>;
  64614. }
  64615. }
  64616. declare module "babylonjs/Misc/deferred" {
  64617. /**
  64618. * Wrapper class for promise with external resolve and reject.
  64619. */
  64620. export class Deferred<T> {
  64621. /**
  64622. * The promise associated with this deferred object.
  64623. */
  64624. readonly promise: Promise<T>;
  64625. private _resolve;
  64626. private _reject;
  64627. /**
  64628. * The resolve method of the promise associated with this deferred object.
  64629. */
  64630. readonly resolve: (value?: T | PromiseLike<T> | undefined) => void;
  64631. /**
  64632. * The reject method of the promise associated with this deferred object.
  64633. */
  64634. readonly reject: (reason?: any) => void;
  64635. /**
  64636. * Constructor for this deferred object.
  64637. */
  64638. constructor();
  64639. }
  64640. }
  64641. declare module "babylonjs/Misc/meshExploder" {
  64642. import { Mesh } from "babylonjs/Meshes/mesh";
  64643. /**
  64644. * Class used to explode meshes (ie. to have a center and move them away from that center to better see the overall organization)
  64645. */
  64646. export class MeshExploder {
  64647. private _centerMesh;
  64648. private _meshes;
  64649. private _meshesOrigins;
  64650. private _toCenterVectors;
  64651. private _scaledDirection;
  64652. private _newPosition;
  64653. private _centerPosition;
  64654. /**
  64655. * Explodes meshes from a center mesh.
  64656. * @param meshes The meshes to explode.
  64657. * @param centerMesh The mesh to be center of explosion.
  64658. */
  64659. constructor(meshes: Array<Mesh>, centerMesh?: Mesh);
  64660. private _setCenterMesh;
  64661. /**
  64662. * Get class name
  64663. * @returns "MeshExploder"
  64664. */
  64665. getClassName(): string;
  64666. /**
  64667. * "Exploded meshes"
  64668. * @returns Array of meshes with the centerMesh at index 0.
  64669. */
  64670. getMeshes(): Array<Mesh>;
  64671. /**
  64672. * Explodes meshes giving a specific direction
  64673. * @param direction Number to multiply distance of each mesh's origin from center. Use a negative number to implode, or zero to reset.
  64674. */
  64675. explode(direction?: number): void;
  64676. }
  64677. }
  64678. declare module "babylonjs/Misc/filesInput" {
  64679. import { Engine } from "babylonjs/Engines/engine";
  64680. import { Scene } from "babylonjs/scene";
  64681. import { SceneLoaderProgressEvent } from "babylonjs/Loading/sceneLoader";
  64682. /**
  64683. * Class used to help managing file picking and drag'n'drop
  64684. */
  64685. export class FilesInput {
  64686. /**
  64687. * List of files ready to be loaded
  64688. */
  64689. static readonly FilesToLoad: {
  64690. [key: string]: File;
  64691. };
  64692. /**
  64693. * Callback called when a file is processed
  64694. */
  64695. onProcessFileCallback: (file: File, name: string, extension: string) => true;
  64696. private _engine;
  64697. private _currentScene;
  64698. private _sceneLoadedCallback;
  64699. private _progressCallback;
  64700. private _additionalRenderLoopLogicCallback;
  64701. private _textureLoadingCallback;
  64702. private _startingProcessingFilesCallback;
  64703. private _onReloadCallback;
  64704. private _errorCallback;
  64705. private _elementToMonitor;
  64706. private _sceneFileToLoad;
  64707. private _filesToLoad;
  64708. /**
  64709. * Creates a new FilesInput
  64710. * @param engine defines the rendering engine
  64711. * @param scene defines the hosting scene
  64712. * @param sceneLoadedCallback callback called when scene is loaded
  64713. * @param progressCallback callback called to track progress
  64714. * @param additionalRenderLoopLogicCallback callback called to add user logic to the rendering loop
  64715. * @param textureLoadingCallback callback called when a texture is loading
  64716. * @param startingProcessingFilesCallback callback called when the system is about to process all files
  64717. * @param onReloadCallback callback called when a reload is requested
  64718. * @param errorCallback callback call if an error occurs
  64719. */
  64720. 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);
  64721. private _dragEnterHandler;
  64722. private _dragOverHandler;
  64723. private _dropHandler;
  64724. /**
  64725. * Calls this function to listen to drag'n'drop events on a specific DOM element
  64726. * @param elementToMonitor defines the DOM element to track
  64727. */
  64728. monitorElementForDragNDrop(elementToMonitor: HTMLElement): void;
  64729. /**
  64730. * Release all associated resources
  64731. */
  64732. dispose(): void;
  64733. private renderFunction;
  64734. private drag;
  64735. private drop;
  64736. private _traverseFolder;
  64737. private _processFiles;
  64738. /**
  64739. * Load files from a drop event
  64740. * @param event defines the drop event to use as source
  64741. */
  64742. loadFiles(event: any): void;
  64743. private _processReload;
  64744. /**
  64745. * Reload the current scene from the loaded files
  64746. */
  64747. reload(): void;
  64748. }
  64749. }
  64750. declare module "babylonjs/Misc/HighDynamicRange/index" {
  64751. export * from "babylonjs/Misc/HighDynamicRange/cubemapToSphericalPolynomial";
  64752. export * from "babylonjs/Misc/HighDynamicRange/hdr";
  64753. export * from "babylonjs/Misc/HighDynamicRange/panoramaToCubemap";
  64754. }
  64755. declare module "babylonjs/Misc/sceneOptimizer" {
  64756. import { Scene, IDisposable } from "babylonjs/scene";
  64757. import { Observable } from "babylonjs/Misc/observable";
  64758. /**
  64759. * Defines the root class used to create scene optimization to use with SceneOptimizer
  64760. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  64761. */
  64762. export class SceneOptimization {
  64763. /**
  64764. * Defines the priority of this optimization (0 by default which means first in the list)
  64765. */
  64766. priority: number;
  64767. /**
  64768. * Gets a string describing the action executed by the current optimization
  64769. * @returns description string
  64770. */
  64771. getDescription(): string;
  64772. /**
  64773. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  64774. * @param scene defines the current scene where to apply this optimization
  64775. * @param optimizer defines the current optimizer
  64776. * @returns true if everything that can be done was applied
  64777. */
  64778. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  64779. /**
  64780. * Creates the SceneOptimization object
  64781. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  64782. * @param desc defines the description associated with the optimization
  64783. */
  64784. constructor(
  64785. /**
  64786. * Defines the priority of this optimization (0 by default which means first in the list)
  64787. */
  64788. priority?: number);
  64789. }
  64790. /**
  64791. * Defines an optimization used to reduce the size of render target textures
  64792. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  64793. */
  64794. export class TextureOptimization extends SceneOptimization {
  64795. /**
  64796. * Defines the priority of this optimization (0 by default which means first in the list)
  64797. */
  64798. priority: number;
  64799. /**
  64800. * 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
  64801. */
  64802. maximumSize: number;
  64803. /**
  64804. * Defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  64805. */
  64806. step: number;
  64807. /**
  64808. * Gets a string describing the action executed by the current optimization
  64809. * @returns description string
  64810. */
  64811. getDescription(): string;
  64812. /**
  64813. * Creates the TextureOptimization object
  64814. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  64815. * @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
  64816. * @param step defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  64817. */
  64818. constructor(
  64819. /**
  64820. * Defines the priority of this optimization (0 by default which means first in the list)
  64821. */
  64822. priority?: number,
  64823. /**
  64824. * 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
  64825. */
  64826. maximumSize?: number,
  64827. /**
  64828. * Defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  64829. */
  64830. step?: number);
  64831. /**
  64832. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  64833. * @param scene defines the current scene where to apply this optimization
  64834. * @param optimizer defines the current optimizer
  64835. * @returns true if everything that can be done was applied
  64836. */
  64837. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  64838. }
  64839. /**
  64840. * Defines an optimization used to increase or decrease the rendering resolution
  64841. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  64842. */
  64843. export class HardwareScalingOptimization extends SceneOptimization {
  64844. /**
  64845. * Defines the priority of this optimization (0 by default which means first in the list)
  64846. */
  64847. priority: number;
  64848. /**
  64849. * Defines the maximum scale to use (2 by default)
  64850. */
  64851. maximumScale: number;
  64852. /**
  64853. * Defines the step to use between two passes (0.5 by default)
  64854. */
  64855. step: number;
  64856. private _currentScale;
  64857. private _directionOffset;
  64858. /**
  64859. * Gets a string describing the action executed by the current optimization
  64860. * @return description string
  64861. */
  64862. getDescription(): string;
  64863. /**
  64864. * Creates the HardwareScalingOptimization object
  64865. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  64866. * @param maximumScale defines the maximum scale to use (2 by default)
  64867. * @param step defines the step to use between two passes (0.5 by default)
  64868. */
  64869. constructor(
  64870. /**
  64871. * Defines the priority of this optimization (0 by default which means first in the list)
  64872. */
  64873. priority?: number,
  64874. /**
  64875. * Defines the maximum scale to use (2 by default)
  64876. */
  64877. maximumScale?: number,
  64878. /**
  64879. * Defines the step to use between two passes (0.5 by default)
  64880. */
  64881. step?: number);
  64882. /**
  64883. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  64884. * @param scene defines the current scene where to apply this optimization
  64885. * @param optimizer defines the current optimizer
  64886. * @returns true if everything that can be done was applied
  64887. */
  64888. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  64889. }
  64890. /**
  64891. * Defines an optimization used to remove shadows
  64892. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  64893. */
  64894. export class ShadowsOptimization extends SceneOptimization {
  64895. /**
  64896. * Gets a string describing the action executed by the current optimization
  64897. * @return description string
  64898. */
  64899. getDescription(): string;
  64900. /**
  64901. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  64902. * @param scene defines the current scene where to apply this optimization
  64903. * @param optimizer defines the current optimizer
  64904. * @returns true if everything that can be done was applied
  64905. */
  64906. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  64907. }
  64908. /**
  64909. * Defines an optimization used to turn post-processes off
  64910. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  64911. */
  64912. export class PostProcessesOptimization extends SceneOptimization {
  64913. /**
  64914. * Gets a string describing the action executed by the current optimization
  64915. * @return description string
  64916. */
  64917. getDescription(): string;
  64918. /**
  64919. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  64920. * @param scene defines the current scene where to apply this optimization
  64921. * @param optimizer defines the current optimizer
  64922. * @returns true if everything that can be done was applied
  64923. */
  64924. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  64925. }
  64926. /**
  64927. * Defines an optimization used to turn lens flares off
  64928. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  64929. */
  64930. export class LensFlaresOptimization extends SceneOptimization {
  64931. /**
  64932. * Gets a string describing the action executed by the current optimization
  64933. * @return description string
  64934. */
  64935. getDescription(): string;
  64936. /**
  64937. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  64938. * @param scene defines the current scene where to apply this optimization
  64939. * @param optimizer defines the current optimizer
  64940. * @returns true if everything that can be done was applied
  64941. */
  64942. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  64943. }
  64944. /**
  64945. * Defines an optimization based on user defined callback.
  64946. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  64947. */
  64948. export class CustomOptimization extends SceneOptimization {
  64949. /**
  64950. * Callback called to apply the custom optimization.
  64951. */
  64952. onApply: (scene: Scene, optimizer: SceneOptimizer) => boolean;
  64953. /**
  64954. * Callback called to get custom description
  64955. */
  64956. onGetDescription: () => string;
  64957. /**
  64958. * Gets a string describing the action executed by the current optimization
  64959. * @returns description string
  64960. */
  64961. getDescription(): string;
  64962. /**
  64963. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  64964. * @param scene defines the current scene where to apply this optimization
  64965. * @param optimizer defines the current optimizer
  64966. * @returns true if everything that can be done was applied
  64967. */
  64968. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  64969. }
  64970. /**
  64971. * Defines an optimization used to turn particles off
  64972. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  64973. */
  64974. export class ParticlesOptimization extends SceneOptimization {
  64975. /**
  64976. * Gets a string describing the action executed by the current optimization
  64977. * @return description string
  64978. */
  64979. getDescription(): string;
  64980. /**
  64981. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  64982. * @param scene defines the current scene where to apply this optimization
  64983. * @param optimizer defines the current optimizer
  64984. * @returns true if everything that can be done was applied
  64985. */
  64986. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  64987. }
  64988. /**
  64989. * Defines an optimization used to turn render targets off
  64990. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  64991. */
  64992. export class RenderTargetsOptimization extends SceneOptimization {
  64993. /**
  64994. * Gets a string describing the action executed by the current optimization
  64995. * @return description string
  64996. */
  64997. getDescription(): string;
  64998. /**
  64999. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  65000. * @param scene defines the current scene where to apply this optimization
  65001. * @param optimizer defines the current optimizer
  65002. * @returns true if everything that can be done was applied
  65003. */
  65004. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  65005. }
  65006. /**
  65007. * Defines an optimization used to merge meshes with compatible materials
  65008. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  65009. */
  65010. export class MergeMeshesOptimization extends SceneOptimization {
  65011. private static _UpdateSelectionTree;
  65012. /**
  65013. * Gets or sets a boolean which defines if optimization octree has to be updated
  65014. */
  65015. /**
  65016. * Gets or sets a boolean which defines if optimization octree has to be updated
  65017. */
  65018. static UpdateSelectionTree: boolean;
  65019. /**
  65020. * Gets a string describing the action executed by the current optimization
  65021. * @return description string
  65022. */
  65023. getDescription(): string;
  65024. private _canBeMerged;
  65025. /**
  65026. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  65027. * @param scene defines the current scene where to apply this optimization
  65028. * @param optimizer defines the current optimizer
  65029. * @param updateSelectionTree defines that the selection octree has to be updated (false by default)
  65030. * @returns true if everything that can be done was applied
  65031. */
  65032. apply(scene: Scene, optimizer: SceneOptimizer, updateSelectionTree?: boolean): boolean;
  65033. }
  65034. /**
  65035. * Defines a list of options used by SceneOptimizer
  65036. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  65037. */
  65038. export class SceneOptimizerOptions {
  65039. /**
  65040. * Defines the target frame rate to reach (60 by default)
  65041. */
  65042. targetFrameRate: number;
  65043. /**
  65044. * Defines the interval between two checkes (2000ms by default)
  65045. */
  65046. trackerDuration: number;
  65047. /**
  65048. * Gets the list of optimizations to apply
  65049. */
  65050. optimizations: SceneOptimization[];
  65051. /**
  65052. * Creates a new list of options used by SceneOptimizer
  65053. * @param targetFrameRate defines the target frame rate to reach (60 by default)
  65054. * @param trackerDuration defines the interval between two checkes (2000ms by default)
  65055. */
  65056. constructor(
  65057. /**
  65058. * Defines the target frame rate to reach (60 by default)
  65059. */
  65060. targetFrameRate?: number,
  65061. /**
  65062. * Defines the interval between two checkes (2000ms by default)
  65063. */
  65064. trackerDuration?: number);
  65065. /**
  65066. * Add a new optimization
  65067. * @param optimization defines the SceneOptimization to add to the list of active optimizations
  65068. * @returns the current SceneOptimizerOptions
  65069. */
  65070. addOptimization(optimization: SceneOptimization): SceneOptimizerOptions;
  65071. /**
  65072. * Add a new custom optimization
  65073. * @param onApply defines the callback called to apply the custom optimization (true if everything that can be done was applied)
  65074. * @param onGetDescription defines the callback called to get the description attached with the optimization.
  65075. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  65076. * @returns the current SceneOptimizerOptions
  65077. */
  65078. addCustomOptimization(onApply: (scene: Scene) => boolean, onGetDescription: () => string, priority?: number): SceneOptimizerOptions;
  65079. /**
  65080. * Creates a list of pre-defined optimizations aimed to reduce the visual impact on the scene
  65081. * @param targetFrameRate defines the target frame rate (60 by default)
  65082. * @returns a SceneOptimizerOptions object
  65083. */
  65084. static LowDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  65085. /**
  65086. * Creates a list of pre-defined optimizations aimed to have a moderate impact on the scene visual
  65087. * @param targetFrameRate defines the target frame rate (60 by default)
  65088. * @returns a SceneOptimizerOptions object
  65089. */
  65090. static ModerateDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  65091. /**
  65092. * Creates a list of pre-defined optimizations aimed to have a big impact on the scene visual
  65093. * @param targetFrameRate defines the target frame rate (60 by default)
  65094. * @returns a SceneOptimizerOptions object
  65095. */
  65096. static HighDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  65097. }
  65098. /**
  65099. * Class used to run optimizations in order to reach a target frame rate
  65100. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  65101. */
  65102. export class SceneOptimizer implements IDisposable {
  65103. private _isRunning;
  65104. private _options;
  65105. private _scene;
  65106. private _currentPriorityLevel;
  65107. private _targetFrameRate;
  65108. private _trackerDuration;
  65109. private _currentFrameRate;
  65110. private _sceneDisposeObserver;
  65111. private _improvementMode;
  65112. /**
  65113. * Defines an observable called when the optimizer reaches the target frame rate
  65114. */
  65115. onSuccessObservable: Observable<SceneOptimizer>;
  65116. /**
  65117. * Defines an observable called when the optimizer enables an optimization
  65118. */
  65119. onNewOptimizationAppliedObservable: Observable<SceneOptimization>;
  65120. /**
  65121. * Defines an observable called when the optimizer is not able to reach the target frame rate
  65122. */
  65123. onFailureObservable: Observable<SceneOptimizer>;
  65124. /**
  65125. * Gets a boolean indicating if the optimizer is in improvement mode
  65126. */
  65127. readonly isInImprovementMode: boolean;
  65128. /**
  65129. * Gets the current priority level (0 at start)
  65130. */
  65131. readonly currentPriorityLevel: number;
  65132. /**
  65133. * Gets the current frame rate checked by the SceneOptimizer
  65134. */
  65135. readonly currentFrameRate: number;
  65136. /**
  65137. * Gets or sets the current target frame rate (60 by default)
  65138. */
  65139. /**
  65140. * Gets or sets the current target frame rate (60 by default)
  65141. */
  65142. targetFrameRate: number;
  65143. /**
  65144. * Gets or sets the current interval between two checks (every 2000ms by default)
  65145. */
  65146. /**
  65147. * Gets or sets the current interval between two checks (every 2000ms by default)
  65148. */
  65149. trackerDuration: number;
  65150. /**
  65151. * Gets the list of active optimizations
  65152. */
  65153. readonly optimizations: SceneOptimization[];
  65154. /**
  65155. * Creates a new SceneOptimizer
  65156. * @param scene defines the scene to work on
  65157. * @param options defines the options to use with the SceneOptimizer
  65158. * @param autoGeneratePriorities defines if priorities must be generated and not read from SceneOptimization property (true by default)
  65159. * @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)
  65160. */
  65161. constructor(scene: Scene, options?: SceneOptimizerOptions, autoGeneratePriorities?: boolean, improvementMode?: boolean);
  65162. /**
  65163. * Stops the current optimizer
  65164. */
  65165. stop(): void;
  65166. /**
  65167. * Reset the optimizer to initial step (current priority level = 0)
  65168. */
  65169. reset(): void;
  65170. /**
  65171. * Start the optimizer. By default it will try to reach a specific framerate
  65172. * but if the optimizer is set with improvementMode === true then it will run all optimiatiation while frame rate is above the target frame rate
  65173. */
  65174. start(): void;
  65175. private _checkCurrentState;
  65176. /**
  65177. * Release all resources
  65178. */
  65179. dispose(): void;
  65180. /**
  65181. * Helper function to create a SceneOptimizer with one single line of code
  65182. * @param scene defines the scene to work on
  65183. * @param options defines the options to use with the SceneOptimizer
  65184. * @param onSuccess defines a callback to call on success
  65185. * @param onFailure defines a callback to call on failure
  65186. * @returns the new SceneOptimizer object
  65187. */
  65188. static OptimizeAsync(scene: Scene, options?: SceneOptimizerOptions, onSuccess?: () => void, onFailure?: () => void): SceneOptimizer;
  65189. }
  65190. }
  65191. declare module "babylonjs/Misc/sceneSerializer" {
  65192. import { Scene } from "babylonjs/scene";
  65193. /**
  65194. * Class used to serialize a scene into a string
  65195. */
  65196. export class SceneSerializer {
  65197. /**
  65198. * Clear cache used by a previous serialization
  65199. */
  65200. static ClearCache(): void;
  65201. /**
  65202. * Serialize a scene into a JSON compatible object
  65203. * @param scene defines the scene to serialize
  65204. * @returns a JSON compatible object
  65205. */
  65206. static Serialize(scene: Scene): any;
  65207. /**
  65208. * Serialize a mesh into a JSON compatible object
  65209. * @param toSerialize defines the mesh to serialize
  65210. * @param withParents defines if parents must be serialized as well
  65211. * @param withChildren defines if children must be serialized as well
  65212. * @returns a JSON compatible object
  65213. */
  65214. static SerializeMesh(toSerialize: any, withParents?: boolean, withChildren?: boolean): any;
  65215. }
  65216. }
  65217. declare module "babylonjs/Misc/textureTools" {
  65218. import { Texture } from "babylonjs/Materials/Textures/texture";
  65219. /**
  65220. * Class used to host texture specific utilities
  65221. */
  65222. export class TextureTools {
  65223. /**
  65224. * Uses the GPU to create a copy texture rescaled at a given size
  65225. * @param texture Texture to copy from
  65226. * @param width defines the desired width
  65227. * @param height defines the desired height
  65228. * @param useBilinearMode defines if bilinear mode has to be used
  65229. * @return the generated texture
  65230. */
  65231. static CreateResizedCopy(texture: Texture, width: number, height: number, useBilinearMode?: boolean): Texture;
  65232. }
  65233. }
  65234. declare module "babylonjs/Misc/videoRecorder" {
  65235. import { Nullable } from "babylonjs/types";
  65236. import { Engine } from "babylonjs/Engines/engine";
  65237. /**
  65238. * This represents the different options available for the video capture.
  65239. */
  65240. export interface VideoRecorderOptions {
  65241. /** Defines the mime type of the video. */
  65242. mimeType: string;
  65243. /** Defines the FPS the video should be recorded at. */
  65244. fps: number;
  65245. /** Defines the chunk size for the recording data. */
  65246. recordChunckSize: number;
  65247. /** The audio tracks to attach to the recording. */
  65248. audioTracks?: MediaStreamTrack[];
  65249. }
  65250. /**
  65251. * This can help with recording videos from BabylonJS.
  65252. * This is based on the available WebRTC functionalities of the browser.
  65253. *
  65254. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_video
  65255. */
  65256. export class VideoRecorder {
  65257. private static readonly _defaultOptions;
  65258. /**
  65259. * Returns whether or not the VideoRecorder is available in your browser.
  65260. * @param engine Defines the Babylon Engine.
  65261. * @returns true if supported otherwise false.
  65262. */
  65263. static IsSupported(engine: Engine): boolean;
  65264. private readonly _options;
  65265. private _canvas;
  65266. private _mediaRecorder;
  65267. private _recordedChunks;
  65268. private _fileName;
  65269. private _resolve;
  65270. private _reject;
  65271. /**
  65272. * True when a recording is already in progress.
  65273. */
  65274. readonly isRecording: boolean;
  65275. /**
  65276. * Create a new VideoCapture object which can help converting what you see in Babylon to a video file.
  65277. * @param engine Defines the BabylonJS Engine you wish to record.
  65278. * @param options Defines options that can be used to customize the capture.
  65279. */
  65280. constructor(engine: Engine, options?: Nullable<VideoRecorderOptions>);
  65281. /**
  65282. * Stops the current recording before the default capture timeout passed in the startRecording function.
  65283. */
  65284. stopRecording(): void;
  65285. /**
  65286. * Starts recording the canvas for a max duration specified in parameters.
  65287. * @param fileName Defines the name of the file to be downloaded when the recording stop.
  65288. * If null no automatic download will start and you can rely on the promise to get the data back.
  65289. * @param maxDuration Defines the maximum recording time in seconds.
  65290. * It defaults to 7 seconds. A value of zero will not stop automatically, you would need to call stopRecording manually.
  65291. * @return A promise callback at the end of the recording with the video data in Blob.
  65292. */
  65293. startRecording(fileName?: Nullable<string>, maxDuration?: number): Promise<Blob>;
  65294. /**
  65295. * Releases internal resources used during the recording.
  65296. */
  65297. dispose(): void;
  65298. private _handleDataAvailable;
  65299. private _handleError;
  65300. private _handleStop;
  65301. }
  65302. }
  65303. declare module "babylonjs/Misc/screenshotTools" {
  65304. import { Camera } from "babylonjs/Cameras/camera";
  65305. import { IScreenshotSize } from "babylonjs/Misc/interfaces/screenshotSize";
  65306. import { Engine } from "babylonjs/Engines/engine";
  65307. /**
  65308. * Class containing a set of static utilities functions for screenshots
  65309. */
  65310. export class ScreenshotTools {
  65311. /**
  65312. * Captures a screenshot of the current rendering
  65313. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  65314. * @param engine defines the rendering engine
  65315. * @param camera defines the source camera
  65316. * @param size This parameter can be set to a single number or to an object with the
  65317. * following (optional) properties: precision, width, height. If a single number is passed,
  65318. * it will be used for both width and height. If an object is passed, the screenshot size
  65319. * will be derived from the parameters. The precision property is a multiplier allowing
  65320. * rendering at a higher or lower resolution
  65321. * @param successCallback defines the callback receives a single parameter which contains the
  65322. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  65323. * src parameter of an <img> to display it
  65324. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  65325. * Check your browser for supported MIME types
  65326. */
  65327. static CreateScreenshot(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string): void;
  65328. /**
  65329. * Captures a screenshot of the current rendering
  65330. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  65331. * @param engine defines the rendering engine
  65332. * @param camera defines the source camera
  65333. * @param size This parameter can be set to a single number or to an object with the
  65334. * following (optional) properties: precision, width, height. If a single number is passed,
  65335. * it will be used for both width and height. If an object is passed, the screenshot size
  65336. * will be derived from the parameters. The precision property is a multiplier allowing
  65337. * rendering at a higher or lower resolution
  65338. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  65339. * Check your browser for supported MIME types
  65340. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  65341. * to the src parameter of an <img> to display it
  65342. */
  65343. static CreateScreenshotAsync(engine: Engine, camera: Camera, size: any, mimeType?: string): Promise<string>;
  65344. /**
  65345. * Generates an image screenshot from the specified camera.
  65346. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  65347. * @param engine The engine to use for rendering
  65348. * @param camera The camera to use for rendering
  65349. * @param size This parameter can be set to a single number or to an object with the
  65350. * following (optional) properties: precision, width, height. If a single number is passed,
  65351. * it will be used for both width and height. If an object is passed, the screenshot size
  65352. * will be derived from the parameters. The precision property is a multiplier allowing
  65353. * rendering at a higher or lower resolution
  65354. * @param successCallback The callback receives a single parameter which contains the
  65355. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  65356. * src parameter of an <img> to display it
  65357. * @param mimeType The MIME type of the screenshot image (default: image/png).
  65358. * Check your browser for supported MIME types
  65359. * @param samples Texture samples (default: 1)
  65360. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  65361. * @param fileName A name for for the downloaded file.
  65362. */
  65363. static CreateScreenshotUsingRenderTarget(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): void;
  65364. /**
  65365. * Generates an image screenshot from the specified camera.
  65366. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  65367. * @param engine The engine to use for rendering
  65368. * @param camera The camera to use for rendering
  65369. * @param size This parameter can be set to a single number or to an object with the
  65370. * following (optional) properties: precision, width, height. If a single number is passed,
  65371. * it will be used for both width and height. If an object is passed, the screenshot size
  65372. * will be derived from the parameters. The precision property is a multiplier allowing
  65373. * rendering at a higher or lower resolution
  65374. * @param mimeType The MIME type of the screenshot image (default: image/png).
  65375. * Check your browser for supported MIME types
  65376. * @param samples Texture samples (default: 1)
  65377. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  65378. * @param fileName A name for for the downloaded file.
  65379. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  65380. * to the src parameter of an <img> to display it
  65381. */
  65382. static CreateScreenshotUsingRenderTargetAsync(engine: Engine, camera: Camera, size: any, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): Promise<string>;
  65383. /**
  65384. * Gets height and width for screenshot size
  65385. * @private
  65386. */
  65387. private static _getScreenshotSize;
  65388. }
  65389. }
  65390. declare module "babylonjs/Misc/index" {
  65391. export * from "babylonjs/Misc/andOrNotEvaluator";
  65392. export * from "babylonjs/Misc/assetsManager";
  65393. export * from "babylonjs/Misc/dds";
  65394. export * from "babylonjs/Misc/decorators";
  65395. export * from "babylonjs/Misc/deferred";
  65396. export * from "babylonjs/Misc/environmentTextureTools";
  65397. export * from "babylonjs/Misc/meshExploder";
  65398. export * from "babylonjs/Misc/filesInput";
  65399. export * from "babylonjs/Misc/HighDynamicRange/index";
  65400. export * from "babylonjs/Misc/khronosTextureContainer";
  65401. export * from "babylonjs/Misc/observable";
  65402. export * from "babylonjs/Misc/performanceMonitor";
  65403. export * from "babylonjs/Misc/promise";
  65404. export * from "babylonjs/Misc/sceneOptimizer";
  65405. export * from "babylonjs/Misc/sceneSerializer";
  65406. export * from "babylonjs/Misc/smartArray";
  65407. export * from "babylonjs/Misc/stringDictionary";
  65408. export * from "babylonjs/Misc/tags";
  65409. export * from "babylonjs/Misc/textureTools";
  65410. export * from "babylonjs/Misc/tga";
  65411. export * from "babylonjs/Misc/tools";
  65412. export * from "babylonjs/Misc/videoRecorder";
  65413. export * from "babylonjs/Misc/virtualJoystick";
  65414. export * from "babylonjs/Misc/workerPool";
  65415. export * from "babylonjs/Misc/logger";
  65416. export * from "babylonjs/Misc/typeStore";
  65417. export * from "babylonjs/Misc/filesInputStore";
  65418. export * from "babylonjs/Misc/deepCopier";
  65419. export * from "babylonjs/Misc/pivotTools";
  65420. export * from "babylonjs/Misc/precisionDate";
  65421. export * from "babylonjs/Misc/screenshotTools";
  65422. export * from "babylonjs/Misc/typeStore";
  65423. export * from "babylonjs/Misc/webRequest";
  65424. export * from "babylonjs/Misc/iInspectable";
  65425. export * from "babylonjs/Misc/brdfTextureTools";
  65426. export * from "babylonjs/Misc/rgbdTextureTools";
  65427. export * from "babylonjs/Misc/gradients";
  65428. export * from "babylonjs/Misc/perfCounter";
  65429. export * from "babylonjs/Misc/fileRequest";
  65430. export * from "babylonjs/Misc/customAnimationFrameRequester";
  65431. export * from "babylonjs/Misc/retryStrategy";
  65432. export * from "babylonjs/Misc/loadFileError";
  65433. }
  65434. declare module "babylonjs/index" {
  65435. export * from "babylonjs/abstractScene";
  65436. export * from "babylonjs/Actions/index";
  65437. export * from "babylonjs/Animations/index";
  65438. export * from "babylonjs/assetContainer";
  65439. export * from "babylonjs/Audio/index";
  65440. export * from "babylonjs/Behaviors/index";
  65441. export * from "babylonjs/Bones/index";
  65442. export * from "babylonjs/Cameras/index";
  65443. export * from "babylonjs/Collisions/index";
  65444. export * from "babylonjs/Culling/index";
  65445. export * from "babylonjs/Debug/index";
  65446. export * from "babylonjs/Engines/index";
  65447. export * from "babylonjs/Events/index";
  65448. export * from "babylonjs/Gamepads/index";
  65449. export * from "babylonjs/Gizmos/index";
  65450. export * from "babylonjs/Helpers/index";
  65451. export * from "babylonjs/Instrumentation/index";
  65452. export * from "babylonjs/Layers/index";
  65453. export * from "babylonjs/LensFlares/index";
  65454. export * from "babylonjs/Lights/index";
  65455. export * from "babylonjs/Loading/index";
  65456. export * from "babylonjs/Materials/index";
  65457. export * from "babylonjs/Maths/index";
  65458. export * from "babylonjs/Meshes/index";
  65459. export * from "babylonjs/Morph/index";
  65460. export * from "babylonjs/Navigation/index";
  65461. export * from "babylonjs/node";
  65462. export * from "babylonjs/Offline/index";
  65463. export * from "babylonjs/Particles/index";
  65464. export * from "babylonjs/Physics/index";
  65465. export * from "babylonjs/PostProcesses/index";
  65466. export * from "babylonjs/Probes/index";
  65467. export * from "babylonjs/Rendering/index";
  65468. export * from "babylonjs/scene";
  65469. export * from "babylonjs/sceneComponent";
  65470. export * from "babylonjs/Sprites/index";
  65471. export * from "babylonjs/States/index";
  65472. export * from "babylonjs/Misc/index";
  65473. export * from "babylonjs/types";
  65474. }
  65475. declare module "babylonjs/Animations/pathCursor" {
  65476. import { Vector3 } from "babylonjs/Maths/math.vector";
  65477. import { Path2 } from "babylonjs/Maths/math.path";
  65478. /**
  65479. * A cursor which tracks a point on a path
  65480. */
  65481. export class PathCursor {
  65482. private path;
  65483. /**
  65484. * Stores path cursor callbacks for when an onchange event is triggered
  65485. */
  65486. private _onchange;
  65487. /**
  65488. * The value of the path cursor
  65489. */
  65490. value: number;
  65491. /**
  65492. * The animation array of the path cursor
  65493. */
  65494. animations: Animation[];
  65495. /**
  65496. * Initializes the path cursor
  65497. * @param path The path to track
  65498. */
  65499. constructor(path: Path2);
  65500. /**
  65501. * Gets the cursor point on the path
  65502. * @returns A point on the path cursor at the cursor location
  65503. */
  65504. getPoint(): Vector3;
  65505. /**
  65506. * Moves the cursor ahead by the step amount
  65507. * @param step The amount to move the cursor forward
  65508. * @returns This path cursor
  65509. */
  65510. moveAhead(step?: number): PathCursor;
  65511. /**
  65512. * Moves the cursor behind by the step amount
  65513. * @param step The amount to move the cursor back
  65514. * @returns This path cursor
  65515. */
  65516. moveBack(step?: number): PathCursor;
  65517. /**
  65518. * Moves the cursor by the step amount
  65519. * If the step amount is greater than one, an exception is thrown
  65520. * @param step The amount to move the cursor
  65521. * @returns This path cursor
  65522. */
  65523. move(step: number): PathCursor;
  65524. /**
  65525. * Ensures that the value is limited between zero and one
  65526. * @returns This path cursor
  65527. */
  65528. private ensureLimits;
  65529. /**
  65530. * Runs onchange callbacks on change (used by the animation engine)
  65531. * @returns This path cursor
  65532. */
  65533. private raiseOnChange;
  65534. /**
  65535. * Executes a function on change
  65536. * @param f A path cursor onchange callback
  65537. * @returns This path cursor
  65538. */
  65539. onchange(f: (cursor: PathCursor) => void): PathCursor;
  65540. }
  65541. }
  65542. declare module "babylonjs/Engines/Processors/Expressions/Operators/index" {
  65543. export * from "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineAndOperator";
  65544. export * from "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator";
  65545. export * from "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineIsDefinedOperator";
  65546. export * from "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineOrOperator";
  65547. }
  65548. declare module "babylonjs/Engines/Processors/Expressions/index" {
  65549. export * from "babylonjs/Engines/Processors/Expressions/shaderDefineExpression";
  65550. export * from "babylonjs/Engines/Processors/Expressions/Operators/index";
  65551. }
  65552. declare module "babylonjs/Engines/Processors/index" {
  65553. export * from "babylonjs/Engines/Processors/iShaderProcessor";
  65554. export * from "babylonjs/Engines/Processors/Expressions/index";
  65555. export * from "babylonjs/Engines/Processors/shaderCodeConditionNode";
  65556. export * from "babylonjs/Engines/Processors/shaderCodeCursor";
  65557. export * from "babylonjs/Engines/Processors/shaderCodeNode";
  65558. export * from "babylonjs/Engines/Processors/shaderCodeTestNode";
  65559. export * from "babylonjs/Engines/Processors/shaderProcessingOptions";
  65560. export * from "babylonjs/Engines/Processors/shaderProcessor";
  65561. }
  65562. declare module "babylonjs/Legacy/legacy" {
  65563. import * as Babylon from "babylonjs/index";
  65564. export * from "babylonjs/index";
  65565. }
  65566. declare module "babylonjs/Shaders/blur.fragment" {
  65567. /** @hidden */
  65568. export var blurPixelShader: {
  65569. name: string;
  65570. shader: string;
  65571. };
  65572. }
  65573. declare module "babylonjs/Shaders/ShadersInclude/pointCloudVertexDeclaration" {
  65574. /** @hidden */
  65575. export var pointCloudVertexDeclaration: {
  65576. name: string;
  65577. shader: string;
  65578. };
  65579. }
  65580. declare module "babylonjs" {
  65581. export * from "babylonjs/Legacy/legacy";
  65582. }
  65583. declare module BABYLON {
  65584. /** Alias type for value that can be null */
  65585. export type Nullable<T> = T | null;
  65586. /**
  65587. * Alias type for number that are floats
  65588. * @ignorenaming
  65589. */
  65590. export type float = number;
  65591. /**
  65592. * Alias type for number that are doubles.
  65593. * @ignorenaming
  65594. */
  65595. export type double = number;
  65596. /**
  65597. * Alias type for number that are integer
  65598. * @ignorenaming
  65599. */
  65600. export type int = number;
  65601. /** Alias type for number array or Float32Array */
  65602. export type FloatArray = number[] | Float32Array;
  65603. /** Alias type for number array or Float32Array or Int32Array or Uint32Array or Uint16Array */
  65604. export type IndicesArray = number[] | Int32Array | Uint32Array | Uint16Array;
  65605. /**
  65606. * Alias for types that can be used by a Buffer or VertexBuffer.
  65607. */
  65608. export type DataArray = number[] | ArrayBuffer | ArrayBufferView;
  65609. /**
  65610. * Alias type for primitive types
  65611. * @ignorenaming
  65612. */
  65613. type Primitive = undefined | null | boolean | string | number | Function;
  65614. /**
  65615. * Type modifier to make all the properties of an object Readonly
  65616. */
  65617. export type Immutable<T> = T extends Primitive ? T : T extends Array<infer U> ? ReadonlyArray<U> : DeepImmutable<T>;
  65618. /**
  65619. * Type modifier to make all the properties of an object Readonly recursively
  65620. */
  65621. export type DeepImmutable<T> = T extends Primitive ? T : T extends Array<infer U> ? DeepImmutableArray<U> : DeepImmutableObject<T>;
  65622. /** @hidden */
  65623. interface DeepImmutableArray<T> extends ReadonlyArray<DeepImmutable<T>> {
  65624. }
  65625. /** @hidden */
  65626. /** @hidden */
  65627. type DeepImmutableObject<T> = {
  65628. readonly [K in keyof T]: DeepImmutable<T[K]>;
  65629. };
  65630. }
  65631. declare module BABYLON {
  65632. /**
  65633. * A class serves as a medium between the observable and its observers
  65634. */
  65635. export class EventState {
  65636. /**
  65637. * Create a new EventState
  65638. * @param mask defines the mask associated with this state
  65639. * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true
  65640. * @param target defines the original target of the state
  65641. * @param currentTarget defines the current target of the state
  65642. */
  65643. constructor(mask: number, skipNextObservers?: boolean, target?: any, currentTarget?: any);
  65644. /**
  65645. * Initialize the current event state
  65646. * @param mask defines the mask associated with this state
  65647. * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true
  65648. * @param target defines the original target of the state
  65649. * @param currentTarget defines the current target of the state
  65650. * @returns the current event state
  65651. */
  65652. initalize(mask: number, skipNextObservers?: boolean, target?: any, currentTarget?: any): EventState;
  65653. /**
  65654. * An Observer can set this property to true to prevent subsequent observers of being notified
  65655. */
  65656. skipNextObservers: boolean;
  65657. /**
  65658. * Get the mask value that were used to trigger the event corresponding to this EventState object
  65659. */
  65660. mask: number;
  65661. /**
  65662. * The object that originally notified the event
  65663. */
  65664. target?: any;
  65665. /**
  65666. * The current object in the bubbling phase
  65667. */
  65668. currentTarget?: any;
  65669. /**
  65670. * This will be populated with the return value of the last function that was executed.
  65671. * If it is the first function in the callback chain it will be the event data.
  65672. */
  65673. lastReturnValue?: any;
  65674. }
  65675. /**
  65676. * Represent an Observer registered to a given Observable object.
  65677. */
  65678. export class Observer<T> {
  65679. /**
  65680. * Defines the callback to call when the observer is notified
  65681. */
  65682. callback: (eventData: T, eventState: EventState) => void;
  65683. /**
  65684. * Defines the mask of the observer (used to filter notifications)
  65685. */
  65686. mask: number;
  65687. /**
  65688. * Defines the current scope used to restore the JS context
  65689. */
  65690. scope: any;
  65691. /** @hidden */
  65692. _willBeUnregistered: boolean;
  65693. /**
  65694. * Gets or sets a property defining that the observer as to be unregistered after the next notification
  65695. */
  65696. unregisterOnNextCall: boolean;
  65697. /**
  65698. * Creates a new observer
  65699. * @param callback defines the callback to call when the observer is notified
  65700. * @param mask defines the mask of the observer (used to filter notifications)
  65701. * @param scope defines the current scope used to restore the JS context
  65702. */
  65703. constructor(
  65704. /**
  65705. * Defines the callback to call when the observer is notified
  65706. */
  65707. callback: (eventData: T, eventState: EventState) => void,
  65708. /**
  65709. * Defines the mask of the observer (used to filter notifications)
  65710. */
  65711. mask: number,
  65712. /**
  65713. * Defines the current scope used to restore the JS context
  65714. */
  65715. scope?: any);
  65716. }
  65717. /**
  65718. * Represent a list of observers registered to multiple Observables object.
  65719. */
  65720. export class MultiObserver<T> {
  65721. private _observers;
  65722. private _observables;
  65723. /**
  65724. * Release associated resources
  65725. */
  65726. dispose(): void;
  65727. /**
  65728. * Raise a callback when one of the observable will notify
  65729. * @param observables defines a list of observables to watch
  65730. * @param callback defines the callback to call on notification
  65731. * @param mask defines the mask used to filter notifications
  65732. * @param scope defines the current scope used to restore the JS context
  65733. * @returns the new MultiObserver
  65734. */
  65735. static Watch<T>(observables: Observable<T>[], callback: (eventData: T, eventState: EventState) => void, mask?: number, scope?: any): MultiObserver<T>;
  65736. }
  65737. /**
  65738. * The Observable class is a simple implementation of the Observable pattern.
  65739. *
  65740. * 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.
  65741. * This enable a more fine grained execution without having to rely on multiple different Observable objects.
  65742. * 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).
  65743. * 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.
  65744. */
  65745. export class Observable<T> {
  65746. private _observers;
  65747. private _eventState;
  65748. private _onObserverAdded;
  65749. /**
  65750. * Gets the list of observers
  65751. */
  65752. readonly observers: Array<Observer<T>>;
  65753. /**
  65754. * Creates a new observable
  65755. * @param onObserverAdded defines a callback to call when a new observer is added
  65756. */
  65757. constructor(onObserverAdded?: (observer: Observer<T>) => void);
  65758. /**
  65759. * Create a new Observer with the specified callback
  65760. * @param callback the callback that will be executed for that Observer
  65761. * @param mask the mask used to filter observers
  65762. * @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.
  65763. * @param scope optional scope for the callback to be called from
  65764. * @param unregisterOnFirstCall defines if the observer as to be unregistered after the next notification
  65765. * @returns the new observer created for the callback
  65766. */
  65767. add(callback: (eventData: T, eventState: EventState) => void, mask?: number, insertFirst?: boolean, scope?: any, unregisterOnFirstCall?: boolean): Nullable<Observer<T>>;
  65768. /**
  65769. * Create a new Observer with the specified callback and unregisters after the next notification
  65770. * @param callback the callback that will be executed for that Observer
  65771. * @returns the new observer created for the callback
  65772. */
  65773. addOnce(callback: (eventData: T, eventState: EventState) => void): Nullable<Observer<T>>;
  65774. /**
  65775. * Remove an Observer from the Observable object
  65776. * @param observer the instance of the Observer to remove
  65777. * @returns false if it doesn't belong to this Observable
  65778. */
  65779. remove(observer: Nullable<Observer<T>>): boolean;
  65780. /**
  65781. * Remove a callback from the Observable object
  65782. * @param callback the callback to remove
  65783. * @param scope optional scope. If used only the callbacks with this scope will be removed
  65784. * @returns false if it doesn't belong to this Observable
  65785. */
  65786. removeCallback(callback: (eventData: T, eventState: EventState) => void, scope?: any): boolean;
  65787. private _deferUnregister;
  65788. private _remove;
  65789. /**
  65790. * Moves the observable to the top of the observer list making it get called first when notified
  65791. * @param observer the observer to move
  65792. */
  65793. makeObserverTopPriority(observer: Observer<T>): void;
  65794. /**
  65795. * Moves the observable to the bottom of the observer list making it get called last when notified
  65796. * @param observer the observer to move
  65797. */
  65798. makeObserverBottomPriority(observer: Observer<T>): void;
  65799. /**
  65800. * Notify all Observers by calling their respective callback with the given data
  65801. * Will return true if all observers were executed, false if an observer set skipNextObservers to true, then prevent the subsequent ones to execute
  65802. * @param eventData defines the data to send to all observers
  65803. * @param mask defines the mask of the current notification (observers with incompatible mask (ie mask & observer.mask === 0) will not be notified)
  65804. * @param target defines the original target of the state
  65805. * @param currentTarget defines the current target of the state
  65806. * @returns false if the complete observer chain was not processed (because one observer set the skipNextObservers to true)
  65807. */
  65808. notifyObservers(eventData: T, mask?: number, target?: any, currentTarget?: any): boolean;
  65809. /**
  65810. * Calling this will execute each callback, expecting it to be a promise or return a value.
  65811. * If at any point in the chain one function fails, the promise will fail and the execution will not continue.
  65812. * This is useful when a chain of events (sometimes async events) is needed to initialize a certain object
  65813. * and it is crucial that all callbacks will be executed.
  65814. * The order of the callbacks is kept, callbacks are not executed parallel.
  65815. *
  65816. * @param eventData The data to be sent to each callback
  65817. * @param mask is used to filter observers defaults to -1
  65818. * @param target defines the callback target (see EventState)
  65819. * @param currentTarget defines he current object in the bubbling phase
  65820. * @returns {Promise<T>} will return a Promise than resolves when all callbacks executed successfully.
  65821. */
  65822. notifyObserversWithPromise(eventData: T, mask?: number, target?: any, currentTarget?: any): Promise<T>;
  65823. /**
  65824. * Notify a specific observer
  65825. * @param observer defines the observer to notify
  65826. * @param eventData defines the data to be sent to each callback
  65827. * @param mask is used to filter observers defaults to -1
  65828. */
  65829. notifyObserver(observer: Observer<T>, eventData: T, mask?: number): void;
  65830. /**
  65831. * Gets a boolean indicating if the observable has at least one observer
  65832. * @returns true is the Observable has at least one Observer registered
  65833. */
  65834. hasObservers(): boolean;
  65835. /**
  65836. * Clear the list of observers
  65837. */
  65838. clear(): void;
  65839. /**
  65840. * Clone the current observable
  65841. * @returns a new observable
  65842. */
  65843. clone(): Observable<T>;
  65844. /**
  65845. * Does this observable handles observer registered with a given mask
  65846. * @param mask defines the mask to be tested
  65847. * @return whether or not one observer registered with the given mask is handeled
  65848. **/
  65849. hasSpecificMask(mask?: number): boolean;
  65850. }
  65851. }
  65852. declare module BABYLON {
  65853. /**
  65854. * Sets of helpers dealing with the DOM and some of the recurrent functions needed in
  65855. * Babylon.js
  65856. */
  65857. export class DomManagement {
  65858. /**
  65859. * Checks if the window object exists
  65860. * @returns true if the window object exists
  65861. */
  65862. static IsWindowObjectExist(): boolean;
  65863. /**
  65864. * Checks if the navigator object exists
  65865. * @returns true if the navigator object exists
  65866. */
  65867. static IsNavigatorAvailable(): boolean;
  65868. /**
  65869. * Extracts text content from a DOM element hierarchy
  65870. * @param element defines the root element
  65871. * @returns a string
  65872. */
  65873. static GetDOMTextContent(element: HTMLElement): string;
  65874. }
  65875. }
  65876. declare module BABYLON {
  65877. /**
  65878. * Logger used througouht the application to allow configuration of
  65879. * the log level required for the messages.
  65880. */
  65881. export class Logger {
  65882. /**
  65883. * No log
  65884. */
  65885. static readonly NoneLogLevel: number;
  65886. /**
  65887. * Only message logs
  65888. */
  65889. static readonly MessageLogLevel: number;
  65890. /**
  65891. * Only warning logs
  65892. */
  65893. static readonly WarningLogLevel: number;
  65894. /**
  65895. * Only error logs
  65896. */
  65897. static readonly ErrorLogLevel: number;
  65898. /**
  65899. * All logs
  65900. */
  65901. static readonly AllLogLevel: number;
  65902. private static _LogCache;
  65903. /**
  65904. * Gets a value indicating the number of loading errors
  65905. * @ignorenaming
  65906. */
  65907. static errorsCount: number;
  65908. /**
  65909. * Callback called when a new log is added
  65910. */
  65911. static OnNewCacheEntry: (entry: string) => void;
  65912. private static _AddLogEntry;
  65913. private static _FormatMessage;
  65914. private static _LogDisabled;
  65915. private static _LogEnabled;
  65916. private static _WarnDisabled;
  65917. private static _WarnEnabled;
  65918. private static _ErrorDisabled;
  65919. private static _ErrorEnabled;
  65920. /**
  65921. * Log a message to the console
  65922. */
  65923. static Log: (message: string) => void;
  65924. /**
  65925. * Write a warning message to the console
  65926. */
  65927. static Warn: (message: string) => void;
  65928. /**
  65929. * Write an error message to the console
  65930. */
  65931. static Error: (message: string) => void;
  65932. /**
  65933. * Gets current log cache (list of logs)
  65934. */
  65935. static readonly LogCache: string;
  65936. /**
  65937. * Clears the log cache
  65938. */
  65939. static ClearLogCache(): void;
  65940. /**
  65941. * Sets the current log level (MessageLogLevel / WarningLogLevel / ErrorLogLevel)
  65942. */
  65943. static LogLevels: number;
  65944. }
  65945. }
  65946. declare module BABYLON {
  65947. /** @hidden */
  65948. export class _TypeStore {
  65949. /** @hidden */
  65950. static RegisteredTypes: {
  65951. [key: string]: Object;
  65952. };
  65953. /** @hidden */
  65954. static GetClass(fqdn: string): any;
  65955. }
  65956. }
  65957. declare module BABYLON {
  65958. /**
  65959. * Class containing a set of static utilities functions for deep copy.
  65960. */
  65961. export class DeepCopier {
  65962. /**
  65963. * Tries to copy an object by duplicating every property
  65964. * @param source defines the source object
  65965. * @param destination defines the target object
  65966. * @param doNotCopyList defines a list of properties to avoid
  65967. * @param mustCopyList defines a list of properties to copy (even if they start with _)
  65968. */
  65969. static DeepCopy(source: any, destination: any, doNotCopyList?: string[], mustCopyList?: string[]): void;
  65970. }
  65971. }
  65972. declare module BABYLON {
  65973. /**
  65974. * Class containing a set of static utilities functions for precision date
  65975. */
  65976. export class PrecisionDate {
  65977. /**
  65978. * Gets either window.performance.now() if supported or Date.now() else
  65979. */
  65980. static readonly Now: number;
  65981. }
  65982. }
  65983. declare module BABYLON {
  65984. /** @hidden */
  65985. export class _DevTools {
  65986. static WarnImport(name: string): string;
  65987. }
  65988. }
  65989. declare module BABYLON {
  65990. /**
  65991. * Extended version of XMLHttpRequest with support for customizations (headers, ...)
  65992. */
  65993. export class WebRequest {
  65994. private _xhr;
  65995. /**
  65996. * Custom HTTP Request Headers to be sent with XMLHttpRequests
  65997. * i.e. when loading files, where the server/service expects an Authorization header
  65998. */
  65999. static CustomRequestHeaders: {
  66000. [key: string]: string;
  66001. };
  66002. /**
  66003. * Add callback functions in this array to update all the requests before they get sent to the network
  66004. */
  66005. static CustomRequestModifiers: ((request: XMLHttpRequest, url: string) => void)[];
  66006. private _injectCustomRequestHeaders;
  66007. /**
  66008. * Gets or sets a function to be called when loading progress changes
  66009. */
  66010. onprogress: ((this: XMLHttpRequest, ev: ProgressEvent) => any) | null;
  66011. /**
  66012. * Returns client's state
  66013. */
  66014. readonly readyState: number;
  66015. /**
  66016. * Returns client's status
  66017. */
  66018. readonly status: number;
  66019. /**
  66020. * Returns client's status as a text
  66021. */
  66022. readonly statusText: string;
  66023. /**
  66024. * Returns client's response
  66025. */
  66026. readonly response: any;
  66027. /**
  66028. * Returns client's response url
  66029. */
  66030. readonly responseURL: string;
  66031. /**
  66032. * Returns client's response as text
  66033. */
  66034. readonly responseText: string;
  66035. /**
  66036. * Gets or sets the expected response type
  66037. */
  66038. responseType: XMLHttpRequestResponseType;
  66039. /** @hidden */
  66040. addEventListener<K extends keyof XMLHttpRequestEventMap>(type: K, listener: (this: XMLHttpRequest, ev: XMLHttpRequestEventMap[K]) => any, options?: boolean | AddEventListenerOptions): void;
  66041. /** @hidden */
  66042. removeEventListener<K extends keyof XMLHttpRequestEventMap>(type: K, listener: (this: XMLHttpRequest, ev: XMLHttpRequestEventMap[K]) => any, options?: boolean | EventListenerOptions): void;
  66043. /**
  66044. * Cancels any network activity
  66045. */
  66046. abort(): void;
  66047. /**
  66048. * Initiates the request. The optional argument provides the request body. The argument is ignored if request method is GET or HEAD
  66049. * @param body defines an optional request body
  66050. */
  66051. send(body?: Document | BodyInit | null): void;
  66052. /**
  66053. * Sets the request method, request URL
  66054. * @param method defines the method to use (GET, POST, etc..)
  66055. * @param url defines the url to connect with
  66056. */
  66057. open(method: string, url: string): void;
  66058. }
  66059. }
  66060. declare module BABYLON {
  66061. /**
  66062. * File request interface
  66063. */
  66064. export interface IFileRequest {
  66065. /**
  66066. * Raised when the request is complete (success or error).
  66067. */
  66068. onCompleteObservable: Observable<IFileRequest>;
  66069. /**
  66070. * Aborts the request for a file.
  66071. */
  66072. abort: () => void;
  66073. }
  66074. }
  66075. declare module BABYLON {
  66076. /**
  66077. * Performance monitor tracks rolling average frame-time and frame-time variance over a user defined sliding-window
  66078. */
  66079. export class PerformanceMonitor {
  66080. private _enabled;
  66081. private _rollingFrameTime;
  66082. private _lastFrameTimeMs;
  66083. /**
  66084. * constructor
  66085. * @param frameSampleSize The number of samples required to saturate the sliding window
  66086. */
  66087. constructor(frameSampleSize?: number);
  66088. /**
  66089. * Samples current frame
  66090. * @param timeMs A timestamp in milliseconds of the current frame to compare with other frames
  66091. */
  66092. sampleFrame(timeMs?: number): void;
  66093. /**
  66094. * Returns the average frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  66095. */
  66096. readonly averageFrameTime: number;
  66097. /**
  66098. * Returns the variance frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  66099. */
  66100. readonly averageFrameTimeVariance: number;
  66101. /**
  66102. * Returns the frame time of the most recent frame
  66103. */
  66104. readonly instantaneousFrameTime: number;
  66105. /**
  66106. * Returns the average framerate in frames per second over the sliding window (or the subset of frames sampled so far)
  66107. */
  66108. readonly averageFPS: number;
  66109. /**
  66110. * Returns the average framerate in frames per second using the most recent frame time
  66111. */
  66112. readonly instantaneousFPS: number;
  66113. /**
  66114. * Returns true if enough samples have been taken to completely fill the sliding window
  66115. */
  66116. readonly isSaturated: boolean;
  66117. /**
  66118. * Enables contributions to the sliding window sample set
  66119. */
  66120. enable(): void;
  66121. /**
  66122. * Disables contributions to the sliding window sample set
  66123. * Samples will not be interpolated over the disabled period
  66124. */
  66125. disable(): void;
  66126. /**
  66127. * Returns true if sampling is enabled
  66128. */
  66129. readonly isEnabled: boolean;
  66130. /**
  66131. * Resets performance monitor
  66132. */
  66133. reset(): void;
  66134. }
  66135. /**
  66136. * RollingAverage
  66137. *
  66138. * Utility to efficiently compute the rolling average and variance over a sliding window of samples
  66139. */
  66140. export class RollingAverage {
  66141. /**
  66142. * Current average
  66143. */
  66144. average: number;
  66145. /**
  66146. * Current variance
  66147. */
  66148. variance: number;
  66149. protected _samples: Array<number>;
  66150. protected _sampleCount: number;
  66151. protected _pos: number;
  66152. protected _m2: number;
  66153. /**
  66154. * constructor
  66155. * @param length The number of samples required to saturate the sliding window
  66156. */
  66157. constructor(length: number);
  66158. /**
  66159. * Adds a sample to the sample set
  66160. * @param v The sample value
  66161. */
  66162. add(v: number): void;
  66163. /**
  66164. * Returns previously added values or null if outside of history or outside the sliding window domain
  66165. * @param i Index in history. For example, pass 0 for the most recent value and 1 for the value before that
  66166. * @return Value previously recorded with add() or null if outside of range
  66167. */
  66168. history(i: number): number;
  66169. /**
  66170. * Returns true if enough samples have been taken to completely fill the sliding window
  66171. * @return true if sample-set saturated
  66172. */
  66173. isSaturated(): boolean;
  66174. /**
  66175. * Resets the rolling average (equivalent to 0 samples taken so far)
  66176. */
  66177. reset(): void;
  66178. /**
  66179. * Wraps a value around the sample range boundaries
  66180. * @param i Position in sample range, for example if the sample length is 5, and i is -3, then 2 will be returned.
  66181. * @return Wrapped position in sample range
  66182. */
  66183. protected _wrapPosition(i: number): number;
  66184. }
  66185. }
  66186. declare module BABYLON {
  66187. /**
  66188. * This class implement a typical dictionary using a string as key and the generic type T as value.
  66189. * The underlying implementation relies on an associative array to ensure the best performances.
  66190. * The value can be anything including 'null' but except 'undefined'
  66191. */
  66192. export class StringDictionary<T> {
  66193. /**
  66194. * This will clear this dictionary and copy the content from the 'source' one.
  66195. * If the T value is a custom object, it won't be copied/cloned, the same object will be used
  66196. * @param source the dictionary to take the content from and copy to this dictionary
  66197. */
  66198. copyFrom(source: StringDictionary<T>): void;
  66199. /**
  66200. * Get a value based from its key
  66201. * @param key the given key to get the matching value from
  66202. * @return the value if found, otherwise undefined is returned
  66203. */
  66204. get(key: string): T | undefined;
  66205. /**
  66206. * Get a value from its key or add it if it doesn't exist.
  66207. * This method will ensure you that a given key/data will be present in the dictionary.
  66208. * @param key the given key to get the matching value from
  66209. * @param factory the factory that will create the value if the key is not present in the dictionary.
  66210. * The factory will only be invoked if there's no data for the given key.
  66211. * @return the value corresponding to the key.
  66212. */
  66213. getOrAddWithFactory(key: string, factory: (key: string) => T): T;
  66214. /**
  66215. * Get a value from its key if present in the dictionary otherwise add it
  66216. * @param key the key to get the value from
  66217. * @param val if there's no such key/value pair in the dictionary add it with this value
  66218. * @return the value corresponding to the key
  66219. */
  66220. getOrAdd(key: string, val: T): T;
  66221. /**
  66222. * Check if there's a given key in the dictionary
  66223. * @param key the key to check for
  66224. * @return true if the key is present, false otherwise
  66225. */
  66226. contains(key: string): boolean;
  66227. /**
  66228. * Add a new key and its corresponding value
  66229. * @param key the key to add
  66230. * @param value the value corresponding to the key
  66231. * @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
  66232. */
  66233. add(key: string, value: T): boolean;
  66234. /**
  66235. * Update a specific value associated to a key
  66236. * @param key defines the key to use
  66237. * @param value defines the value to store
  66238. * @returns true if the value was updated (or false if the key was not found)
  66239. */
  66240. set(key: string, value: T): boolean;
  66241. /**
  66242. * Get the element of the given key and remove it from the dictionary
  66243. * @param key defines the key to search
  66244. * @returns the value associated with the key or null if not found
  66245. */
  66246. getAndRemove(key: string): Nullable<T>;
  66247. /**
  66248. * Remove a key/value from the dictionary.
  66249. * @param key the key to remove
  66250. * @return true if the item was successfully deleted, false if no item with such key exist in the dictionary
  66251. */
  66252. remove(key: string): boolean;
  66253. /**
  66254. * Clear the whole content of the dictionary
  66255. */
  66256. clear(): void;
  66257. /**
  66258. * Gets the current count
  66259. */
  66260. readonly count: number;
  66261. /**
  66262. * Execute a callback on each key/val of the dictionary.
  66263. * Note that you can remove any element in this dictionary in the callback implementation
  66264. * @param callback the callback to execute on a given key/value pair
  66265. */
  66266. forEach(callback: (key: string, val: T) => void): void;
  66267. /**
  66268. * Execute a callback on every occurrence of the dictionary until it returns a valid TRes object.
  66269. * If the callback returns null or undefined the method will iterate to the next key/value pair
  66270. * Note that you can remove any element in this dictionary in the callback implementation
  66271. * @param callback the callback to execute, if it return a valid T instanced object the enumeration will stop and the object will be returned
  66272. * @returns the first item
  66273. */
  66274. first<TRes>(callback: (key: string, val: T) => TRes): TRes | null;
  66275. private _count;
  66276. private _data;
  66277. }
  66278. }
  66279. declare module BABYLON {
  66280. /**
  66281. * Class used to store gfx data (like WebGLBuffer)
  66282. */
  66283. export class DataBuffer {
  66284. /**
  66285. * Gets or sets the number of objects referencing this buffer
  66286. */
  66287. references: number;
  66288. /** Gets or sets the size of the underlying buffer */
  66289. capacity: number;
  66290. /**
  66291. * Gets or sets a boolean indicating if the buffer contains 32bits indices
  66292. */
  66293. is32Bits: boolean;
  66294. /**
  66295. * Gets the underlying buffer
  66296. */
  66297. readonly underlyingResource: any;
  66298. }
  66299. }
  66300. declare module BABYLON {
  66301. /**
  66302. * Class used to store data that will be store in GPU memory
  66303. */
  66304. export class Buffer {
  66305. private _engine;
  66306. private _buffer;
  66307. /** @hidden */
  66308. _data: Nullable<DataArray>;
  66309. private _updatable;
  66310. private _instanced;
  66311. /**
  66312. * Gets the byte stride.
  66313. */
  66314. readonly byteStride: number;
  66315. /**
  66316. * Constructor
  66317. * @param engine the engine
  66318. * @param data the data to use for this buffer
  66319. * @param updatable whether the data is updatable
  66320. * @param stride the stride (optional)
  66321. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  66322. * @param instanced whether the buffer is instanced (optional)
  66323. * @param useBytes set to true if the stride in in bytes (optional)
  66324. */
  66325. constructor(engine: any, data: DataArray, updatable: boolean, stride?: number, postponeInternalCreation?: boolean, instanced?: boolean, useBytes?: boolean);
  66326. /**
  66327. * Create a new VertexBuffer based on the current buffer
  66328. * @param kind defines the vertex buffer kind (position, normal, etc.)
  66329. * @param offset defines offset in the buffer (0 by default)
  66330. * @param size defines the size in floats of attributes (position is 3 for instance)
  66331. * @param stride defines the stride size in floats in the buffer (the offset to apply to reach next value when data is interleaved)
  66332. * @param instanced defines if the vertex buffer contains indexed data
  66333. * @param useBytes defines if the offset and stride are in bytes
  66334. * @returns the new vertex buffer
  66335. */
  66336. createVertexBuffer(kind: string, offset: number, size: number, stride?: number, instanced?: boolean, useBytes?: boolean): VertexBuffer;
  66337. /**
  66338. * Gets a boolean indicating if the Buffer is updatable?
  66339. * @returns true if the buffer is updatable
  66340. */
  66341. isUpdatable(): boolean;
  66342. /**
  66343. * Gets current buffer's data
  66344. * @returns a DataArray or null
  66345. */
  66346. getData(): Nullable<DataArray>;
  66347. /**
  66348. * Gets underlying native buffer
  66349. * @returns underlying native buffer
  66350. */
  66351. getBuffer(): Nullable<DataBuffer>;
  66352. /**
  66353. * Gets the stride in float32 units (i.e. byte stride / 4).
  66354. * May not be an integer if the byte stride is not divisible by 4.
  66355. * DEPRECATED. Use byteStride instead.
  66356. * @returns the stride in float32 units
  66357. */
  66358. getStrideSize(): number;
  66359. /**
  66360. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  66361. * @param data defines the data to store
  66362. */
  66363. create(data?: Nullable<DataArray>): void;
  66364. /** @hidden */
  66365. _rebuild(): void;
  66366. /**
  66367. * Update current buffer data
  66368. * @param data defines the data to store
  66369. */
  66370. update(data: DataArray): void;
  66371. /**
  66372. * Updates the data directly.
  66373. * @param data the new data
  66374. * @param offset the new offset
  66375. * @param vertexCount the vertex count (optional)
  66376. * @param useBytes set to true if the offset is in bytes
  66377. */
  66378. updateDirectly(data: DataArray, offset: number, vertexCount?: number, useBytes?: boolean): void;
  66379. /**
  66380. * Release all resources
  66381. */
  66382. dispose(): void;
  66383. }
  66384. /**
  66385. * Specialized buffer used to store vertex data
  66386. */
  66387. export class VertexBuffer {
  66388. /** @hidden */
  66389. _buffer: Buffer;
  66390. private _kind;
  66391. private _size;
  66392. private _ownsBuffer;
  66393. private _instanced;
  66394. private _instanceDivisor;
  66395. /**
  66396. * The byte type.
  66397. */
  66398. static readonly BYTE: number;
  66399. /**
  66400. * The unsigned byte type.
  66401. */
  66402. static readonly UNSIGNED_BYTE: number;
  66403. /**
  66404. * The short type.
  66405. */
  66406. static readonly SHORT: number;
  66407. /**
  66408. * The unsigned short type.
  66409. */
  66410. static readonly UNSIGNED_SHORT: number;
  66411. /**
  66412. * The integer type.
  66413. */
  66414. static readonly INT: number;
  66415. /**
  66416. * The unsigned integer type.
  66417. */
  66418. static readonly UNSIGNED_INT: number;
  66419. /**
  66420. * The float type.
  66421. */
  66422. static readonly FLOAT: number;
  66423. /**
  66424. * Gets or sets the instance divisor when in instanced mode
  66425. */
  66426. instanceDivisor: number;
  66427. /**
  66428. * Gets the byte stride.
  66429. */
  66430. readonly byteStride: number;
  66431. /**
  66432. * Gets the byte offset.
  66433. */
  66434. readonly byteOffset: number;
  66435. /**
  66436. * Gets whether integer data values should be normalized into a certain range when being casted to a float.
  66437. */
  66438. readonly normalized: boolean;
  66439. /**
  66440. * Gets the data type of each component in the array.
  66441. */
  66442. readonly type: number;
  66443. /**
  66444. * Constructor
  66445. * @param engine the engine
  66446. * @param data the data to use for this vertex buffer
  66447. * @param kind the vertex buffer kind
  66448. * @param updatable whether the data is updatable
  66449. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  66450. * @param stride the stride (optional)
  66451. * @param instanced whether the buffer is instanced (optional)
  66452. * @param offset the offset of the data (optional)
  66453. * @param size the number of components (optional)
  66454. * @param type the type of the component (optional)
  66455. * @param normalized whether the data contains normalized data (optional)
  66456. * @param useBytes set to true if stride and offset are in bytes (optional)
  66457. */
  66458. 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);
  66459. /** @hidden */
  66460. _rebuild(): void;
  66461. /**
  66462. * Returns the kind of the VertexBuffer (string)
  66463. * @returns a string
  66464. */
  66465. getKind(): string;
  66466. /**
  66467. * Gets a boolean indicating if the VertexBuffer is updatable?
  66468. * @returns true if the buffer is updatable
  66469. */
  66470. isUpdatable(): boolean;
  66471. /**
  66472. * Gets current buffer's data
  66473. * @returns a DataArray or null
  66474. */
  66475. getData(): Nullable<DataArray>;
  66476. /**
  66477. * Gets underlying native buffer
  66478. * @returns underlying native buffer
  66479. */
  66480. getBuffer(): Nullable<DataBuffer>;
  66481. /**
  66482. * Gets the stride in float32 units (i.e. byte stride / 4).
  66483. * May not be an integer if the byte stride is not divisible by 4.
  66484. * DEPRECATED. Use byteStride instead.
  66485. * @returns the stride in float32 units
  66486. */
  66487. getStrideSize(): number;
  66488. /**
  66489. * Returns the offset as a multiple of the type byte length.
  66490. * DEPRECATED. Use byteOffset instead.
  66491. * @returns the offset in bytes
  66492. */
  66493. getOffset(): number;
  66494. /**
  66495. * Returns the number of components per vertex attribute (integer)
  66496. * @returns the size in float
  66497. */
  66498. getSize(): number;
  66499. /**
  66500. * Gets a boolean indicating is the internal buffer of the VertexBuffer is instanced
  66501. * @returns true if this buffer is instanced
  66502. */
  66503. getIsInstanced(): boolean;
  66504. /**
  66505. * Returns the instancing divisor, zero for non-instanced (integer).
  66506. * @returns a number
  66507. */
  66508. getInstanceDivisor(): number;
  66509. /**
  66510. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  66511. * @param data defines the data to store
  66512. */
  66513. create(data?: DataArray): void;
  66514. /**
  66515. * Updates the underlying buffer according to the passed numeric array or Float32Array.
  66516. * This function will create a new buffer if the current one is not updatable
  66517. * @param data defines the data to store
  66518. */
  66519. update(data: DataArray): void;
  66520. /**
  66521. * Updates directly the underlying WebGLBuffer according to the passed numeric array or Float32Array.
  66522. * Returns the directly updated WebGLBuffer.
  66523. * @param data the new data
  66524. * @param offset the new offset
  66525. * @param useBytes set to true if the offset is in bytes
  66526. */
  66527. updateDirectly(data: DataArray, offset: number, useBytes?: boolean): void;
  66528. /**
  66529. * Disposes the VertexBuffer and the underlying WebGLBuffer.
  66530. */
  66531. dispose(): void;
  66532. /**
  66533. * Enumerates each value of this vertex buffer as numbers.
  66534. * @param count the number of values to enumerate
  66535. * @param callback the callback function called for each value
  66536. */
  66537. forEach(count: number, callback: (value: number, index: number) => void): void;
  66538. /**
  66539. * Positions
  66540. */
  66541. static readonly PositionKind: string;
  66542. /**
  66543. * Normals
  66544. */
  66545. static readonly NormalKind: string;
  66546. /**
  66547. * Tangents
  66548. */
  66549. static readonly TangentKind: string;
  66550. /**
  66551. * Texture coordinates
  66552. */
  66553. static readonly UVKind: string;
  66554. /**
  66555. * Texture coordinates 2
  66556. */
  66557. static readonly UV2Kind: string;
  66558. /**
  66559. * Texture coordinates 3
  66560. */
  66561. static readonly UV3Kind: string;
  66562. /**
  66563. * Texture coordinates 4
  66564. */
  66565. static readonly UV4Kind: string;
  66566. /**
  66567. * Texture coordinates 5
  66568. */
  66569. static readonly UV5Kind: string;
  66570. /**
  66571. * Texture coordinates 6
  66572. */
  66573. static readonly UV6Kind: string;
  66574. /**
  66575. * Colors
  66576. */
  66577. static readonly ColorKind: string;
  66578. /**
  66579. * Matrix indices (for bones)
  66580. */
  66581. static readonly MatricesIndicesKind: string;
  66582. /**
  66583. * Matrix weights (for bones)
  66584. */
  66585. static readonly MatricesWeightsKind: string;
  66586. /**
  66587. * Additional matrix indices (for bones)
  66588. */
  66589. static readonly MatricesIndicesExtraKind: string;
  66590. /**
  66591. * Additional matrix weights (for bones)
  66592. */
  66593. static readonly MatricesWeightsExtraKind: string;
  66594. /**
  66595. * Deduces the stride given a kind.
  66596. * @param kind The kind string to deduce
  66597. * @returns The deduced stride
  66598. */
  66599. static DeduceStride(kind: string): number;
  66600. /**
  66601. * Gets the byte length of the given type.
  66602. * @param type the type
  66603. * @returns the number of bytes
  66604. */
  66605. static GetTypeByteLength(type: number): number;
  66606. /**
  66607. * Enumerates each value of the given parameters as numbers.
  66608. * @param data the data to enumerate
  66609. * @param byteOffset the byte offset of the data
  66610. * @param byteStride the byte stride of the data
  66611. * @param componentCount the number of components per element
  66612. * @param componentType the type of the component
  66613. * @param count the number of values to enumerate
  66614. * @param normalized whether the data is normalized
  66615. * @param callback the callback function called for each value
  66616. */
  66617. static ForEach(data: DataArray, byteOffset: number, byteStride: number, componentCount: number, componentType: number, count: number, normalized: boolean, callback: (value: number, index: number) => void): void;
  66618. private static _GetFloatValue;
  66619. }
  66620. }
  66621. declare module BABYLON {
  66622. /**
  66623. * Scalar computation library
  66624. */
  66625. export class Scalar {
  66626. /**
  66627. * Two pi constants convenient for computation.
  66628. */
  66629. static TwoPi: number;
  66630. /**
  66631. * Boolean : true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
  66632. * @param a number
  66633. * @param b number
  66634. * @param epsilon (default = 1.401298E-45)
  66635. * @returns true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
  66636. */
  66637. static WithinEpsilon(a: number, b: number, epsilon?: number): boolean;
  66638. /**
  66639. * Returns a string : the upper case translation of the number i to hexadecimal.
  66640. * @param i number
  66641. * @returns the upper case translation of the number i to hexadecimal.
  66642. */
  66643. static ToHex(i: number): string;
  66644. /**
  66645. * Returns -1 if value is negative and +1 is value is positive.
  66646. * @param value the value
  66647. * @returns the value itself if it's equal to zero.
  66648. */
  66649. static Sign(value: number): number;
  66650. /**
  66651. * Returns the value itself if it's between min and max.
  66652. * Returns min if the value is lower than min.
  66653. * Returns max if the value is greater than max.
  66654. * @param value the value to clmap
  66655. * @param min the min value to clamp to (default: 0)
  66656. * @param max the max value to clamp to (default: 1)
  66657. * @returns the clamped value
  66658. */
  66659. static Clamp(value: number, min?: number, max?: number): number;
  66660. /**
  66661. * the log2 of value.
  66662. * @param value the value to compute log2 of
  66663. * @returns the log2 of value.
  66664. */
  66665. static Log2(value: number): number;
  66666. /**
  66667. * Loops the value, so that it is never larger than length and never smaller than 0.
  66668. *
  66669. * This is similar to the modulo operator but it works with floating point numbers.
  66670. * For example, using 3.0 for t and 2.5 for length, the result would be 0.5.
  66671. * With t = 5 and length = 2.5, the result would be 0.0.
  66672. * Note, however, that the behaviour is not defined for negative numbers as it is for the modulo operator
  66673. * @param value the value
  66674. * @param length the length
  66675. * @returns the looped value
  66676. */
  66677. static Repeat(value: number, length: number): number;
  66678. /**
  66679. * Normalize the value between 0.0 and 1.0 using min and max values
  66680. * @param value value to normalize
  66681. * @param min max to normalize between
  66682. * @param max min to normalize between
  66683. * @returns the normalized value
  66684. */
  66685. static Normalize(value: number, min: number, max: number): number;
  66686. /**
  66687. * Denormalize the value from 0.0 and 1.0 using min and max values
  66688. * @param normalized value to denormalize
  66689. * @param min max to denormalize between
  66690. * @param max min to denormalize between
  66691. * @returns the denormalized value
  66692. */
  66693. static Denormalize(normalized: number, min: number, max: number): number;
  66694. /**
  66695. * Calculates the shortest difference between two given angles given in degrees.
  66696. * @param current current angle in degrees
  66697. * @param target target angle in degrees
  66698. * @returns the delta
  66699. */
  66700. static DeltaAngle(current: number, target: number): number;
  66701. /**
  66702. * PingPongs the value t, so that it is never larger than length and never smaller than 0.
  66703. * @param tx value
  66704. * @param length length
  66705. * @returns The returned value will move back and forth between 0 and length
  66706. */
  66707. static PingPong(tx: number, length: number): number;
  66708. /**
  66709. * Interpolates between min and max with smoothing at the limits.
  66710. *
  66711. * This function interpolates between min and max in a similar way to Lerp. However, the interpolation will gradually speed up
  66712. * from the start and slow down toward the end. This is useful for creating natural-looking animation, fading and other transitions.
  66713. * @param from from
  66714. * @param to to
  66715. * @param tx value
  66716. * @returns the smooth stepped value
  66717. */
  66718. static SmoothStep(from: number, to: number, tx: number): number;
  66719. /**
  66720. * Moves a value current towards target.
  66721. *
  66722. * This is essentially the same as Mathf.Lerp but instead the function will ensure that the speed never exceeds maxDelta.
  66723. * Negative values of maxDelta pushes the value away from target.
  66724. * @param current current value
  66725. * @param target target value
  66726. * @param maxDelta max distance to move
  66727. * @returns resulting value
  66728. */
  66729. static MoveTowards(current: number, target: number, maxDelta: number): number;
  66730. /**
  66731. * Same as MoveTowards but makes sure the values interpolate correctly when they wrap around 360 degrees.
  66732. *
  66733. * Variables current and target are assumed to be in degrees. For optimization reasons, negative values of maxDelta
  66734. * are not supported and may cause oscillation. To push current away from a target angle, add 180 to that angle instead.
  66735. * @param current current value
  66736. * @param target target value
  66737. * @param maxDelta max distance to move
  66738. * @returns resulting angle
  66739. */
  66740. static MoveTowardsAngle(current: number, target: number, maxDelta: number): number;
  66741. /**
  66742. * Creates a new scalar with values linearly interpolated of "amount" between the start scalar and the end scalar.
  66743. * @param start start value
  66744. * @param end target value
  66745. * @param amount amount to lerp between
  66746. * @returns the lerped value
  66747. */
  66748. static Lerp(start: number, end: number, amount: number): number;
  66749. /**
  66750. * Same as Lerp but makes sure the values interpolate correctly when they wrap around 360 degrees.
  66751. * The parameter t is clamped to the range [0, 1]. Variables a and b are assumed to be in degrees.
  66752. * @param start start value
  66753. * @param end target value
  66754. * @param amount amount to lerp between
  66755. * @returns the lerped value
  66756. */
  66757. static LerpAngle(start: number, end: number, amount: number): number;
  66758. /**
  66759. * Calculates the linear parameter t that produces the interpolant value within the range [a, b].
  66760. * @param a start value
  66761. * @param b target value
  66762. * @param value value between a and b
  66763. * @returns the inverseLerp value
  66764. */
  66765. static InverseLerp(a: number, b: number, value: number): number;
  66766. /**
  66767. * Returns a new scalar located for "amount" (float) on the Hermite spline defined by the scalars "value1", "value3", "tangent1", "tangent2".
  66768. * @see http://mathworld.wolfram.com/HermitePolynomial.html
  66769. * @param value1 spline value
  66770. * @param tangent1 spline value
  66771. * @param value2 spline value
  66772. * @param tangent2 spline value
  66773. * @param amount input value
  66774. * @returns hermite result
  66775. */
  66776. static Hermite(value1: number, tangent1: number, value2: number, tangent2: number, amount: number): number;
  66777. /**
  66778. * Returns a random float number between and min and max values
  66779. * @param min min value of random
  66780. * @param max max value of random
  66781. * @returns random value
  66782. */
  66783. static RandomRange(min: number, max: number): number;
  66784. /**
  66785. * This function returns percentage of a number in a given range.
  66786. *
  66787. * RangeToPercent(40,20,60) will return 0.5 (50%)
  66788. * RangeToPercent(34,0,100) will return 0.34 (34%)
  66789. * @param number to convert to percentage
  66790. * @param min min range
  66791. * @param max max range
  66792. * @returns the percentage
  66793. */
  66794. static RangeToPercent(number: number, min: number, max: number): number;
  66795. /**
  66796. * This function returns number that corresponds to the percentage in a given range.
  66797. *
  66798. * PercentToRange(0.34,0,100) will return 34.
  66799. * @param percent to convert to number
  66800. * @param min min range
  66801. * @param max max range
  66802. * @returns the number
  66803. */
  66804. static PercentToRange(percent: number, min: number, max: number): number;
  66805. /**
  66806. * Returns the angle converted to equivalent value between -Math.PI and Math.PI radians.
  66807. * @param angle The angle to normalize in radian.
  66808. * @return The converted angle.
  66809. */
  66810. static NormalizeRadians(angle: number): number;
  66811. }
  66812. }
  66813. declare module BABYLON {
  66814. /**
  66815. * Constant used to convert a value to gamma space
  66816. * @ignorenaming
  66817. */
  66818. export const ToGammaSpace: number;
  66819. /**
  66820. * Constant used to convert a value to linear space
  66821. * @ignorenaming
  66822. */
  66823. export const ToLinearSpace = 2.2;
  66824. /**
  66825. * Constant used to define the minimal number value in Babylon.js
  66826. * @ignorenaming
  66827. */
  66828. let Epsilon: number;
  66829. }
  66830. declare module BABYLON {
  66831. /**
  66832. * Class used to represent a viewport on screen
  66833. */
  66834. export class Viewport {
  66835. /** viewport left coordinate */
  66836. x: number;
  66837. /** viewport top coordinate */
  66838. y: number;
  66839. /**viewport width */
  66840. width: number;
  66841. /** viewport height */
  66842. height: number;
  66843. /**
  66844. * Creates a Viewport object located at (x, y) and sized (width, height)
  66845. * @param x defines viewport left coordinate
  66846. * @param y defines viewport top coordinate
  66847. * @param width defines the viewport width
  66848. * @param height defines the viewport height
  66849. */
  66850. constructor(
  66851. /** viewport left coordinate */
  66852. x: number,
  66853. /** viewport top coordinate */
  66854. y: number,
  66855. /**viewport width */
  66856. width: number,
  66857. /** viewport height */
  66858. height: number);
  66859. /**
  66860. * Creates a new viewport using absolute sizing (from 0-> width, 0-> height instead of 0->1)
  66861. * @param renderWidth defines the rendering width
  66862. * @param renderHeight defines the rendering height
  66863. * @returns a new Viewport
  66864. */
  66865. toGlobal(renderWidth: number, renderHeight: number): Viewport;
  66866. /**
  66867. * Stores absolute viewport value into a target viewport (from 0-> width, 0-> height instead of 0->1)
  66868. * @param renderWidth defines the rendering width
  66869. * @param renderHeight defines the rendering height
  66870. * @param ref defines the target viewport
  66871. * @returns the current viewport
  66872. */
  66873. toGlobalToRef(renderWidth: number, renderHeight: number, ref: Viewport): Viewport;
  66874. /**
  66875. * Returns a new Viewport copied from the current one
  66876. * @returns a new Viewport
  66877. */
  66878. clone(): Viewport;
  66879. }
  66880. }
  66881. declare module BABYLON {
  66882. /**
  66883. * Class containing a set of static utilities functions for arrays.
  66884. */
  66885. export class ArrayTools {
  66886. /**
  66887. * Returns an array of the given size filled with element built from the given constructor and the paramters
  66888. * @param size the number of element to construct and put in the array
  66889. * @param itemBuilder a callback responsible for creating new instance of item. Called once per array entry.
  66890. * @returns a new array filled with new objects
  66891. */
  66892. static BuildArray<T>(size: number, itemBuilder: () => T): Array<T>;
  66893. }
  66894. }
  66895. declare module BABYLON {
  66896. /**
  66897. * @hidden
  66898. */
  66899. export interface IColor4Like {
  66900. r: float;
  66901. g: float;
  66902. b: float;
  66903. a: float;
  66904. }
  66905. /**
  66906. * @hidden
  66907. */
  66908. export interface IColor3Like {
  66909. r: float;
  66910. g: float;
  66911. b: float;
  66912. }
  66913. /**
  66914. * @hidden
  66915. */
  66916. export interface IVector4Like {
  66917. x: float;
  66918. y: float;
  66919. z: float;
  66920. w: float;
  66921. }
  66922. /**
  66923. * @hidden
  66924. */
  66925. export interface IVector3Like {
  66926. x: float;
  66927. y: float;
  66928. z: float;
  66929. }
  66930. /**
  66931. * @hidden
  66932. */
  66933. export interface IVector2Like {
  66934. x: float;
  66935. y: float;
  66936. }
  66937. /**
  66938. * @hidden
  66939. */
  66940. export interface IMatrixLike {
  66941. toArray(): DeepImmutable<Float32Array>;
  66942. updateFlag: int;
  66943. }
  66944. /**
  66945. * @hidden
  66946. */
  66947. export interface IViewportLike {
  66948. x: float;
  66949. y: float;
  66950. width: float;
  66951. height: float;
  66952. }
  66953. /**
  66954. * @hidden
  66955. */
  66956. export interface IPlaneLike {
  66957. normal: IVector3Like;
  66958. d: float;
  66959. normalize(): void;
  66960. }
  66961. }
  66962. declare module BABYLON {
  66963. /**
  66964. * Class representing a vector containing 2 coordinates
  66965. */
  66966. export class Vector2 {
  66967. /** defines the first coordinate */
  66968. x: number;
  66969. /** defines the second coordinate */
  66970. y: number;
  66971. /**
  66972. * Creates a new Vector2 from the given x and y coordinates
  66973. * @param x defines the first coordinate
  66974. * @param y defines the second coordinate
  66975. */
  66976. constructor(
  66977. /** defines the first coordinate */
  66978. x?: number,
  66979. /** defines the second coordinate */
  66980. y?: number);
  66981. /**
  66982. * Gets a string with the Vector2 coordinates
  66983. * @returns a string with the Vector2 coordinates
  66984. */
  66985. toString(): string;
  66986. /**
  66987. * Gets class name
  66988. * @returns the string "Vector2"
  66989. */
  66990. getClassName(): string;
  66991. /**
  66992. * Gets current vector hash code
  66993. * @returns the Vector2 hash code as a number
  66994. */
  66995. getHashCode(): number;
  66996. /**
  66997. * Sets the Vector2 coordinates in the given array or Float32Array from the given index.
  66998. * @param array defines the source array
  66999. * @param index defines the offset in source array
  67000. * @returns the current Vector2
  67001. */
  67002. toArray(array: FloatArray, index?: number): Vector2;
  67003. /**
  67004. * Copy the current vector to an array
  67005. * @returns a new array with 2 elements: the Vector2 coordinates.
  67006. */
  67007. asArray(): number[];
  67008. /**
  67009. * Sets the Vector2 coordinates with the given Vector2 coordinates
  67010. * @param source defines the source Vector2
  67011. * @returns the current updated Vector2
  67012. */
  67013. copyFrom(source: DeepImmutable<Vector2>): Vector2;
  67014. /**
  67015. * Sets the Vector2 coordinates with the given floats
  67016. * @param x defines the first coordinate
  67017. * @param y defines the second coordinate
  67018. * @returns the current updated Vector2
  67019. */
  67020. copyFromFloats(x: number, y: number): Vector2;
  67021. /**
  67022. * Sets the Vector2 coordinates with the given floats
  67023. * @param x defines the first coordinate
  67024. * @param y defines the second coordinate
  67025. * @returns the current updated Vector2
  67026. */
  67027. set(x: number, y: number): Vector2;
  67028. /**
  67029. * Add another vector with the current one
  67030. * @param otherVector defines the other vector
  67031. * @returns a new Vector2 set with the addition of the current Vector2 and the given one coordinates
  67032. */
  67033. add(otherVector: DeepImmutable<Vector2>): Vector2;
  67034. /**
  67035. * Sets the "result" coordinates with the addition of the current Vector2 and the given one coordinates
  67036. * @param otherVector defines the other vector
  67037. * @param result defines the target vector
  67038. * @returns the unmodified current Vector2
  67039. */
  67040. addToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  67041. /**
  67042. * Set the Vector2 coordinates by adding the given Vector2 coordinates
  67043. * @param otherVector defines the other vector
  67044. * @returns the current updated Vector2
  67045. */
  67046. addInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  67047. /**
  67048. * Gets a new Vector2 by adding the current Vector2 coordinates to the given Vector3 x, y coordinates
  67049. * @param otherVector defines the other vector
  67050. * @returns a new Vector2
  67051. */
  67052. addVector3(otherVector: Vector3): Vector2;
  67053. /**
  67054. * Gets a new Vector2 set with the subtracted coordinates of the given one from the current Vector2
  67055. * @param otherVector defines the other vector
  67056. * @returns a new Vector2
  67057. */
  67058. subtract(otherVector: Vector2): Vector2;
  67059. /**
  67060. * Sets the "result" coordinates with the subtraction of the given one from the current Vector2 coordinates.
  67061. * @param otherVector defines the other vector
  67062. * @param result defines the target vector
  67063. * @returns the unmodified current Vector2
  67064. */
  67065. subtractToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  67066. /**
  67067. * Sets the current Vector2 coordinates by subtracting from it the given one coordinates
  67068. * @param otherVector defines the other vector
  67069. * @returns the current updated Vector2
  67070. */
  67071. subtractInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  67072. /**
  67073. * Multiplies in place the current Vector2 coordinates by the given ones
  67074. * @param otherVector defines the other vector
  67075. * @returns the current updated Vector2
  67076. */
  67077. multiplyInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  67078. /**
  67079. * Returns a new Vector2 set with the multiplication of the current Vector2 and the given one coordinates
  67080. * @param otherVector defines the other vector
  67081. * @returns a new Vector2
  67082. */
  67083. multiply(otherVector: DeepImmutable<Vector2>): Vector2;
  67084. /**
  67085. * Sets "result" coordinates with the multiplication of the current Vector2 and the given one coordinates
  67086. * @param otherVector defines the other vector
  67087. * @param result defines the target vector
  67088. * @returns the unmodified current Vector2
  67089. */
  67090. multiplyToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  67091. /**
  67092. * Gets a new Vector2 set with the Vector2 coordinates multiplied by the given floats
  67093. * @param x defines the first coordinate
  67094. * @param y defines the second coordinate
  67095. * @returns a new Vector2
  67096. */
  67097. multiplyByFloats(x: number, y: number): Vector2;
  67098. /**
  67099. * Returns a new Vector2 set with the Vector2 coordinates divided by the given one coordinates
  67100. * @param otherVector defines the other vector
  67101. * @returns a new Vector2
  67102. */
  67103. divide(otherVector: Vector2): Vector2;
  67104. /**
  67105. * Sets the "result" coordinates with the Vector2 divided by the given one coordinates
  67106. * @param otherVector defines the other vector
  67107. * @param result defines the target vector
  67108. * @returns the unmodified current Vector2
  67109. */
  67110. divideToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  67111. /**
  67112. * Divides the current Vector2 coordinates by the given ones
  67113. * @param otherVector defines the other vector
  67114. * @returns the current updated Vector2
  67115. */
  67116. divideInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  67117. /**
  67118. * Gets a new Vector2 with current Vector2 negated coordinates
  67119. * @returns a new Vector2
  67120. */
  67121. negate(): Vector2;
  67122. /**
  67123. * Multiply the Vector2 coordinates by scale
  67124. * @param scale defines the scaling factor
  67125. * @returns the current updated Vector2
  67126. */
  67127. scaleInPlace(scale: number): Vector2;
  67128. /**
  67129. * Returns a new Vector2 scaled by "scale" from the current Vector2
  67130. * @param scale defines the scaling factor
  67131. * @returns a new Vector2
  67132. */
  67133. scale(scale: number): Vector2;
  67134. /**
  67135. * Scale the current Vector2 values by a factor to a given Vector2
  67136. * @param scale defines the scale factor
  67137. * @param result defines the Vector2 object where to store the result
  67138. * @returns the unmodified current Vector2
  67139. */
  67140. scaleToRef(scale: number, result: Vector2): Vector2;
  67141. /**
  67142. * Scale the current Vector2 values by a factor and add the result to a given Vector2
  67143. * @param scale defines the scale factor
  67144. * @param result defines the Vector2 object where to store the result
  67145. * @returns the unmodified current Vector2
  67146. */
  67147. scaleAndAddToRef(scale: number, result: Vector2): Vector2;
  67148. /**
  67149. * Gets a boolean if two vectors are equals
  67150. * @param otherVector defines the other vector
  67151. * @returns true if the given vector coordinates strictly equal the current Vector2 ones
  67152. */
  67153. equals(otherVector: DeepImmutable<Vector2>): boolean;
  67154. /**
  67155. * Gets a boolean if two vectors are equals (using an epsilon value)
  67156. * @param otherVector defines the other vector
  67157. * @param epsilon defines the minimal distance to consider equality
  67158. * @returns true if the given vector coordinates are close to the current ones by a distance of epsilon.
  67159. */
  67160. equalsWithEpsilon(otherVector: DeepImmutable<Vector2>, epsilon?: number): boolean;
  67161. /**
  67162. * Gets a new Vector2 from current Vector2 floored values
  67163. * @returns a new Vector2
  67164. */
  67165. floor(): Vector2;
  67166. /**
  67167. * Gets a new Vector2 from current Vector2 floored values
  67168. * @returns a new Vector2
  67169. */
  67170. fract(): Vector2;
  67171. /**
  67172. * Gets the length of the vector
  67173. * @returns the vector length (float)
  67174. */
  67175. length(): number;
  67176. /**
  67177. * Gets the vector squared length
  67178. * @returns the vector squared length (float)
  67179. */
  67180. lengthSquared(): number;
  67181. /**
  67182. * Normalize the vector
  67183. * @returns the current updated Vector2
  67184. */
  67185. normalize(): Vector2;
  67186. /**
  67187. * Gets a new Vector2 copied from the Vector2
  67188. * @returns a new Vector2
  67189. */
  67190. clone(): Vector2;
  67191. /**
  67192. * Gets a new Vector2(0, 0)
  67193. * @returns a new Vector2
  67194. */
  67195. static Zero(): Vector2;
  67196. /**
  67197. * Gets a new Vector2(1, 1)
  67198. * @returns a new Vector2
  67199. */
  67200. static One(): Vector2;
  67201. /**
  67202. * Gets a new Vector2 set from the given index element of the given array
  67203. * @param array defines the data source
  67204. * @param offset defines the offset in the data source
  67205. * @returns a new Vector2
  67206. */
  67207. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector2;
  67208. /**
  67209. * Sets "result" from the given index element of the given array
  67210. * @param array defines the data source
  67211. * @param offset defines the offset in the data source
  67212. * @param result defines the target vector
  67213. */
  67214. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector2): void;
  67215. /**
  67216. * Gets a new Vector2 located for "amount" (float) on the CatmullRom spline defined by the given four Vector2
  67217. * @param value1 defines 1st point of control
  67218. * @param value2 defines 2nd point of control
  67219. * @param value3 defines 3rd point of control
  67220. * @param value4 defines 4th point of control
  67221. * @param amount defines the interpolation factor
  67222. * @returns a new Vector2
  67223. */
  67224. static CatmullRom(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>, value3: DeepImmutable<Vector2>, value4: DeepImmutable<Vector2>, amount: number): Vector2;
  67225. /**
  67226. * 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".
  67227. * If a coordinate of "value" is lower than "min" coordinates, the returned Vector2 is given this "min" coordinate.
  67228. * If a coordinate of "value" is greater than "max" coordinates, the returned Vector2 is given this "max" coordinate
  67229. * @param value defines the value to clamp
  67230. * @param min defines the lower limit
  67231. * @param max defines the upper limit
  67232. * @returns a new Vector2
  67233. */
  67234. static Clamp(value: DeepImmutable<Vector2>, min: DeepImmutable<Vector2>, max: DeepImmutable<Vector2>): Vector2;
  67235. /**
  67236. * Returns a new Vector2 located for "amount" (float) on the Hermite spline defined by the vectors "value1", "value3", "tangent1", "tangent2"
  67237. * @param value1 defines the 1st control point
  67238. * @param tangent1 defines the outgoing tangent
  67239. * @param value2 defines the 2nd control point
  67240. * @param tangent2 defines the incoming tangent
  67241. * @param amount defines the interpolation factor
  67242. * @returns a new Vector2
  67243. */
  67244. static Hermite(value1: DeepImmutable<Vector2>, tangent1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>, tangent2: DeepImmutable<Vector2>, amount: number): Vector2;
  67245. /**
  67246. * Returns a new Vector2 located for "amount" (float) on the linear interpolation between the vector "start" adn the vector "end".
  67247. * @param start defines the start vector
  67248. * @param end defines the end vector
  67249. * @param amount defines the interpolation factor
  67250. * @returns a new Vector2
  67251. */
  67252. static Lerp(start: DeepImmutable<Vector2>, end: DeepImmutable<Vector2>, amount: number): Vector2;
  67253. /**
  67254. * Gets the dot product of the vector "left" and the vector "right"
  67255. * @param left defines first vector
  67256. * @param right defines second vector
  67257. * @returns the dot product (float)
  67258. */
  67259. static Dot(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): number;
  67260. /**
  67261. * Returns a new Vector2 equal to the normalized given vector
  67262. * @param vector defines the vector to normalize
  67263. * @returns a new Vector2
  67264. */
  67265. static Normalize(vector: DeepImmutable<Vector2>): Vector2;
  67266. /**
  67267. * Gets a new Vector2 set with the minimal coordinate values from the "left" and "right" vectors
  67268. * @param left defines 1st vector
  67269. * @param right defines 2nd vector
  67270. * @returns a new Vector2
  67271. */
  67272. static Minimize(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): Vector2;
  67273. /**
  67274. * Gets a new Vecto2 set with the maximal coordinate values from the "left" and "right" vectors
  67275. * @param left defines 1st vector
  67276. * @param right defines 2nd vector
  67277. * @returns a new Vector2
  67278. */
  67279. static Maximize(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): Vector2;
  67280. /**
  67281. * Gets a new Vector2 set with the transformed coordinates of the given vector by the given transformation matrix
  67282. * @param vector defines the vector to transform
  67283. * @param transformation defines the matrix to apply
  67284. * @returns a new Vector2
  67285. */
  67286. static Transform(vector: DeepImmutable<Vector2>, transformation: DeepImmutable<Matrix>): Vector2;
  67287. /**
  67288. * Transforms the given vector coordinates by the given transformation matrix and stores the result in the vector "result" coordinates
  67289. * @param vector defines the vector to transform
  67290. * @param transformation defines the matrix to apply
  67291. * @param result defines the target vector
  67292. */
  67293. static TransformToRef(vector: DeepImmutable<Vector2>, transformation: DeepImmutable<Matrix>, result: Vector2): void;
  67294. /**
  67295. * Determines if a given vector is included in a triangle
  67296. * @param p defines the vector to test
  67297. * @param p0 defines 1st triangle point
  67298. * @param p1 defines 2nd triangle point
  67299. * @param p2 defines 3rd triangle point
  67300. * @returns true if the point "p" is in the triangle defined by the vertors "p0", "p1", "p2"
  67301. */
  67302. static PointInTriangle(p: DeepImmutable<Vector2>, p0: DeepImmutable<Vector2>, p1: DeepImmutable<Vector2>, p2: DeepImmutable<Vector2>): boolean;
  67303. /**
  67304. * Gets the distance between the vectors "value1" and "value2"
  67305. * @param value1 defines first vector
  67306. * @param value2 defines second vector
  67307. * @returns the distance between vectors
  67308. */
  67309. static Distance(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): number;
  67310. /**
  67311. * Returns the squared distance between the vectors "value1" and "value2"
  67312. * @param value1 defines first vector
  67313. * @param value2 defines second vector
  67314. * @returns the squared distance between vectors
  67315. */
  67316. static DistanceSquared(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): number;
  67317. /**
  67318. * Gets a new Vector2 located at the center of the vectors "value1" and "value2"
  67319. * @param value1 defines first vector
  67320. * @param value2 defines second vector
  67321. * @returns a new Vector2
  67322. */
  67323. static Center(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): Vector2;
  67324. /**
  67325. * Gets the shortest distance (float) between the point "p" and the segment defined by the two points "segA" and "segB".
  67326. * @param p defines the middle point
  67327. * @param segA defines one point of the segment
  67328. * @param segB defines the other point of the segment
  67329. * @returns the shortest distance
  67330. */
  67331. static DistanceOfPointFromSegment(p: DeepImmutable<Vector2>, segA: DeepImmutable<Vector2>, segB: DeepImmutable<Vector2>): number;
  67332. }
  67333. /**
  67334. * Classed used to store (x,y,z) vector representation
  67335. * A Vector3 is the main object used in 3D geometry
  67336. * It can represent etiher the coordinates of a point the space, either a direction
  67337. * Reminder: js uses a left handed forward facing system
  67338. */
  67339. export class Vector3 {
  67340. /**
  67341. * Defines the first coordinates (on X axis)
  67342. */
  67343. x: number;
  67344. /**
  67345. * Defines the second coordinates (on Y axis)
  67346. */
  67347. y: number;
  67348. /**
  67349. * Defines the third coordinates (on Z axis)
  67350. */
  67351. z: number;
  67352. private static _UpReadOnly;
  67353. private static _ZeroReadOnly;
  67354. /**
  67355. * Creates a new Vector3 object from the given x, y, z (floats) coordinates.
  67356. * @param x defines the first coordinates (on X axis)
  67357. * @param y defines the second coordinates (on Y axis)
  67358. * @param z defines the third coordinates (on Z axis)
  67359. */
  67360. constructor(
  67361. /**
  67362. * Defines the first coordinates (on X axis)
  67363. */
  67364. x?: number,
  67365. /**
  67366. * Defines the second coordinates (on Y axis)
  67367. */
  67368. y?: number,
  67369. /**
  67370. * Defines the third coordinates (on Z axis)
  67371. */
  67372. z?: number);
  67373. /**
  67374. * Creates a string representation of the Vector3
  67375. * @returns a string with the Vector3 coordinates.
  67376. */
  67377. toString(): string;
  67378. /**
  67379. * Gets the class name
  67380. * @returns the string "Vector3"
  67381. */
  67382. getClassName(): string;
  67383. /**
  67384. * Creates the Vector3 hash code
  67385. * @returns a number which tends to be unique between Vector3 instances
  67386. */
  67387. getHashCode(): number;
  67388. /**
  67389. * Creates an array containing three elements : the coordinates of the Vector3
  67390. * @returns a new array of numbers
  67391. */
  67392. asArray(): number[];
  67393. /**
  67394. * Populates the given array or Float32Array from the given index with the successive coordinates of the Vector3
  67395. * @param array defines the destination array
  67396. * @param index defines the offset in the destination array
  67397. * @returns the current Vector3
  67398. */
  67399. toArray(array: FloatArray, index?: number): Vector3;
  67400. /**
  67401. * Converts the current Vector3 into a quaternion (considering that the Vector3 contains Euler angles representation of a rotation)
  67402. * @returns a new Quaternion object, computed from the Vector3 coordinates
  67403. */
  67404. toQuaternion(): Quaternion;
  67405. /**
  67406. * Adds the given vector to the current Vector3
  67407. * @param otherVector defines the second operand
  67408. * @returns the current updated Vector3
  67409. */
  67410. addInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  67411. /**
  67412. * Adds the given coordinates to the current Vector3
  67413. * @param x defines the x coordinate of the operand
  67414. * @param y defines the y coordinate of the operand
  67415. * @param z defines the z coordinate of the operand
  67416. * @returns the current updated Vector3
  67417. */
  67418. addInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  67419. /**
  67420. * Gets a new Vector3, result of the addition the current Vector3 and the given vector
  67421. * @param otherVector defines the second operand
  67422. * @returns the resulting Vector3
  67423. */
  67424. add(otherVector: DeepImmutable<Vector3>): Vector3;
  67425. /**
  67426. * Adds the current Vector3 to the given one and stores the result in the vector "result"
  67427. * @param otherVector defines the second operand
  67428. * @param result defines the Vector3 object where to store the result
  67429. * @returns the current Vector3
  67430. */
  67431. addToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  67432. /**
  67433. * Subtract the given vector from the current Vector3
  67434. * @param otherVector defines the second operand
  67435. * @returns the current updated Vector3
  67436. */
  67437. subtractInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  67438. /**
  67439. * Returns a new Vector3, result of the subtraction of the given vector from the current Vector3
  67440. * @param otherVector defines the second operand
  67441. * @returns the resulting Vector3
  67442. */
  67443. subtract(otherVector: DeepImmutable<Vector3>): Vector3;
  67444. /**
  67445. * Subtracts the given vector from the current Vector3 and stores the result in the vector "result".
  67446. * @param otherVector defines the second operand
  67447. * @param result defines the Vector3 object where to store the result
  67448. * @returns the current Vector3
  67449. */
  67450. subtractToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  67451. /**
  67452. * Returns a new Vector3 set with the subtraction of the given floats from the current Vector3 coordinates
  67453. * @param x defines the x coordinate of the operand
  67454. * @param y defines the y coordinate of the operand
  67455. * @param z defines the z coordinate of the operand
  67456. * @returns the resulting Vector3
  67457. */
  67458. subtractFromFloats(x: number, y: number, z: number): Vector3;
  67459. /**
  67460. * Subtracts the given floats from the current Vector3 coordinates and set the given vector "result" with this result
  67461. * @param x defines the x coordinate of the operand
  67462. * @param y defines the y coordinate of the operand
  67463. * @param z defines the z coordinate of the operand
  67464. * @param result defines the Vector3 object where to store the result
  67465. * @returns the current Vector3
  67466. */
  67467. subtractFromFloatsToRef(x: number, y: number, z: number, result: Vector3): Vector3;
  67468. /**
  67469. * Gets a new Vector3 set with the current Vector3 negated coordinates
  67470. * @returns a new Vector3
  67471. */
  67472. negate(): Vector3;
  67473. /**
  67474. * Multiplies the Vector3 coordinates by the float "scale"
  67475. * @param scale defines the multiplier factor
  67476. * @returns the current updated Vector3
  67477. */
  67478. scaleInPlace(scale: number): Vector3;
  67479. /**
  67480. * Returns a new Vector3 set with the current Vector3 coordinates multiplied by the float "scale"
  67481. * @param scale defines the multiplier factor
  67482. * @returns a new Vector3
  67483. */
  67484. scale(scale: number): Vector3;
  67485. /**
  67486. * Multiplies the current Vector3 coordinates by the float "scale" and stores the result in the given vector "result" coordinates
  67487. * @param scale defines the multiplier factor
  67488. * @param result defines the Vector3 object where to store the result
  67489. * @returns the current Vector3
  67490. */
  67491. scaleToRef(scale: number, result: Vector3): Vector3;
  67492. /**
  67493. * Scale the current Vector3 values by a factor and add the result to a given Vector3
  67494. * @param scale defines the scale factor
  67495. * @param result defines the Vector3 object where to store the result
  67496. * @returns the unmodified current Vector3
  67497. */
  67498. scaleAndAddToRef(scale: number, result: Vector3): Vector3;
  67499. /**
  67500. * Returns true if the current Vector3 and the given vector coordinates are strictly equal
  67501. * @param otherVector defines the second operand
  67502. * @returns true if both vectors are equals
  67503. */
  67504. equals(otherVector: DeepImmutable<Vector3>): boolean;
  67505. /**
  67506. * Returns true if the current Vector3 and the given vector coordinates are distant less than epsilon
  67507. * @param otherVector defines the second operand
  67508. * @param epsilon defines the minimal distance to define values as equals
  67509. * @returns true if both vectors are distant less than epsilon
  67510. */
  67511. equalsWithEpsilon(otherVector: DeepImmutable<Vector3>, epsilon?: number): boolean;
  67512. /**
  67513. * Returns true if the current Vector3 coordinates equals the given floats
  67514. * @param x defines the x coordinate of the operand
  67515. * @param y defines the y coordinate of the operand
  67516. * @param z defines the z coordinate of the operand
  67517. * @returns true if both vectors are equals
  67518. */
  67519. equalsToFloats(x: number, y: number, z: number): boolean;
  67520. /**
  67521. * Multiplies the current Vector3 coordinates by the given ones
  67522. * @param otherVector defines the second operand
  67523. * @returns the current updated Vector3
  67524. */
  67525. multiplyInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  67526. /**
  67527. * Returns a new Vector3, result of the multiplication of the current Vector3 by the given vector
  67528. * @param otherVector defines the second operand
  67529. * @returns the new Vector3
  67530. */
  67531. multiply(otherVector: DeepImmutable<Vector3>): Vector3;
  67532. /**
  67533. * Multiplies the current Vector3 by the given one and stores the result in the given vector "result"
  67534. * @param otherVector defines the second operand
  67535. * @param result defines the Vector3 object where to store the result
  67536. * @returns the current Vector3
  67537. */
  67538. multiplyToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  67539. /**
  67540. * Returns a new Vector3 set with the result of the mulliplication of the current Vector3 coordinates by the given floats
  67541. * @param x defines the x coordinate of the operand
  67542. * @param y defines the y coordinate of the operand
  67543. * @param z defines the z coordinate of the operand
  67544. * @returns the new Vector3
  67545. */
  67546. multiplyByFloats(x: number, y: number, z: number): Vector3;
  67547. /**
  67548. * Returns a new Vector3 set with the result of the division of the current Vector3 coordinates by the given ones
  67549. * @param otherVector defines the second operand
  67550. * @returns the new Vector3
  67551. */
  67552. divide(otherVector: DeepImmutable<Vector3>): Vector3;
  67553. /**
  67554. * Divides the current Vector3 coordinates by the given ones and stores the result in the given vector "result"
  67555. * @param otherVector defines the second operand
  67556. * @param result defines the Vector3 object where to store the result
  67557. * @returns the current Vector3
  67558. */
  67559. divideToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  67560. /**
  67561. * Divides the current Vector3 coordinates by the given ones.
  67562. * @param otherVector defines the second operand
  67563. * @returns the current updated Vector3
  67564. */
  67565. divideInPlace(otherVector: Vector3): Vector3;
  67566. /**
  67567. * Updates the current Vector3 with the minimal coordinate values between its and the given vector ones
  67568. * @param other defines the second operand
  67569. * @returns the current updated Vector3
  67570. */
  67571. minimizeInPlace(other: DeepImmutable<Vector3>): Vector3;
  67572. /**
  67573. * Updates the current Vector3 with the maximal coordinate values between its and the given vector ones.
  67574. * @param other defines the second operand
  67575. * @returns the current updated Vector3
  67576. */
  67577. maximizeInPlace(other: DeepImmutable<Vector3>): Vector3;
  67578. /**
  67579. * Updates the current Vector3 with the minimal coordinate values between its and the given coordinates
  67580. * @param x defines the x coordinate of the operand
  67581. * @param y defines the y coordinate of the operand
  67582. * @param z defines the z coordinate of the operand
  67583. * @returns the current updated Vector3
  67584. */
  67585. minimizeInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  67586. /**
  67587. * Updates the current Vector3 with the maximal coordinate values between its and the given coordinates.
  67588. * @param x defines the x coordinate of the operand
  67589. * @param y defines the y coordinate of the operand
  67590. * @param z defines the z coordinate of the operand
  67591. * @returns the current updated Vector3
  67592. */
  67593. maximizeInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  67594. /**
  67595. * Due to float precision, scale of a mesh could be uniform but float values are off by a small fraction
  67596. * Check if is non uniform within a certain amount of decimal places to account for this
  67597. * @param epsilon the amount the values can differ
  67598. * @returns if the the vector is non uniform to a certain number of decimal places
  67599. */
  67600. isNonUniformWithinEpsilon(epsilon: number): boolean;
  67601. /**
  67602. * Gets a boolean indicating that the vector is non uniform meaning x, y or z are not all the same
  67603. */
  67604. readonly isNonUniform: boolean;
  67605. /**
  67606. * Gets a new Vector3 from current Vector3 floored values
  67607. * @returns a new Vector3
  67608. */
  67609. floor(): Vector3;
  67610. /**
  67611. * Gets a new Vector3 from current Vector3 floored values
  67612. * @returns a new Vector3
  67613. */
  67614. fract(): Vector3;
  67615. /**
  67616. * Gets the length of the Vector3
  67617. * @returns the length of the Vector3
  67618. */
  67619. length(): number;
  67620. /**
  67621. * Gets the squared length of the Vector3
  67622. * @returns squared length of the Vector3
  67623. */
  67624. lengthSquared(): number;
  67625. /**
  67626. * Normalize the current Vector3.
  67627. * Please note that this is an in place operation.
  67628. * @returns the current updated Vector3
  67629. */
  67630. normalize(): Vector3;
  67631. /**
  67632. * Reorders the x y z properties of the vector in place
  67633. * @param order new ordering of the properties (eg. for vector 1,2,3 with "ZYX" will produce 3,2,1)
  67634. * @returns the current updated vector
  67635. */
  67636. reorderInPlace(order: string): this;
  67637. /**
  67638. * Rotates the vector around 0,0,0 by a quaternion
  67639. * @param quaternion the rotation quaternion
  67640. * @param result vector to store the result
  67641. * @returns the resulting vector
  67642. */
  67643. rotateByQuaternionToRef(quaternion: Quaternion, result: Vector3): Vector3;
  67644. /**
  67645. * Rotates a vector around a given point
  67646. * @param quaternion the rotation quaternion
  67647. * @param point the point to rotate around
  67648. * @param result vector to store the result
  67649. * @returns the resulting vector
  67650. */
  67651. rotateByQuaternionAroundPointToRef(quaternion: Quaternion, point: Vector3, result: Vector3): Vector3;
  67652. /**
  67653. * Normalize the current Vector3 with the given input length.
  67654. * Please note that this is an in place operation.
  67655. * @param len the length of the vector
  67656. * @returns the current updated Vector3
  67657. */
  67658. normalizeFromLength(len: number): Vector3;
  67659. /**
  67660. * Normalize the current Vector3 to a new vector
  67661. * @returns the new Vector3
  67662. */
  67663. normalizeToNew(): Vector3;
  67664. /**
  67665. * Normalize the current Vector3 to the reference
  67666. * @param reference define the Vector3 to update
  67667. * @returns the updated Vector3
  67668. */
  67669. normalizeToRef(reference: DeepImmutable<Vector3>): Vector3;
  67670. /**
  67671. * Creates a new Vector3 copied from the current Vector3
  67672. * @returns the new Vector3
  67673. */
  67674. clone(): Vector3;
  67675. /**
  67676. * Copies the given vector coordinates to the current Vector3 ones
  67677. * @param source defines the source Vector3
  67678. * @returns the current updated Vector3
  67679. */
  67680. copyFrom(source: DeepImmutable<Vector3>): Vector3;
  67681. /**
  67682. * Copies the given floats to the current Vector3 coordinates
  67683. * @param x defines the x coordinate of the operand
  67684. * @param y defines the y coordinate of the operand
  67685. * @param z defines the z coordinate of the operand
  67686. * @returns the current updated Vector3
  67687. */
  67688. copyFromFloats(x: number, y: number, z: number): Vector3;
  67689. /**
  67690. * Copies the given floats to the current Vector3 coordinates
  67691. * @param x defines the x coordinate of the operand
  67692. * @param y defines the y coordinate of the operand
  67693. * @param z defines the z coordinate of the operand
  67694. * @returns the current updated Vector3
  67695. */
  67696. set(x: number, y: number, z: number): Vector3;
  67697. /**
  67698. * Copies the given float to the current Vector3 coordinates
  67699. * @param v defines the x, y and z coordinates of the operand
  67700. * @returns the current updated Vector3
  67701. */
  67702. setAll(v: number): Vector3;
  67703. /**
  67704. * Get the clip factor between two vectors
  67705. * @param vector0 defines the first operand
  67706. * @param vector1 defines the second operand
  67707. * @param axis defines the axis to use
  67708. * @param size defines the size along the axis
  67709. * @returns the clip factor
  67710. */
  67711. static GetClipFactor(vector0: DeepImmutable<Vector3>, vector1: DeepImmutable<Vector3>, axis: DeepImmutable<Vector3>, size: number): number;
  67712. /**
  67713. * Get angle between two vectors
  67714. * @param vector0 angle between vector0 and vector1
  67715. * @param vector1 angle between vector0 and vector1
  67716. * @param normal direction of the normal
  67717. * @return the angle between vector0 and vector1
  67718. */
  67719. static GetAngleBetweenVectors(vector0: DeepImmutable<Vector3>, vector1: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>): number;
  67720. /**
  67721. * Returns a new Vector3 set from the index "offset" of the given array
  67722. * @param array defines the source array
  67723. * @param offset defines the offset in the source array
  67724. * @returns the new Vector3
  67725. */
  67726. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector3;
  67727. /**
  67728. * Returns a new Vector3 set from the index "offset" of the given Float32Array
  67729. * This function is deprecated. Use FromArray instead
  67730. * @param array defines the source array
  67731. * @param offset defines the offset in the source array
  67732. * @returns the new Vector3
  67733. */
  67734. static FromFloatArray(array: DeepImmutable<Float32Array>, offset?: number): Vector3;
  67735. /**
  67736. * Sets the given vector "result" with the element values from the index "offset" of the given array
  67737. * @param array defines the source array
  67738. * @param offset defines the offset in the source array
  67739. * @param result defines the Vector3 where to store the result
  67740. */
  67741. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector3): void;
  67742. /**
  67743. * Sets the given vector "result" with the element values from the index "offset" of the given Float32Array
  67744. * This function is deprecated. Use FromArrayToRef instead.
  67745. * @param array defines the source array
  67746. * @param offset defines the offset in the source array
  67747. * @param result defines the Vector3 where to store the result
  67748. */
  67749. static FromFloatArrayToRef(array: DeepImmutable<Float32Array>, offset: number, result: Vector3): void;
  67750. /**
  67751. * Sets the given vector "result" with the given floats.
  67752. * @param x defines the x coordinate of the source
  67753. * @param y defines the y coordinate of the source
  67754. * @param z defines the z coordinate of the source
  67755. * @param result defines the Vector3 where to store the result
  67756. */
  67757. static FromFloatsToRef(x: number, y: number, z: number, result: Vector3): void;
  67758. /**
  67759. * Returns a new Vector3 set to (0.0, 0.0, 0.0)
  67760. * @returns a new empty Vector3
  67761. */
  67762. static Zero(): Vector3;
  67763. /**
  67764. * Returns a new Vector3 set to (1.0, 1.0, 1.0)
  67765. * @returns a new unit Vector3
  67766. */
  67767. static One(): Vector3;
  67768. /**
  67769. * Returns a new Vector3 set to (0.0, 1.0, 0.0)
  67770. * @returns a new up Vector3
  67771. */
  67772. static Up(): Vector3;
  67773. /**
  67774. * Gets a up Vector3 that must not be updated
  67775. */
  67776. static readonly UpReadOnly: DeepImmutable<Vector3>;
  67777. /**
  67778. * Gets a zero Vector3 that must not be updated
  67779. */
  67780. static readonly ZeroReadOnly: DeepImmutable<Vector3>;
  67781. /**
  67782. * Returns a new Vector3 set to (0.0, -1.0, 0.0)
  67783. * @returns a new down Vector3
  67784. */
  67785. static Down(): Vector3;
  67786. /**
  67787. * Returns a new Vector3 set to (0.0, 0.0, 1.0)
  67788. * @returns a new forward Vector3
  67789. */
  67790. static Forward(): Vector3;
  67791. /**
  67792. * Returns a new Vector3 set to (0.0, 0.0, -1.0)
  67793. * @returns a new forward Vector3
  67794. */
  67795. static Backward(): Vector3;
  67796. /**
  67797. * Returns a new Vector3 set to (1.0, 0.0, 0.0)
  67798. * @returns a new right Vector3
  67799. */
  67800. static Right(): Vector3;
  67801. /**
  67802. * Returns a new Vector3 set to (-1.0, 0.0, 0.0)
  67803. * @returns a new left Vector3
  67804. */
  67805. static Left(): Vector3;
  67806. /**
  67807. * Returns a new Vector3 set with the result of the transformation by the given matrix of the given vector.
  67808. * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
  67809. * @param vector defines the Vector3 to transform
  67810. * @param transformation defines the transformation matrix
  67811. * @returns the transformed Vector3
  67812. */
  67813. static TransformCoordinates(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>): Vector3;
  67814. /**
  67815. * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given vector
  67816. * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
  67817. * @param vector defines the Vector3 to transform
  67818. * @param transformation defines the transformation matrix
  67819. * @param result defines the Vector3 where to store the result
  67820. */
  67821. static TransformCoordinatesToRef(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  67822. /**
  67823. * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given floats (x, y, z)
  67824. * This method computes tranformed coordinates only, not transformed direction vectors
  67825. * @param x define the x coordinate of the source vector
  67826. * @param y define the y coordinate of the source vector
  67827. * @param z define the z coordinate of the source vector
  67828. * @param transformation defines the transformation matrix
  67829. * @param result defines the Vector3 where to store the result
  67830. */
  67831. static TransformCoordinatesFromFloatsToRef(x: number, y: number, z: number, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  67832. /**
  67833. * Returns a new Vector3 set with the result of the normal transformation by the given matrix of the given vector
  67834. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  67835. * @param vector defines the Vector3 to transform
  67836. * @param transformation defines the transformation matrix
  67837. * @returns the new Vector3
  67838. */
  67839. static TransformNormal(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>): Vector3;
  67840. /**
  67841. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector
  67842. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  67843. * @param vector defines the Vector3 to transform
  67844. * @param transformation defines the transformation matrix
  67845. * @param result defines the Vector3 where to store the result
  67846. */
  67847. static TransformNormalToRef(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  67848. /**
  67849. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z)
  67850. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  67851. * @param x define the x coordinate of the source vector
  67852. * @param y define the y coordinate of the source vector
  67853. * @param z define the z coordinate of the source vector
  67854. * @param transformation defines the transformation matrix
  67855. * @param result defines the Vector3 where to store the result
  67856. */
  67857. static TransformNormalFromFloatsToRef(x: number, y: number, z: number, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  67858. /**
  67859. * Returns a new Vector3 located for "amount" on the CatmullRom interpolation spline defined by the vectors "value1", "value2", "value3", "value4"
  67860. * @param value1 defines the first control point
  67861. * @param value2 defines the second control point
  67862. * @param value3 defines the third control point
  67863. * @param value4 defines the fourth control point
  67864. * @param amount defines the amount on the spline to use
  67865. * @returns the new Vector3
  67866. */
  67867. static CatmullRom(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>, value3: DeepImmutable<Vector3>, value4: DeepImmutable<Vector3>, amount: number): Vector3;
  67868. /**
  67869. * 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"
  67870. * If a coordinate value of "value" is lower than one of the "min" coordinate, then this "value" coordinate is set with the "min" one
  67871. * If a coordinate value of "value" is greater than one of the "max" coordinate, then this "value" coordinate is set with the "max" one
  67872. * @param value defines the current value
  67873. * @param min defines the lower range value
  67874. * @param max defines the upper range value
  67875. * @returns the new Vector3
  67876. */
  67877. static Clamp(value: DeepImmutable<Vector3>, min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>): Vector3;
  67878. /**
  67879. * 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"
  67880. * If a coordinate value of "value" is lower than one of the "min" coordinate, then this "value" coordinate is set with the "min" one
  67881. * If a coordinate value of "value" is greater than one of the "max" coordinate, then this "value" coordinate is set with the "max" one
  67882. * @param value defines the current value
  67883. * @param min defines the lower range value
  67884. * @param max defines the upper range value
  67885. * @param result defines the Vector3 where to store the result
  67886. */
  67887. static ClampToRef(value: DeepImmutable<Vector3>, min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, result: Vector3): void;
  67888. /**
  67889. * Checks if a given vector is inside a specific range
  67890. * @param v defines the vector to test
  67891. * @param min defines the minimum range
  67892. * @param max defines the maximum range
  67893. */
  67894. static CheckExtends(v: Vector3, min: Vector3, max: Vector3): void;
  67895. /**
  67896. * Returns a new Vector3 located for "amount" (float) on the Hermite interpolation spline defined by the vectors "value1", "tangent1", "value2", "tangent2"
  67897. * @param value1 defines the first control point
  67898. * @param tangent1 defines the first tangent vector
  67899. * @param value2 defines the second control point
  67900. * @param tangent2 defines the second tangent vector
  67901. * @param amount defines the amount on the interpolation spline (between 0 and 1)
  67902. * @returns the new Vector3
  67903. */
  67904. static Hermite(value1: DeepImmutable<Vector3>, tangent1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>, tangent2: DeepImmutable<Vector3>, amount: number): Vector3;
  67905. /**
  67906. * Returns a new Vector3 located for "amount" (float) on the linear interpolation between the vectors "start" and "end"
  67907. * @param start defines the start value
  67908. * @param end defines the end value
  67909. * @param amount max defines amount between both (between 0 and 1)
  67910. * @returns the new Vector3
  67911. */
  67912. static Lerp(start: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, amount: number): Vector3;
  67913. /**
  67914. * Sets the given vector "result" with the result of the linear interpolation from the vector "start" for "amount" to the vector "end"
  67915. * @param start defines the start value
  67916. * @param end defines the end value
  67917. * @param amount max defines amount between both (between 0 and 1)
  67918. * @param result defines the Vector3 where to store the result
  67919. */
  67920. static LerpToRef(start: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, amount: number, result: Vector3): void;
  67921. /**
  67922. * Returns the dot product (float) between the vectors "left" and "right"
  67923. * @param left defines the left operand
  67924. * @param right defines the right operand
  67925. * @returns the dot product
  67926. */
  67927. static Dot(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): number;
  67928. /**
  67929. * Returns a new Vector3 as the cross product of the vectors "left" and "right"
  67930. * The cross product is then orthogonal to both "left" and "right"
  67931. * @param left defines the left operand
  67932. * @param right defines the right operand
  67933. * @returns the cross product
  67934. */
  67935. static Cross(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  67936. /**
  67937. * Sets the given vector "result" with the cross product of "left" and "right"
  67938. * The cross product is then orthogonal to both "left" and "right"
  67939. * @param left defines the left operand
  67940. * @param right defines the right operand
  67941. * @param result defines the Vector3 where to store the result
  67942. */
  67943. static CrossToRef(left: Vector3, right: Vector3, result: Vector3): void;
  67944. /**
  67945. * Returns a new Vector3 as the normalization of the given vector
  67946. * @param vector defines the Vector3 to normalize
  67947. * @returns the new Vector3
  67948. */
  67949. static Normalize(vector: DeepImmutable<Vector3>): Vector3;
  67950. /**
  67951. * Sets the given vector "result" with the normalization of the given first vector
  67952. * @param vector defines the Vector3 to normalize
  67953. * @param result defines the Vector3 where to store the result
  67954. */
  67955. static NormalizeToRef(vector: DeepImmutable<Vector3>, result: Vector3): void;
  67956. /**
  67957. * Project a Vector3 onto screen space
  67958. * @param vector defines the Vector3 to project
  67959. * @param world defines the world matrix to use
  67960. * @param transform defines the transform (view x projection) matrix to use
  67961. * @param viewport defines the screen viewport to use
  67962. * @returns the new Vector3
  67963. */
  67964. static Project(vector: DeepImmutable<Vector3>, world: DeepImmutable<Matrix>, transform: DeepImmutable<Matrix>, viewport: DeepImmutable<Viewport>): Vector3;
  67965. /** @hidden */
  67966. static _UnprojectFromInvertedMatrixToRef(source: DeepImmutable<Vector3>, matrix: DeepImmutable<Matrix>, result: Vector3): void;
  67967. /**
  67968. * Unproject from screen space to object space
  67969. * @param source defines the screen space Vector3 to use
  67970. * @param viewportWidth defines the current width of the viewport
  67971. * @param viewportHeight defines the current height of the viewport
  67972. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  67973. * @param transform defines the transform (view x projection) matrix to use
  67974. * @returns the new Vector3
  67975. */
  67976. static UnprojectFromTransform(source: Vector3, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, transform: DeepImmutable<Matrix>): Vector3;
  67977. /**
  67978. * Unproject from screen space to object space
  67979. * @param source defines the screen space Vector3 to use
  67980. * @param viewportWidth defines the current width of the viewport
  67981. * @param viewportHeight defines the current height of the viewport
  67982. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  67983. * @param view defines the view matrix to use
  67984. * @param projection defines the projection matrix to use
  67985. * @returns the new Vector3
  67986. */
  67987. static Unproject(source: DeepImmutable<Vector3>, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Vector3;
  67988. /**
  67989. * Unproject from screen space to object space
  67990. * @param source defines the screen space Vector3 to use
  67991. * @param viewportWidth defines the current width of the viewport
  67992. * @param viewportHeight defines the current height of the viewport
  67993. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  67994. * @param view defines the view matrix to use
  67995. * @param projection defines the projection matrix to use
  67996. * @param result defines the Vector3 where to store the result
  67997. */
  67998. static UnprojectToRef(source: DeepImmutable<Vector3>, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, result: Vector3): void;
  67999. /**
  68000. * Unproject from screen space to object space
  68001. * @param sourceX defines the screen space x coordinate to use
  68002. * @param sourceY defines the screen space y coordinate to use
  68003. * @param sourceZ defines the screen space z coordinate to use
  68004. * @param viewportWidth defines the current width of the viewport
  68005. * @param viewportHeight defines the current height of the viewport
  68006. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  68007. * @param view defines the view matrix to use
  68008. * @param projection defines the projection matrix to use
  68009. * @param result defines the Vector3 where to store the result
  68010. */
  68011. static UnprojectFloatsToRef(sourceX: float, sourceY: float, sourceZ: float, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, result: Vector3): void;
  68012. /**
  68013. * Gets the minimal coordinate values between two Vector3
  68014. * @param left defines the first operand
  68015. * @param right defines the second operand
  68016. * @returns the new Vector3
  68017. */
  68018. static Minimize(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  68019. /**
  68020. * Gets the maximal coordinate values between two Vector3
  68021. * @param left defines the first operand
  68022. * @param right defines the second operand
  68023. * @returns the new Vector3
  68024. */
  68025. static Maximize(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  68026. /**
  68027. * Returns the distance between the vectors "value1" and "value2"
  68028. * @param value1 defines the first operand
  68029. * @param value2 defines the second operand
  68030. * @returns the distance
  68031. */
  68032. static Distance(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): number;
  68033. /**
  68034. * Returns the squared distance between the vectors "value1" and "value2"
  68035. * @param value1 defines the first operand
  68036. * @param value2 defines the second operand
  68037. * @returns the squared distance
  68038. */
  68039. static DistanceSquared(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): number;
  68040. /**
  68041. * Returns a new Vector3 located at the center between "value1" and "value2"
  68042. * @param value1 defines the first operand
  68043. * @param value2 defines the second operand
  68044. * @returns the new Vector3
  68045. */
  68046. static Center(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): Vector3;
  68047. /**
  68048. * Given three orthogonal normalized left-handed oriented Vector3 axis in space (target system),
  68049. * RotationFromAxis() returns the rotation Euler angles (ex : rotation.x, rotation.y, rotation.z) to apply
  68050. * to something in order to rotate it from its local system to the given target system
  68051. * Note: axis1, axis2 and axis3 are normalized during this operation
  68052. * @param axis1 defines the first axis
  68053. * @param axis2 defines the second axis
  68054. * @param axis3 defines the third axis
  68055. * @returns a new Vector3
  68056. */
  68057. static RotationFromAxis(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>): Vector3;
  68058. /**
  68059. * The same than RotationFromAxis but updates the given ref Vector3 parameter instead of returning a new Vector3
  68060. * @param axis1 defines the first axis
  68061. * @param axis2 defines the second axis
  68062. * @param axis3 defines the third axis
  68063. * @param ref defines the Vector3 where to store the result
  68064. */
  68065. static RotationFromAxisToRef(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>, ref: Vector3): void;
  68066. }
  68067. /**
  68068. * Vector4 class created for EulerAngle class conversion to Quaternion
  68069. */
  68070. export class Vector4 {
  68071. /** x value of the vector */
  68072. x: number;
  68073. /** y value of the vector */
  68074. y: number;
  68075. /** z value of the vector */
  68076. z: number;
  68077. /** w value of the vector */
  68078. w: number;
  68079. /**
  68080. * Creates a Vector4 object from the given floats.
  68081. * @param x x value of the vector
  68082. * @param y y value of the vector
  68083. * @param z z value of the vector
  68084. * @param w w value of the vector
  68085. */
  68086. constructor(
  68087. /** x value of the vector */
  68088. x: number,
  68089. /** y value of the vector */
  68090. y: number,
  68091. /** z value of the vector */
  68092. z: number,
  68093. /** w value of the vector */
  68094. w: number);
  68095. /**
  68096. * Returns the string with the Vector4 coordinates.
  68097. * @returns a string containing all the vector values
  68098. */
  68099. toString(): string;
  68100. /**
  68101. * Returns the string "Vector4".
  68102. * @returns "Vector4"
  68103. */
  68104. getClassName(): string;
  68105. /**
  68106. * Returns the Vector4 hash code.
  68107. * @returns a unique hash code
  68108. */
  68109. getHashCode(): number;
  68110. /**
  68111. * Returns a new array populated with 4 elements : the Vector4 coordinates.
  68112. * @returns the resulting array
  68113. */
  68114. asArray(): number[];
  68115. /**
  68116. * Populates the given array from the given index with the Vector4 coordinates.
  68117. * @param array array to populate
  68118. * @param index index of the array to start at (default: 0)
  68119. * @returns the Vector4.
  68120. */
  68121. toArray(array: FloatArray, index?: number): Vector4;
  68122. /**
  68123. * Adds the given vector to the current Vector4.
  68124. * @param otherVector the vector to add
  68125. * @returns the updated Vector4.
  68126. */
  68127. addInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  68128. /**
  68129. * Returns a new Vector4 as the result of the addition of the current Vector4 and the given one.
  68130. * @param otherVector the vector to add
  68131. * @returns the resulting vector
  68132. */
  68133. add(otherVector: DeepImmutable<Vector4>): Vector4;
  68134. /**
  68135. * Updates the given vector "result" with the result of the addition of the current Vector4 and the given one.
  68136. * @param otherVector the vector to add
  68137. * @param result the vector to store the result
  68138. * @returns the current Vector4.
  68139. */
  68140. addToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  68141. /**
  68142. * Subtract in place the given vector from the current Vector4.
  68143. * @param otherVector the vector to subtract
  68144. * @returns the updated Vector4.
  68145. */
  68146. subtractInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  68147. /**
  68148. * Returns a new Vector4 with the result of the subtraction of the given vector from the current Vector4.
  68149. * @param otherVector the vector to add
  68150. * @returns the new vector with the result
  68151. */
  68152. subtract(otherVector: DeepImmutable<Vector4>): Vector4;
  68153. /**
  68154. * Sets the given vector "result" with the result of the subtraction of the given vector from the current Vector4.
  68155. * @param otherVector the vector to subtract
  68156. * @param result the vector to store the result
  68157. * @returns the current Vector4.
  68158. */
  68159. subtractToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  68160. /**
  68161. * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  68162. */
  68163. /**
  68164. * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  68165. * @param x value to subtract
  68166. * @param y value to subtract
  68167. * @param z value to subtract
  68168. * @param w value to subtract
  68169. * @returns new vector containing the result
  68170. */
  68171. subtractFromFloats(x: number, y: number, z: number, w: number): Vector4;
  68172. /**
  68173. * Sets the given vector "result" set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  68174. * @param x value to subtract
  68175. * @param y value to subtract
  68176. * @param z value to subtract
  68177. * @param w value to subtract
  68178. * @param result the vector to store the result in
  68179. * @returns the current Vector4.
  68180. */
  68181. subtractFromFloatsToRef(x: number, y: number, z: number, w: number, result: Vector4): Vector4;
  68182. /**
  68183. * Returns a new Vector4 set with the current Vector4 negated coordinates.
  68184. * @returns a new vector with the negated values
  68185. */
  68186. negate(): Vector4;
  68187. /**
  68188. * Multiplies the current Vector4 coordinates by scale (float).
  68189. * @param scale the number to scale with
  68190. * @returns the updated Vector4.
  68191. */
  68192. scaleInPlace(scale: number): Vector4;
  68193. /**
  68194. * Returns a new Vector4 set with the current Vector4 coordinates multiplied by scale (float).
  68195. * @param scale the number to scale with
  68196. * @returns a new vector with the result
  68197. */
  68198. scale(scale: number): Vector4;
  68199. /**
  68200. * Sets the given vector "result" with the current Vector4 coordinates multiplied by scale (float).
  68201. * @param scale the number to scale with
  68202. * @param result a vector to store the result in
  68203. * @returns the current Vector4.
  68204. */
  68205. scaleToRef(scale: number, result: Vector4): Vector4;
  68206. /**
  68207. * Scale the current Vector4 values by a factor and add the result to a given Vector4
  68208. * @param scale defines the scale factor
  68209. * @param result defines the Vector4 object where to store the result
  68210. * @returns the unmodified current Vector4
  68211. */
  68212. scaleAndAddToRef(scale: number, result: Vector4): Vector4;
  68213. /**
  68214. * Boolean : True if the current Vector4 coordinates are stricly equal to the given ones.
  68215. * @param otherVector the vector to compare against
  68216. * @returns true if they are equal
  68217. */
  68218. equals(otherVector: DeepImmutable<Vector4>): boolean;
  68219. /**
  68220. * Boolean : True if the current Vector4 coordinates are each beneath the distance "epsilon" from the given vector ones.
  68221. * @param otherVector vector to compare against
  68222. * @param epsilon (Default: very small number)
  68223. * @returns true if they are equal
  68224. */
  68225. equalsWithEpsilon(otherVector: DeepImmutable<Vector4>, epsilon?: number): boolean;
  68226. /**
  68227. * Boolean : True if the given floats are strictly equal to the current Vector4 coordinates.
  68228. * @param x x value to compare against
  68229. * @param y y value to compare against
  68230. * @param z z value to compare against
  68231. * @param w w value to compare against
  68232. * @returns true if equal
  68233. */
  68234. equalsToFloats(x: number, y: number, z: number, w: number): boolean;
  68235. /**
  68236. * Multiplies in place the current Vector4 by the given one.
  68237. * @param otherVector vector to multiple with
  68238. * @returns the updated Vector4.
  68239. */
  68240. multiplyInPlace(otherVector: Vector4): Vector4;
  68241. /**
  68242. * Returns a new Vector4 set with the multiplication result of the current Vector4 and the given one.
  68243. * @param otherVector vector to multiple with
  68244. * @returns resulting new vector
  68245. */
  68246. multiply(otherVector: DeepImmutable<Vector4>): Vector4;
  68247. /**
  68248. * Updates the given vector "result" with the multiplication result of the current Vector4 and the given one.
  68249. * @param otherVector vector to multiple with
  68250. * @param result vector to store the result
  68251. * @returns the current Vector4.
  68252. */
  68253. multiplyToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  68254. /**
  68255. * Returns a new Vector4 set with the multiplication result of the given floats and the current Vector4 coordinates.
  68256. * @param x x value multiply with
  68257. * @param y y value multiply with
  68258. * @param z z value multiply with
  68259. * @param w w value multiply with
  68260. * @returns resulting new vector
  68261. */
  68262. multiplyByFloats(x: number, y: number, z: number, w: number): Vector4;
  68263. /**
  68264. * Returns a new Vector4 set with the division result of the current Vector4 by the given one.
  68265. * @param otherVector vector to devide with
  68266. * @returns resulting new vector
  68267. */
  68268. divide(otherVector: DeepImmutable<Vector4>): Vector4;
  68269. /**
  68270. * Updates the given vector "result" with the division result of the current Vector4 by the given one.
  68271. * @param otherVector vector to devide with
  68272. * @param result vector to store the result
  68273. * @returns the current Vector4.
  68274. */
  68275. divideToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  68276. /**
  68277. * Divides the current Vector3 coordinates by the given ones.
  68278. * @param otherVector vector to devide with
  68279. * @returns the updated Vector3.
  68280. */
  68281. divideInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  68282. /**
  68283. * Updates the Vector4 coordinates with the minimum values between its own and the given vector ones
  68284. * @param other defines the second operand
  68285. * @returns the current updated Vector4
  68286. */
  68287. minimizeInPlace(other: DeepImmutable<Vector4>): Vector4;
  68288. /**
  68289. * Updates the Vector4 coordinates with the maximum values between its own and the given vector ones
  68290. * @param other defines the second operand
  68291. * @returns the current updated Vector4
  68292. */
  68293. maximizeInPlace(other: DeepImmutable<Vector4>): Vector4;
  68294. /**
  68295. * Gets a new Vector4 from current Vector4 floored values
  68296. * @returns a new Vector4
  68297. */
  68298. floor(): Vector4;
  68299. /**
  68300. * Gets a new Vector4 from current Vector3 floored values
  68301. * @returns a new Vector4
  68302. */
  68303. fract(): Vector4;
  68304. /**
  68305. * Returns the Vector4 length (float).
  68306. * @returns the length
  68307. */
  68308. length(): number;
  68309. /**
  68310. * Returns the Vector4 squared length (float).
  68311. * @returns the length squared
  68312. */
  68313. lengthSquared(): number;
  68314. /**
  68315. * Normalizes in place the Vector4.
  68316. * @returns the updated Vector4.
  68317. */
  68318. normalize(): Vector4;
  68319. /**
  68320. * Returns a new Vector3 from the Vector4 (x, y, z) coordinates.
  68321. * @returns this converted to a new vector3
  68322. */
  68323. toVector3(): Vector3;
  68324. /**
  68325. * Returns a new Vector4 copied from the current one.
  68326. * @returns the new cloned vector
  68327. */
  68328. clone(): Vector4;
  68329. /**
  68330. * Updates the current Vector4 with the given one coordinates.
  68331. * @param source the source vector to copy from
  68332. * @returns the updated Vector4.
  68333. */
  68334. copyFrom(source: DeepImmutable<Vector4>): Vector4;
  68335. /**
  68336. * Updates the current Vector4 coordinates with the given floats.
  68337. * @param x float to copy from
  68338. * @param y float to copy from
  68339. * @param z float to copy from
  68340. * @param w float to copy from
  68341. * @returns the updated Vector4.
  68342. */
  68343. copyFromFloats(x: number, y: number, z: number, w: number): Vector4;
  68344. /**
  68345. * Updates the current Vector4 coordinates with the given floats.
  68346. * @param x float to set from
  68347. * @param y float to set from
  68348. * @param z float to set from
  68349. * @param w float to set from
  68350. * @returns the updated Vector4.
  68351. */
  68352. set(x: number, y: number, z: number, w: number): Vector4;
  68353. /**
  68354. * Copies the given float to the current Vector3 coordinates
  68355. * @param v defines the x, y, z and w coordinates of the operand
  68356. * @returns the current updated Vector3
  68357. */
  68358. setAll(v: number): Vector4;
  68359. /**
  68360. * Returns a new Vector4 set from the starting index of the given array.
  68361. * @param array the array to pull values from
  68362. * @param offset the offset into the array to start at
  68363. * @returns the new vector
  68364. */
  68365. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector4;
  68366. /**
  68367. * Updates the given vector "result" from the starting index of the given array.
  68368. * @param array the array to pull values from
  68369. * @param offset the offset into the array to start at
  68370. * @param result the vector to store the result in
  68371. */
  68372. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector4): void;
  68373. /**
  68374. * Updates the given vector "result" from the starting index of the given Float32Array.
  68375. * @param array the array to pull values from
  68376. * @param offset the offset into the array to start at
  68377. * @param result the vector to store the result in
  68378. */
  68379. static FromFloatArrayToRef(array: DeepImmutable<Float32Array>, offset: number, result: Vector4): void;
  68380. /**
  68381. * Updates the given vector "result" coordinates from the given floats.
  68382. * @param x float to set from
  68383. * @param y float to set from
  68384. * @param z float to set from
  68385. * @param w float to set from
  68386. * @param result the vector to the floats in
  68387. */
  68388. static FromFloatsToRef(x: number, y: number, z: number, w: number, result: Vector4): void;
  68389. /**
  68390. * Returns a new Vector4 set to (0.0, 0.0, 0.0, 0.0)
  68391. * @returns the new vector
  68392. */
  68393. static Zero(): Vector4;
  68394. /**
  68395. * Returns a new Vector4 set to (1.0, 1.0, 1.0, 1.0)
  68396. * @returns the new vector
  68397. */
  68398. static One(): Vector4;
  68399. /**
  68400. * Returns a new normalized Vector4 from the given one.
  68401. * @param vector the vector to normalize
  68402. * @returns the vector
  68403. */
  68404. static Normalize(vector: DeepImmutable<Vector4>): Vector4;
  68405. /**
  68406. * Updates the given vector "result" from the normalization of the given one.
  68407. * @param vector the vector to normalize
  68408. * @param result the vector to store the result in
  68409. */
  68410. static NormalizeToRef(vector: DeepImmutable<Vector4>, result: Vector4): void;
  68411. /**
  68412. * Returns a vector with the minimum values from the left and right vectors
  68413. * @param left left vector to minimize
  68414. * @param right right vector to minimize
  68415. * @returns a new vector with the minimum of the left and right vector values
  68416. */
  68417. static Minimize(left: DeepImmutable<Vector4>, right: DeepImmutable<Vector4>): Vector4;
  68418. /**
  68419. * Returns a vector with the maximum values from the left and right vectors
  68420. * @param left left vector to maximize
  68421. * @param right right vector to maximize
  68422. * @returns a new vector with the maximum of the left and right vector values
  68423. */
  68424. static Maximize(left: DeepImmutable<Vector4>, right: DeepImmutable<Vector4>): Vector4;
  68425. /**
  68426. * Returns the distance (float) between the vectors "value1" and "value2".
  68427. * @param value1 value to calulate the distance between
  68428. * @param value2 value to calulate the distance between
  68429. * @return the distance between the two vectors
  68430. */
  68431. static Distance(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): number;
  68432. /**
  68433. * Returns the squared distance (float) between the vectors "value1" and "value2".
  68434. * @param value1 value to calulate the distance between
  68435. * @param value2 value to calulate the distance between
  68436. * @return the distance between the two vectors squared
  68437. */
  68438. static DistanceSquared(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): number;
  68439. /**
  68440. * Returns a new Vector4 located at the center between the vectors "value1" and "value2".
  68441. * @param value1 value to calulate the center between
  68442. * @param value2 value to calulate the center between
  68443. * @return the center between the two vectors
  68444. */
  68445. static Center(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): Vector4;
  68446. /**
  68447. * Returns a new Vector4 set with the result of the normal transformation by the given matrix of the given vector.
  68448. * This methods computes transformed normalized direction vectors only.
  68449. * @param vector the vector to transform
  68450. * @param transformation the transformation matrix to apply
  68451. * @returns the new vector
  68452. */
  68453. static TransformNormal(vector: DeepImmutable<Vector4>, transformation: DeepImmutable<Matrix>): Vector4;
  68454. /**
  68455. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector.
  68456. * This methods computes transformed normalized direction vectors only.
  68457. * @param vector the vector to transform
  68458. * @param transformation the transformation matrix to apply
  68459. * @param result the vector to store the result in
  68460. */
  68461. static TransformNormalToRef(vector: DeepImmutable<Vector4>, transformation: DeepImmutable<Matrix>, result: Vector4): void;
  68462. /**
  68463. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z, w).
  68464. * This methods computes transformed normalized direction vectors only.
  68465. * @param x value to transform
  68466. * @param y value to transform
  68467. * @param z value to transform
  68468. * @param w value to transform
  68469. * @param transformation the transformation matrix to apply
  68470. * @param result the vector to store the results in
  68471. */
  68472. static TransformNormalFromFloatsToRef(x: number, y: number, z: number, w: number, transformation: DeepImmutable<Matrix>, result: Vector4): void;
  68473. /**
  68474. * Creates a new Vector4 from a Vector3
  68475. * @param source defines the source data
  68476. * @param w defines the 4th component (default is 0)
  68477. * @returns a new Vector4
  68478. */
  68479. static FromVector3(source: Vector3, w?: number): Vector4;
  68480. }
  68481. /**
  68482. * Class used to store quaternion data
  68483. * @see https://en.wikipedia.org/wiki/Quaternion
  68484. * @see http://doc.babylonjs.com/features/position,_rotation,_scaling
  68485. */
  68486. export class Quaternion {
  68487. /** defines the first component (0 by default) */
  68488. x: number;
  68489. /** defines the second component (0 by default) */
  68490. y: number;
  68491. /** defines the third component (0 by default) */
  68492. z: number;
  68493. /** defines the fourth component (1.0 by default) */
  68494. w: number;
  68495. /**
  68496. * Creates a new Quaternion from the given floats
  68497. * @param x defines the first component (0 by default)
  68498. * @param y defines the second component (0 by default)
  68499. * @param z defines the third component (0 by default)
  68500. * @param w defines the fourth component (1.0 by default)
  68501. */
  68502. constructor(
  68503. /** defines the first component (0 by default) */
  68504. x?: number,
  68505. /** defines the second component (0 by default) */
  68506. y?: number,
  68507. /** defines the third component (0 by default) */
  68508. z?: number,
  68509. /** defines the fourth component (1.0 by default) */
  68510. w?: number);
  68511. /**
  68512. * Gets a string representation for the current quaternion
  68513. * @returns a string with the Quaternion coordinates
  68514. */
  68515. toString(): string;
  68516. /**
  68517. * Gets the class name of the quaternion
  68518. * @returns the string "Quaternion"
  68519. */
  68520. getClassName(): string;
  68521. /**
  68522. * Gets a hash code for this quaternion
  68523. * @returns the quaternion hash code
  68524. */
  68525. getHashCode(): number;
  68526. /**
  68527. * Copy the quaternion to an array
  68528. * @returns a new array populated with 4 elements from the quaternion coordinates
  68529. */
  68530. asArray(): number[];
  68531. /**
  68532. * Check if two quaternions are equals
  68533. * @param otherQuaternion defines the second operand
  68534. * @return true if the current quaternion and the given one coordinates are strictly equals
  68535. */
  68536. equals(otherQuaternion: DeepImmutable<Quaternion>): boolean;
  68537. /**
  68538. * Clone the current quaternion
  68539. * @returns a new quaternion copied from the current one
  68540. */
  68541. clone(): Quaternion;
  68542. /**
  68543. * Copy a quaternion to the current one
  68544. * @param other defines the other quaternion
  68545. * @returns the updated current quaternion
  68546. */
  68547. copyFrom(other: DeepImmutable<Quaternion>): Quaternion;
  68548. /**
  68549. * Updates the current quaternion with the given float coordinates
  68550. * @param x defines the x coordinate
  68551. * @param y defines the y coordinate
  68552. * @param z defines the z coordinate
  68553. * @param w defines the w coordinate
  68554. * @returns the updated current quaternion
  68555. */
  68556. copyFromFloats(x: number, y: number, z: number, w: number): Quaternion;
  68557. /**
  68558. * Updates the current quaternion from the given float coordinates
  68559. * @param x defines the x coordinate
  68560. * @param y defines the y coordinate
  68561. * @param z defines the z coordinate
  68562. * @param w defines the w coordinate
  68563. * @returns the updated current quaternion
  68564. */
  68565. set(x: number, y: number, z: number, w: number): Quaternion;
  68566. /**
  68567. * Adds two quaternions
  68568. * @param other defines the second operand
  68569. * @returns a new quaternion as the addition result of the given one and the current quaternion
  68570. */
  68571. add(other: DeepImmutable<Quaternion>): Quaternion;
  68572. /**
  68573. * Add a quaternion to the current one
  68574. * @param other defines the quaternion to add
  68575. * @returns the current quaternion
  68576. */
  68577. addInPlace(other: DeepImmutable<Quaternion>): Quaternion;
  68578. /**
  68579. * Subtract two quaternions
  68580. * @param other defines the second operand
  68581. * @returns a new quaternion as the subtraction result of the given one from the current one
  68582. */
  68583. subtract(other: Quaternion): Quaternion;
  68584. /**
  68585. * Multiplies the current quaternion by a scale factor
  68586. * @param value defines the scale factor
  68587. * @returns a new quaternion set by multiplying the current quaternion coordinates by the float "scale"
  68588. */
  68589. scale(value: number): Quaternion;
  68590. /**
  68591. * Scale the current quaternion values by a factor and stores the result to a given quaternion
  68592. * @param scale defines the scale factor
  68593. * @param result defines the Quaternion object where to store the result
  68594. * @returns the unmodified current quaternion
  68595. */
  68596. scaleToRef(scale: number, result: Quaternion): Quaternion;
  68597. /**
  68598. * Multiplies in place the current quaternion by a scale factor
  68599. * @param value defines the scale factor
  68600. * @returns the current modified quaternion
  68601. */
  68602. scaleInPlace(value: number): Quaternion;
  68603. /**
  68604. * Scale the current quaternion values by a factor and add the result to a given quaternion
  68605. * @param scale defines the scale factor
  68606. * @param result defines the Quaternion object where to store the result
  68607. * @returns the unmodified current quaternion
  68608. */
  68609. scaleAndAddToRef(scale: number, result: Quaternion): Quaternion;
  68610. /**
  68611. * Multiplies two quaternions
  68612. * @param q1 defines the second operand
  68613. * @returns a new quaternion set as the multiplication result of the current one with the given one "q1"
  68614. */
  68615. multiply(q1: DeepImmutable<Quaternion>): Quaternion;
  68616. /**
  68617. * Sets the given "result" as the the multiplication result of the current one with the given one "q1"
  68618. * @param q1 defines the second operand
  68619. * @param result defines the target quaternion
  68620. * @returns the current quaternion
  68621. */
  68622. multiplyToRef(q1: DeepImmutable<Quaternion>, result: Quaternion): Quaternion;
  68623. /**
  68624. * Updates the current quaternion with the multiplication of itself with the given one "q1"
  68625. * @param q1 defines the second operand
  68626. * @returns the currentupdated quaternion
  68627. */
  68628. multiplyInPlace(q1: DeepImmutable<Quaternion>): Quaternion;
  68629. /**
  68630. * Conjugates (1-q) the current quaternion and stores the result in the given quaternion
  68631. * @param ref defines the target quaternion
  68632. * @returns the current quaternion
  68633. */
  68634. conjugateToRef(ref: Quaternion): Quaternion;
  68635. /**
  68636. * Conjugates in place (1-q) the current quaternion
  68637. * @returns the current updated quaternion
  68638. */
  68639. conjugateInPlace(): Quaternion;
  68640. /**
  68641. * Conjugates in place (1-q) the current quaternion
  68642. * @returns a new quaternion
  68643. */
  68644. conjugate(): Quaternion;
  68645. /**
  68646. * Gets length of current quaternion
  68647. * @returns the quaternion length (float)
  68648. */
  68649. length(): number;
  68650. /**
  68651. * Normalize in place the current quaternion
  68652. * @returns the current updated quaternion
  68653. */
  68654. normalize(): Quaternion;
  68655. /**
  68656. * Returns a new Vector3 set with the Euler angles translated from the current quaternion
  68657. * @param order is a reserved parameter and is ignore for now
  68658. * @returns a new Vector3 containing the Euler angles
  68659. */
  68660. toEulerAngles(order?: string): Vector3;
  68661. /**
  68662. * Sets the given vector3 "result" with the Euler angles translated from the current quaternion
  68663. * @param result defines the vector which will be filled with the Euler angles
  68664. * @param order is a reserved parameter and is ignore for now
  68665. * @returns the current unchanged quaternion
  68666. */
  68667. toEulerAnglesToRef(result: Vector3): Quaternion;
  68668. /**
  68669. * Updates the given rotation matrix with the current quaternion values
  68670. * @param result defines the target matrix
  68671. * @returns the current unchanged quaternion
  68672. */
  68673. toRotationMatrix(result: Matrix): Quaternion;
  68674. /**
  68675. * Updates the current quaternion from the given rotation matrix values
  68676. * @param matrix defines the source matrix
  68677. * @returns the current updated quaternion
  68678. */
  68679. fromRotationMatrix(matrix: DeepImmutable<Matrix>): Quaternion;
  68680. /**
  68681. * Creates a new quaternion from a rotation matrix
  68682. * @param matrix defines the source matrix
  68683. * @returns a new quaternion created from the given rotation matrix values
  68684. */
  68685. static FromRotationMatrix(matrix: DeepImmutable<Matrix>): Quaternion;
  68686. /**
  68687. * Updates the given quaternion with the given rotation matrix values
  68688. * @param matrix defines the source matrix
  68689. * @param result defines the target quaternion
  68690. */
  68691. static FromRotationMatrixToRef(matrix: DeepImmutable<Matrix>, result: Quaternion): void;
  68692. /**
  68693. * Returns the dot product (float) between the quaternions "left" and "right"
  68694. * @param left defines the left operand
  68695. * @param right defines the right operand
  68696. * @returns the dot product
  68697. */
  68698. static Dot(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>): number;
  68699. /**
  68700. * Checks if the two quaternions are close to each other
  68701. * @param quat0 defines the first quaternion to check
  68702. * @param quat1 defines the second quaternion to check
  68703. * @returns true if the two quaternions are close to each other
  68704. */
  68705. static AreClose(quat0: DeepImmutable<Quaternion>, quat1: DeepImmutable<Quaternion>): boolean;
  68706. /**
  68707. * Creates an empty quaternion
  68708. * @returns a new quaternion set to (0.0, 0.0, 0.0)
  68709. */
  68710. static Zero(): Quaternion;
  68711. /**
  68712. * Inverse a given quaternion
  68713. * @param q defines the source quaternion
  68714. * @returns a new quaternion as the inverted current quaternion
  68715. */
  68716. static Inverse(q: DeepImmutable<Quaternion>): Quaternion;
  68717. /**
  68718. * Inverse a given quaternion
  68719. * @param q defines the source quaternion
  68720. * @param result the quaternion the result will be stored in
  68721. * @returns the result quaternion
  68722. */
  68723. static InverseToRef(q: Quaternion, result: Quaternion): Quaternion;
  68724. /**
  68725. * Creates an identity quaternion
  68726. * @returns the identity quaternion
  68727. */
  68728. static Identity(): Quaternion;
  68729. /**
  68730. * Gets a boolean indicating if the given quaternion is identity
  68731. * @param quaternion defines the quaternion to check
  68732. * @returns true if the quaternion is identity
  68733. */
  68734. static IsIdentity(quaternion: DeepImmutable<Quaternion>): boolean;
  68735. /**
  68736. * Creates a quaternion from a rotation around an axis
  68737. * @param axis defines the axis to use
  68738. * @param angle defines the angle to use
  68739. * @returns a new quaternion created from the given axis (Vector3) and angle in radians (float)
  68740. */
  68741. static RotationAxis(axis: DeepImmutable<Vector3>, angle: number): Quaternion;
  68742. /**
  68743. * Creates a rotation around an axis and stores it into the given quaternion
  68744. * @param axis defines the axis to use
  68745. * @param angle defines the angle to use
  68746. * @param result defines the target quaternion
  68747. * @returns the target quaternion
  68748. */
  68749. static RotationAxisToRef(axis: DeepImmutable<Vector3>, angle: number, result: Quaternion): Quaternion;
  68750. /**
  68751. * Creates a new quaternion from data stored into an array
  68752. * @param array defines the data source
  68753. * @param offset defines the offset in the source array where the data starts
  68754. * @returns a new quaternion
  68755. */
  68756. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Quaternion;
  68757. /**
  68758. * Create a quaternion from Euler rotation angles
  68759. * @param x Pitch
  68760. * @param y Yaw
  68761. * @param z Roll
  68762. * @returns the new Quaternion
  68763. */
  68764. static FromEulerAngles(x: number, y: number, z: number): Quaternion;
  68765. /**
  68766. * Updates a quaternion from Euler rotation angles
  68767. * @param x Pitch
  68768. * @param y Yaw
  68769. * @param z Roll
  68770. * @param result the quaternion to store the result
  68771. * @returns the updated quaternion
  68772. */
  68773. static FromEulerAnglesToRef(x: number, y: number, z: number, result: Quaternion): Quaternion;
  68774. /**
  68775. * Create a quaternion from Euler rotation vector
  68776. * @param vec the Euler vector (x Pitch, y Yaw, z Roll)
  68777. * @returns the new Quaternion
  68778. */
  68779. static FromEulerVector(vec: DeepImmutable<Vector3>): Quaternion;
  68780. /**
  68781. * Updates a quaternion from Euler rotation vector
  68782. * @param vec the Euler vector (x Pitch, y Yaw, z Roll)
  68783. * @param result the quaternion to store the result
  68784. * @returns the updated quaternion
  68785. */
  68786. static FromEulerVectorToRef(vec: DeepImmutable<Vector3>, result: Quaternion): Quaternion;
  68787. /**
  68788. * Creates a new quaternion from the given Euler float angles (y, x, z)
  68789. * @param yaw defines the rotation around Y axis
  68790. * @param pitch defines the rotation around X axis
  68791. * @param roll defines the rotation around Z axis
  68792. * @returns the new quaternion
  68793. */
  68794. static RotationYawPitchRoll(yaw: number, pitch: number, roll: number): Quaternion;
  68795. /**
  68796. * Creates a new rotation from the given Euler float angles (y, x, z) and stores it in the target quaternion
  68797. * @param yaw defines the rotation around Y axis
  68798. * @param pitch defines the rotation around X axis
  68799. * @param roll defines the rotation around Z axis
  68800. * @param result defines the target quaternion
  68801. */
  68802. static RotationYawPitchRollToRef(yaw: number, pitch: number, roll: number, result: Quaternion): void;
  68803. /**
  68804. * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation
  68805. * @param alpha defines the rotation around first axis
  68806. * @param beta defines the rotation around second axis
  68807. * @param gamma defines the rotation around third axis
  68808. * @returns the new quaternion
  68809. */
  68810. static RotationAlphaBetaGamma(alpha: number, beta: number, gamma: number): Quaternion;
  68811. /**
  68812. * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation and stores it in the target quaternion
  68813. * @param alpha defines the rotation around first axis
  68814. * @param beta defines the rotation around second axis
  68815. * @param gamma defines the rotation around third axis
  68816. * @param result defines the target quaternion
  68817. */
  68818. static RotationAlphaBetaGammaToRef(alpha: number, beta: number, gamma: number, result: Quaternion): void;
  68819. /**
  68820. * 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)
  68821. * @param axis1 defines the first axis
  68822. * @param axis2 defines the second axis
  68823. * @param axis3 defines the third axis
  68824. * @returns the new quaternion
  68825. */
  68826. static RotationQuaternionFromAxis(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>): Quaternion;
  68827. /**
  68828. * 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
  68829. * @param axis1 defines the first axis
  68830. * @param axis2 defines the second axis
  68831. * @param axis3 defines the third axis
  68832. * @param ref defines the target quaternion
  68833. */
  68834. static RotationQuaternionFromAxisToRef(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>, ref: Quaternion): void;
  68835. /**
  68836. * Interpolates between two quaternions
  68837. * @param left defines first quaternion
  68838. * @param right defines second quaternion
  68839. * @param amount defines the gradient to use
  68840. * @returns the new interpolated quaternion
  68841. */
  68842. static Slerp(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>, amount: number): Quaternion;
  68843. /**
  68844. * Interpolates between two quaternions and stores it into a target quaternion
  68845. * @param left defines first quaternion
  68846. * @param right defines second quaternion
  68847. * @param amount defines the gradient to use
  68848. * @param result defines the target quaternion
  68849. */
  68850. static SlerpToRef(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>, amount: number, result: Quaternion): void;
  68851. /**
  68852. * Interpolate between two quaternions using Hermite interpolation
  68853. * @param value1 defines first quaternion
  68854. * @param tangent1 defines the incoming tangent
  68855. * @param value2 defines second quaternion
  68856. * @param tangent2 defines the outgoing tangent
  68857. * @param amount defines the target quaternion
  68858. * @returns the new interpolated quaternion
  68859. */
  68860. static Hermite(value1: DeepImmutable<Quaternion>, tangent1: DeepImmutable<Quaternion>, value2: DeepImmutable<Quaternion>, tangent2: DeepImmutable<Quaternion>, amount: number): Quaternion;
  68861. }
  68862. /**
  68863. * Class used to store matrix data (4x4)
  68864. */
  68865. export class Matrix {
  68866. private static _updateFlagSeed;
  68867. private static _identityReadOnly;
  68868. private _isIdentity;
  68869. private _isIdentityDirty;
  68870. private _isIdentity3x2;
  68871. private _isIdentity3x2Dirty;
  68872. /**
  68873. * Gets the update flag of the matrix which is an unique number for the matrix.
  68874. * It will be incremented every time the matrix data change.
  68875. * You can use it to speed the comparison between two versions of the same matrix.
  68876. */
  68877. updateFlag: number;
  68878. private readonly _m;
  68879. /**
  68880. * Gets the internal data of the matrix
  68881. */
  68882. readonly m: DeepImmutable<Float32Array>;
  68883. /** @hidden */
  68884. _markAsUpdated(): void;
  68885. /** @hidden */
  68886. private _updateIdentityStatus;
  68887. /**
  68888. * Creates an empty matrix (filled with zeros)
  68889. */
  68890. constructor();
  68891. /**
  68892. * Check if the current matrix is identity
  68893. * @returns true is the matrix is the identity matrix
  68894. */
  68895. isIdentity(): boolean;
  68896. /**
  68897. * Check if the current matrix is identity as a texture matrix (3x2 store in 4x4)
  68898. * @returns true is the matrix is the identity matrix
  68899. */
  68900. isIdentityAs3x2(): boolean;
  68901. /**
  68902. * Gets the determinant of the matrix
  68903. * @returns the matrix determinant
  68904. */
  68905. determinant(): number;
  68906. /**
  68907. * Returns the matrix as a Float32Array
  68908. * @returns the matrix underlying array
  68909. */
  68910. toArray(): DeepImmutable<Float32Array>;
  68911. /**
  68912. * Returns the matrix as a Float32Array
  68913. * @returns the matrix underlying array.
  68914. */
  68915. asArray(): DeepImmutable<Float32Array>;
  68916. /**
  68917. * Inverts the current matrix in place
  68918. * @returns the current inverted matrix
  68919. */
  68920. invert(): Matrix;
  68921. /**
  68922. * Sets all the matrix elements to zero
  68923. * @returns the current matrix
  68924. */
  68925. reset(): Matrix;
  68926. /**
  68927. * Adds the current matrix with a second one
  68928. * @param other defines the matrix to add
  68929. * @returns a new matrix as the addition of the current matrix and the given one
  68930. */
  68931. add(other: DeepImmutable<Matrix>): Matrix;
  68932. /**
  68933. * Sets the given matrix "result" to the addition of the current matrix and the given one
  68934. * @param other defines the matrix to add
  68935. * @param result defines the target matrix
  68936. * @returns the current matrix
  68937. */
  68938. addToRef(other: DeepImmutable<Matrix>, result: Matrix): Matrix;
  68939. /**
  68940. * Adds in place the given matrix to the current matrix
  68941. * @param other defines the second operand
  68942. * @returns the current updated matrix
  68943. */
  68944. addToSelf(other: DeepImmutable<Matrix>): Matrix;
  68945. /**
  68946. * Sets the given matrix to the current inverted Matrix
  68947. * @param other defines the target matrix
  68948. * @returns the unmodified current matrix
  68949. */
  68950. invertToRef(other: Matrix): Matrix;
  68951. /**
  68952. * add a value at the specified position in the current Matrix
  68953. * @param index the index of the value within the matrix. between 0 and 15.
  68954. * @param value the value to be added
  68955. * @returns the current updated matrix
  68956. */
  68957. addAtIndex(index: number, value: number): Matrix;
  68958. /**
  68959. * mutiply the specified position in the current Matrix by a value
  68960. * @param index the index of the value within the matrix. between 0 and 15.
  68961. * @param value the value to be added
  68962. * @returns the current updated matrix
  68963. */
  68964. multiplyAtIndex(index: number, value: number): Matrix;
  68965. /**
  68966. * Inserts the translation vector (using 3 floats) in the current matrix
  68967. * @param x defines the 1st component of the translation
  68968. * @param y defines the 2nd component of the translation
  68969. * @param z defines the 3rd component of the translation
  68970. * @returns the current updated matrix
  68971. */
  68972. setTranslationFromFloats(x: number, y: number, z: number): Matrix;
  68973. /**
  68974. * Adds the translation vector (using 3 floats) in the current matrix
  68975. * @param x defines the 1st component of the translation
  68976. * @param y defines the 2nd component of the translation
  68977. * @param z defines the 3rd component of the translation
  68978. * @returns the current updated matrix
  68979. */
  68980. addTranslationFromFloats(x: number, y: number, z: number): Matrix;
  68981. /**
  68982. * Inserts the translation vector in the current matrix
  68983. * @param vector3 defines the translation to insert
  68984. * @returns the current updated matrix
  68985. */
  68986. setTranslation(vector3: DeepImmutable<Vector3>): Matrix;
  68987. /**
  68988. * Gets the translation value of the current matrix
  68989. * @returns a new Vector3 as the extracted translation from the matrix
  68990. */
  68991. getTranslation(): Vector3;
  68992. /**
  68993. * Fill a Vector3 with the extracted translation from the matrix
  68994. * @param result defines the Vector3 where to store the translation
  68995. * @returns the current matrix
  68996. */
  68997. getTranslationToRef(result: Vector3): Matrix;
  68998. /**
  68999. * Remove rotation and scaling part from the matrix
  69000. * @returns the updated matrix
  69001. */
  69002. removeRotationAndScaling(): Matrix;
  69003. /**
  69004. * Multiply two matrices
  69005. * @param other defines the second operand
  69006. * @returns a new matrix set with the multiplication result of the current Matrix and the given one
  69007. */
  69008. multiply(other: DeepImmutable<Matrix>): Matrix;
  69009. /**
  69010. * Copy the current matrix from the given one
  69011. * @param other defines the source matrix
  69012. * @returns the current updated matrix
  69013. */
  69014. copyFrom(other: DeepImmutable<Matrix>): Matrix;
  69015. /**
  69016. * Populates the given array from the starting index with the current matrix values
  69017. * @param array defines the target array
  69018. * @param offset defines the offset in the target array where to start storing values
  69019. * @returns the current matrix
  69020. */
  69021. copyToArray(array: Float32Array, offset?: number): Matrix;
  69022. /**
  69023. * Sets the given matrix "result" with the multiplication result of the current Matrix and the given one
  69024. * @param other defines the second operand
  69025. * @param result defines the matrix where to store the multiplication
  69026. * @returns the current matrix
  69027. */
  69028. multiplyToRef(other: DeepImmutable<Matrix>, result: Matrix): Matrix;
  69029. /**
  69030. * Sets the Float32Array "result" from the given index "offset" with the multiplication of the current matrix and the given one
  69031. * @param other defines the second operand
  69032. * @param result defines the array where to store the multiplication
  69033. * @param offset defines the offset in the target array where to start storing values
  69034. * @returns the current matrix
  69035. */
  69036. multiplyToArray(other: DeepImmutable<Matrix>, result: Float32Array, offset: number): Matrix;
  69037. /**
  69038. * Check equality between this matrix and a second one
  69039. * @param value defines the second matrix to compare
  69040. * @returns true is the current matrix and the given one values are strictly equal
  69041. */
  69042. equals(value: DeepImmutable<Matrix>): boolean;
  69043. /**
  69044. * Clone the current matrix
  69045. * @returns a new matrix from the current matrix
  69046. */
  69047. clone(): Matrix;
  69048. /**
  69049. * Returns the name of the current matrix class
  69050. * @returns the string "Matrix"
  69051. */
  69052. getClassName(): string;
  69053. /**
  69054. * Gets the hash code of the current matrix
  69055. * @returns the hash code
  69056. */
  69057. getHashCode(): number;
  69058. /**
  69059. * Decomposes the current Matrix into a translation, rotation and scaling components
  69060. * @param scale defines the scale vector3 given as a reference to update
  69061. * @param rotation defines the rotation quaternion given as a reference to update
  69062. * @param translation defines the translation vector3 given as a reference to update
  69063. * @returns true if operation was successful
  69064. */
  69065. decompose(scale?: Vector3, rotation?: Quaternion, translation?: Vector3): boolean;
  69066. /**
  69067. * Gets specific row of the matrix
  69068. * @param index defines the number of the row to get
  69069. * @returns the index-th row of the current matrix as a new Vector4
  69070. */
  69071. getRow(index: number): Nullable<Vector4>;
  69072. /**
  69073. * Sets the index-th row of the current matrix to the vector4 values
  69074. * @param index defines the number of the row to set
  69075. * @param row defines the target vector4
  69076. * @returns the updated current matrix
  69077. */
  69078. setRow(index: number, row: Vector4): Matrix;
  69079. /**
  69080. * Compute the transpose of the matrix
  69081. * @returns the new transposed matrix
  69082. */
  69083. transpose(): Matrix;
  69084. /**
  69085. * Compute the transpose of the matrix and store it in a given matrix
  69086. * @param result defines the target matrix
  69087. * @returns the current matrix
  69088. */
  69089. transposeToRef(result: Matrix): Matrix;
  69090. /**
  69091. * Sets the index-th row of the current matrix with the given 4 x float values
  69092. * @param index defines the row index
  69093. * @param x defines the x component to set
  69094. * @param y defines the y component to set
  69095. * @param z defines the z component to set
  69096. * @param w defines the w component to set
  69097. * @returns the updated current matrix
  69098. */
  69099. setRowFromFloats(index: number, x: number, y: number, z: number, w: number): Matrix;
  69100. /**
  69101. * Compute a new matrix set with the current matrix values multiplied by scale (float)
  69102. * @param scale defines the scale factor
  69103. * @returns a new matrix
  69104. */
  69105. scale(scale: number): Matrix;
  69106. /**
  69107. * Scale the current matrix values by a factor to a given result matrix
  69108. * @param scale defines the scale factor
  69109. * @param result defines the matrix to store the result
  69110. * @returns the current matrix
  69111. */
  69112. scaleToRef(scale: number, result: Matrix): Matrix;
  69113. /**
  69114. * Scale the current matrix values by a factor and add the result to a given matrix
  69115. * @param scale defines the scale factor
  69116. * @param result defines the Matrix to store the result
  69117. * @returns the current matrix
  69118. */
  69119. scaleAndAddToRef(scale: number, result: Matrix): Matrix;
  69120. /**
  69121. * Writes to the given matrix a normal matrix, computed from this one (using values from identity matrix for fourth row and column).
  69122. * @param ref matrix to store the result
  69123. */
  69124. toNormalMatrix(ref: Matrix): void;
  69125. /**
  69126. * Gets only rotation part of the current matrix
  69127. * @returns a new matrix sets to the extracted rotation matrix from the current one
  69128. */
  69129. getRotationMatrix(): Matrix;
  69130. /**
  69131. * Extracts the rotation matrix from the current one and sets it as the given "result"
  69132. * @param result defines the target matrix to store data to
  69133. * @returns the current matrix
  69134. */
  69135. getRotationMatrixToRef(result: Matrix): Matrix;
  69136. /**
  69137. * Toggles model matrix from being right handed to left handed in place and vice versa
  69138. */
  69139. toggleModelMatrixHandInPlace(): void;
  69140. /**
  69141. * Toggles projection matrix from being right handed to left handed in place and vice versa
  69142. */
  69143. toggleProjectionMatrixHandInPlace(): void;
  69144. /**
  69145. * Creates a matrix from an array
  69146. * @param array defines the source array
  69147. * @param offset defines an offset in the source array
  69148. * @returns a new Matrix set from the starting index of the given array
  69149. */
  69150. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Matrix;
  69151. /**
  69152. * Copy the content of an array into a given matrix
  69153. * @param array defines the source array
  69154. * @param offset defines an offset in the source array
  69155. * @param result defines the target matrix
  69156. */
  69157. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Matrix): void;
  69158. /**
  69159. * Stores an array into a matrix after having multiplied each component by a given factor
  69160. * @param array defines the source array
  69161. * @param offset defines the offset in the source array
  69162. * @param scale defines the scaling factor
  69163. * @param result defines the target matrix
  69164. */
  69165. static FromFloat32ArrayToRefScaled(array: DeepImmutable<Float32Array>, offset: number, scale: number, result: Matrix): void;
  69166. /**
  69167. * Gets an identity matrix that must not be updated
  69168. */
  69169. static readonly IdentityReadOnly: DeepImmutable<Matrix>;
  69170. /**
  69171. * Stores a list of values (16) inside a given matrix
  69172. * @param initialM11 defines 1st value of 1st row
  69173. * @param initialM12 defines 2nd value of 1st row
  69174. * @param initialM13 defines 3rd value of 1st row
  69175. * @param initialM14 defines 4th value of 1st row
  69176. * @param initialM21 defines 1st value of 2nd row
  69177. * @param initialM22 defines 2nd value of 2nd row
  69178. * @param initialM23 defines 3rd value of 2nd row
  69179. * @param initialM24 defines 4th value of 2nd row
  69180. * @param initialM31 defines 1st value of 3rd row
  69181. * @param initialM32 defines 2nd value of 3rd row
  69182. * @param initialM33 defines 3rd value of 3rd row
  69183. * @param initialM34 defines 4th value of 3rd row
  69184. * @param initialM41 defines 1st value of 4th row
  69185. * @param initialM42 defines 2nd value of 4th row
  69186. * @param initialM43 defines 3rd value of 4th row
  69187. * @param initialM44 defines 4th value of 4th row
  69188. * @param result defines the target matrix
  69189. */
  69190. 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;
  69191. /**
  69192. * Creates new matrix from a list of values (16)
  69193. * @param initialM11 defines 1st value of 1st row
  69194. * @param initialM12 defines 2nd value of 1st row
  69195. * @param initialM13 defines 3rd value of 1st row
  69196. * @param initialM14 defines 4th value of 1st row
  69197. * @param initialM21 defines 1st value of 2nd row
  69198. * @param initialM22 defines 2nd value of 2nd row
  69199. * @param initialM23 defines 3rd value of 2nd row
  69200. * @param initialM24 defines 4th value of 2nd row
  69201. * @param initialM31 defines 1st value of 3rd row
  69202. * @param initialM32 defines 2nd value of 3rd row
  69203. * @param initialM33 defines 3rd value of 3rd row
  69204. * @param initialM34 defines 4th value of 3rd row
  69205. * @param initialM41 defines 1st value of 4th row
  69206. * @param initialM42 defines 2nd value of 4th row
  69207. * @param initialM43 defines 3rd value of 4th row
  69208. * @param initialM44 defines 4th value of 4th row
  69209. * @returns the new matrix
  69210. */
  69211. 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;
  69212. /**
  69213. * Creates a new matrix composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
  69214. * @param scale defines the scale vector3
  69215. * @param rotation defines the rotation quaternion
  69216. * @param translation defines the translation vector3
  69217. * @returns a new matrix
  69218. */
  69219. static Compose(scale: DeepImmutable<Vector3>, rotation: DeepImmutable<Quaternion>, translation: DeepImmutable<Vector3>): Matrix;
  69220. /**
  69221. * Sets a matrix to a value composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
  69222. * @param scale defines the scale vector3
  69223. * @param rotation defines the rotation quaternion
  69224. * @param translation defines the translation vector3
  69225. * @param result defines the target matrix
  69226. */
  69227. static ComposeToRef(scale: DeepImmutable<Vector3>, rotation: DeepImmutable<Quaternion>, translation: DeepImmutable<Vector3>, result: Matrix): void;
  69228. /**
  69229. * Creates a new identity matrix
  69230. * @returns a new identity matrix
  69231. */
  69232. static Identity(): Matrix;
  69233. /**
  69234. * Creates a new identity matrix and stores the result in a given matrix
  69235. * @param result defines the target matrix
  69236. */
  69237. static IdentityToRef(result: Matrix): void;
  69238. /**
  69239. * Creates a new zero matrix
  69240. * @returns a new zero matrix
  69241. */
  69242. static Zero(): Matrix;
  69243. /**
  69244. * Creates a new rotation matrix for "angle" radians around the X axis
  69245. * @param angle defines the angle (in radians) to use
  69246. * @return the new matrix
  69247. */
  69248. static RotationX(angle: number): Matrix;
  69249. /**
  69250. * Creates a new matrix as the invert of a given matrix
  69251. * @param source defines the source matrix
  69252. * @returns the new matrix
  69253. */
  69254. static Invert(source: DeepImmutable<Matrix>): Matrix;
  69255. /**
  69256. * Creates a new rotation matrix for "angle" radians around the X axis and stores it in a given matrix
  69257. * @param angle defines the angle (in radians) to use
  69258. * @param result defines the target matrix
  69259. */
  69260. static RotationXToRef(angle: number, result: Matrix): void;
  69261. /**
  69262. * Creates a new rotation matrix for "angle" radians around the Y axis
  69263. * @param angle defines the angle (in radians) to use
  69264. * @return the new matrix
  69265. */
  69266. static RotationY(angle: number): Matrix;
  69267. /**
  69268. * Creates a new rotation matrix for "angle" radians around the Y axis and stores it in a given matrix
  69269. * @param angle defines the angle (in radians) to use
  69270. * @param result defines the target matrix
  69271. */
  69272. static RotationYToRef(angle: number, result: Matrix): void;
  69273. /**
  69274. * Creates a new rotation matrix for "angle" radians around the Z axis
  69275. * @param angle defines the angle (in radians) to use
  69276. * @return the new matrix
  69277. */
  69278. static RotationZ(angle: number): Matrix;
  69279. /**
  69280. * Creates a new rotation matrix for "angle" radians around the Z axis and stores it in a given matrix
  69281. * @param angle defines the angle (in radians) to use
  69282. * @param result defines the target matrix
  69283. */
  69284. static RotationZToRef(angle: number, result: Matrix): void;
  69285. /**
  69286. * Creates a new rotation matrix for "angle" radians around the given axis
  69287. * @param axis defines the axis to use
  69288. * @param angle defines the angle (in radians) to use
  69289. * @return the new matrix
  69290. */
  69291. static RotationAxis(axis: DeepImmutable<Vector3>, angle: number): Matrix;
  69292. /**
  69293. * Creates a new rotation matrix for "angle" radians around the given axis and stores it in a given matrix
  69294. * @param axis defines the axis to use
  69295. * @param angle defines the angle (in radians) to use
  69296. * @param result defines the target matrix
  69297. */
  69298. static RotationAxisToRef(axis: DeepImmutable<Vector3>, angle: number, result: Matrix): void;
  69299. /**
  69300. * Takes normalised vectors and returns a rotation matrix to align "from" with "to".
  69301. * Taken from http://www.iquilezles.org/www/articles/noacos/noacos.htm
  69302. * @param from defines the vector to align
  69303. * @param to defines the vector to align to
  69304. * @param result defines the target matrix
  69305. */
  69306. static RotationAlignToRef(from: DeepImmutable<Vector3>, to: DeepImmutable<Vector3>, result: Matrix): void;
  69307. /**
  69308. * Creates a rotation matrix
  69309. * @param yaw defines the yaw angle in radians (Y axis)
  69310. * @param pitch defines the pitch angle in radians (X axis)
  69311. * @param roll defines the roll angle in radians (X axis)
  69312. * @returns the new rotation matrix
  69313. */
  69314. static RotationYawPitchRoll(yaw: number, pitch: number, roll: number): Matrix;
  69315. /**
  69316. * Creates a rotation matrix and stores it in a given matrix
  69317. * @param yaw defines the yaw angle in radians (Y axis)
  69318. * @param pitch defines the pitch angle in radians (X axis)
  69319. * @param roll defines the roll angle in radians (X axis)
  69320. * @param result defines the target matrix
  69321. */
  69322. static RotationYawPitchRollToRef(yaw: number, pitch: number, roll: number, result: Matrix): void;
  69323. /**
  69324. * Creates a scaling matrix
  69325. * @param x defines the scale factor on X axis
  69326. * @param y defines the scale factor on Y axis
  69327. * @param z defines the scale factor on Z axis
  69328. * @returns the new matrix
  69329. */
  69330. static Scaling(x: number, y: number, z: number): Matrix;
  69331. /**
  69332. * Creates a scaling matrix and stores it in a given matrix
  69333. * @param x defines the scale factor on X axis
  69334. * @param y defines the scale factor on Y axis
  69335. * @param z defines the scale factor on Z axis
  69336. * @param result defines the target matrix
  69337. */
  69338. static ScalingToRef(x: number, y: number, z: number, result: Matrix): void;
  69339. /**
  69340. * Creates a translation matrix
  69341. * @param x defines the translation on X axis
  69342. * @param y defines the translation on Y axis
  69343. * @param z defines the translationon Z axis
  69344. * @returns the new matrix
  69345. */
  69346. static Translation(x: number, y: number, z: number): Matrix;
  69347. /**
  69348. * Creates a translation matrix and stores it in a given matrix
  69349. * @param x defines the translation on X axis
  69350. * @param y defines the translation on Y axis
  69351. * @param z defines the translationon Z axis
  69352. * @param result defines the target matrix
  69353. */
  69354. static TranslationToRef(x: number, y: number, z: number, result: Matrix): void;
  69355. /**
  69356. * Returns a new Matrix whose values are the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
  69357. * @param startValue defines the start value
  69358. * @param endValue defines the end value
  69359. * @param gradient defines the gradient factor
  69360. * @returns the new matrix
  69361. */
  69362. static Lerp(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number): Matrix;
  69363. /**
  69364. * Set the given matrix "result" as the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
  69365. * @param startValue defines the start value
  69366. * @param endValue defines the end value
  69367. * @param gradient defines the gradient factor
  69368. * @param result defines the Matrix object where to store data
  69369. */
  69370. static LerpToRef(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number, result: Matrix): void;
  69371. /**
  69372. * Builds a new matrix whose values are computed by:
  69373. * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
  69374. * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
  69375. * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
  69376. * @param startValue defines the first matrix
  69377. * @param endValue defines the second matrix
  69378. * @param gradient defines the gradient between the two matrices
  69379. * @returns the new matrix
  69380. */
  69381. static DecomposeLerp(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number): Matrix;
  69382. /**
  69383. * Update a matrix to values which are computed by:
  69384. * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
  69385. * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
  69386. * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
  69387. * @param startValue defines the first matrix
  69388. * @param endValue defines the second matrix
  69389. * @param gradient defines the gradient between the two matrices
  69390. * @param result defines the target matrix
  69391. */
  69392. static DecomposeLerpToRef(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number, result: Matrix): void;
  69393. /**
  69394. * 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"
  69395. * This function works in left handed mode
  69396. * @param eye defines the final position of the entity
  69397. * @param target defines where the entity should look at
  69398. * @param up defines the up vector for the entity
  69399. * @returns the new matrix
  69400. */
  69401. static LookAtLH(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>): Matrix;
  69402. /**
  69403. * 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".
  69404. * This function works in left handed mode
  69405. * @param eye defines the final position of the entity
  69406. * @param target defines where the entity should look at
  69407. * @param up defines the up vector for the entity
  69408. * @param result defines the target matrix
  69409. */
  69410. static LookAtLHToRef(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>, result: Matrix): void;
  69411. /**
  69412. * 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"
  69413. * This function works in right handed mode
  69414. * @param eye defines the final position of the entity
  69415. * @param target defines where the entity should look at
  69416. * @param up defines the up vector for the entity
  69417. * @returns the new matrix
  69418. */
  69419. static LookAtRH(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>): Matrix;
  69420. /**
  69421. * 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".
  69422. * This function works in right handed mode
  69423. * @param eye defines the final position of the entity
  69424. * @param target defines where the entity should look at
  69425. * @param up defines the up vector for the entity
  69426. * @param result defines the target matrix
  69427. */
  69428. static LookAtRHToRef(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>, result: Matrix): void;
  69429. /**
  69430. * Create a left-handed orthographic projection matrix
  69431. * @param width defines the viewport width
  69432. * @param height defines the viewport height
  69433. * @param znear defines the near clip plane
  69434. * @param zfar defines the far clip plane
  69435. * @returns a new matrix as a left-handed orthographic projection matrix
  69436. */
  69437. static OrthoLH(width: number, height: number, znear: number, zfar: number): Matrix;
  69438. /**
  69439. * Store a left-handed orthographic projection to a given matrix
  69440. * @param width defines the viewport width
  69441. * @param height defines the viewport height
  69442. * @param znear defines the near clip plane
  69443. * @param zfar defines the far clip plane
  69444. * @param result defines the target matrix
  69445. */
  69446. static OrthoLHToRef(width: number, height: number, znear: number, zfar: number, result: Matrix): void;
  69447. /**
  69448. * Create a left-handed orthographic projection matrix
  69449. * @param left defines the viewport left coordinate
  69450. * @param right defines the viewport right coordinate
  69451. * @param bottom defines the viewport bottom coordinate
  69452. * @param top defines the viewport top coordinate
  69453. * @param znear defines the near clip plane
  69454. * @param zfar defines the far clip plane
  69455. * @returns a new matrix as a left-handed orthographic projection matrix
  69456. */
  69457. static OrthoOffCenterLH(left: number, right: number, bottom: number, top: number, znear: number, zfar: number): Matrix;
  69458. /**
  69459. * Stores a left-handed orthographic projection into a given matrix
  69460. * @param left defines the viewport left coordinate
  69461. * @param right defines the viewport right coordinate
  69462. * @param bottom defines the viewport bottom coordinate
  69463. * @param top defines the viewport top coordinate
  69464. * @param znear defines the near clip plane
  69465. * @param zfar defines the far clip plane
  69466. * @param result defines the target matrix
  69467. */
  69468. static OrthoOffCenterLHToRef(left: number, right: number, bottom: number, top: number, znear: number, zfar: number, result: Matrix): void;
  69469. /**
  69470. * Creates a right-handed orthographic projection matrix
  69471. * @param left defines the viewport left coordinate
  69472. * @param right defines the viewport right coordinate
  69473. * @param bottom defines the viewport bottom coordinate
  69474. * @param top defines the viewport top coordinate
  69475. * @param znear defines the near clip plane
  69476. * @param zfar defines the far clip plane
  69477. * @returns a new matrix as a right-handed orthographic projection matrix
  69478. */
  69479. static OrthoOffCenterRH(left: number, right: number, bottom: number, top: number, znear: number, zfar: number): Matrix;
  69480. /**
  69481. * Stores a right-handed orthographic projection into a given matrix
  69482. * @param left defines the viewport left coordinate
  69483. * @param right defines the viewport right coordinate
  69484. * @param bottom defines the viewport bottom coordinate
  69485. * @param top defines the viewport top coordinate
  69486. * @param znear defines the near clip plane
  69487. * @param zfar defines the far clip plane
  69488. * @param result defines the target matrix
  69489. */
  69490. static OrthoOffCenterRHToRef(left: number, right: number, bottom: number, top: number, znear: number, zfar: number, result: Matrix): void;
  69491. /**
  69492. * Creates a left-handed perspective projection matrix
  69493. * @param width defines the viewport width
  69494. * @param height defines the viewport height
  69495. * @param znear defines the near clip plane
  69496. * @param zfar defines the far clip plane
  69497. * @returns a new matrix as a left-handed perspective projection matrix
  69498. */
  69499. static PerspectiveLH(width: number, height: number, znear: number, zfar: number): Matrix;
  69500. /**
  69501. * Creates a left-handed perspective projection matrix
  69502. * @param fov defines the horizontal field of view
  69503. * @param aspect defines the aspect ratio
  69504. * @param znear defines the near clip plane
  69505. * @param zfar defines the far clip plane
  69506. * @returns a new matrix as a left-handed perspective projection matrix
  69507. */
  69508. static PerspectiveFovLH(fov: number, aspect: number, znear: number, zfar: number): Matrix;
  69509. /**
  69510. * Stores a left-handed perspective projection into a given matrix
  69511. * @param fov defines the horizontal field of view
  69512. * @param aspect defines the aspect ratio
  69513. * @param znear defines the near clip plane
  69514. * @param zfar defines the far clip plane
  69515. * @param result defines the target matrix
  69516. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  69517. */
  69518. static PerspectiveFovLHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix, isVerticalFovFixed?: boolean): void;
  69519. /**
  69520. * Creates a right-handed perspective projection matrix
  69521. * @param fov defines the horizontal field of view
  69522. * @param aspect defines the aspect ratio
  69523. * @param znear defines the near clip plane
  69524. * @param zfar defines the far clip plane
  69525. * @returns a new matrix as a right-handed perspective projection matrix
  69526. */
  69527. static PerspectiveFovRH(fov: number, aspect: number, znear: number, zfar: number): Matrix;
  69528. /**
  69529. * Stores a right-handed perspective projection into a given matrix
  69530. * @param fov defines the horizontal field of view
  69531. * @param aspect defines the aspect ratio
  69532. * @param znear defines the near clip plane
  69533. * @param zfar defines the far clip plane
  69534. * @param result defines the target matrix
  69535. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  69536. */
  69537. static PerspectiveFovRHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix, isVerticalFovFixed?: boolean): void;
  69538. /**
  69539. * Stores a perspective projection for WebVR info a given matrix
  69540. * @param fov defines the field of view
  69541. * @param znear defines the near clip plane
  69542. * @param zfar defines the far clip plane
  69543. * @param result defines the target matrix
  69544. * @param rightHanded defines if the matrix must be in right-handed mode (false by default)
  69545. */
  69546. static PerspectiveFovWebVRToRef(fov: {
  69547. upDegrees: number;
  69548. downDegrees: number;
  69549. leftDegrees: number;
  69550. rightDegrees: number;
  69551. }, znear: number, zfar: number, result: Matrix, rightHanded?: boolean): void;
  69552. /**
  69553. * Computes a complete transformation matrix
  69554. * @param viewport defines the viewport to use
  69555. * @param world defines the world matrix
  69556. * @param view defines the view matrix
  69557. * @param projection defines the projection matrix
  69558. * @param zmin defines the near clip plane
  69559. * @param zmax defines the far clip plane
  69560. * @returns the transformation matrix
  69561. */
  69562. static GetFinalMatrix(viewport: DeepImmutable<Viewport>, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, zmin: number, zmax: number): Matrix;
  69563. /**
  69564. * Extracts a 2x2 matrix from a given matrix and store the result in a Float32Array
  69565. * @param matrix defines the matrix to use
  69566. * @returns a new Float32Array array with 4 elements : the 2x2 matrix extracted from the given matrix
  69567. */
  69568. static GetAsMatrix2x2(matrix: DeepImmutable<Matrix>): Float32Array;
  69569. /**
  69570. * Extracts a 3x3 matrix from a given matrix and store the result in a Float32Array
  69571. * @param matrix defines the matrix to use
  69572. * @returns a new Float32Array array with 9 elements : the 3x3 matrix extracted from the given matrix
  69573. */
  69574. static GetAsMatrix3x3(matrix: DeepImmutable<Matrix>): Float32Array;
  69575. /**
  69576. * Compute the transpose of a given matrix
  69577. * @param matrix defines the matrix to transpose
  69578. * @returns the new matrix
  69579. */
  69580. static Transpose(matrix: DeepImmutable<Matrix>): Matrix;
  69581. /**
  69582. * Compute the transpose of a matrix and store it in a target matrix
  69583. * @param matrix defines the matrix to transpose
  69584. * @param result defines the target matrix
  69585. */
  69586. static TransposeToRef(matrix: DeepImmutable<Matrix>, result: Matrix): void;
  69587. /**
  69588. * Computes a reflection matrix from a plane
  69589. * @param plane defines the reflection plane
  69590. * @returns a new matrix
  69591. */
  69592. static Reflection(plane: DeepImmutable<IPlaneLike>): Matrix;
  69593. /**
  69594. * Computes a reflection matrix from a plane
  69595. * @param plane defines the reflection plane
  69596. * @param result defines the target matrix
  69597. */
  69598. static ReflectionToRef(plane: DeepImmutable<IPlaneLike>, result: Matrix): void;
  69599. /**
  69600. * Sets the given matrix as a rotation matrix composed from the 3 left handed axes
  69601. * @param xaxis defines the value of the 1st axis
  69602. * @param yaxis defines the value of the 2nd axis
  69603. * @param zaxis defines the value of the 3rd axis
  69604. * @param result defines the target matrix
  69605. */
  69606. static FromXYZAxesToRef(xaxis: DeepImmutable<Vector3>, yaxis: DeepImmutable<Vector3>, zaxis: DeepImmutable<Vector3>, result: Matrix): void;
  69607. /**
  69608. * Creates a rotation matrix from a quaternion and stores it in a target matrix
  69609. * @param quat defines the quaternion to use
  69610. * @param result defines the target matrix
  69611. */
  69612. static FromQuaternionToRef(quat: DeepImmutable<Quaternion>, result: Matrix): void;
  69613. }
  69614. /**
  69615. * @hidden
  69616. */
  69617. export class TmpVectors {
  69618. static Vector2: Vector2[];
  69619. static Vector3: Vector3[];
  69620. static Vector4: Vector4[];
  69621. static Quaternion: Quaternion[];
  69622. static Matrix: Matrix[];
  69623. }
  69624. }
  69625. declare module BABYLON {
  69626. /** Defines the cross module used constants to avoid circular dependncies */
  69627. export class Constants {
  69628. /** Defines that alpha blending is disabled */
  69629. static readonly ALPHA_DISABLE: number;
  69630. /** Defines that alpha blending to SRC ALPHA * SRC + DEST */
  69631. static readonly ALPHA_ADD: number;
  69632. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC ALPHA) * DEST */
  69633. static readonly ALPHA_COMBINE: number;
  69634. /** Defines that alpha blending to DEST - SRC * DEST */
  69635. static readonly ALPHA_SUBTRACT: number;
  69636. /** Defines that alpha blending to SRC * DEST */
  69637. static readonly ALPHA_MULTIPLY: number;
  69638. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC) * DEST */
  69639. static readonly ALPHA_MAXIMIZED: number;
  69640. /** Defines that alpha blending to SRC + DEST */
  69641. static readonly ALPHA_ONEONE: number;
  69642. /** Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST */
  69643. static readonly ALPHA_PREMULTIPLIED: number;
  69644. /**
  69645. * Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST
  69646. * Alpha will be set to (1 - SRC ALPHA) * DEST ALPHA
  69647. */
  69648. static readonly ALPHA_PREMULTIPLIED_PORTERDUFF: number;
  69649. /** Defines that alpha blending to CST * SRC + (1 - CST) * DEST */
  69650. static readonly ALPHA_INTERPOLATE: number;
  69651. /**
  69652. * Defines that alpha blending to SRC + (1 - SRC) * DEST
  69653. * Alpha will be set to SRC ALPHA + (1 - SRC ALPHA) * DEST ALPHA
  69654. */
  69655. static readonly ALPHA_SCREENMODE: number;
  69656. /** Defines that the ressource is not delayed*/
  69657. static readonly DELAYLOADSTATE_NONE: number;
  69658. /** Defines that the ressource was successfully delay loaded */
  69659. static readonly DELAYLOADSTATE_LOADED: number;
  69660. /** Defines that the ressource is currently delay loading */
  69661. static readonly DELAYLOADSTATE_LOADING: number;
  69662. /** Defines that the ressource is delayed and has not started loading */
  69663. static readonly DELAYLOADSTATE_NOTLOADED: number;
  69664. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn */
  69665. static readonly NEVER: number;
  69666. /** 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 */
  69667. static readonly ALWAYS: number;
  69668. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value */
  69669. static readonly LESS: number;
  69670. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value */
  69671. static readonly EQUAL: number;
  69672. /** 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 */
  69673. static readonly LEQUAL: number;
  69674. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value */
  69675. static readonly GREATER: number;
  69676. /** 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 */
  69677. static readonly GEQUAL: number;
  69678. /** 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 */
  69679. static readonly NOTEQUAL: number;
  69680. /** Passed to stencilOperation to specify that stencil value must be kept */
  69681. static readonly KEEP: number;
  69682. /** Passed to stencilOperation to specify that stencil value must be replaced */
  69683. static readonly REPLACE: number;
  69684. /** Passed to stencilOperation to specify that stencil value must be incremented */
  69685. static readonly INCR: number;
  69686. /** Passed to stencilOperation to specify that stencil value must be decremented */
  69687. static readonly DECR: number;
  69688. /** Passed to stencilOperation to specify that stencil value must be inverted */
  69689. static readonly INVERT: number;
  69690. /** Passed to stencilOperation to specify that stencil value must be incremented with wrapping */
  69691. static readonly INCR_WRAP: number;
  69692. /** Passed to stencilOperation to specify that stencil value must be decremented with wrapping */
  69693. static readonly DECR_WRAP: number;
  69694. /** Texture is not repeating outside of 0..1 UVs */
  69695. static readonly TEXTURE_CLAMP_ADDRESSMODE: number;
  69696. /** Texture is repeating outside of 0..1 UVs */
  69697. static readonly TEXTURE_WRAP_ADDRESSMODE: number;
  69698. /** Texture is repeating and mirrored */
  69699. static readonly TEXTURE_MIRROR_ADDRESSMODE: number;
  69700. /** ALPHA */
  69701. static readonly TEXTUREFORMAT_ALPHA: number;
  69702. /** LUMINANCE */
  69703. static readonly TEXTUREFORMAT_LUMINANCE: number;
  69704. /** LUMINANCE_ALPHA */
  69705. static readonly TEXTUREFORMAT_LUMINANCE_ALPHA: number;
  69706. /** RGB */
  69707. static readonly TEXTUREFORMAT_RGB: number;
  69708. /** RGBA */
  69709. static readonly TEXTUREFORMAT_RGBA: number;
  69710. /** RED */
  69711. static readonly TEXTUREFORMAT_RED: number;
  69712. /** RED (2nd reference) */
  69713. static readonly TEXTUREFORMAT_R: number;
  69714. /** RG */
  69715. static readonly TEXTUREFORMAT_RG: number;
  69716. /** RED_INTEGER */
  69717. static readonly TEXTUREFORMAT_RED_INTEGER: number;
  69718. /** RED_INTEGER (2nd reference) */
  69719. static readonly TEXTUREFORMAT_R_INTEGER: number;
  69720. /** RG_INTEGER */
  69721. static readonly TEXTUREFORMAT_RG_INTEGER: number;
  69722. /** RGB_INTEGER */
  69723. static readonly TEXTUREFORMAT_RGB_INTEGER: number;
  69724. /** RGBA_INTEGER */
  69725. static readonly TEXTUREFORMAT_RGBA_INTEGER: number;
  69726. /** UNSIGNED_BYTE */
  69727. static readonly TEXTURETYPE_UNSIGNED_BYTE: number;
  69728. /** UNSIGNED_BYTE (2nd reference) */
  69729. static readonly TEXTURETYPE_UNSIGNED_INT: number;
  69730. /** FLOAT */
  69731. static readonly TEXTURETYPE_FLOAT: number;
  69732. /** HALF_FLOAT */
  69733. static readonly TEXTURETYPE_HALF_FLOAT: number;
  69734. /** BYTE */
  69735. static readonly TEXTURETYPE_BYTE: number;
  69736. /** SHORT */
  69737. static readonly TEXTURETYPE_SHORT: number;
  69738. /** UNSIGNED_SHORT */
  69739. static readonly TEXTURETYPE_UNSIGNED_SHORT: number;
  69740. /** INT */
  69741. static readonly TEXTURETYPE_INT: number;
  69742. /** UNSIGNED_INT */
  69743. static readonly TEXTURETYPE_UNSIGNED_INTEGER: number;
  69744. /** UNSIGNED_SHORT_4_4_4_4 */
  69745. static readonly TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4: number;
  69746. /** UNSIGNED_SHORT_5_5_5_1 */
  69747. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1: number;
  69748. /** UNSIGNED_SHORT_5_6_5 */
  69749. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_6_5: number;
  69750. /** UNSIGNED_INT_2_10_10_10_REV */
  69751. static readonly TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV: number;
  69752. /** UNSIGNED_INT_24_8 */
  69753. static readonly TEXTURETYPE_UNSIGNED_INT_24_8: number;
  69754. /** UNSIGNED_INT_10F_11F_11F_REV */
  69755. static readonly TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV: number;
  69756. /** UNSIGNED_INT_5_9_9_9_REV */
  69757. static readonly TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV: number;
  69758. /** FLOAT_32_UNSIGNED_INT_24_8_REV */
  69759. static readonly TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV: number;
  69760. /** nearest is mag = nearest and min = nearest and mip = linear */
  69761. static readonly TEXTURE_NEAREST_SAMPLINGMODE: number;
  69762. /** Bilinear is mag = linear and min = linear and mip = nearest */
  69763. static readonly TEXTURE_BILINEAR_SAMPLINGMODE: number;
  69764. /** Trilinear is mag = linear and min = linear and mip = linear */
  69765. static readonly TEXTURE_TRILINEAR_SAMPLINGMODE: number;
  69766. /** nearest is mag = nearest and min = nearest and mip = linear */
  69767. static readonly TEXTURE_NEAREST_NEAREST_MIPLINEAR: number;
  69768. /** Bilinear is mag = linear and min = linear and mip = nearest */
  69769. static readonly TEXTURE_LINEAR_LINEAR_MIPNEAREST: number;
  69770. /** Trilinear is mag = linear and min = linear and mip = linear */
  69771. static readonly TEXTURE_LINEAR_LINEAR_MIPLINEAR: number;
  69772. /** mag = nearest and min = nearest and mip = nearest */
  69773. static readonly TEXTURE_NEAREST_NEAREST_MIPNEAREST: number;
  69774. /** mag = nearest and min = linear and mip = nearest */
  69775. static readonly TEXTURE_NEAREST_LINEAR_MIPNEAREST: number;
  69776. /** mag = nearest and min = linear and mip = linear */
  69777. static readonly TEXTURE_NEAREST_LINEAR_MIPLINEAR: number;
  69778. /** mag = nearest and min = linear and mip = none */
  69779. static readonly TEXTURE_NEAREST_LINEAR: number;
  69780. /** mag = nearest and min = nearest and mip = none */
  69781. static readonly TEXTURE_NEAREST_NEAREST: number;
  69782. /** mag = linear and min = nearest and mip = nearest */
  69783. static readonly TEXTURE_LINEAR_NEAREST_MIPNEAREST: number;
  69784. /** mag = linear and min = nearest and mip = linear */
  69785. static readonly TEXTURE_LINEAR_NEAREST_MIPLINEAR: number;
  69786. /** mag = linear and min = linear and mip = none */
  69787. static readonly TEXTURE_LINEAR_LINEAR: number;
  69788. /** mag = linear and min = nearest and mip = none */
  69789. static readonly TEXTURE_LINEAR_NEAREST: number;
  69790. /** Explicit coordinates mode */
  69791. static readonly TEXTURE_EXPLICIT_MODE: number;
  69792. /** Spherical coordinates mode */
  69793. static readonly TEXTURE_SPHERICAL_MODE: number;
  69794. /** Planar coordinates mode */
  69795. static readonly TEXTURE_PLANAR_MODE: number;
  69796. /** Cubic coordinates mode */
  69797. static readonly TEXTURE_CUBIC_MODE: number;
  69798. /** Projection coordinates mode */
  69799. static readonly TEXTURE_PROJECTION_MODE: number;
  69800. /** Skybox coordinates mode */
  69801. static readonly TEXTURE_SKYBOX_MODE: number;
  69802. /** Inverse Cubic coordinates mode */
  69803. static readonly TEXTURE_INVCUBIC_MODE: number;
  69804. /** Equirectangular coordinates mode */
  69805. static readonly TEXTURE_EQUIRECTANGULAR_MODE: number;
  69806. /** Equirectangular Fixed coordinates mode */
  69807. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MODE: number;
  69808. /** Equirectangular Fixed Mirrored coordinates mode */
  69809. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  69810. /** Defines that texture rescaling will use a floor to find the closer power of 2 size */
  69811. static readonly SCALEMODE_FLOOR: number;
  69812. /** Defines that texture rescaling will look for the nearest power of 2 size */
  69813. static readonly SCALEMODE_NEAREST: number;
  69814. /** Defines that texture rescaling will use a ceil to find the closer power of 2 size */
  69815. static readonly SCALEMODE_CEILING: number;
  69816. /**
  69817. * The dirty texture flag value
  69818. */
  69819. static readonly MATERIAL_TextureDirtyFlag: number;
  69820. /**
  69821. * The dirty light flag value
  69822. */
  69823. static readonly MATERIAL_LightDirtyFlag: number;
  69824. /**
  69825. * The dirty fresnel flag value
  69826. */
  69827. static readonly MATERIAL_FresnelDirtyFlag: number;
  69828. /**
  69829. * The dirty attribute flag value
  69830. */
  69831. static readonly MATERIAL_AttributesDirtyFlag: number;
  69832. /**
  69833. * The dirty misc flag value
  69834. */
  69835. static readonly MATERIAL_MiscDirtyFlag: number;
  69836. /**
  69837. * The all dirty flag value
  69838. */
  69839. static readonly MATERIAL_AllDirtyFlag: number;
  69840. /**
  69841. * Returns the triangle fill mode
  69842. */
  69843. static readonly MATERIAL_TriangleFillMode: number;
  69844. /**
  69845. * Returns the wireframe mode
  69846. */
  69847. static readonly MATERIAL_WireFrameFillMode: number;
  69848. /**
  69849. * Returns the point fill mode
  69850. */
  69851. static readonly MATERIAL_PointFillMode: number;
  69852. /**
  69853. * Returns the point list draw mode
  69854. */
  69855. static readonly MATERIAL_PointListDrawMode: number;
  69856. /**
  69857. * Returns the line list draw mode
  69858. */
  69859. static readonly MATERIAL_LineListDrawMode: number;
  69860. /**
  69861. * Returns the line loop draw mode
  69862. */
  69863. static readonly MATERIAL_LineLoopDrawMode: number;
  69864. /**
  69865. * Returns the line strip draw mode
  69866. */
  69867. static readonly MATERIAL_LineStripDrawMode: number;
  69868. /**
  69869. * Returns the triangle strip draw mode
  69870. */
  69871. static readonly MATERIAL_TriangleStripDrawMode: number;
  69872. /**
  69873. * Returns the triangle fan draw mode
  69874. */
  69875. static readonly MATERIAL_TriangleFanDrawMode: number;
  69876. /**
  69877. * Stores the clock-wise side orientation
  69878. */
  69879. static readonly MATERIAL_ClockWiseSideOrientation: number;
  69880. /**
  69881. * Stores the counter clock-wise side orientation
  69882. */
  69883. static readonly MATERIAL_CounterClockWiseSideOrientation: number;
  69884. /**
  69885. * Nothing
  69886. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69887. */
  69888. static readonly ACTION_NothingTrigger: number;
  69889. /**
  69890. * On pick
  69891. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69892. */
  69893. static readonly ACTION_OnPickTrigger: number;
  69894. /**
  69895. * On left pick
  69896. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69897. */
  69898. static readonly ACTION_OnLeftPickTrigger: number;
  69899. /**
  69900. * On right pick
  69901. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69902. */
  69903. static readonly ACTION_OnRightPickTrigger: number;
  69904. /**
  69905. * On center pick
  69906. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69907. */
  69908. static readonly ACTION_OnCenterPickTrigger: number;
  69909. /**
  69910. * On pick down
  69911. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69912. */
  69913. static readonly ACTION_OnPickDownTrigger: number;
  69914. /**
  69915. * On double pick
  69916. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69917. */
  69918. static readonly ACTION_OnDoublePickTrigger: number;
  69919. /**
  69920. * On pick up
  69921. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69922. */
  69923. static readonly ACTION_OnPickUpTrigger: number;
  69924. /**
  69925. * On pick out.
  69926. * This trigger will only be raised if you also declared a OnPickDown
  69927. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69928. */
  69929. static readonly ACTION_OnPickOutTrigger: number;
  69930. /**
  69931. * On long press
  69932. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69933. */
  69934. static readonly ACTION_OnLongPressTrigger: number;
  69935. /**
  69936. * On pointer over
  69937. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69938. */
  69939. static readonly ACTION_OnPointerOverTrigger: number;
  69940. /**
  69941. * On pointer out
  69942. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69943. */
  69944. static readonly ACTION_OnPointerOutTrigger: number;
  69945. /**
  69946. * On every frame
  69947. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69948. */
  69949. static readonly ACTION_OnEveryFrameTrigger: number;
  69950. /**
  69951. * On intersection enter
  69952. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69953. */
  69954. static readonly ACTION_OnIntersectionEnterTrigger: number;
  69955. /**
  69956. * On intersection exit
  69957. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69958. */
  69959. static readonly ACTION_OnIntersectionExitTrigger: number;
  69960. /**
  69961. * On key down
  69962. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69963. */
  69964. static readonly ACTION_OnKeyDownTrigger: number;
  69965. /**
  69966. * On key up
  69967. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69968. */
  69969. static readonly ACTION_OnKeyUpTrigger: number;
  69970. /**
  69971. * Billboard mode will only apply to Y axis
  69972. */
  69973. static readonly PARTICLES_BILLBOARDMODE_Y: number;
  69974. /**
  69975. * Billboard mode will apply to all axes
  69976. */
  69977. static readonly PARTICLES_BILLBOARDMODE_ALL: number;
  69978. /**
  69979. * Special billboard mode where the particle will be biilboard to the camera but rotated to align with direction
  69980. */
  69981. static readonly PARTICLES_BILLBOARDMODE_STRETCHED: number;
  69982. /**
  69983. * Gets or sets base Assets URL
  69984. */
  69985. static PARTICLES_BaseAssetsUrl: string;
  69986. /** Default culling strategy : this is an exclusion test and it's the more accurate.
  69987. * Test order :
  69988. * Is the bounding sphere outside the frustum ?
  69989. * If not, are the bounding box vertices outside the frustum ?
  69990. * It not, then the cullable object is in the frustum.
  69991. */
  69992. static readonly MESHES_CULLINGSTRATEGY_STANDARD: number;
  69993. /** Culling strategy : Bounding Sphere Only.
  69994. * This is an exclusion test. It's faster than the standard strategy because the bounding box is not tested.
  69995. * It's also less accurate than the standard because some not visible objects can still be selected.
  69996. * Test : is the bounding sphere outside the frustum ?
  69997. * If not, then the cullable object is in the frustum.
  69998. */
  69999. static readonly MESHES_CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY: number;
  70000. /** Culling strategy : Optimistic Inclusion.
  70001. * This in an inclusion test first, then the standard exclusion test.
  70002. * This can be faster when a cullable object is expected to be almost always in the camera frustum.
  70003. * 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.
  70004. * Anyway, it's as accurate as the standard strategy.
  70005. * Test :
  70006. * Is the cullable object bounding sphere center in the frustum ?
  70007. * If not, apply the default culling strategy.
  70008. */
  70009. static readonly MESHES_CULLINGSTRATEGY_OPTIMISTIC_INCLUSION: number;
  70010. /** Culling strategy : Optimistic Inclusion then Bounding Sphere Only.
  70011. * This in an inclusion test first, then the bounding sphere only exclusion test.
  70012. * This can be the fastest test when a cullable object is expected to be almost always in the camera frustum.
  70013. * 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.
  70014. * It's less accurate than the standard strategy and as accurate as the BoundingSphereOnly strategy.
  70015. * Test :
  70016. * Is the cullable object bounding sphere center in the frustum ?
  70017. * If not, apply the Bounding Sphere Only strategy. No Bounding Box is tested here.
  70018. */
  70019. static readonly MESHES_CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY: number;
  70020. /**
  70021. * No logging while loading
  70022. */
  70023. static readonly SCENELOADER_NO_LOGGING: number;
  70024. /**
  70025. * Minimal logging while loading
  70026. */
  70027. static readonly SCENELOADER_MINIMAL_LOGGING: number;
  70028. /**
  70029. * Summary logging while loading
  70030. */
  70031. static readonly SCENELOADER_SUMMARY_LOGGING: number;
  70032. /**
  70033. * Detailled logging while loading
  70034. */
  70035. static readonly SCENELOADER_DETAILED_LOGGING: number;
  70036. }
  70037. }
  70038. declare module BABYLON {
  70039. /**
  70040. * Class used to store and describe the pipeline context associated with an effect
  70041. */
  70042. export interface IPipelineContext {
  70043. /**
  70044. * Gets a boolean indicating that this pipeline context is supporting asynchronous creating
  70045. */
  70046. isAsync: boolean;
  70047. /**
  70048. * Gets a boolean indicating that the context is ready to be used (like shaders / pipelines are compiled and ready for instance)
  70049. */
  70050. isReady: boolean;
  70051. /** @hidden */
  70052. _handlesSpectorRebuildCallback(onCompiled: (compiledObject: any) => void): void;
  70053. }
  70054. }
  70055. declare module BABYLON {
  70056. /** @hidden */
  70057. export interface IShaderProcessor {
  70058. attributeProcessor?: (attribute: string) => string;
  70059. varyingProcessor?: (varying: string, isFragment: boolean) => string;
  70060. uniformProcessor?: (uniform: string, isFragment: boolean) => string;
  70061. uniformBufferProcessor?: (uniformBuffer: string, isFragment: boolean) => string;
  70062. endOfUniformBufferProcessor?: (closingBracketLine: string, isFragment: boolean) => string;
  70063. lineProcessor?: (line: string, isFragment: boolean) => string;
  70064. preProcessor?: (code: string, defines: string[], isFragment: boolean) => string;
  70065. postProcessor?: (code: string, defines: string[], isFragment: boolean) => string;
  70066. }
  70067. }
  70068. declare module BABYLON {
  70069. /** @hidden */
  70070. export interface ProcessingOptions {
  70071. defines: string[];
  70072. indexParameters: any;
  70073. isFragment: boolean;
  70074. shouldUseHighPrecisionShader: boolean;
  70075. supportsUniformBuffers: boolean;
  70076. shadersRepository: string;
  70077. includesShadersStore: {
  70078. [key: string]: string;
  70079. };
  70080. processor?: IShaderProcessor;
  70081. version: string;
  70082. platformName: string;
  70083. lookForClosingBracketForUniformBuffer?: boolean;
  70084. }
  70085. }
  70086. declare module BABYLON {
  70087. /**
  70088. * Helper to manipulate strings
  70089. */
  70090. export class StringTools {
  70091. /**
  70092. * Checks for a matching suffix at the end of a string (for ES5 and lower)
  70093. * @param str Source string
  70094. * @param suffix Suffix to search for in the source string
  70095. * @returns Boolean indicating whether the suffix was found (true) or not (false)
  70096. */
  70097. static EndsWith(str: string, suffix: string): boolean;
  70098. /**
  70099. * Checks for a matching suffix at the beginning of a string (for ES5 and lower)
  70100. * @param str Source string
  70101. * @param suffix Suffix to search for in the source string
  70102. * @returns Boolean indicating whether the suffix was found (true) or not (false)
  70103. */
  70104. static StartsWith(str: string, suffix: string): boolean;
  70105. }
  70106. }
  70107. declare module BABYLON {
  70108. /** @hidden */
  70109. export class ShaderCodeNode {
  70110. line: string;
  70111. children: ShaderCodeNode[];
  70112. additionalDefineKey?: string;
  70113. additionalDefineValue?: string;
  70114. isValid(preprocessors: {
  70115. [key: string]: string;
  70116. }): boolean;
  70117. process(preprocessors: {
  70118. [key: string]: string;
  70119. }, options: ProcessingOptions): string;
  70120. }
  70121. }
  70122. declare module BABYLON {
  70123. /** @hidden */
  70124. export class ShaderCodeCursor {
  70125. private _lines;
  70126. lineIndex: number;
  70127. readonly currentLine: string;
  70128. readonly canRead: boolean;
  70129. lines: string[];
  70130. }
  70131. }
  70132. declare module BABYLON {
  70133. /** @hidden */
  70134. export class ShaderCodeConditionNode extends ShaderCodeNode {
  70135. process(preprocessors: {
  70136. [key: string]: string;
  70137. }, options: ProcessingOptions): string;
  70138. }
  70139. }
  70140. declare module BABYLON {
  70141. /** @hidden */
  70142. export class ShaderDefineExpression {
  70143. isTrue(preprocessors: {
  70144. [key: string]: string;
  70145. }): boolean;
  70146. }
  70147. }
  70148. declare module BABYLON {
  70149. /** @hidden */
  70150. export class ShaderCodeTestNode extends ShaderCodeNode {
  70151. testExpression: ShaderDefineExpression;
  70152. isValid(preprocessors: {
  70153. [key: string]: string;
  70154. }): boolean;
  70155. }
  70156. }
  70157. declare module BABYLON {
  70158. /** @hidden */
  70159. export class ShaderDefineIsDefinedOperator extends ShaderDefineExpression {
  70160. define: string;
  70161. not: boolean;
  70162. constructor(define: string, not?: boolean);
  70163. isTrue(preprocessors: {
  70164. [key: string]: string;
  70165. }): boolean;
  70166. }
  70167. }
  70168. declare module BABYLON {
  70169. /** @hidden */
  70170. export class ShaderDefineOrOperator extends ShaderDefineExpression {
  70171. leftOperand: ShaderDefineExpression;
  70172. rightOperand: ShaderDefineExpression;
  70173. isTrue(preprocessors: {
  70174. [key: string]: string;
  70175. }): boolean;
  70176. }
  70177. }
  70178. declare module BABYLON {
  70179. /** @hidden */
  70180. export class ShaderDefineAndOperator extends ShaderDefineExpression {
  70181. leftOperand: ShaderDefineExpression;
  70182. rightOperand: ShaderDefineExpression;
  70183. isTrue(preprocessors: {
  70184. [key: string]: string;
  70185. }): boolean;
  70186. }
  70187. }
  70188. declare module BABYLON {
  70189. /** @hidden */
  70190. export class ShaderDefineArithmeticOperator extends ShaderDefineExpression {
  70191. define: string;
  70192. operand: string;
  70193. testValue: string;
  70194. constructor(define: string, operand: string, testValue: string);
  70195. isTrue(preprocessors: {
  70196. [key: string]: string;
  70197. }): boolean;
  70198. }
  70199. }
  70200. declare module BABYLON {
  70201. /**
  70202. * @ignore
  70203. * Application error to support additional information when loading a file
  70204. */
  70205. export class LoadFileError extends Error {
  70206. /** defines the optional web request */
  70207. request?: WebRequest | undefined;
  70208. private static _setPrototypeOf;
  70209. /**
  70210. * Creates a new LoadFileError
  70211. * @param message defines the message of the error
  70212. * @param request defines the optional web request
  70213. */
  70214. constructor(message: string,
  70215. /** defines the optional web request */
  70216. request?: WebRequest | undefined);
  70217. }
  70218. }
  70219. declare module BABYLON {
  70220. /**
  70221. * Class used to enable access to offline support
  70222. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  70223. */
  70224. export interface IOfflineProvider {
  70225. /**
  70226. * Gets a boolean indicating if scene must be saved in the database
  70227. */
  70228. enableSceneOffline: boolean;
  70229. /**
  70230. * Gets a boolean indicating if textures must be saved in the database
  70231. */
  70232. enableTexturesOffline: boolean;
  70233. /**
  70234. * Open the offline support and make it available
  70235. * @param successCallback defines the callback to call on success
  70236. * @param errorCallback defines the callback to call on error
  70237. */
  70238. open(successCallback: () => void, errorCallback: () => void): void;
  70239. /**
  70240. * Loads an image from the offline support
  70241. * @param url defines the url to load from
  70242. * @param image defines the target DOM image
  70243. */
  70244. loadImage(url: string, image: HTMLImageElement): void;
  70245. /**
  70246. * Loads a file from offline support
  70247. * @param url defines the URL to load from
  70248. * @param sceneLoaded defines a callback to call on success
  70249. * @param progressCallBack defines a callback to call when progress changed
  70250. * @param errorCallback defines a callback to call on error
  70251. * @param useArrayBuffer defines a boolean to use array buffer instead of text string
  70252. */
  70253. loadFile(url: string, sceneLoaded: (data: any) => void, progressCallBack?: (data: any) => void, errorCallback?: () => void, useArrayBuffer?: boolean): void;
  70254. }
  70255. }
  70256. declare module BABYLON {
  70257. /**
  70258. * Class used to help managing file picking and drag'n'drop
  70259. * File Storage
  70260. */
  70261. export class FilesInputStore {
  70262. /**
  70263. * List of files ready to be loaded
  70264. */
  70265. static FilesToLoad: {
  70266. [key: string]: File;
  70267. };
  70268. }
  70269. }
  70270. declare module BABYLON {
  70271. /**
  70272. * Class used to define a retry strategy when error happens while loading assets
  70273. */
  70274. export class RetryStrategy {
  70275. /**
  70276. * Function used to defines an exponential back off strategy
  70277. * @param maxRetries defines the maximum number of retries (3 by default)
  70278. * @param baseInterval defines the interval between retries
  70279. * @returns the strategy function to use
  70280. */
  70281. static ExponentialBackoff(maxRetries?: number, baseInterval?: number): (url: string, request: WebRequest, retryIndex: number) => number;
  70282. }
  70283. }
  70284. declare module BABYLON {
  70285. /**
  70286. * @hidden
  70287. */
  70288. export class FileTools {
  70289. /**
  70290. * Gets or sets the retry strategy to apply when an error happens while loading an asset
  70291. */
  70292. static DefaultRetryStrategy: (url: string, request: WebRequest, retryIndex: number) => number;
  70293. /**
  70294. * Gets or sets the base URL to use to load assets
  70295. */
  70296. static BaseUrl: string;
  70297. /**
  70298. * Default behaviour for cors in the application.
  70299. * It can be a string if the expected behavior is identical in the entire app.
  70300. * Or a callback to be able to set it per url or on a group of them (in case of Video source for instance)
  70301. */
  70302. static CorsBehavior: string | ((url: string | string[]) => string);
  70303. /**
  70304. * Gets or sets a function used to pre-process url before using them to load assets
  70305. */
  70306. static PreprocessUrl: (url: string) => string;
  70307. /**
  70308. * Removes unwanted characters from an url
  70309. * @param url defines the url to clean
  70310. * @returns the cleaned url
  70311. */
  70312. private static _CleanUrl;
  70313. /**
  70314. * Sets the cors behavior on a dom element. This will add the required Tools.CorsBehavior to the element.
  70315. * @param url define the url we are trying
  70316. * @param element define the dom element where to configure the cors policy
  70317. */
  70318. static SetCorsBehavior(url: string | string[], element: {
  70319. crossOrigin: string | null;
  70320. }): void;
  70321. /**
  70322. * Loads an image as an HTMLImageElement.
  70323. * @param input url string, ArrayBuffer, or Blob to load
  70324. * @param onLoad callback called when the image successfully loads
  70325. * @param onError callback called when the image fails to load
  70326. * @param offlineProvider offline provider for caching
  70327. * @returns the HTMLImageElement of the loaded image
  70328. */
  70329. static LoadImage(input: string | ArrayBuffer | ArrayBufferView | Blob, onLoad: (img: HTMLImageElement) => void, onError: (message?: string, exception?: any) => void, offlineProvider: Nullable<IOfflineProvider>): HTMLImageElement;
  70330. /**
  70331. * Loads a file
  70332. * @param fileToLoad defines the file to load
  70333. * @param callback defines the callback to call when data is loaded
  70334. * @param progressCallBack defines the callback to call during loading process
  70335. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  70336. * @returns a file request object
  70337. */
  70338. static ReadFile(fileToLoad: File, callback: (data: any) => void, progressCallBack?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean): IFileRequest;
  70339. /**
  70340. * Loads a file
  70341. * @param url url string, ArrayBuffer, or Blob to load
  70342. * @param onSuccess callback called when the file successfully loads
  70343. * @param onProgress callback called while file is loading (if the server supports this mode)
  70344. * @param offlineProvider defines the offline provider for caching
  70345. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  70346. * @param onError callback called when the file fails to load
  70347. * @returns a file request object
  70348. */
  70349. 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;
  70350. /**
  70351. * Checks if the loaded document was accessed via `file:`-Protocol.
  70352. * @returns boolean
  70353. */
  70354. static IsFileURL(): boolean;
  70355. }
  70356. }
  70357. declare module BABYLON {
  70358. /** @hidden */
  70359. export class ShaderProcessor {
  70360. static Process(sourceCode: string, options: ProcessingOptions, callback: (migratedCode: string) => void): void;
  70361. private static _ProcessPrecision;
  70362. private static _ExtractOperation;
  70363. private static _BuildSubExpression;
  70364. private static _BuildExpression;
  70365. private static _MoveCursorWithinIf;
  70366. private static _MoveCursor;
  70367. private static _EvaluatePreProcessors;
  70368. private static _PreparePreProcessors;
  70369. private static _ProcessShaderConversion;
  70370. private static _ProcessIncludes;
  70371. }
  70372. }
  70373. declare module BABYLON {
  70374. /**
  70375. * Class used to hold a RBG color
  70376. */
  70377. export class Color3 {
  70378. /**
  70379. * Defines the red component (between 0 and 1, default is 0)
  70380. */
  70381. r: number;
  70382. /**
  70383. * Defines the green component (between 0 and 1, default is 0)
  70384. */
  70385. g: number;
  70386. /**
  70387. * Defines the blue component (between 0 and 1, default is 0)
  70388. */
  70389. b: number;
  70390. /**
  70391. * Creates a new Color3 object from red, green, blue values, all between 0 and 1
  70392. * @param r defines the red component (between 0 and 1, default is 0)
  70393. * @param g defines the green component (between 0 and 1, default is 0)
  70394. * @param b defines the blue component (between 0 and 1, default is 0)
  70395. */
  70396. constructor(
  70397. /**
  70398. * Defines the red component (between 0 and 1, default is 0)
  70399. */
  70400. r?: number,
  70401. /**
  70402. * Defines the green component (between 0 and 1, default is 0)
  70403. */
  70404. g?: number,
  70405. /**
  70406. * Defines the blue component (between 0 and 1, default is 0)
  70407. */
  70408. b?: number);
  70409. /**
  70410. * Creates a string with the Color3 current values
  70411. * @returns the string representation of the Color3 object
  70412. */
  70413. toString(): string;
  70414. /**
  70415. * Returns the string "Color3"
  70416. * @returns "Color3"
  70417. */
  70418. getClassName(): string;
  70419. /**
  70420. * Compute the Color3 hash code
  70421. * @returns an unique number that can be used to hash Color3 objects
  70422. */
  70423. getHashCode(): number;
  70424. /**
  70425. * Stores in the given array from the given starting index the red, green, blue values as successive elements
  70426. * @param array defines the array where to store the r,g,b components
  70427. * @param index defines an optional index in the target array to define where to start storing values
  70428. * @returns the current Color3 object
  70429. */
  70430. toArray(array: FloatArray, index?: number): Color3;
  70431. /**
  70432. * Returns a new Color4 object from the current Color3 and the given alpha
  70433. * @param alpha defines the alpha component on the new Color4 object (default is 1)
  70434. * @returns a new Color4 object
  70435. */
  70436. toColor4(alpha?: number): Color4;
  70437. /**
  70438. * Returns a new array populated with 3 numeric elements : red, green and blue values
  70439. * @returns the new array
  70440. */
  70441. asArray(): number[];
  70442. /**
  70443. * Returns the luminance value
  70444. * @returns a float value
  70445. */
  70446. toLuminance(): number;
  70447. /**
  70448. * Multiply each Color3 rgb values by the given Color3 rgb values in a new Color3 object
  70449. * @param otherColor defines the second operand
  70450. * @returns the new Color3 object
  70451. */
  70452. multiply(otherColor: DeepImmutable<Color3>): Color3;
  70453. /**
  70454. * Multiply the rgb values of the Color3 and the given Color3 and stores the result in the object "result"
  70455. * @param otherColor defines the second operand
  70456. * @param result defines the Color3 object where to store the result
  70457. * @returns the current Color3
  70458. */
  70459. multiplyToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  70460. /**
  70461. * Determines equality between Color3 objects
  70462. * @param otherColor defines the second operand
  70463. * @returns true if the rgb values are equal to the given ones
  70464. */
  70465. equals(otherColor: DeepImmutable<Color3>): boolean;
  70466. /**
  70467. * Determines equality between the current Color3 object and a set of r,b,g values
  70468. * @param r defines the red component to check
  70469. * @param g defines the green component to check
  70470. * @param b defines the blue component to check
  70471. * @returns true if the rgb values are equal to the given ones
  70472. */
  70473. equalsFloats(r: number, g: number, b: number): boolean;
  70474. /**
  70475. * Multiplies in place each rgb value by scale
  70476. * @param scale defines the scaling factor
  70477. * @returns the updated Color3
  70478. */
  70479. scale(scale: number): Color3;
  70480. /**
  70481. * Multiplies the rgb values by scale and stores the result into "result"
  70482. * @param scale defines the scaling factor
  70483. * @param result defines the Color3 object where to store the result
  70484. * @returns the unmodified current Color3
  70485. */
  70486. scaleToRef(scale: number, result: Color3): Color3;
  70487. /**
  70488. * Scale the current Color3 values by a factor and add the result to a given Color3
  70489. * @param scale defines the scale factor
  70490. * @param result defines color to store the result into
  70491. * @returns the unmodified current Color3
  70492. */
  70493. scaleAndAddToRef(scale: number, result: Color3): Color3;
  70494. /**
  70495. * Clamps the rgb values by the min and max values and stores the result into "result"
  70496. * @param min defines minimum clamping value (default is 0)
  70497. * @param max defines maximum clamping value (default is 1)
  70498. * @param result defines color to store the result into
  70499. * @returns the original Color3
  70500. */
  70501. clampToRef(min: number | undefined, max: number | undefined, result: Color3): Color3;
  70502. /**
  70503. * Creates a new Color3 set with the added values of the current Color3 and of the given one
  70504. * @param otherColor defines the second operand
  70505. * @returns the new Color3
  70506. */
  70507. add(otherColor: DeepImmutable<Color3>): Color3;
  70508. /**
  70509. * Stores the result of the addition of the current Color3 and given one rgb values into "result"
  70510. * @param otherColor defines the second operand
  70511. * @param result defines Color3 object to store the result into
  70512. * @returns the unmodified current Color3
  70513. */
  70514. addToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  70515. /**
  70516. * Returns a new Color3 set with the subtracted values of the given one from the current Color3
  70517. * @param otherColor defines the second operand
  70518. * @returns the new Color3
  70519. */
  70520. subtract(otherColor: DeepImmutable<Color3>): Color3;
  70521. /**
  70522. * Stores the result of the subtraction of given one from the current Color3 rgb values into "result"
  70523. * @param otherColor defines the second operand
  70524. * @param result defines Color3 object to store the result into
  70525. * @returns the unmodified current Color3
  70526. */
  70527. subtractToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  70528. /**
  70529. * Copy the current object
  70530. * @returns a new Color3 copied the current one
  70531. */
  70532. clone(): Color3;
  70533. /**
  70534. * Copies the rgb values from the source in the current Color3
  70535. * @param source defines the source Color3 object
  70536. * @returns the updated Color3 object
  70537. */
  70538. copyFrom(source: DeepImmutable<Color3>): Color3;
  70539. /**
  70540. * Updates the Color3 rgb values from the given floats
  70541. * @param r defines the red component to read from
  70542. * @param g defines the green component to read from
  70543. * @param b defines the blue component to read from
  70544. * @returns the current Color3 object
  70545. */
  70546. copyFromFloats(r: number, g: number, b: number): Color3;
  70547. /**
  70548. * Updates the Color3 rgb values from the given floats
  70549. * @param r defines the red component to read from
  70550. * @param g defines the green component to read from
  70551. * @param b defines the blue component to read from
  70552. * @returns the current Color3 object
  70553. */
  70554. set(r: number, g: number, b: number): Color3;
  70555. /**
  70556. * Compute the Color3 hexadecimal code as a string
  70557. * @returns a string containing the hexadecimal representation of the Color3 object
  70558. */
  70559. toHexString(): string;
  70560. /**
  70561. * Computes a new Color3 converted from the current one to linear space
  70562. * @returns a new Color3 object
  70563. */
  70564. toLinearSpace(): Color3;
  70565. /**
  70566. * Converts current color in rgb space to HSV values
  70567. * @returns a new color3 representing the HSV values
  70568. */
  70569. toHSV(): Color3;
  70570. /**
  70571. * Converts current color in rgb space to HSV values
  70572. * @param result defines the Color3 where to store the HSV values
  70573. */
  70574. toHSVToRef(result: Color3): void;
  70575. /**
  70576. * Converts the Color3 values to linear space and stores the result in "convertedColor"
  70577. * @param convertedColor defines the Color3 object where to store the linear space version
  70578. * @returns the unmodified Color3
  70579. */
  70580. toLinearSpaceToRef(convertedColor: Color3): Color3;
  70581. /**
  70582. * Computes a new Color3 converted from the current one to gamma space
  70583. * @returns a new Color3 object
  70584. */
  70585. toGammaSpace(): Color3;
  70586. /**
  70587. * Converts the Color3 values to gamma space and stores the result in "convertedColor"
  70588. * @param convertedColor defines the Color3 object where to store the gamma space version
  70589. * @returns the unmodified Color3
  70590. */
  70591. toGammaSpaceToRef(convertedColor: Color3): Color3;
  70592. private static _BlackReadOnly;
  70593. /**
  70594. * Convert Hue, saturation and value to a Color3 (RGB)
  70595. * @param hue defines the hue
  70596. * @param saturation defines the saturation
  70597. * @param value defines the value
  70598. * @param result defines the Color3 where to store the RGB values
  70599. */
  70600. static HSVtoRGBToRef(hue: number, saturation: number, value: number, result: Color3): void;
  70601. /**
  70602. * Creates a new Color3 from the string containing valid hexadecimal values
  70603. * @param hex defines a string containing valid hexadecimal values
  70604. * @returns a new Color3 object
  70605. */
  70606. static FromHexString(hex: string): Color3;
  70607. /**
  70608. * Creates a new Color3 from the starting index of the given array
  70609. * @param array defines the source array
  70610. * @param offset defines an offset in the source array
  70611. * @returns a new Color3 object
  70612. */
  70613. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Color3;
  70614. /**
  70615. * Creates a new Color3 from integer values (< 256)
  70616. * @param r defines the red component to read from (value between 0 and 255)
  70617. * @param g defines the green component to read from (value between 0 and 255)
  70618. * @param b defines the blue component to read from (value between 0 and 255)
  70619. * @returns a new Color3 object
  70620. */
  70621. static FromInts(r: number, g: number, b: number): Color3;
  70622. /**
  70623. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  70624. * @param start defines the start Color3 value
  70625. * @param end defines the end Color3 value
  70626. * @param amount defines the gradient value between start and end
  70627. * @returns a new Color3 object
  70628. */
  70629. static Lerp(start: DeepImmutable<Color3>, end: DeepImmutable<Color3>, amount: number): Color3;
  70630. /**
  70631. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  70632. * @param left defines the start value
  70633. * @param right defines the end value
  70634. * @param amount defines the gradient factor
  70635. * @param result defines the Color3 object where to store the result
  70636. */
  70637. static LerpToRef(left: DeepImmutable<Color3>, right: DeepImmutable<Color3>, amount: number, result: Color3): void;
  70638. /**
  70639. * Returns a Color3 value containing a red color
  70640. * @returns a new Color3 object
  70641. */
  70642. static Red(): Color3;
  70643. /**
  70644. * Returns a Color3 value containing a green color
  70645. * @returns a new Color3 object
  70646. */
  70647. static Green(): Color3;
  70648. /**
  70649. * Returns a Color3 value containing a blue color
  70650. * @returns a new Color3 object
  70651. */
  70652. static Blue(): Color3;
  70653. /**
  70654. * Returns a Color3 value containing a black color
  70655. * @returns a new Color3 object
  70656. */
  70657. static Black(): Color3;
  70658. /**
  70659. * Gets a Color3 value containing a black color that must not be updated
  70660. */
  70661. static readonly BlackReadOnly: DeepImmutable<Color3>;
  70662. /**
  70663. * Returns a Color3 value containing a white color
  70664. * @returns a new Color3 object
  70665. */
  70666. static White(): Color3;
  70667. /**
  70668. * Returns a Color3 value containing a purple color
  70669. * @returns a new Color3 object
  70670. */
  70671. static Purple(): Color3;
  70672. /**
  70673. * Returns a Color3 value containing a magenta color
  70674. * @returns a new Color3 object
  70675. */
  70676. static Magenta(): Color3;
  70677. /**
  70678. * Returns a Color3 value containing a yellow color
  70679. * @returns a new Color3 object
  70680. */
  70681. static Yellow(): Color3;
  70682. /**
  70683. * Returns a Color3 value containing a gray color
  70684. * @returns a new Color3 object
  70685. */
  70686. static Gray(): Color3;
  70687. /**
  70688. * Returns a Color3 value containing a teal color
  70689. * @returns a new Color3 object
  70690. */
  70691. static Teal(): Color3;
  70692. /**
  70693. * Returns a Color3 value containing a random color
  70694. * @returns a new Color3 object
  70695. */
  70696. static Random(): Color3;
  70697. }
  70698. /**
  70699. * Class used to hold a RBGA color
  70700. */
  70701. export class Color4 {
  70702. /**
  70703. * Defines the red component (between 0 and 1, default is 0)
  70704. */
  70705. r: number;
  70706. /**
  70707. * Defines the green component (between 0 and 1, default is 0)
  70708. */
  70709. g: number;
  70710. /**
  70711. * Defines the blue component (between 0 and 1, default is 0)
  70712. */
  70713. b: number;
  70714. /**
  70715. * Defines the alpha component (between 0 and 1, default is 1)
  70716. */
  70717. a: number;
  70718. /**
  70719. * Creates a new Color4 object from red, green, blue values, all between 0 and 1
  70720. * @param r defines the red component (between 0 and 1, default is 0)
  70721. * @param g defines the green component (between 0 and 1, default is 0)
  70722. * @param b defines the blue component (between 0 and 1, default is 0)
  70723. * @param a defines the alpha component (between 0 and 1, default is 1)
  70724. */
  70725. constructor(
  70726. /**
  70727. * Defines the red component (between 0 and 1, default is 0)
  70728. */
  70729. r?: number,
  70730. /**
  70731. * Defines the green component (between 0 and 1, default is 0)
  70732. */
  70733. g?: number,
  70734. /**
  70735. * Defines the blue component (between 0 and 1, default is 0)
  70736. */
  70737. b?: number,
  70738. /**
  70739. * Defines the alpha component (between 0 and 1, default is 1)
  70740. */
  70741. a?: number);
  70742. /**
  70743. * Adds in place the given Color4 values to the current Color4 object
  70744. * @param right defines the second operand
  70745. * @returns the current updated Color4 object
  70746. */
  70747. addInPlace(right: DeepImmutable<Color4>): Color4;
  70748. /**
  70749. * Creates a new array populated with 4 numeric elements : red, green, blue, alpha values
  70750. * @returns the new array
  70751. */
  70752. asArray(): number[];
  70753. /**
  70754. * Stores from the starting index in the given array the Color4 successive values
  70755. * @param array defines the array where to store the r,g,b components
  70756. * @param index defines an optional index in the target array to define where to start storing values
  70757. * @returns the current Color4 object
  70758. */
  70759. toArray(array: number[], index?: number): Color4;
  70760. /**
  70761. * Determines equality between Color4 objects
  70762. * @param otherColor defines the second operand
  70763. * @returns true if the rgba values are equal to the given ones
  70764. */
  70765. equals(otherColor: DeepImmutable<Color4>): boolean;
  70766. /**
  70767. * Creates a new Color4 set with the added values of the current Color4 and of the given one
  70768. * @param right defines the second operand
  70769. * @returns a new Color4 object
  70770. */
  70771. add(right: DeepImmutable<Color4>): Color4;
  70772. /**
  70773. * Creates a new Color4 set with the subtracted values of the given one from the current Color4
  70774. * @param right defines the second operand
  70775. * @returns a new Color4 object
  70776. */
  70777. subtract(right: DeepImmutable<Color4>): Color4;
  70778. /**
  70779. * Subtracts the given ones from the current Color4 values and stores the results in "result"
  70780. * @param right defines the second operand
  70781. * @param result defines the Color4 object where to store the result
  70782. * @returns the current Color4 object
  70783. */
  70784. subtractToRef(right: DeepImmutable<Color4>, result: Color4): Color4;
  70785. /**
  70786. * Creates a new Color4 with the current Color4 values multiplied by scale
  70787. * @param scale defines the scaling factor to apply
  70788. * @returns a new Color4 object
  70789. */
  70790. scale(scale: number): Color4;
  70791. /**
  70792. * Multiplies the current Color4 values by scale and stores the result in "result"
  70793. * @param scale defines the scaling factor to apply
  70794. * @param result defines the Color4 object where to store the result
  70795. * @returns the current unmodified Color4
  70796. */
  70797. scaleToRef(scale: number, result: Color4): Color4;
  70798. /**
  70799. * Scale the current Color4 values by a factor and add the result to a given Color4
  70800. * @param scale defines the scale factor
  70801. * @param result defines the Color4 object where to store the result
  70802. * @returns the unmodified current Color4
  70803. */
  70804. scaleAndAddToRef(scale: number, result: Color4): Color4;
  70805. /**
  70806. * Clamps the rgb values by the min and max values and stores the result into "result"
  70807. * @param min defines minimum clamping value (default is 0)
  70808. * @param max defines maximum clamping value (default is 1)
  70809. * @param result defines color to store the result into.
  70810. * @returns the cuurent Color4
  70811. */
  70812. clampToRef(min: number | undefined, max: number | undefined, result: Color4): Color4;
  70813. /**
  70814. * Multipy an Color4 value by another and return a new Color4 object
  70815. * @param color defines the Color4 value to multiply by
  70816. * @returns a new Color4 object
  70817. */
  70818. multiply(color: Color4): Color4;
  70819. /**
  70820. * Multipy a Color4 value by another and push the result in a reference value
  70821. * @param color defines the Color4 value to multiply by
  70822. * @param result defines the Color4 to fill the result in
  70823. * @returns the result Color4
  70824. */
  70825. multiplyToRef(color: Color4, result: Color4): Color4;
  70826. /**
  70827. * Creates a string with the Color4 current values
  70828. * @returns the string representation of the Color4 object
  70829. */
  70830. toString(): string;
  70831. /**
  70832. * Returns the string "Color4"
  70833. * @returns "Color4"
  70834. */
  70835. getClassName(): string;
  70836. /**
  70837. * Compute the Color4 hash code
  70838. * @returns an unique number that can be used to hash Color4 objects
  70839. */
  70840. getHashCode(): number;
  70841. /**
  70842. * Creates a new Color4 copied from the current one
  70843. * @returns a new Color4 object
  70844. */
  70845. clone(): Color4;
  70846. /**
  70847. * Copies the given Color4 values into the current one
  70848. * @param source defines the source Color4 object
  70849. * @returns the current updated Color4 object
  70850. */
  70851. copyFrom(source: Color4): Color4;
  70852. /**
  70853. * Copies the given float values into the current one
  70854. * @param r defines the red component to read from
  70855. * @param g defines the green component to read from
  70856. * @param b defines the blue component to read from
  70857. * @param a defines the alpha component to read from
  70858. * @returns the current updated Color4 object
  70859. */
  70860. copyFromFloats(r: number, g: number, b: number, a: number): Color4;
  70861. /**
  70862. * Copies the given float values into the current one
  70863. * @param r defines the red component to read from
  70864. * @param g defines the green component to read from
  70865. * @param b defines the blue component to read from
  70866. * @param a defines the alpha component to read from
  70867. * @returns the current updated Color4 object
  70868. */
  70869. set(r: number, g: number, b: number, a: number): Color4;
  70870. /**
  70871. * Compute the Color4 hexadecimal code as a string
  70872. * @returns a string containing the hexadecimal representation of the Color4 object
  70873. */
  70874. toHexString(): string;
  70875. /**
  70876. * Computes a new Color4 converted from the current one to linear space
  70877. * @returns a new Color4 object
  70878. */
  70879. toLinearSpace(): Color4;
  70880. /**
  70881. * Converts the Color4 values to linear space and stores the result in "convertedColor"
  70882. * @param convertedColor defines the Color4 object where to store the linear space version
  70883. * @returns the unmodified Color4
  70884. */
  70885. toLinearSpaceToRef(convertedColor: Color4): Color4;
  70886. /**
  70887. * Computes a new Color4 converted from the current one to gamma space
  70888. * @returns a new Color4 object
  70889. */
  70890. toGammaSpace(): Color4;
  70891. /**
  70892. * Converts the Color4 values to gamma space and stores the result in "convertedColor"
  70893. * @param convertedColor defines the Color4 object where to store the gamma space version
  70894. * @returns the unmodified Color4
  70895. */
  70896. toGammaSpaceToRef(convertedColor: Color4): Color4;
  70897. /**
  70898. * Creates a new Color4 from the string containing valid hexadecimal values
  70899. * @param hex defines a string containing valid hexadecimal values
  70900. * @returns a new Color4 object
  70901. */
  70902. static FromHexString(hex: string): Color4;
  70903. /**
  70904. * Creates a new Color4 object set with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  70905. * @param left defines the start value
  70906. * @param right defines the end value
  70907. * @param amount defines the gradient factor
  70908. * @returns a new Color4 object
  70909. */
  70910. static Lerp(left: DeepImmutable<Color4>, right: DeepImmutable<Color4>, amount: number): Color4;
  70911. /**
  70912. * Set the given "result" with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  70913. * @param left defines the start value
  70914. * @param right defines the end value
  70915. * @param amount defines the gradient factor
  70916. * @param result defines the Color4 object where to store data
  70917. */
  70918. static LerpToRef(left: DeepImmutable<Color4>, right: DeepImmutable<Color4>, amount: number, result: Color4): void;
  70919. /**
  70920. * Creates a new Color4 from a Color3 and an alpha value
  70921. * @param color3 defines the source Color3 to read from
  70922. * @param alpha defines the alpha component (1.0 by default)
  70923. * @returns a new Color4 object
  70924. */
  70925. static FromColor3(color3: DeepImmutable<Color3>, alpha?: number): Color4;
  70926. /**
  70927. * Creates a new Color4 from the starting index element of the given array
  70928. * @param array defines the source array to read from
  70929. * @param offset defines the offset in the source array
  70930. * @returns a new Color4 object
  70931. */
  70932. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Color4;
  70933. /**
  70934. * Creates a new Color3 from integer values (< 256)
  70935. * @param r defines the red component to read from (value between 0 and 255)
  70936. * @param g defines the green component to read from (value between 0 and 255)
  70937. * @param b defines the blue component to read from (value between 0 and 255)
  70938. * @param a defines the alpha component to read from (value between 0 and 255)
  70939. * @returns a new Color3 object
  70940. */
  70941. static FromInts(r: number, g: number, b: number, a: number): Color4;
  70942. /**
  70943. * Check the content of a given array and convert it to an array containing RGBA data
  70944. * If the original array was already containing count * 4 values then it is returned directly
  70945. * @param colors defines the array to check
  70946. * @param count defines the number of RGBA data to expect
  70947. * @returns an array containing count * 4 values (RGBA)
  70948. */
  70949. static CheckColors4(colors: number[], count: number): number[];
  70950. }
  70951. /**
  70952. * @hidden
  70953. */
  70954. export class TmpColors {
  70955. static Color3: Color3[];
  70956. static Color4: Color4[];
  70957. }
  70958. }
  70959. declare module BABYLON {
  70960. /**
  70961. * Class representing spherical harmonics coefficients to the 3rd degree
  70962. */
  70963. export class SphericalHarmonics {
  70964. /**
  70965. * Defines whether or not the harmonics have been prescaled for rendering.
  70966. */
  70967. preScaled: boolean;
  70968. /**
  70969. * The l0,0 coefficients of the spherical harmonics
  70970. */
  70971. l00: Vector3;
  70972. /**
  70973. * The l1,-1 coefficients of the spherical harmonics
  70974. */
  70975. l1_1: Vector3;
  70976. /**
  70977. * The l1,0 coefficients of the spherical harmonics
  70978. */
  70979. l10: Vector3;
  70980. /**
  70981. * The l1,1 coefficients of the spherical harmonics
  70982. */
  70983. l11: Vector3;
  70984. /**
  70985. * The l2,-2 coefficients of the spherical harmonics
  70986. */
  70987. l2_2: Vector3;
  70988. /**
  70989. * The l2,-1 coefficients of the spherical harmonics
  70990. */
  70991. l2_1: Vector3;
  70992. /**
  70993. * The l2,0 coefficients of the spherical harmonics
  70994. */
  70995. l20: Vector3;
  70996. /**
  70997. * The l2,1 coefficients of the spherical harmonics
  70998. */
  70999. l21: Vector3;
  71000. /**
  71001. * The l2,2 coefficients of the spherical harmonics
  71002. */
  71003. l22: Vector3;
  71004. /**
  71005. * Adds a light to the spherical harmonics
  71006. * @param direction the direction of the light
  71007. * @param color the color of the light
  71008. * @param deltaSolidAngle the delta solid angle of the light
  71009. */
  71010. addLight(direction: Vector3, color: Color3, deltaSolidAngle: number): void;
  71011. /**
  71012. * Scales the spherical harmonics by the given amount
  71013. * @param scale the amount to scale
  71014. */
  71015. scaleInPlace(scale: number): void;
  71016. /**
  71017. * Convert from incident radiance (Li) to irradiance (E) by applying convolution with the cosine-weighted hemisphere.
  71018. *
  71019. * ```
  71020. * E_lm = A_l * L_lm
  71021. * ```
  71022. *
  71023. * In spherical harmonics this convolution amounts to scaling factors for each frequency band.
  71024. * This corresponds to equation 5 in "An Efficient Representation for Irradiance Environment Maps", where
  71025. * the scaling factors are given in equation 9.
  71026. */
  71027. convertIncidentRadianceToIrradiance(): void;
  71028. /**
  71029. * Convert from irradiance to outgoing radiance for Lambertian BDRF, suitable for efficient shader evaluation.
  71030. *
  71031. * ```
  71032. * L = (1/pi) * E * rho
  71033. * ```
  71034. *
  71035. * This is done by an additional scale by 1/pi, so is a fairly trivial operation but important conceptually.
  71036. */
  71037. convertIrradianceToLambertianRadiance(): void;
  71038. /**
  71039. * Integrates the reconstruction coefficients directly in to the SH preventing further
  71040. * required operations at run time.
  71041. *
  71042. * This is simply done by scaling back the SH with Ylm constants parameter.
  71043. * The trigonometric part being applied by the shader at run time.
  71044. */
  71045. preScaleForRendering(): void;
  71046. /**
  71047. * Constructs a spherical harmonics from an array.
  71048. * @param data defines the 9x3 coefficients (l00, l1-1, l10, l11, l2-2, l2-1, l20, l21, l22)
  71049. * @returns the spherical harmonics
  71050. */
  71051. static FromArray(data: ArrayLike<ArrayLike<number>>): SphericalHarmonics;
  71052. /**
  71053. * Gets the spherical harmonics from polynomial
  71054. * @param polynomial the spherical polynomial
  71055. * @returns the spherical harmonics
  71056. */
  71057. static FromPolynomial(polynomial: SphericalPolynomial): SphericalHarmonics;
  71058. }
  71059. /**
  71060. * Class representing spherical polynomial coefficients to the 3rd degree
  71061. */
  71062. export class SphericalPolynomial {
  71063. private _harmonics;
  71064. /**
  71065. * The spherical harmonics used to create the polynomials.
  71066. */
  71067. readonly preScaledHarmonics: SphericalHarmonics;
  71068. /**
  71069. * The x coefficients of the spherical polynomial
  71070. */
  71071. x: Vector3;
  71072. /**
  71073. * The y coefficients of the spherical polynomial
  71074. */
  71075. y: Vector3;
  71076. /**
  71077. * The z coefficients of the spherical polynomial
  71078. */
  71079. z: Vector3;
  71080. /**
  71081. * The xx coefficients of the spherical polynomial
  71082. */
  71083. xx: Vector3;
  71084. /**
  71085. * The yy coefficients of the spherical polynomial
  71086. */
  71087. yy: Vector3;
  71088. /**
  71089. * The zz coefficients of the spherical polynomial
  71090. */
  71091. zz: Vector3;
  71092. /**
  71093. * The xy coefficients of the spherical polynomial
  71094. */
  71095. xy: Vector3;
  71096. /**
  71097. * The yz coefficients of the spherical polynomial
  71098. */
  71099. yz: Vector3;
  71100. /**
  71101. * The zx coefficients of the spherical polynomial
  71102. */
  71103. zx: Vector3;
  71104. /**
  71105. * Adds an ambient color to the spherical polynomial
  71106. * @param color the color to add
  71107. */
  71108. addAmbient(color: Color3): void;
  71109. /**
  71110. * Scales the spherical polynomial by the given amount
  71111. * @param scale the amount to scale
  71112. */
  71113. scaleInPlace(scale: number): void;
  71114. /**
  71115. * Gets the spherical polynomial from harmonics
  71116. * @param harmonics the spherical harmonics
  71117. * @returns the spherical polynomial
  71118. */
  71119. static FromHarmonics(harmonics: SphericalHarmonics): SphericalPolynomial;
  71120. /**
  71121. * Constructs a spherical polynomial from an array.
  71122. * @param data defines the 9x3 coefficients (x, y, z, xx, yy, zz, yz, zx, xy)
  71123. * @returns the spherical polynomial
  71124. */
  71125. static FromArray(data: ArrayLike<ArrayLike<number>>): SphericalPolynomial;
  71126. }
  71127. }
  71128. declare module BABYLON {
  71129. /**
  71130. * Define options used to create a render target texture
  71131. */
  71132. export class RenderTargetCreationOptions {
  71133. /**
  71134. * Specifies is mipmaps must be generated
  71135. */
  71136. generateMipMaps?: boolean;
  71137. /** Specifies whether or not a depth should be allocated in the texture (true by default) */
  71138. generateDepthBuffer?: boolean;
  71139. /** Specifies whether or not a stencil should be allocated in the texture (false by default)*/
  71140. generateStencilBuffer?: boolean;
  71141. /** Defines texture type (int by default) */
  71142. type?: number;
  71143. /** Defines sampling mode (trilinear by default) */
  71144. samplingMode?: number;
  71145. /** Defines format (RGBA by default) */
  71146. format?: number;
  71147. }
  71148. }
  71149. declare module BABYLON {
  71150. /**
  71151. * @hidden
  71152. **/
  71153. export class _AlphaState {
  71154. private _isAlphaBlendDirty;
  71155. private _isBlendFunctionParametersDirty;
  71156. private _isBlendEquationParametersDirty;
  71157. private _isBlendConstantsDirty;
  71158. private _alphaBlend;
  71159. private _blendFunctionParameters;
  71160. private _blendEquationParameters;
  71161. private _blendConstants;
  71162. /**
  71163. * Initializes the state.
  71164. */
  71165. constructor();
  71166. readonly isDirty: boolean;
  71167. alphaBlend: boolean;
  71168. setAlphaBlendConstants(r: number, g: number, b: number, a: number): void;
  71169. setAlphaBlendFunctionParameters(value0: number, value1: number, value2: number, value3: number): void;
  71170. setAlphaEquationParameters(rgb: number, alpha: number): void;
  71171. reset(): void;
  71172. apply(gl: WebGLRenderingContext): void;
  71173. }
  71174. }
  71175. declare module BABYLON {
  71176. /**
  71177. * @hidden
  71178. **/
  71179. export class _DepthCullingState {
  71180. private _isDepthTestDirty;
  71181. private _isDepthMaskDirty;
  71182. private _isDepthFuncDirty;
  71183. private _isCullFaceDirty;
  71184. private _isCullDirty;
  71185. private _isZOffsetDirty;
  71186. private _isFrontFaceDirty;
  71187. private _depthTest;
  71188. private _depthMask;
  71189. private _depthFunc;
  71190. private _cull;
  71191. private _cullFace;
  71192. private _zOffset;
  71193. private _frontFace;
  71194. /**
  71195. * Initializes the state.
  71196. */
  71197. constructor();
  71198. readonly isDirty: boolean;
  71199. zOffset: number;
  71200. cullFace: Nullable<number>;
  71201. cull: Nullable<boolean>;
  71202. depthFunc: Nullable<number>;
  71203. depthMask: boolean;
  71204. depthTest: boolean;
  71205. frontFace: Nullable<number>;
  71206. reset(): void;
  71207. apply(gl: WebGLRenderingContext): void;
  71208. }
  71209. }
  71210. declare module BABYLON {
  71211. /**
  71212. * @hidden
  71213. **/
  71214. export class _StencilState {
  71215. /** 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 */
  71216. static readonly ALWAYS: number;
  71217. /** Passed to stencilOperation to specify that stencil value must be kept */
  71218. static readonly KEEP: number;
  71219. /** Passed to stencilOperation to specify that stencil value must be replaced */
  71220. static readonly REPLACE: number;
  71221. private _isStencilTestDirty;
  71222. private _isStencilMaskDirty;
  71223. private _isStencilFuncDirty;
  71224. private _isStencilOpDirty;
  71225. private _stencilTest;
  71226. private _stencilMask;
  71227. private _stencilFunc;
  71228. private _stencilFuncRef;
  71229. private _stencilFuncMask;
  71230. private _stencilOpStencilFail;
  71231. private _stencilOpDepthFail;
  71232. private _stencilOpStencilDepthPass;
  71233. readonly isDirty: boolean;
  71234. stencilFunc: number;
  71235. stencilFuncRef: number;
  71236. stencilFuncMask: number;
  71237. stencilOpStencilFail: number;
  71238. stencilOpDepthFail: number;
  71239. stencilOpStencilDepthPass: number;
  71240. stencilMask: number;
  71241. stencilTest: boolean;
  71242. constructor();
  71243. reset(): void;
  71244. apply(gl: WebGLRenderingContext): void;
  71245. }
  71246. }
  71247. declare module BABYLON {
  71248. /**
  71249. * @hidden
  71250. **/
  71251. export class _TimeToken {
  71252. _startTimeQuery: Nullable<WebGLQuery>;
  71253. _endTimeQuery: Nullable<WebGLQuery>;
  71254. _timeElapsedQuery: Nullable<WebGLQuery>;
  71255. _timeElapsedQueryEnded: boolean;
  71256. }
  71257. }
  71258. declare module BABYLON {
  71259. /**
  71260. * Class used to evalaute queries containing `and` and `or` operators
  71261. */
  71262. export class AndOrNotEvaluator {
  71263. /**
  71264. * Evaluate a query
  71265. * @param query defines the query to evaluate
  71266. * @param evaluateCallback defines the callback used to filter result
  71267. * @returns true if the query matches
  71268. */
  71269. static Eval(query: string, evaluateCallback: (val: any) => boolean): boolean;
  71270. private static _HandleParenthesisContent;
  71271. private static _SimplifyNegation;
  71272. }
  71273. }
  71274. declare module BABYLON {
  71275. /**
  71276. * Class used to store custom tags
  71277. */
  71278. export class Tags {
  71279. /**
  71280. * Adds support for tags on the given object
  71281. * @param obj defines the object to use
  71282. */
  71283. static EnableFor(obj: any): void;
  71284. /**
  71285. * Removes tags support
  71286. * @param obj defines the object to use
  71287. */
  71288. static DisableFor(obj: any): void;
  71289. /**
  71290. * Gets a boolean indicating if the given object has tags
  71291. * @param obj defines the object to use
  71292. * @returns a boolean
  71293. */
  71294. static HasTags(obj: any): boolean;
  71295. /**
  71296. * Gets the tags available on a given object
  71297. * @param obj defines the object to use
  71298. * @param asString defines if the tags must be returned as a string instead of an array of strings
  71299. * @returns the tags
  71300. */
  71301. static GetTags(obj: any, asString?: boolean): any;
  71302. /**
  71303. * Adds tags to an object
  71304. * @param obj defines the object to use
  71305. * @param tagsString defines the tag string. The tags 'true' and 'false' are reserved and cannot be used as tags.
  71306. * A tag cannot start with '||', '&&', and '!'. It cannot contain whitespaces
  71307. */
  71308. static AddTagsTo(obj: any, tagsString: string): void;
  71309. /**
  71310. * @hidden
  71311. */
  71312. static _AddTagTo(obj: any, tag: string): void;
  71313. /**
  71314. * Removes specific tags from a specific object
  71315. * @param obj defines the object to use
  71316. * @param tagsString defines the tags to remove
  71317. */
  71318. static RemoveTagsFrom(obj: any, tagsString: string): void;
  71319. /**
  71320. * @hidden
  71321. */
  71322. static _RemoveTagFrom(obj: any, tag: string): void;
  71323. /**
  71324. * Defines if tags hosted on an object match a given query
  71325. * @param obj defines the object to use
  71326. * @param tagsQuery defines the tag query
  71327. * @returns a boolean
  71328. */
  71329. static MatchesQuery(obj: any, tagsQuery: string): boolean;
  71330. }
  71331. }
  71332. declare module BABYLON {
  71333. /**
  71334. * Defines potential orientation for back face culling
  71335. */
  71336. export enum Orientation {
  71337. /**
  71338. * Clockwise
  71339. */
  71340. CW = 0,
  71341. /** Counter clockwise */
  71342. CCW = 1
  71343. }
  71344. /** Class used to represent a Bezier curve */
  71345. export class BezierCurve {
  71346. /**
  71347. * Returns the cubic Bezier interpolated value (float) at "t" (float) from the given x1, y1, x2, y2 floats
  71348. * @param t defines the time
  71349. * @param x1 defines the left coordinate on X axis
  71350. * @param y1 defines the left coordinate on Y axis
  71351. * @param x2 defines the right coordinate on X axis
  71352. * @param y2 defines the right coordinate on Y axis
  71353. * @returns the interpolated value
  71354. */
  71355. static Interpolate(t: number, x1: number, y1: number, x2: number, y2: number): number;
  71356. }
  71357. /**
  71358. * Defines angle representation
  71359. */
  71360. export class Angle {
  71361. private _radians;
  71362. /**
  71363. * Creates an Angle object of "radians" radians (float).
  71364. * @param radians the angle in radians
  71365. */
  71366. constructor(radians: number);
  71367. /**
  71368. * Get value in degrees
  71369. * @returns the Angle value in degrees (float)
  71370. */
  71371. degrees(): number;
  71372. /**
  71373. * Get value in radians
  71374. * @returns the Angle value in radians (float)
  71375. */
  71376. radians(): number;
  71377. /**
  71378. * Gets a new Angle object valued with the angle value in radians between the two given vectors
  71379. * @param a defines first vector
  71380. * @param b defines second vector
  71381. * @returns a new Angle
  71382. */
  71383. static BetweenTwoPoints(a: DeepImmutable<Vector2>, b: DeepImmutable<Vector2>): Angle;
  71384. /**
  71385. * Gets a new Angle object from the given float in radians
  71386. * @param radians defines the angle value in radians
  71387. * @returns a new Angle
  71388. */
  71389. static FromRadians(radians: number): Angle;
  71390. /**
  71391. * Gets a new Angle object from the given float in degrees
  71392. * @param degrees defines the angle value in degrees
  71393. * @returns a new Angle
  71394. */
  71395. static FromDegrees(degrees: number): Angle;
  71396. }
  71397. /**
  71398. * This represents an arc in a 2d space.
  71399. */
  71400. export class Arc2 {
  71401. /** Defines the start point of the arc */
  71402. startPoint: Vector2;
  71403. /** Defines the mid point of the arc */
  71404. midPoint: Vector2;
  71405. /** Defines the end point of the arc */
  71406. endPoint: Vector2;
  71407. /**
  71408. * Defines the center point of the arc.
  71409. */
  71410. centerPoint: Vector2;
  71411. /**
  71412. * Defines the radius of the arc.
  71413. */
  71414. radius: number;
  71415. /**
  71416. * Defines the angle of the arc (from mid point to end point).
  71417. */
  71418. angle: Angle;
  71419. /**
  71420. * Defines the start angle of the arc (from start point to middle point).
  71421. */
  71422. startAngle: Angle;
  71423. /**
  71424. * Defines the orientation of the arc (clock wise/counter clock wise).
  71425. */
  71426. orientation: Orientation;
  71427. /**
  71428. * Creates an Arc object from the three given points : start, middle and end.
  71429. * @param startPoint Defines the start point of the arc
  71430. * @param midPoint Defines the midlle point of the arc
  71431. * @param endPoint Defines the end point of the arc
  71432. */
  71433. constructor(
  71434. /** Defines the start point of the arc */
  71435. startPoint: Vector2,
  71436. /** Defines the mid point of the arc */
  71437. midPoint: Vector2,
  71438. /** Defines the end point of the arc */
  71439. endPoint: Vector2);
  71440. }
  71441. /**
  71442. * Represents a 2D path made up of multiple 2D points
  71443. */
  71444. export class Path2 {
  71445. private _points;
  71446. private _length;
  71447. /**
  71448. * If the path start and end point are the same
  71449. */
  71450. closed: boolean;
  71451. /**
  71452. * Creates a Path2 object from the starting 2D coordinates x and y.
  71453. * @param x the starting points x value
  71454. * @param y the starting points y value
  71455. */
  71456. constructor(x: number, y: number);
  71457. /**
  71458. * Adds a new segment until the given coordinates (x, y) to the current Path2.
  71459. * @param x the added points x value
  71460. * @param y the added points y value
  71461. * @returns the updated Path2.
  71462. */
  71463. addLineTo(x: number, y: number): Path2;
  71464. /**
  71465. * 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.
  71466. * @param midX middle point x value
  71467. * @param midY middle point y value
  71468. * @param endX end point x value
  71469. * @param endY end point y value
  71470. * @param numberOfSegments (default: 36)
  71471. * @returns the updated Path2.
  71472. */
  71473. addArcTo(midX: number, midY: number, endX: number, endY: number, numberOfSegments?: number): Path2;
  71474. /**
  71475. * Closes the Path2.
  71476. * @returns the Path2.
  71477. */
  71478. close(): Path2;
  71479. /**
  71480. * Gets the sum of the distance between each sequential point in the path
  71481. * @returns the Path2 total length (float).
  71482. */
  71483. length(): number;
  71484. /**
  71485. * Gets the points which construct the path
  71486. * @returns the Path2 internal array of points.
  71487. */
  71488. getPoints(): Vector2[];
  71489. /**
  71490. * Retreives the point at the distance aways from the starting point
  71491. * @param normalizedLengthPosition the length along the path to retreive the point from
  71492. * @returns a new Vector2 located at a percentage of the Path2 total length on this path.
  71493. */
  71494. getPointAtLengthPosition(normalizedLengthPosition: number): Vector2;
  71495. /**
  71496. * Creates a new path starting from an x and y position
  71497. * @param x starting x value
  71498. * @param y starting y value
  71499. * @returns a new Path2 starting at the coordinates (x, y).
  71500. */
  71501. static StartingAt(x: number, y: number): Path2;
  71502. }
  71503. /**
  71504. * Represents a 3D path made up of multiple 3D points
  71505. */
  71506. export class Path3D {
  71507. /**
  71508. * an array of Vector3, the curve axis of the Path3D
  71509. */
  71510. path: Vector3[];
  71511. private _curve;
  71512. private _distances;
  71513. private _tangents;
  71514. private _normals;
  71515. private _binormals;
  71516. private _raw;
  71517. /**
  71518. * new Path3D(path, normal, raw)
  71519. * Creates a Path3D. A Path3D is a logical math object, so not a mesh.
  71520. * please read the description in the tutorial : https://doc.babylonjs.com/how_to/how_to_use_path3d
  71521. * @param path an array of Vector3, the curve axis of the Path3D
  71522. * @param firstNormal (options) Vector3, the first wanted normal to the curve. Ex (0, 1, 0) for a vertical normal.
  71523. * @param raw (optional, default false) : boolean, if true the returned Path3D isn't normalized. Useful to depict path acceleration or speed.
  71524. */
  71525. constructor(
  71526. /**
  71527. * an array of Vector3, the curve axis of the Path3D
  71528. */
  71529. path: Vector3[], firstNormal?: Nullable<Vector3>, raw?: boolean);
  71530. /**
  71531. * Returns the Path3D array of successive Vector3 designing its curve.
  71532. * @returns the Path3D array of successive Vector3 designing its curve.
  71533. */
  71534. getCurve(): Vector3[];
  71535. /**
  71536. * Returns an array populated with tangent vectors on each Path3D curve point.
  71537. * @returns an array populated with tangent vectors on each Path3D curve point.
  71538. */
  71539. getTangents(): Vector3[];
  71540. /**
  71541. * Returns an array populated with normal vectors on each Path3D curve point.
  71542. * @returns an array populated with normal vectors on each Path3D curve point.
  71543. */
  71544. getNormals(): Vector3[];
  71545. /**
  71546. * Returns an array populated with binormal vectors on each Path3D curve point.
  71547. * @returns an array populated with binormal vectors on each Path3D curve point.
  71548. */
  71549. getBinormals(): Vector3[];
  71550. /**
  71551. * Returns an array populated with distances (float) of the i-th point from the first curve point.
  71552. * @returns an array populated with distances (float) of the i-th point from the first curve point.
  71553. */
  71554. getDistances(): number[];
  71555. /**
  71556. * Forces the Path3D tangent, normal, binormal and distance recomputation.
  71557. * @param path path which all values are copied into the curves points
  71558. * @param firstNormal which should be projected onto the curve
  71559. * @returns the same object updated.
  71560. */
  71561. update(path: Vector3[], firstNormal?: Nullable<Vector3>): Path3D;
  71562. private _compute;
  71563. private _getFirstNonNullVector;
  71564. private _getLastNonNullVector;
  71565. private _normalVector;
  71566. }
  71567. /**
  71568. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  71569. * A Curve3 is designed from a series of successive Vector3.
  71570. * @see https://doc.babylonjs.com/how_to/how_to_use_curve3
  71571. */
  71572. export class Curve3 {
  71573. private _points;
  71574. private _length;
  71575. /**
  71576. * Returns a Curve3 object along a Quadratic Bezier curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#quadratic-bezier-curve
  71577. * @param v0 (Vector3) the origin point of the Quadratic Bezier
  71578. * @param v1 (Vector3) the control point
  71579. * @param v2 (Vector3) the end point of the Quadratic Bezier
  71580. * @param nbPoints (integer) the wanted number of points in the curve
  71581. * @returns the created Curve3
  71582. */
  71583. static CreateQuadraticBezier(v0: DeepImmutable<Vector3>, v1: DeepImmutable<Vector3>, v2: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  71584. /**
  71585. * Returns a Curve3 object along a Cubic Bezier curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#cubic-bezier-curve
  71586. * @param v0 (Vector3) the origin point of the Cubic Bezier
  71587. * @param v1 (Vector3) the first control point
  71588. * @param v2 (Vector3) the second control point
  71589. * @param v3 (Vector3) the end point of the Cubic Bezier
  71590. * @param nbPoints (integer) the wanted number of points in the curve
  71591. * @returns the created Curve3
  71592. */
  71593. static CreateCubicBezier(v0: DeepImmutable<Vector3>, v1: DeepImmutable<Vector3>, v2: DeepImmutable<Vector3>, v3: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  71594. /**
  71595. * Returns a Curve3 object along a Hermite Spline curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#hermite-spline
  71596. * @param p1 (Vector3) the origin point of the Hermite Spline
  71597. * @param t1 (Vector3) the tangent vector at the origin point
  71598. * @param p2 (Vector3) the end point of the Hermite Spline
  71599. * @param t2 (Vector3) the tangent vector at the end point
  71600. * @param nbPoints (integer) the wanted number of points in the curve
  71601. * @returns the created Curve3
  71602. */
  71603. static CreateHermiteSpline(p1: DeepImmutable<Vector3>, t1: DeepImmutable<Vector3>, p2: DeepImmutable<Vector3>, t2: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  71604. /**
  71605. * Returns a Curve3 object along a CatmullRom Spline curve :
  71606. * @param points (array of Vector3) the points the spline must pass through. At least, four points required
  71607. * @param nbPoints (integer) the wanted number of points between each curve control points
  71608. * @param closed (boolean) optional with default false, when true forms a closed loop from the points
  71609. * @returns the created Curve3
  71610. */
  71611. static CreateCatmullRomSpline(points: DeepImmutable<Vector3[]>, nbPoints: number, closed?: boolean): Curve3;
  71612. /**
  71613. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  71614. * A Curve3 is designed from a series of successive Vector3.
  71615. * Tuto : https://doc.babylonjs.com/how_to/how_to_use_curve3#curve3-object
  71616. * @param points points which make up the curve
  71617. */
  71618. constructor(points: Vector3[]);
  71619. /**
  71620. * @returns the Curve3 stored array of successive Vector3
  71621. */
  71622. getPoints(): Vector3[];
  71623. /**
  71624. * @returns the computed length (float) of the curve.
  71625. */
  71626. length(): number;
  71627. /**
  71628. * Returns a new instance of Curve3 object : var curve = curveA.continue(curveB);
  71629. * This new Curve3 is built by translating and sticking the curveB at the end of the curveA.
  71630. * curveA and curveB keep unchanged.
  71631. * @param curve the curve to continue from this curve
  71632. * @returns the newly constructed curve
  71633. */
  71634. continue(curve: DeepImmutable<Curve3>): Curve3;
  71635. private _computeLength;
  71636. }
  71637. }
  71638. declare module BABYLON {
  71639. /**
  71640. * This represents the main contract an easing function should follow.
  71641. * Easing functions are used throughout the animation system.
  71642. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  71643. */
  71644. export interface IEasingFunction {
  71645. /**
  71646. * Given an input gradient between 0 and 1, this returns the corrseponding value
  71647. * of the easing function.
  71648. * The link below provides some of the most common examples of easing functions.
  71649. * @see https://easings.net/
  71650. * @param gradient Defines the value between 0 and 1 we want the easing value for
  71651. * @returns the corresponding value on the curve defined by the easing function
  71652. */
  71653. ease(gradient: number): number;
  71654. }
  71655. /**
  71656. * Base class used for every default easing function.
  71657. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  71658. */
  71659. export class EasingFunction implements IEasingFunction {
  71660. /**
  71661. * Interpolation follows the mathematical formula associated with the easing function.
  71662. */
  71663. static readonly EASINGMODE_EASEIN: number;
  71664. /**
  71665. * Interpolation follows 100% interpolation minus the output of the formula associated with the easing function.
  71666. */
  71667. static readonly EASINGMODE_EASEOUT: number;
  71668. /**
  71669. * Interpolation uses EaseIn for the first half of the animation and EaseOut for the second half.
  71670. */
  71671. static readonly EASINGMODE_EASEINOUT: number;
  71672. private _easingMode;
  71673. /**
  71674. * Sets the easing mode of the current function.
  71675. * @param easingMode Defines the willing mode (EASINGMODE_EASEIN, EASINGMODE_EASEOUT or EASINGMODE_EASEINOUT)
  71676. */
  71677. setEasingMode(easingMode: number): void;
  71678. /**
  71679. * Gets the current easing mode.
  71680. * @returns the easing mode
  71681. */
  71682. getEasingMode(): number;
  71683. /**
  71684. * @hidden
  71685. */
  71686. easeInCore(gradient: number): number;
  71687. /**
  71688. * Given an input gradient between 0 and 1, this returns the corresponding value
  71689. * of the easing function.
  71690. * @param gradient Defines the value between 0 and 1 we want the easing value for
  71691. * @returns the corresponding value on the curve defined by the easing function
  71692. */
  71693. ease(gradient: number): number;
  71694. }
  71695. /**
  71696. * Easing function with a circle shape (see link below).
  71697. * @see https://easings.net/#easeInCirc
  71698. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  71699. */
  71700. export class CircleEase extends EasingFunction implements IEasingFunction {
  71701. /** @hidden */
  71702. easeInCore(gradient: number): number;
  71703. }
  71704. /**
  71705. * Easing function with a ease back shape (see link below).
  71706. * @see https://easings.net/#easeInBack
  71707. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  71708. */
  71709. export class BackEase extends EasingFunction implements IEasingFunction {
  71710. /** Defines the amplitude of the function */
  71711. amplitude: number;
  71712. /**
  71713. * Instantiates a back ease easing
  71714. * @see https://easings.net/#easeInBack
  71715. * @param amplitude Defines the amplitude of the function
  71716. */
  71717. constructor(
  71718. /** Defines the amplitude of the function */
  71719. amplitude?: number);
  71720. /** @hidden */
  71721. easeInCore(gradient: number): number;
  71722. }
  71723. /**
  71724. * Easing function with a bouncing shape (see link below).
  71725. * @see https://easings.net/#easeInBounce
  71726. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  71727. */
  71728. export class BounceEase extends EasingFunction implements IEasingFunction {
  71729. /** Defines the number of bounces */
  71730. bounces: number;
  71731. /** Defines the amplitude of the bounce */
  71732. bounciness: number;
  71733. /**
  71734. * Instantiates a bounce easing
  71735. * @see https://easings.net/#easeInBounce
  71736. * @param bounces Defines the number of bounces
  71737. * @param bounciness Defines the amplitude of the bounce
  71738. */
  71739. constructor(
  71740. /** Defines the number of bounces */
  71741. bounces?: number,
  71742. /** Defines the amplitude of the bounce */
  71743. bounciness?: number);
  71744. /** @hidden */
  71745. easeInCore(gradient: number): number;
  71746. }
  71747. /**
  71748. * Easing function with a power of 3 shape (see link below).
  71749. * @see https://easings.net/#easeInCubic
  71750. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  71751. */
  71752. export class CubicEase extends EasingFunction implements IEasingFunction {
  71753. /** @hidden */
  71754. easeInCore(gradient: number): number;
  71755. }
  71756. /**
  71757. * Easing function with an elastic shape (see link below).
  71758. * @see https://easings.net/#easeInElastic
  71759. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  71760. */
  71761. export class ElasticEase extends EasingFunction implements IEasingFunction {
  71762. /** Defines the number of oscillations*/
  71763. oscillations: number;
  71764. /** Defines the amplitude of the oscillations*/
  71765. springiness: number;
  71766. /**
  71767. * Instantiates an elastic easing function
  71768. * @see https://easings.net/#easeInElastic
  71769. * @param oscillations Defines the number of oscillations
  71770. * @param springiness Defines the amplitude of the oscillations
  71771. */
  71772. constructor(
  71773. /** Defines the number of oscillations*/
  71774. oscillations?: number,
  71775. /** Defines the amplitude of the oscillations*/
  71776. springiness?: number);
  71777. /** @hidden */
  71778. easeInCore(gradient: number): number;
  71779. }
  71780. /**
  71781. * Easing function with an exponential shape (see link below).
  71782. * @see https://easings.net/#easeInExpo
  71783. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  71784. */
  71785. export class ExponentialEase extends EasingFunction implements IEasingFunction {
  71786. /** Defines the exponent of the function */
  71787. exponent: number;
  71788. /**
  71789. * Instantiates an exponential easing function
  71790. * @see https://easings.net/#easeInExpo
  71791. * @param exponent Defines the exponent of the function
  71792. */
  71793. constructor(
  71794. /** Defines the exponent of the function */
  71795. exponent?: number);
  71796. /** @hidden */
  71797. easeInCore(gradient: number): number;
  71798. }
  71799. /**
  71800. * Easing function with a power shape (see link below).
  71801. * @see https://easings.net/#easeInQuad
  71802. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  71803. */
  71804. export class PowerEase extends EasingFunction implements IEasingFunction {
  71805. /** Defines the power of the function */
  71806. power: number;
  71807. /**
  71808. * Instantiates an power base easing function
  71809. * @see https://easings.net/#easeInQuad
  71810. * @param power Defines the power of the function
  71811. */
  71812. constructor(
  71813. /** Defines the power of the function */
  71814. power?: number);
  71815. /** @hidden */
  71816. easeInCore(gradient: number): number;
  71817. }
  71818. /**
  71819. * Easing function with a power of 2 shape (see link below).
  71820. * @see https://easings.net/#easeInQuad
  71821. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  71822. */
  71823. export class QuadraticEase extends EasingFunction implements IEasingFunction {
  71824. /** @hidden */
  71825. easeInCore(gradient: number): number;
  71826. }
  71827. /**
  71828. * Easing function with a power of 4 shape (see link below).
  71829. * @see https://easings.net/#easeInQuart
  71830. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  71831. */
  71832. export class QuarticEase extends EasingFunction implements IEasingFunction {
  71833. /** @hidden */
  71834. easeInCore(gradient: number): number;
  71835. }
  71836. /**
  71837. * Easing function with a power of 5 shape (see link below).
  71838. * @see https://easings.net/#easeInQuint
  71839. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  71840. */
  71841. export class QuinticEase extends EasingFunction implements IEasingFunction {
  71842. /** @hidden */
  71843. easeInCore(gradient: number): number;
  71844. }
  71845. /**
  71846. * Easing function with a sin shape (see link below).
  71847. * @see https://easings.net/#easeInSine
  71848. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  71849. */
  71850. export class SineEase extends EasingFunction implements IEasingFunction {
  71851. /** @hidden */
  71852. easeInCore(gradient: number): number;
  71853. }
  71854. /**
  71855. * Easing function with a bezier shape (see link below).
  71856. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  71857. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  71858. */
  71859. export class BezierCurveEase extends EasingFunction implements IEasingFunction {
  71860. /** Defines the x component of the start tangent in the bezier curve */
  71861. x1: number;
  71862. /** Defines the y component of the start tangent in the bezier curve */
  71863. y1: number;
  71864. /** Defines the x component of the end tangent in the bezier curve */
  71865. x2: number;
  71866. /** Defines the y component of the end tangent in the bezier curve */
  71867. y2: number;
  71868. /**
  71869. * Instantiates a bezier function
  71870. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  71871. * @param x1 Defines the x component of the start tangent in the bezier curve
  71872. * @param y1 Defines the y component of the start tangent in the bezier curve
  71873. * @param x2 Defines the x component of the end tangent in the bezier curve
  71874. * @param y2 Defines the y component of the end tangent in the bezier curve
  71875. */
  71876. constructor(
  71877. /** Defines the x component of the start tangent in the bezier curve */
  71878. x1?: number,
  71879. /** Defines the y component of the start tangent in the bezier curve */
  71880. y1?: number,
  71881. /** Defines the x component of the end tangent in the bezier curve */
  71882. x2?: number,
  71883. /** Defines the y component of the end tangent in the bezier curve */
  71884. y2?: number);
  71885. /** @hidden */
  71886. easeInCore(gradient: number): number;
  71887. }
  71888. }
  71889. declare module BABYLON {
  71890. /**
  71891. * Defines an interface which represents an animation key frame
  71892. */
  71893. export interface IAnimationKey {
  71894. /**
  71895. * Frame of the key frame
  71896. */
  71897. frame: number;
  71898. /**
  71899. * Value at the specifies key frame
  71900. */
  71901. value: any;
  71902. /**
  71903. * The input tangent for the cubic hermite spline
  71904. */
  71905. inTangent?: any;
  71906. /**
  71907. * The output tangent for the cubic hermite spline
  71908. */
  71909. outTangent?: any;
  71910. /**
  71911. * The animation interpolation type
  71912. */
  71913. interpolation?: AnimationKeyInterpolation;
  71914. }
  71915. /**
  71916. * Enum for the animation key frame interpolation type
  71917. */
  71918. export enum AnimationKeyInterpolation {
  71919. /**
  71920. * Do not interpolate between keys and use the start key value only. Tangents are ignored
  71921. */
  71922. STEP = 1
  71923. }
  71924. }
  71925. declare module BABYLON {
  71926. /**
  71927. * Represents the range of an animation
  71928. */
  71929. export class AnimationRange {
  71930. /**The name of the animation range**/
  71931. name: string;
  71932. /**The starting frame of the animation */
  71933. from: number;
  71934. /**The ending frame of the animation*/
  71935. to: number;
  71936. /**
  71937. * Initializes the range of an animation
  71938. * @param name The name of the animation range
  71939. * @param from The starting frame of the animation
  71940. * @param to The ending frame of the animation
  71941. */
  71942. constructor(
  71943. /**The name of the animation range**/
  71944. name: string,
  71945. /**The starting frame of the animation */
  71946. from: number,
  71947. /**The ending frame of the animation*/
  71948. to: number);
  71949. /**
  71950. * Makes a copy of the animation range
  71951. * @returns A copy of the animation range
  71952. */
  71953. clone(): AnimationRange;
  71954. }
  71955. }
  71956. declare module BABYLON {
  71957. /**
  71958. * Composed of a frame, and an action function
  71959. */
  71960. export class AnimationEvent {
  71961. /** The frame for which the event is triggered **/
  71962. frame: number;
  71963. /** The event to perform when triggered **/
  71964. action: (currentFrame: number) => void;
  71965. /** Specifies if the event should be triggered only once**/
  71966. onlyOnce?: boolean | undefined;
  71967. /**
  71968. * Specifies if the animation event is done
  71969. */
  71970. isDone: boolean;
  71971. /**
  71972. * Initializes the animation event
  71973. * @param frame The frame for which the event is triggered
  71974. * @param action The event to perform when triggered
  71975. * @param onlyOnce Specifies if the event should be triggered only once
  71976. */
  71977. constructor(
  71978. /** The frame for which the event is triggered **/
  71979. frame: number,
  71980. /** The event to perform when triggered **/
  71981. action: (currentFrame: number) => void,
  71982. /** Specifies if the event should be triggered only once**/
  71983. onlyOnce?: boolean | undefined);
  71984. /** @hidden */
  71985. _clone(): AnimationEvent;
  71986. }
  71987. }
  71988. declare module BABYLON {
  71989. /**
  71990. * Interface used to define a behavior
  71991. */
  71992. export interface Behavior<T> {
  71993. /** gets or sets behavior's name */
  71994. name: string;
  71995. /**
  71996. * Function called when the behavior needs to be initialized (after attaching it to a target)
  71997. */
  71998. init(): void;
  71999. /**
  72000. * Called when the behavior is attached to a target
  72001. * @param target defines the target where the behavior is attached to
  72002. */
  72003. attach(target: T): void;
  72004. /**
  72005. * Called when the behavior is detached from its target
  72006. */
  72007. detach(): void;
  72008. }
  72009. /**
  72010. * Interface implemented by classes supporting behaviors
  72011. */
  72012. export interface IBehaviorAware<T> {
  72013. /**
  72014. * Attach a behavior
  72015. * @param behavior defines the behavior to attach
  72016. * @returns the current host
  72017. */
  72018. addBehavior(behavior: Behavior<T>): T;
  72019. /**
  72020. * Remove a behavior from the current object
  72021. * @param behavior defines the behavior to detach
  72022. * @returns the current host
  72023. */
  72024. removeBehavior(behavior: Behavior<T>): T;
  72025. /**
  72026. * Gets a behavior using its name to search
  72027. * @param name defines the name to search
  72028. * @returns the behavior or null if not found
  72029. */
  72030. getBehaviorByName(name: string): Nullable<Behavior<T>>;
  72031. }
  72032. }
  72033. declare module BABYLON {
  72034. /**
  72035. * Defines an array and its length.
  72036. * It can be helpfull to group result from both Arrays and smart arrays in one structure.
  72037. */
  72038. export interface ISmartArrayLike<T> {
  72039. /**
  72040. * The data of the array.
  72041. */
  72042. data: Array<T>;
  72043. /**
  72044. * The active length of the array.
  72045. */
  72046. length: number;
  72047. }
  72048. /**
  72049. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  72050. */
  72051. export class SmartArray<T> implements ISmartArrayLike<T> {
  72052. /**
  72053. * The full set of data from the array.
  72054. */
  72055. data: Array<T>;
  72056. /**
  72057. * The active length of the array.
  72058. */
  72059. length: number;
  72060. protected _id: number;
  72061. /**
  72062. * Instantiates a Smart Array.
  72063. * @param capacity defines the default capacity of the array.
  72064. */
  72065. constructor(capacity: number);
  72066. /**
  72067. * Pushes a value at the end of the active data.
  72068. * @param value defines the object to push in the array.
  72069. */
  72070. push(value: T): void;
  72071. /**
  72072. * Iterates over the active data and apply the lambda to them.
  72073. * @param func defines the action to apply on each value.
  72074. */
  72075. forEach(func: (content: T) => void): void;
  72076. /**
  72077. * Sorts the full sets of data.
  72078. * @param compareFn defines the comparison function to apply.
  72079. */
  72080. sort(compareFn: (a: T, b: T) => number): void;
  72081. /**
  72082. * Resets the active data to an empty array.
  72083. */
  72084. reset(): void;
  72085. /**
  72086. * Releases all the data from the array as well as the array.
  72087. */
  72088. dispose(): void;
  72089. /**
  72090. * Concats the active data with a given array.
  72091. * @param array defines the data to concatenate with.
  72092. */
  72093. concat(array: any): void;
  72094. /**
  72095. * Returns the position of a value in the active data.
  72096. * @param value defines the value to find the index for
  72097. * @returns the index if found in the active data otherwise -1
  72098. */
  72099. indexOf(value: T): number;
  72100. /**
  72101. * Returns whether an element is part of the active data.
  72102. * @param value defines the value to look for
  72103. * @returns true if found in the active data otherwise false
  72104. */
  72105. contains(value: T): boolean;
  72106. private static _GlobalId;
  72107. }
  72108. /**
  72109. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  72110. * The data in this array can only be present once
  72111. */
  72112. export class SmartArrayNoDuplicate<T> extends SmartArray<T> {
  72113. private _duplicateId;
  72114. /**
  72115. * Pushes a value at the end of the active data.
  72116. * THIS DOES NOT PREVENT DUPPLICATE DATA
  72117. * @param value defines the object to push in the array.
  72118. */
  72119. push(value: T): void;
  72120. /**
  72121. * Pushes a value at the end of the active data.
  72122. * If the data is already present, it won t be added again
  72123. * @param value defines the object to push in the array.
  72124. * @returns true if added false if it was already present
  72125. */
  72126. pushNoDuplicate(value: T): boolean;
  72127. /**
  72128. * Resets the active data to an empty array.
  72129. */
  72130. reset(): void;
  72131. /**
  72132. * Concats the active data with a given array.
  72133. * This ensures no dupplicate will be present in the result.
  72134. * @param array defines the data to concatenate with.
  72135. */
  72136. concatWithNoDuplicate(array: any): void;
  72137. }
  72138. }
  72139. declare module BABYLON {
  72140. /**
  72141. * @ignore
  72142. * This is a list of all the different input types that are available in the application.
  72143. * Fo instance: ArcRotateCameraGamepadInput...
  72144. */
  72145. export var CameraInputTypes: {};
  72146. /**
  72147. * This is the contract to implement in order to create a new input class.
  72148. * Inputs are dealing with listening to user actions and moving the camera accordingly.
  72149. */
  72150. export interface ICameraInput<TCamera extends Camera> {
  72151. /**
  72152. * Defines the camera the input is attached to.
  72153. */
  72154. camera: Nullable<TCamera>;
  72155. /**
  72156. * Gets the class name of the current intput.
  72157. * @returns the class name
  72158. */
  72159. getClassName(): string;
  72160. /**
  72161. * Get the friendly name associated with the input class.
  72162. * @returns the input friendly name
  72163. */
  72164. getSimpleName(): string;
  72165. /**
  72166. * Attach the input controls to a specific dom element to get the input from.
  72167. * @param element Defines the element the controls should be listened from
  72168. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  72169. */
  72170. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  72171. /**
  72172. * Detach the current controls from the specified dom element.
  72173. * @param element Defines the element to stop listening the inputs from
  72174. */
  72175. detachControl(element: Nullable<HTMLElement>): void;
  72176. /**
  72177. * Update the current camera state depending on the inputs that have been used this frame.
  72178. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  72179. */
  72180. checkInputs?: () => void;
  72181. }
  72182. /**
  72183. * Represents a map of input types to input instance or input index to input instance.
  72184. */
  72185. export interface CameraInputsMap<TCamera extends Camera> {
  72186. /**
  72187. * Accessor to the input by input type.
  72188. */
  72189. [name: string]: ICameraInput<TCamera>;
  72190. /**
  72191. * Accessor to the input by input index.
  72192. */
  72193. [idx: number]: ICameraInput<TCamera>;
  72194. }
  72195. /**
  72196. * This represents the input manager used within a camera.
  72197. * It helps dealing with all the different kind of input attached to a camera.
  72198. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  72199. */
  72200. export class CameraInputsManager<TCamera extends Camera> {
  72201. /**
  72202. * Defines the list of inputs attahed to the camera.
  72203. */
  72204. attached: CameraInputsMap<TCamera>;
  72205. /**
  72206. * Defines the dom element the camera is collecting inputs from.
  72207. * This is null if the controls have not been attached.
  72208. */
  72209. attachedElement: Nullable<HTMLElement>;
  72210. /**
  72211. * Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  72212. */
  72213. noPreventDefault: boolean;
  72214. /**
  72215. * Defined the camera the input manager belongs to.
  72216. */
  72217. camera: TCamera;
  72218. /**
  72219. * Update the current camera state depending on the inputs that have been used this frame.
  72220. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  72221. */
  72222. checkInputs: () => void;
  72223. /**
  72224. * Instantiate a new Camera Input Manager.
  72225. * @param camera Defines the camera the input manager blongs to
  72226. */
  72227. constructor(camera: TCamera);
  72228. /**
  72229. * Add an input method to a camera
  72230. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  72231. * @param input camera input method
  72232. */
  72233. add(input: ICameraInput<TCamera>): void;
  72234. /**
  72235. * Remove a specific input method from a camera
  72236. * example: camera.inputs.remove(camera.inputs.attached.mouse);
  72237. * @param inputToRemove camera input method
  72238. */
  72239. remove(inputToRemove: ICameraInput<TCamera>): void;
  72240. /**
  72241. * Remove a specific input type from a camera
  72242. * example: camera.inputs.remove("ArcRotateCameraGamepadInput");
  72243. * @param inputType the type of the input to remove
  72244. */
  72245. removeByType(inputType: string): void;
  72246. private _addCheckInputs;
  72247. /**
  72248. * Attach the input controls to the currently attached dom element to listen the events from.
  72249. * @param input Defines the input to attach
  72250. */
  72251. attachInput(input: ICameraInput<TCamera>): void;
  72252. /**
  72253. * Attach the current manager inputs controls to a specific dom element to listen the events from.
  72254. * @param element Defines the dom element to collect the events from
  72255. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  72256. */
  72257. attachElement(element: HTMLElement, noPreventDefault?: boolean): void;
  72258. /**
  72259. * Detach the current manager inputs controls from a specific dom element.
  72260. * @param element Defines the dom element to collect the events from
  72261. * @param disconnect Defines whether the input should be removed from the current list of attached inputs
  72262. */
  72263. detachElement(element: HTMLElement, disconnect?: boolean): void;
  72264. /**
  72265. * Rebuild the dynamic inputCheck function from the current list of
  72266. * defined inputs in the manager.
  72267. */
  72268. rebuildInputCheck(): void;
  72269. /**
  72270. * Remove all attached input methods from a camera
  72271. */
  72272. clear(): void;
  72273. /**
  72274. * Serialize the current input manager attached to a camera.
  72275. * This ensures than once parsed,
  72276. * the input associated to the camera will be identical to the current ones
  72277. * @param serializedCamera Defines the camera serialization JSON the input serialization should write to
  72278. */
  72279. serialize(serializedCamera: any): void;
  72280. /**
  72281. * Parses an input manager serialized JSON to restore the previous list of inputs
  72282. * and states associated to a camera.
  72283. * @param parsedCamera Defines the JSON to parse
  72284. */
  72285. parse(parsedCamera: any): void;
  72286. }
  72287. }
  72288. declare module BABYLON {
  72289. /**
  72290. * @hidden
  72291. */
  72292. export class IntersectionInfo {
  72293. bu: Nullable<number>;
  72294. bv: Nullable<number>;
  72295. distance: number;
  72296. faceId: number;
  72297. subMeshId: number;
  72298. constructor(bu: Nullable<number>, bv: Nullable<number>, distance: number);
  72299. }
  72300. }
  72301. declare module BABYLON {
  72302. /**
  72303. * Represens a plane by the equation ax + by + cz + d = 0
  72304. */
  72305. export class Plane {
  72306. private static _TmpMatrix;
  72307. /**
  72308. * Normal of the plane (a,b,c)
  72309. */
  72310. normal: Vector3;
  72311. /**
  72312. * d component of the plane
  72313. */
  72314. d: number;
  72315. /**
  72316. * Creates a Plane object according to the given floats a, b, c, d and the plane equation : ax + by + cz + d = 0
  72317. * @param a a component of the plane
  72318. * @param b b component of the plane
  72319. * @param c c component of the plane
  72320. * @param d d component of the plane
  72321. */
  72322. constructor(a: number, b: number, c: number, d: number);
  72323. /**
  72324. * @returns the plane coordinates as a new array of 4 elements [a, b, c, d].
  72325. */
  72326. asArray(): number[];
  72327. /**
  72328. * @returns a new plane copied from the current Plane.
  72329. */
  72330. clone(): Plane;
  72331. /**
  72332. * @returns the string "Plane".
  72333. */
  72334. getClassName(): string;
  72335. /**
  72336. * @returns the Plane hash code.
  72337. */
  72338. getHashCode(): number;
  72339. /**
  72340. * Normalize the current Plane in place.
  72341. * @returns the updated Plane.
  72342. */
  72343. normalize(): Plane;
  72344. /**
  72345. * Applies a transformation the plane and returns the result
  72346. * @param transformation the transformation matrix to be applied to the plane
  72347. * @returns a new Plane as the result of the transformation of the current Plane by the given matrix.
  72348. */
  72349. transform(transformation: DeepImmutable<Matrix>): Plane;
  72350. /**
  72351. * Calcualtte the dot product between the point and the plane normal
  72352. * @param point point to calculate the dot product with
  72353. * @returns the dot product (float) of the point coordinates and the plane normal.
  72354. */
  72355. dotCoordinate(point: DeepImmutable<Vector3>): number;
  72356. /**
  72357. * Updates the current Plane from the plane defined by the three given points.
  72358. * @param point1 one of the points used to contruct the plane
  72359. * @param point2 one of the points used to contruct the plane
  72360. * @param point3 one of the points used to contruct the plane
  72361. * @returns the updated Plane.
  72362. */
  72363. copyFromPoints(point1: DeepImmutable<Vector3>, point2: DeepImmutable<Vector3>, point3: DeepImmutable<Vector3>): Plane;
  72364. /**
  72365. * Checks if the plane is facing a given direction
  72366. * @param direction the direction to check if the plane is facing
  72367. * @param epsilon value the dot product is compared against (returns true if dot <= epsilon)
  72368. * @returns True is the vector "direction" is the same side than the plane normal.
  72369. */
  72370. isFrontFacingTo(direction: DeepImmutable<Vector3>, epsilon: number): boolean;
  72371. /**
  72372. * Calculates the distance to a point
  72373. * @param point point to calculate distance to
  72374. * @returns the signed distance (float) from the given point to the Plane.
  72375. */
  72376. signedDistanceTo(point: DeepImmutable<Vector3>): number;
  72377. /**
  72378. * Creates a plane from an array
  72379. * @param array the array to create a plane from
  72380. * @returns a new Plane from the given array.
  72381. */
  72382. static FromArray(array: DeepImmutable<ArrayLike<number>>): Plane;
  72383. /**
  72384. * Creates a plane from three points
  72385. * @param point1 point used to create the plane
  72386. * @param point2 point used to create the plane
  72387. * @param point3 point used to create the plane
  72388. * @returns a new Plane defined by the three given points.
  72389. */
  72390. static FromPoints(point1: DeepImmutable<Vector3>, point2: DeepImmutable<Vector3>, point3: DeepImmutable<Vector3>): Plane;
  72391. /**
  72392. * Creates a plane from an origin point and a normal
  72393. * @param origin origin of the plane to be constructed
  72394. * @param normal normal of the plane to be constructed
  72395. * @returns a new Plane the normal vector to this plane at the given origin point.
  72396. * Note : the vector "normal" is updated because normalized.
  72397. */
  72398. static FromPositionAndNormal(origin: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>): Plane;
  72399. /**
  72400. * Calculates the distance from a plane and a point
  72401. * @param origin origin of the plane to be constructed
  72402. * @param normal normal of the plane to be constructed
  72403. * @param point point to calculate distance to
  72404. * @returns the signed distance between the plane defined by the normal vector at the "origin"" point and the given other point.
  72405. */
  72406. static SignedDistanceToPlaneFromPositionAndNormal(origin: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>, point: DeepImmutable<Vector3>): number;
  72407. }
  72408. }
  72409. declare module BABYLON {
  72410. /**
  72411. * Class used to store bounding sphere information
  72412. */
  72413. export class BoundingSphere {
  72414. /**
  72415. * Gets the center of the bounding sphere in local space
  72416. */
  72417. readonly center: Vector3;
  72418. /**
  72419. * Radius of the bounding sphere in local space
  72420. */
  72421. radius: number;
  72422. /**
  72423. * Gets the center of the bounding sphere in world space
  72424. */
  72425. readonly centerWorld: Vector3;
  72426. /**
  72427. * Radius of the bounding sphere in world space
  72428. */
  72429. radiusWorld: number;
  72430. /**
  72431. * Gets the minimum vector in local space
  72432. */
  72433. readonly minimum: Vector3;
  72434. /**
  72435. * Gets the maximum vector in local space
  72436. */
  72437. readonly maximum: Vector3;
  72438. private _worldMatrix;
  72439. private static readonly TmpVector3;
  72440. /**
  72441. * Creates a new bounding sphere
  72442. * @param min defines the minimum vector (in local space)
  72443. * @param max defines the maximum vector (in local space)
  72444. * @param worldMatrix defines the new world matrix
  72445. */
  72446. constructor(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  72447. /**
  72448. * Recreates the entire bounding sphere from scratch as if we call the constructor in place
  72449. * @param min defines the new minimum vector (in local space)
  72450. * @param max defines the new maximum vector (in local space)
  72451. * @param worldMatrix defines the new world matrix
  72452. */
  72453. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  72454. /**
  72455. * Scale the current bounding sphere by applying a scale factor
  72456. * @param factor defines the scale factor to apply
  72457. * @returns the current bounding box
  72458. */
  72459. scale(factor: number): BoundingSphere;
  72460. /**
  72461. * Gets the world matrix of the bounding box
  72462. * @returns a matrix
  72463. */
  72464. getWorldMatrix(): DeepImmutable<Matrix>;
  72465. /** @hidden */
  72466. _update(worldMatrix: DeepImmutable<Matrix>): void;
  72467. /**
  72468. * Tests if the bounding sphere is intersecting the frustum planes
  72469. * @param frustumPlanes defines the frustum planes to test
  72470. * @returns true if there is an intersection
  72471. */
  72472. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  72473. /**
  72474. * Tests if the bounding sphere center is in between the frustum planes.
  72475. * Used for optimistic fast inclusion.
  72476. * @param frustumPlanes defines the frustum planes to test
  72477. * @returns true if the sphere center is in between the frustum planes
  72478. */
  72479. isCenterInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  72480. /**
  72481. * Tests if a point is inside the bounding sphere
  72482. * @param point defines the point to test
  72483. * @returns true if the point is inside the bounding sphere
  72484. */
  72485. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  72486. /**
  72487. * Checks if two sphere intersct
  72488. * @param sphere0 sphere 0
  72489. * @param sphere1 sphere 1
  72490. * @returns true if the speres intersect
  72491. */
  72492. static Intersects(sphere0: DeepImmutable<BoundingSphere>, sphere1: DeepImmutable<BoundingSphere>): boolean;
  72493. }
  72494. }
  72495. declare module BABYLON {
  72496. /**
  72497. * Class used to store bounding box information
  72498. */
  72499. export class BoundingBox implements ICullable {
  72500. /**
  72501. * Gets the 8 vectors representing the bounding box in local space
  72502. */
  72503. readonly vectors: Vector3[];
  72504. /**
  72505. * Gets the center of the bounding box in local space
  72506. */
  72507. readonly center: Vector3;
  72508. /**
  72509. * Gets the center of the bounding box in world space
  72510. */
  72511. readonly centerWorld: Vector3;
  72512. /**
  72513. * Gets the extend size in local space
  72514. */
  72515. readonly extendSize: Vector3;
  72516. /**
  72517. * Gets the extend size in world space
  72518. */
  72519. readonly extendSizeWorld: Vector3;
  72520. /**
  72521. * Gets the OBB (object bounding box) directions
  72522. */
  72523. readonly directions: Vector3[];
  72524. /**
  72525. * Gets the 8 vectors representing the bounding box in world space
  72526. */
  72527. readonly vectorsWorld: Vector3[];
  72528. /**
  72529. * Gets the minimum vector in world space
  72530. */
  72531. readonly minimumWorld: Vector3;
  72532. /**
  72533. * Gets the maximum vector in world space
  72534. */
  72535. readonly maximumWorld: Vector3;
  72536. /**
  72537. * Gets the minimum vector in local space
  72538. */
  72539. readonly minimum: Vector3;
  72540. /**
  72541. * Gets the maximum vector in local space
  72542. */
  72543. readonly maximum: Vector3;
  72544. private _worldMatrix;
  72545. private static readonly TmpVector3;
  72546. /**
  72547. * @hidden
  72548. */
  72549. _tag: number;
  72550. /**
  72551. * Creates a new bounding box
  72552. * @param min defines the minimum vector (in local space)
  72553. * @param max defines the maximum vector (in local space)
  72554. * @param worldMatrix defines the new world matrix
  72555. */
  72556. constructor(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  72557. /**
  72558. * Recreates the entire bounding box from scratch as if we call the constructor in place
  72559. * @param min defines the new minimum vector (in local space)
  72560. * @param max defines the new maximum vector (in local space)
  72561. * @param worldMatrix defines the new world matrix
  72562. */
  72563. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  72564. /**
  72565. * Scale the current bounding box by applying a scale factor
  72566. * @param factor defines the scale factor to apply
  72567. * @returns the current bounding box
  72568. */
  72569. scale(factor: number): BoundingBox;
  72570. /**
  72571. * Gets the world matrix of the bounding box
  72572. * @returns a matrix
  72573. */
  72574. getWorldMatrix(): DeepImmutable<Matrix>;
  72575. /** @hidden */
  72576. _update(world: DeepImmutable<Matrix>): void;
  72577. /**
  72578. * Tests if the bounding box is intersecting the frustum planes
  72579. * @param frustumPlanes defines the frustum planes to test
  72580. * @returns true if there is an intersection
  72581. */
  72582. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  72583. /**
  72584. * Tests if the bounding box is entirely inside the frustum planes
  72585. * @param frustumPlanes defines the frustum planes to test
  72586. * @returns true if there is an inclusion
  72587. */
  72588. isCompletelyInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  72589. /**
  72590. * Tests if a point is inside the bounding box
  72591. * @param point defines the point to test
  72592. * @returns true if the point is inside the bounding box
  72593. */
  72594. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  72595. /**
  72596. * Tests if the bounding box intersects with a bounding sphere
  72597. * @param sphere defines the sphere to test
  72598. * @returns true if there is an intersection
  72599. */
  72600. intersectsSphere(sphere: DeepImmutable<BoundingSphere>): boolean;
  72601. /**
  72602. * Tests if the bounding box intersects with a box defined by a min and max vectors
  72603. * @param min defines the min vector to use
  72604. * @param max defines the max vector to use
  72605. * @returns true if there is an intersection
  72606. */
  72607. intersectsMinMax(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>): boolean;
  72608. /**
  72609. * Tests if two bounding boxes are intersections
  72610. * @param box0 defines the first box to test
  72611. * @param box1 defines the second box to test
  72612. * @returns true if there is an intersection
  72613. */
  72614. static Intersects(box0: DeepImmutable<BoundingBox>, box1: DeepImmutable<BoundingBox>): boolean;
  72615. /**
  72616. * Tests if a bounding box defines by a min/max vectors intersects a sphere
  72617. * @param minPoint defines the minimum vector of the bounding box
  72618. * @param maxPoint defines the maximum vector of the bounding box
  72619. * @param sphereCenter defines the sphere center
  72620. * @param sphereRadius defines the sphere radius
  72621. * @returns true if there is an intersection
  72622. */
  72623. static IntersectsSphere(minPoint: DeepImmutable<Vector3>, maxPoint: DeepImmutable<Vector3>, sphereCenter: DeepImmutable<Vector3>, sphereRadius: number): boolean;
  72624. /**
  72625. * Tests if a bounding box defined with 8 vectors is entirely inside frustum planes
  72626. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  72627. * @param frustumPlanes defines the frustum planes to test
  72628. * @return true if there is an inclusion
  72629. */
  72630. static IsCompletelyInFrustum(boundingVectors: Array<DeepImmutable<Vector3>>, frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  72631. /**
  72632. * Tests if a bounding box defined with 8 vectors intersects frustum planes
  72633. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  72634. * @param frustumPlanes defines the frustum planes to test
  72635. * @return true if there is an intersection
  72636. */
  72637. static IsInFrustum(boundingVectors: Array<DeepImmutable<Vector3>>, frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  72638. }
  72639. }
  72640. declare module BABYLON {
  72641. /** @hidden */
  72642. export class Collider {
  72643. /** Define if a collision was found */
  72644. collisionFound: boolean;
  72645. /**
  72646. * Define last intersection point in local space
  72647. */
  72648. intersectionPoint: Vector3;
  72649. /**
  72650. * Define last collided mesh
  72651. */
  72652. collidedMesh: Nullable<AbstractMesh>;
  72653. private _collisionPoint;
  72654. private _planeIntersectionPoint;
  72655. private _tempVector;
  72656. private _tempVector2;
  72657. private _tempVector3;
  72658. private _tempVector4;
  72659. private _edge;
  72660. private _baseToVertex;
  72661. private _destinationPoint;
  72662. private _slidePlaneNormal;
  72663. private _displacementVector;
  72664. /** @hidden */
  72665. _radius: Vector3;
  72666. /** @hidden */
  72667. _retry: number;
  72668. private _velocity;
  72669. private _basePoint;
  72670. private _epsilon;
  72671. /** @hidden */
  72672. _velocityWorldLength: number;
  72673. /** @hidden */
  72674. _basePointWorld: Vector3;
  72675. private _velocityWorld;
  72676. private _normalizedVelocity;
  72677. /** @hidden */
  72678. _initialVelocity: Vector3;
  72679. /** @hidden */
  72680. _initialPosition: Vector3;
  72681. private _nearestDistance;
  72682. private _collisionMask;
  72683. collisionMask: number;
  72684. /**
  72685. * Gets the plane normal used to compute the sliding response (in local space)
  72686. */
  72687. readonly slidePlaneNormal: Vector3;
  72688. /** @hidden */
  72689. _initialize(source: Vector3, dir: Vector3, e: number): void;
  72690. /** @hidden */
  72691. _checkPointInTriangle(point: Vector3, pa: Vector3, pb: Vector3, pc: Vector3, n: Vector3): boolean;
  72692. /** @hidden */
  72693. _canDoCollision(sphereCenter: Vector3, sphereRadius: number, vecMin: Vector3, vecMax: Vector3): boolean;
  72694. /** @hidden */
  72695. _testTriangle(faceIndex: number, trianglePlaneArray: Array<Plane>, p1: Vector3, p2: Vector3, p3: Vector3, hasMaterial: boolean, hostMesh: AbstractMesh): void;
  72696. /** @hidden */
  72697. _collide(trianglePlaneArray: Array<Plane>, pts: Vector3[], indices: IndicesArray, indexStart: number, indexEnd: number, decal: number, hasMaterial: boolean, hostMesh: AbstractMesh): void;
  72698. /** @hidden */
  72699. _getResponse(pos: Vector3, vel: Vector3): void;
  72700. }
  72701. }
  72702. declare module BABYLON {
  72703. /**
  72704. * Interface for cullable objects
  72705. * @see https://doc.babylonjs.com/babylon101/materials#back-face-culling
  72706. */
  72707. export interface ICullable {
  72708. /**
  72709. * Checks if the object or part of the object is in the frustum
  72710. * @param frustumPlanes Camera near/planes
  72711. * @returns true if the object is in frustum otherwise false
  72712. */
  72713. isInFrustum(frustumPlanes: Plane[]): boolean;
  72714. /**
  72715. * Checks if a cullable object (mesh...) is in the camera frustum
  72716. * Unlike isInFrustum this cheks the full bounding box
  72717. * @param frustumPlanes Camera near/planes
  72718. * @returns true if the object is in frustum otherwise false
  72719. */
  72720. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  72721. }
  72722. /**
  72723. * Info for a bounding data of a mesh
  72724. */
  72725. export class BoundingInfo implements ICullable {
  72726. /**
  72727. * Bounding box for the mesh
  72728. */
  72729. readonly boundingBox: BoundingBox;
  72730. /**
  72731. * Bounding sphere for the mesh
  72732. */
  72733. readonly boundingSphere: BoundingSphere;
  72734. private _isLocked;
  72735. private static readonly TmpVector3;
  72736. /**
  72737. * Constructs bounding info
  72738. * @param minimum min vector of the bounding box/sphere
  72739. * @param maximum max vector of the bounding box/sphere
  72740. * @param worldMatrix defines the new world matrix
  72741. */
  72742. constructor(minimum: DeepImmutable<Vector3>, maximum: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  72743. /**
  72744. * Recreates the entire bounding info from scratch as if we call the constructor in place
  72745. * @param min defines the new minimum vector (in local space)
  72746. * @param max defines the new maximum vector (in local space)
  72747. * @param worldMatrix defines the new world matrix
  72748. */
  72749. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  72750. /**
  72751. * min vector of the bounding box/sphere
  72752. */
  72753. readonly minimum: Vector3;
  72754. /**
  72755. * max vector of the bounding box/sphere
  72756. */
  72757. readonly maximum: Vector3;
  72758. /**
  72759. * If the info is locked and won't be updated to avoid perf overhead
  72760. */
  72761. isLocked: boolean;
  72762. /**
  72763. * Updates the bounding sphere and box
  72764. * @param world world matrix to be used to update
  72765. */
  72766. update(world: DeepImmutable<Matrix>): void;
  72767. /**
  72768. * Recreate the bounding info to be centered around a specific point given a specific extend.
  72769. * @param center New center of the bounding info
  72770. * @param extend New extend of the bounding info
  72771. * @returns the current bounding info
  72772. */
  72773. centerOn(center: DeepImmutable<Vector3>, extend: DeepImmutable<Vector3>): BoundingInfo;
  72774. /**
  72775. * Scale the current bounding info by applying a scale factor
  72776. * @param factor defines the scale factor to apply
  72777. * @returns the current bounding info
  72778. */
  72779. scale(factor: number): BoundingInfo;
  72780. /**
  72781. * Returns `true` if the bounding info is within the frustum defined by the passed array of planes.
  72782. * @param frustumPlanes defines the frustum to test
  72783. * @param strategy defines the strategy to use for the culling (default is BABYLON.AbstractMesh.CULLINGSTRATEGY_STANDARD)
  72784. * @returns true if the bounding info is in the frustum planes
  72785. */
  72786. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>, strategy?: number): boolean;
  72787. /**
  72788. * Gets the world distance between the min and max points of the bounding box
  72789. */
  72790. readonly diagonalLength: number;
  72791. /**
  72792. * Checks if a cullable object (mesh...) is in the camera frustum
  72793. * Unlike isInFrustum this cheks the full bounding box
  72794. * @param frustumPlanes Camera near/planes
  72795. * @returns true if the object is in frustum otherwise false
  72796. */
  72797. isCompletelyInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  72798. /** @hidden */
  72799. _checkCollision(collider: Collider): boolean;
  72800. /**
  72801. * Checks if a point is inside the bounding box and bounding sphere or the mesh
  72802. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  72803. * @param point the point to check intersection with
  72804. * @returns if the point intersects
  72805. */
  72806. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  72807. /**
  72808. * Checks if another bounding info intersects the bounding box and bounding sphere or the mesh
  72809. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  72810. * @param boundingInfo the bounding info to check intersection with
  72811. * @param precise if the intersection should be done using OBB
  72812. * @returns if the bounding info intersects
  72813. */
  72814. intersects(boundingInfo: DeepImmutable<BoundingInfo>, precise: boolean): boolean;
  72815. }
  72816. }
  72817. declare module BABYLON {
  72818. /**
  72819. * Extracts minimum and maximum values from a list of indexed positions
  72820. * @param positions defines the positions to use
  72821. * @param indices defines the indices to the positions
  72822. * @param indexStart defines the start index
  72823. * @param indexCount defines the end index
  72824. * @param bias defines bias value to add to the result
  72825. * @return minimum and maximum values
  72826. */
  72827. export function extractMinAndMaxIndexed(positions: FloatArray, indices: IndicesArray, indexStart: number, indexCount: number, bias?: Nullable<Vector2>): {
  72828. minimum: Vector3;
  72829. maximum: Vector3;
  72830. };
  72831. /**
  72832. * Extracts minimum and maximum values from a list of positions
  72833. * @param positions defines the positions to use
  72834. * @param start defines the start index in the positions array
  72835. * @param count defines the number of positions to handle
  72836. * @param bias defines bias value to add to the result
  72837. * @param stride defines the stride size to use (distance between two positions in the positions array)
  72838. * @return minimum and maximum values
  72839. */
  72840. export function extractMinAndMax(positions: FloatArray, start: number, count: number, bias?: Nullable<Vector2>, stride?: number): {
  72841. minimum: Vector3;
  72842. maximum: Vector3;
  72843. };
  72844. }
  72845. declare module BABYLON {
  72846. /**
  72847. * Enum that determines the text-wrapping mode to use.
  72848. */
  72849. export enum InspectableType {
  72850. /**
  72851. * Checkbox for booleans
  72852. */
  72853. Checkbox = 0,
  72854. /**
  72855. * Sliders for numbers
  72856. */
  72857. Slider = 1,
  72858. /**
  72859. * Vector3
  72860. */
  72861. Vector3 = 2,
  72862. /**
  72863. * Quaternions
  72864. */
  72865. Quaternion = 3,
  72866. /**
  72867. * Color3
  72868. */
  72869. Color3 = 4,
  72870. /**
  72871. * String
  72872. */
  72873. String = 5
  72874. }
  72875. /**
  72876. * Interface used to define custom inspectable properties.
  72877. * This interface is used by the inspector to display custom property grids
  72878. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  72879. */
  72880. export interface IInspectable {
  72881. /**
  72882. * Gets the label to display
  72883. */
  72884. label: string;
  72885. /**
  72886. * Gets the name of the property to edit
  72887. */
  72888. propertyName: string;
  72889. /**
  72890. * Gets the type of the editor to use
  72891. */
  72892. type: InspectableType;
  72893. /**
  72894. * Gets the minimum value of the property when using in "slider" mode
  72895. */
  72896. min?: number;
  72897. /**
  72898. * Gets the maximum value of the property when using in "slider" mode
  72899. */
  72900. max?: number;
  72901. /**
  72902. * Gets the setp to use when using in "slider" mode
  72903. */
  72904. step?: number;
  72905. }
  72906. }
  72907. declare module BABYLON {
  72908. /**
  72909. * Class used to provide helper for timing
  72910. */
  72911. export class TimingTools {
  72912. /**
  72913. * Polyfill for setImmediate
  72914. * @param action defines the action to execute after the current execution block
  72915. */
  72916. static SetImmediate(action: () => void): void;
  72917. }
  72918. }
  72919. declare module BABYLON {
  72920. /**
  72921. * Class used to enable instatition of objects by class name
  72922. */
  72923. export class InstantiationTools {
  72924. /**
  72925. * Use this object to register external classes like custom textures or material
  72926. * to allow the laoders to instantiate them
  72927. */
  72928. static RegisteredExternalClasses: {
  72929. [key: string]: Object;
  72930. };
  72931. /**
  72932. * Tries to instantiate a new object from a given class name
  72933. * @param className defines the class name to instantiate
  72934. * @returns the new object or null if the system was not able to do the instantiation
  72935. */
  72936. static Instantiate(className: string): any;
  72937. }
  72938. }
  72939. declare module BABYLON {
  72940. /**
  72941. * This represents the required contract to create a new type of texture loader.
  72942. */
  72943. export interface IInternalTextureLoader {
  72944. /**
  72945. * Defines wether the loader supports cascade loading the different faces.
  72946. */
  72947. supportCascades: boolean;
  72948. /**
  72949. * This returns if the loader support the current file information.
  72950. * @param extension defines the file extension of the file being loaded
  72951. * @param textureFormatInUse defines the current compressed format in use iun the engine
  72952. * @param fallback defines the fallback internal texture if any
  72953. * @param isBase64 defines whether the texture is encoded as a base64
  72954. * @param isBuffer defines whether the texture data are stored as a buffer
  72955. * @returns true if the loader can load the specified file
  72956. */
  72957. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  72958. /**
  72959. * Transform the url before loading if required.
  72960. * @param rootUrl the url of the texture
  72961. * @param textureFormatInUse defines the current compressed format in use iun the engine
  72962. * @returns the transformed texture
  72963. */
  72964. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  72965. /**
  72966. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  72967. * @param rootUrl the url of the texture
  72968. * @param textureFormatInUse defines the current compressed format in use iun the engine
  72969. * @returns the fallback texture
  72970. */
  72971. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  72972. /**
  72973. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  72974. * @param data contains the texture data
  72975. * @param texture defines the BabylonJS internal texture
  72976. * @param createPolynomials will be true if polynomials have been requested
  72977. * @param onLoad defines the callback to trigger once the texture is ready
  72978. * @param onError defines the callback to trigger in case of error
  72979. */
  72980. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  72981. /**
  72982. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  72983. * @param data contains the texture data
  72984. * @param texture defines the BabylonJS internal texture
  72985. * @param callback defines the method to call once ready to upload
  72986. */
  72987. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void, loadFailed?: boolean) => void): void;
  72988. }
  72989. }
  72990. declare module BABYLON {
  72991. interface Engine {
  72992. /**
  72993. * Creates a depth stencil cube texture.
  72994. * This is only available in WebGL 2.
  72995. * @param size The size of face edge in the cube texture.
  72996. * @param options The options defining the cube texture.
  72997. * @returns The cube texture
  72998. */
  72999. _createDepthStencilCubeTexture(size: number, options: DepthTextureCreationOptions): InternalTexture;
  73000. /**
  73001. * Creates a cube texture
  73002. * @param rootUrl defines the url where the files to load is located
  73003. * @param scene defines the current scene
  73004. * @param files defines the list of files to load (1 per face)
  73005. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  73006. * @param onLoad defines an optional callback raised when the texture is loaded
  73007. * @param onError defines an optional callback raised if there is an issue to load the texture
  73008. * @param format defines the format of the data
  73009. * @param forcedExtension defines the extension to use to pick the right loader
  73010. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  73011. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  73012. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  73013. * @param fallback defines texture to use while falling back when (compressed) texture file not found.
  73014. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (defualt: empty array)
  73015. * @returns the cube texture as an InternalTexture
  73016. */
  73017. 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;
  73018. /**
  73019. * Creates a cube texture
  73020. * @param rootUrl defines the url where the files to load is located
  73021. * @param scene defines the current scene
  73022. * @param files defines the list of files to load (1 per face)
  73023. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  73024. * @param onLoad defines an optional callback raised when the texture is loaded
  73025. * @param onError defines an optional callback raised if there is an issue to load the texture
  73026. * @param format defines the format of the data
  73027. * @param forcedExtension defines the extension to use to pick the right loader
  73028. * @returns the cube texture as an InternalTexture
  73029. */
  73030. 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;
  73031. /**
  73032. * Creates a cube texture
  73033. * @param rootUrl defines the url where the files to load is located
  73034. * @param scene defines the current scene
  73035. * @param files defines the list of files to load (1 per face)
  73036. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  73037. * @param onLoad defines an optional callback raised when the texture is loaded
  73038. * @param onError defines an optional callback raised if there is an issue to load the texture
  73039. * @param format defines the format of the data
  73040. * @param forcedExtension defines the extension to use to pick the right loader
  73041. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  73042. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  73043. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  73044. * @returns the cube texture as an InternalTexture
  73045. */
  73046. 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;
  73047. /** @hidden */
  73048. _partialLoadFile(url: string, index: number, loadedFiles: (string | ArrayBuffer)[], onfinish: (files: (string | ArrayBuffer)[]) => void, onErrorCallBack: Nullable<(message?: string, exception?: any) => void>): void;
  73049. /** @hidden */
  73050. _cascadeLoadFiles(scene: Nullable<Scene>, onfinish: (images: (string | ArrayBuffer)[]) => void, files: string[], onError: Nullable<(message?: string, exception?: any) => void>): void;
  73051. /** @hidden */
  73052. _cascadeLoadImgs(scene: Nullable<Scene>, onfinish: (images: HTMLImageElement[]) => void, files: string[], onError: Nullable<(message?: string, exception?: any) => void>): void;
  73053. /** @hidden */
  73054. _partialLoadImg(url: string, index: number, loadedImages: HTMLImageElement[], scene: Nullable<Scene>, onfinish: (images: HTMLImageElement[]) => void, onErrorCallBack: Nullable<(message?: string, exception?: any) => void>): void;
  73055. }
  73056. }
  73057. declare module BABYLON {
  73058. /**
  73059. * Class for creating a cube texture
  73060. */
  73061. export class CubeTexture extends BaseTexture {
  73062. private _delayedOnLoad;
  73063. /**
  73064. * The url of the texture
  73065. */
  73066. url: string;
  73067. /**
  73068. * Gets or sets the center of the bounding box associated with the cube texture.
  73069. * It must define where the camera used to render the texture was set
  73070. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  73071. */
  73072. boundingBoxPosition: Vector3;
  73073. private _boundingBoxSize;
  73074. /**
  73075. * Gets or sets the size of the bounding box associated with the cube texture
  73076. * When defined, the cubemap will switch to local mode
  73077. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  73078. * @example https://www.babylonjs-playground.com/#RNASML
  73079. */
  73080. /**
  73081. * Returns the bounding box size
  73082. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  73083. */
  73084. boundingBoxSize: Vector3;
  73085. protected _rotationY: number;
  73086. /**
  73087. * Sets texture matrix rotation angle around Y axis in radians.
  73088. */
  73089. /**
  73090. * Gets texture matrix rotation angle around Y axis radians.
  73091. */
  73092. rotationY: number;
  73093. /**
  73094. * Are mip maps generated for this texture or not.
  73095. */
  73096. readonly noMipmap: boolean;
  73097. private _noMipmap;
  73098. private _files;
  73099. private _extensions;
  73100. private _textureMatrix;
  73101. private _format;
  73102. private _createPolynomials;
  73103. /** @hidden */
  73104. _prefiltered: boolean;
  73105. /**
  73106. * Creates a cube texture from an array of image urls
  73107. * @param files defines an array of image urls
  73108. * @param scene defines the hosting scene
  73109. * @param noMipmap specifies if mip maps are not used
  73110. * @returns a cube texture
  73111. */
  73112. static CreateFromImages(files: string[], scene: Scene, noMipmap?: boolean): CubeTexture;
  73113. /**
  73114. * Creates and return a texture created from prefilterd data by tools like IBL Baker or Lys.
  73115. * @param url defines the url of the prefiltered texture
  73116. * @param scene defines the scene the texture is attached to
  73117. * @param forcedExtension defines the extension of the file if different from the url
  73118. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  73119. * @return the prefiltered texture
  73120. */
  73121. static CreateFromPrefilteredData(url: string, scene: Scene, forcedExtension?: any, createPolynomials?: boolean): CubeTexture;
  73122. /**
  73123. * Creates a cube texture to use with reflection for instance. It can be based upon dds or six images as well
  73124. * as prefiltered data.
  73125. * @param rootUrl defines the url of the texture or the root name of the six images
  73126. * @param scene defines the scene the texture is attached to
  73127. * @param extensions defines the suffixes add to the picture name in case six images are in use like _px.jpg...
  73128. * @param noMipmap defines if mipmaps should be created or not
  73129. * @param files defines the six files to load for the different faces in that order: px, py, pz, nx, ny, nz
  73130. * @param onLoad defines a callback triggered at the end of the file load if no errors occured
  73131. * @param onError defines a callback triggered in case of error during load
  73132. * @param format defines the internal format to use for the texture once loaded
  73133. * @param prefiltered defines whether or not the texture is created from prefiltered data
  73134. * @param forcedExtension defines the extensions to use (force a special type of file to load) in case it is different from the file name
  73135. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  73136. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  73137. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  73138. * @return the cube texture
  73139. */
  73140. 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);
  73141. /**
  73142. * Gets a boolean indicating if the cube texture contains prefiltered mips (used to simulate roughness with PBR)
  73143. */
  73144. readonly isPrefiltered: boolean;
  73145. /**
  73146. * Get the current class name of the texture useful for serialization or dynamic coding.
  73147. * @returns "CubeTexture"
  73148. */
  73149. getClassName(): string;
  73150. /**
  73151. * Update the url (and optional buffer) of this texture if url was null during construction.
  73152. * @param url the url of the texture
  73153. * @param forcedExtension defines the extension to use
  73154. * @param onLoad callback called when the texture is loaded (defaults to null)
  73155. */
  73156. updateURL(url: string, forcedExtension?: string, onLoad?: () => void): void;
  73157. /**
  73158. * Delays loading of the cube texture
  73159. * @param forcedExtension defines the extension to use
  73160. */
  73161. delayLoad(forcedExtension?: string): void;
  73162. /**
  73163. * Returns the reflection texture matrix
  73164. * @returns the reflection texture matrix
  73165. */
  73166. getReflectionTextureMatrix(): Matrix;
  73167. /**
  73168. * Sets the reflection texture matrix
  73169. * @param value Reflection texture matrix
  73170. */
  73171. setReflectionTextureMatrix(value: Matrix): void;
  73172. /**
  73173. * Parses text to create a cube texture
  73174. * @param parsedTexture define the serialized text to read from
  73175. * @param scene defines the hosting scene
  73176. * @param rootUrl defines the root url of the cube texture
  73177. * @returns a cube texture
  73178. */
  73179. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): CubeTexture;
  73180. /**
  73181. * Makes a clone, or deep copy, of the cube texture
  73182. * @returns a new cube texture
  73183. */
  73184. clone(): CubeTexture;
  73185. }
  73186. }
  73187. declare module BABYLON {
  73188. /**
  73189. * Manages the defines for the Material
  73190. */
  73191. export class MaterialDefines {
  73192. /** @hidden */
  73193. protected _keys: string[];
  73194. private _isDirty;
  73195. /** @hidden */
  73196. _renderId: number;
  73197. /** @hidden */
  73198. _areLightsDirty: boolean;
  73199. /** @hidden */
  73200. _areLightsDisposed: boolean;
  73201. /** @hidden */
  73202. _areAttributesDirty: boolean;
  73203. /** @hidden */
  73204. _areTexturesDirty: boolean;
  73205. /** @hidden */
  73206. _areFresnelDirty: boolean;
  73207. /** @hidden */
  73208. _areMiscDirty: boolean;
  73209. /** @hidden */
  73210. _areImageProcessingDirty: boolean;
  73211. /** @hidden */
  73212. _normals: boolean;
  73213. /** @hidden */
  73214. _uvs: boolean;
  73215. /** @hidden */
  73216. _needNormals: boolean;
  73217. /** @hidden */
  73218. _needUVs: boolean;
  73219. [id: string]: any;
  73220. /**
  73221. * Specifies if the material needs to be re-calculated
  73222. */
  73223. readonly isDirty: boolean;
  73224. /**
  73225. * Marks the material to indicate that it has been re-calculated
  73226. */
  73227. markAsProcessed(): void;
  73228. /**
  73229. * Marks the material to indicate that it needs to be re-calculated
  73230. */
  73231. markAsUnprocessed(): void;
  73232. /**
  73233. * Marks the material to indicate all of its defines need to be re-calculated
  73234. */
  73235. markAllAsDirty(): void;
  73236. /**
  73237. * Marks the material to indicate that image processing needs to be re-calculated
  73238. */
  73239. markAsImageProcessingDirty(): void;
  73240. /**
  73241. * Marks the material to indicate the lights need to be re-calculated
  73242. * @param disposed Defines whether the light is dirty due to dispose or not
  73243. */
  73244. markAsLightDirty(disposed?: boolean): void;
  73245. /**
  73246. * Marks the attribute state as changed
  73247. */
  73248. markAsAttributesDirty(): void;
  73249. /**
  73250. * Marks the texture state as changed
  73251. */
  73252. markAsTexturesDirty(): void;
  73253. /**
  73254. * Marks the fresnel state as changed
  73255. */
  73256. markAsFresnelDirty(): void;
  73257. /**
  73258. * Marks the misc state as changed
  73259. */
  73260. markAsMiscDirty(): void;
  73261. /**
  73262. * Rebuilds the material defines
  73263. */
  73264. rebuild(): void;
  73265. /**
  73266. * Specifies if two material defines are equal
  73267. * @param other - A material define instance to compare to
  73268. * @returns - Boolean indicating if the material defines are equal (true) or not (false)
  73269. */
  73270. isEqual(other: MaterialDefines): boolean;
  73271. /**
  73272. * Clones this instance's defines to another instance
  73273. * @param other - material defines to clone values to
  73274. */
  73275. cloneTo(other: MaterialDefines): void;
  73276. /**
  73277. * Resets the material define values
  73278. */
  73279. reset(): void;
  73280. /**
  73281. * Converts the material define values to a string
  73282. * @returns - String of material define information
  73283. */
  73284. toString(): string;
  73285. }
  73286. }
  73287. declare module BABYLON {
  73288. /**
  73289. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  73290. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  73291. * 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;
  73292. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  73293. */
  73294. export class ColorCurves {
  73295. private _dirty;
  73296. private _tempColor;
  73297. private _globalCurve;
  73298. private _highlightsCurve;
  73299. private _midtonesCurve;
  73300. private _shadowsCurve;
  73301. private _positiveCurve;
  73302. private _negativeCurve;
  73303. private _globalHue;
  73304. private _globalDensity;
  73305. private _globalSaturation;
  73306. private _globalExposure;
  73307. /**
  73308. * Gets the global Hue value.
  73309. * 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).
  73310. */
  73311. /**
  73312. * Sets the global Hue value.
  73313. * 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).
  73314. */
  73315. globalHue: number;
  73316. /**
  73317. * Gets the global Density value.
  73318. * 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.
  73319. * Values less than zero provide a filter of opposite hue.
  73320. */
  73321. /**
  73322. * Sets the global Density value.
  73323. * 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.
  73324. * Values less than zero provide a filter of opposite hue.
  73325. */
  73326. globalDensity: number;
  73327. /**
  73328. * Gets the global Saturation value.
  73329. * 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.
  73330. */
  73331. /**
  73332. * Sets the global Saturation value.
  73333. * 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.
  73334. */
  73335. globalSaturation: number;
  73336. /**
  73337. * Gets the global Exposure value.
  73338. * 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.
  73339. */
  73340. /**
  73341. * Sets the global Exposure value.
  73342. * 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.
  73343. */
  73344. globalExposure: number;
  73345. private _highlightsHue;
  73346. private _highlightsDensity;
  73347. private _highlightsSaturation;
  73348. private _highlightsExposure;
  73349. /**
  73350. * Gets the highlights Hue value.
  73351. * 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).
  73352. */
  73353. /**
  73354. * Sets the highlights Hue value.
  73355. * 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).
  73356. */
  73357. highlightsHue: number;
  73358. /**
  73359. * Gets the highlights Density value.
  73360. * 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.
  73361. * Values less than zero provide a filter of opposite hue.
  73362. */
  73363. /**
  73364. * Sets the highlights Density value.
  73365. * 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.
  73366. * Values less than zero provide a filter of opposite hue.
  73367. */
  73368. highlightsDensity: number;
  73369. /**
  73370. * Gets the highlights Saturation value.
  73371. * 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.
  73372. */
  73373. /**
  73374. * Sets the highlights Saturation value.
  73375. * 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.
  73376. */
  73377. highlightsSaturation: number;
  73378. /**
  73379. * Gets the highlights Exposure value.
  73380. * 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.
  73381. */
  73382. /**
  73383. * Sets the highlights Exposure value.
  73384. * 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.
  73385. */
  73386. highlightsExposure: number;
  73387. private _midtonesHue;
  73388. private _midtonesDensity;
  73389. private _midtonesSaturation;
  73390. private _midtonesExposure;
  73391. /**
  73392. * Gets the midtones Hue value.
  73393. * 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).
  73394. */
  73395. /**
  73396. * Sets the midtones Hue value.
  73397. * 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).
  73398. */
  73399. midtonesHue: number;
  73400. /**
  73401. * Gets the midtones Density value.
  73402. * 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.
  73403. * Values less than zero provide a filter of opposite hue.
  73404. */
  73405. /**
  73406. * Sets the midtones Density value.
  73407. * 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.
  73408. * Values less than zero provide a filter of opposite hue.
  73409. */
  73410. midtonesDensity: number;
  73411. /**
  73412. * Gets the midtones Saturation value.
  73413. * 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.
  73414. */
  73415. /**
  73416. * Sets the midtones Saturation value.
  73417. * 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.
  73418. */
  73419. midtonesSaturation: number;
  73420. /**
  73421. * Gets the midtones Exposure value.
  73422. * 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.
  73423. */
  73424. /**
  73425. * Sets the midtones Exposure value.
  73426. * 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.
  73427. */
  73428. midtonesExposure: number;
  73429. private _shadowsHue;
  73430. private _shadowsDensity;
  73431. private _shadowsSaturation;
  73432. private _shadowsExposure;
  73433. /**
  73434. * Gets the shadows Hue value.
  73435. * 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).
  73436. */
  73437. /**
  73438. * Sets the shadows Hue value.
  73439. * 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).
  73440. */
  73441. shadowsHue: number;
  73442. /**
  73443. * Gets the shadows Density value.
  73444. * 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.
  73445. * Values less than zero provide a filter of opposite hue.
  73446. */
  73447. /**
  73448. * Sets the shadows Density value.
  73449. * 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.
  73450. * Values less than zero provide a filter of opposite hue.
  73451. */
  73452. shadowsDensity: number;
  73453. /**
  73454. * Gets the shadows Saturation value.
  73455. * 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.
  73456. */
  73457. /**
  73458. * Sets the shadows Saturation value.
  73459. * 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.
  73460. */
  73461. shadowsSaturation: number;
  73462. /**
  73463. * Gets the shadows Exposure value.
  73464. * 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.
  73465. */
  73466. /**
  73467. * Sets the shadows Exposure value.
  73468. * 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.
  73469. */
  73470. shadowsExposure: number;
  73471. /**
  73472. * Returns the class name
  73473. * @returns The class name
  73474. */
  73475. getClassName(): string;
  73476. /**
  73477. * Binds the color curves to the shader.
  73478. * @param colorCurves The color curve to bind
  73479. * @param effect The effect to bind to
  73480. * @param positiveUniform The positive uniform shader parameter
  73481. * @param neutralUniform The neutral uniform shader parameter
  73482. * @param negativeUniform The negative uniform shader parameter
  73483. */
  73484. static Bind(colorCurves: ColorCurves, effect: Effect, positiveUniform?: string, neutralUniform?: string, negativeUniform?: string): void;
  73485. /**
  73486. * Prepare the list of uniforms associated with the ColorCurves effects.
  73487. * @param uniformsList The list of uniforms used in the effect
  73488. */
  73489. static PrepareUniforms(uniformsList: string[]): void;
  73490. /**
  73491. * Returns color grading data based on a hue, density, saturation and exposure value.
  73492. * @param filterHue The hue of the color filter.
  73493. * @param filterDensity The density of the color filter.
  73494. * @param saturation The saturation.
  73495. * @param exposure The exposure.
  73496. * @param result The result data container.
  73497. */
  73498. private getColorGradingDataToRef;
  73499. /**
  73500. * Takes an input slider value and returns an adjusted value that provides extra control near the centre.
  73501. * @param value The input slider value in range [-100,100].
  73502. * @returns Adjusted value.
  73503. */
  73504. private static applyColorGradingSliderNonlinear;
  73505. /**
  73506. * Returns an RGBA Color4 based on Hue, Saturation and Brightness (also referred to as value, HSV).
  73507. * @param hue The hue (H) input.
  73508. * @param saturation The saturation (S) input.
  73509. * @param brightness The brightness (B) input.
  73510. * @result An RGBA color represented as Vector4.
  73511. */
  73512. private static fromHSBToRef;
  73513. /**
  73514. * Returns a value clamped between min and max
  73515. * @param value The value to clamp
  73516. * @param min The minimum of value
  73517. * @param max The maximum of value
  73518. * @returns The clamped value.
  73519. */
  73520. private static clamp;
  73521. /**
  73522. * Clones the current color curve instance.
  73523. * @return The cloned curves
  73524. */
  73525. clone(): ColorCurves;
  73526. /**
  73527. * Serializes the current color curve instance to a json representation.
  73528. * @return a JSON representation
  73529. */
  73530. serialize(): any;
  73531. /**
  73532. * Parses the color curve from a json representation.
  73533. * @param source the JSON source to parse
  73534. * @return The parsed curves
  73535. */
  73536. static Parse(source: any): ColorCurves;
  73537. }
  73538. }
  73539. declare module BABYLON {
  73540. /**
  73541. * Interface to follow in your material defines to integrate easily the
  73542. * Image proccessing functions.
  73543. * @hidden
  73544. */
  73545. export interface IImageProcessingConfigurationDefines {
  73546. IMAGEPROCESSING: boolean;
  73547. VIGNETTE: boolean;
  73548. VIGNETTEBLENDMODEMULTIPLY: boolean;
  73549. VIGNETTEBLENDMODEOPAQUE: boolean;
  73550. TONEMAPPING: boolean;
  73551. TONEMAPPING_ACES: boolean;
  73552. CONTRAST: boolean;
  73553. EXPOSURE: boolean;
  73554. COLORCURVES: boolean;
  73555. COLORGRADING: boolean;
  73556. COLORGRADING3D: boolean;
  73557. SAMPLER3DGREENDEPTH: boolean;
  73558. SAMPLER3DBGRMAP: boolean;
  73559. IMAGEPROCESSINGPOSTPROCESS: boolean;
  73560. }
  73561. /**
  73562. * @hidden
  73563. */
  73564. export class ImageProcessingConfigurationDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  73565. IMAGEPROCESSING: boolean;
  73566. VIGNETTE: boolean;
  73567. VIGNETTEBLENDMODEMULTIPLY: boolean;
  73568. VIGNETTEBLENDMODEOPAQUE: boolean;
  73569. TONEMAPPING: boolean;
  73570. TONEMAPPING_ACES: boolean;
  73571. CONTRAST: boolean;
  73572. COLORCURVES: boolean;
  73573. COLORGRADING: boolean;
  73574. COLORGRADING3D: boolean;
  73575. SAMPLER3DGREENDEPTH: boolean;
  73576. SAMPLER3DBGRMAP: boolean;
  73577. IMAGEPROCESSINGPOSTPROCESS: boolean;
  73578. EXPOSURE: boolean;
  73579. constructor();
  73580. }
  73581. /**
  73582. * This groups together the common properties used for image processing either in direct forward pass
  73583. * or through post processing effect depending on the use of the image processing pipeline in your scene
  73584. * or not.
  73585. */
  73586. export class ImageProcessingConfiguration {
  73587. /**
  73588. * Default tone mapping applied in BabylonJS.
  73589. */
  73590. static readonly TONEMAPPING_STANDARD: number;
  73591. /**
  73592. * ACES Tone mapping (used by default in unreal and unity). This can help getting closer
  73593. * to other engines rendering to increase portability.
  73594. */
  73595. static readonly TONEMAPPING_ACES: number;
  73596. /**
  73597. * Color curves setup used in the effect if colorCurvesEnabled is set to true
  73598. */
  73599. colorCurves: Nullable<ColorCurves>;
  73600. private _colorCurvesEnabled;
  73601. /**
  73602. * Gets wether the color curves effect is enabled.
  73603. */
  73604. /**
  73605. * Sets wether the color curves effect is enabled.
  73606. */
  73607. colorCurvesEnabled: boolean;
  73608. private _colorGradingTexture;
  73609. /**
  73610. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  73611. */
  73612. /**
  73613. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  73614. */
  73615. colorGradingTexture: Nullable<BaseTexture>;
  73616. private _colorGradingEnabled;
  73617. /**
  73618. * Gets wether the color grading effect is enabled.
  73619. */
  73620. /**
  73621. * Sets wether the color grading effect is enabled.
  73622. */
  73623. colorGradingEnabled: boolean;
  73624. private _colorGradingWithGreenDepth;
  73625. /**
  73626. * Gets wether the color grading effect is using a green depth for the 3d Texture.
  73627. */
  73628. /**
  73629. * Sets wether the color grading effect is using a green depth for the 3d Texture.
  73630. */
  73631. colorGradingWithGreenDepth: boolean;
  73632. private _colorGradingBGR;
  73633. /**
  73634. * Gets wether the color grading texture contains BGR values.
  73635. */
  73636. /**
  73637. * Sets wether the color grading texture contains BGR values.
  73638. */
  73639. colorGradingBGR: boolean;
  73640. /** @hidden */
  73641. _exposure: number;
  73642. /**
  73643. * Gets the Exposure used in the effect.
  73644. */
  73645. /**
  73646. * Sets the Exposure used in the effect.
  73647. */
  73648. exposure: number;
  73649. private _toneMappingEnabled;
  73650. /**
  73651. * Gets wether the tone mapping effect is enabled.
  73652. */
  73653. /**
  73654. * Sets wether the tone mapping effect is enabled.
  73655. */
  73656. toneMappingEnabled: boolean;
  73657. private _toneMappingType;
  73658. /**
  73659. * Gets the type of tone mapping effect.
  73660. */
  73661. /**
  73662. * Sets the type of tone mapping effect used in BabylonJS.
  73663. */
  73664. toneMappingType: number;
  73665. protected _contrast: number;
  73666. /**
  73667. * Gets the contrast used in the effect.
  73668. */
  73669. /**
  73670. * Sets the contrast used in the effect.
  73671. */
  73672. contrast: number;
  73673. /**
  73674. * Vignette stretch size.
  73675. */
  73676. vignetteStretch: number;
  73677. /**
  73678. * Vignette centre X Offset.
  73679. */
  73680. vignetteCentreX: number;
  73681. /**
  73682. * Vignette centre Y Offset.
  73683. */
  73684. vignetteCentreY: number;
  73685. /**
  73686. * Vignette weight or intensity of the vignette effect.
  73687. */
  73688. vignetteWeight: number;
  73689. /**
  73690. * Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  73691. * if vignetteEnabled is set to true.
  73692. */
  73693. vignetteColor: Color4;
  73694. /**
  73695. * Camera field of view used by the Vignette effect.
  73696. */
  73697. vignetteCameraFov: number;
  73698. private _vignetteBlendMode;
  73699. /**
  73700. * Gets the vignette blend mode allowing different kind of effect.
  73701. */
  73702. /**
  73703. * Sets the vignette blend mode allowing different kind of effect.
  73704. */
  73705. vignetteBlendMode: number;
  73706. private _vignetteEnabled;
  73707. /**
  73708. * Gets wether the vignette effect is enabled.
  73709. */
  73710. /**
  73711. * Sets wether the vignette effect is enabled.
  73712. */
  73713. vignetteEnabled: boolean;
  73714. private _applyByPostProcess;
  73715. /**
  73716. * Gets wether the image processing is applied through a post process or not.
  73717. */
  73718. /**
  73719. * Sets wether the image processing is applied through a post process or not.
  73720. */
  73721. applyByPostProcess: boolean;
  73722. private _isEnabled;
  73723. /**
  73724. * Gets wether the image processing is enabled or not.
  73725. */
  73726. /**
  73727. * Sets wether the image processing is enabled or not.
  73728. */
  73729. isEnabled: boolean;
  73730. /**
  73731. * An event triggered when the configuration changes and requires Shader to Update some parameters.
  73732. */
  73733. onUpdateParameters: Observable<ImageProcessingConfiguration>;
  73734. /**
  73735. * Method called each time the image processing information changes requires to recompile the effect.
  73736. */
  73737. protected _updateParameters(): void;
  73738. /**
  73739. * Gets the current class name.
  73740. * @return "ImageProcessingConfiguration"
  73741. */
  73742. getClassName(): string;
  73743. /**
  73744. * Prepare the list of uniforms associated with the Image Processing effects.
  73745. * @param uniforms The list of uniforms used in the effect
  73746. * @param defines the list of defines currently in use
  73747. */
  73748. static PrepareUniforms(uniforms: string[], defines: IImageProcessingConfigurationDefines): void;
  73749. /**
  73750. * Prepare the list of samplers associated with the Image Processing effects.
  73751. * @param samplersList The list of uniforms used in the effect
  73752. * @param defines the list of defines currently in use
  73753. */
  73754. static PrepareSamplers(samplersList: string[], defines: IImageProcessingConfigurationDefines): void;
  73755. /**
  73756. * Prepare the list of defines associated to the shader.
  73757. * @param defines the list of defines to complete
  73758. * @param forPostProcess Define if we are currently in post process mode or not
  73759. */
  73760. prepareDefines(defines: IImageProcessingConfigurationDefines, forPostProcess?: boolean): void;
  73761. /**
  73762. * Returns true if all the image processing information are ready.
  73763. * @returns True if ready, otherwise, false
  73764. */
  73765. isReady(): boolean;
  73766. /**
  73767. * Binds the image processing to the shader.
  73768. * @param effect The effect to bind to
  73769. * @param aspectRatio Define the current aspect ratio of the effect
  73770. */
  73771. bind(effect: Effect, aspectRatio?: number): void;
  73772. /**
  73773. * Clones the current image processing instance.
  73774. * @return The cloned image processing
  73775. */
  73776. clone(): ImageProcessingConfiguration;
  73777. /**
  73778. * Serializes the current image processing instance to a json representation.
  73779. * @return a JSON representation
  73780. */
  73781. serialize(): any;
  73782. /**
  73783. * Parses the image processing from a json representation.
  73784. * @param source the JSON source to parse
  73785. * @return The parsed image processing
  73786. */
  73787. static Parse(source: any): ImageProcessingConfiguration;
  73788. private static _VIGNETTEMODE_MULTIPLY;
  73789. private static _VIGNETTEMODE_OPAQUE;
  73790. /**
  73791. * Used to apply the vignette as a mix with the pixel color.
  73792. */
  73793. static readonly VIGNETTEMODE_MULTIPLY: number;
  73794. /**
  73795. * Used to apply the vignette as a replacement of the pixel color.
  73796. */
  73797. static readonly VIGNETTEMODE_OPAQUE: number;
  73798. }
  73799. }
  73800. declare module BABYLON {
  73801. /** @hidden */
  73802. export var postprocessVertexShader: {
  73803. name: string;
  73804. shader: string;
  73805. };
  73806. }
  73807. declare module BABYLON {
  73808. /** Defines supported spaces */
  73809. export enum Space {
  73810. /** Local (object) space */
  73811. LOCAL = 0,
  73812. /** World space */
  73813. WORLD = 1,
  73814. /** Bone space */
  73815. BONE = 2
  73816. }
  73817. /** Defines the 3 main axes */
  73818. export class Axis {
  73819. /** X axis */
  73820. static X: Vector3;
  73821. /** Y axis */
  73822. static Y: Vector3;
  73823. /** Z axis */
  73824. static Z: Vector3;
  73825. }
  73826. }
  73827. declare module BABYLON {
  73828. /**
  73829. * A target camera takes a mesh or position as a target and continues to look at it while it moves.
  73830. * This is the base of the follow, arc rotate cameras and Free camera
  73831. * @see http://doc.babylonjs.com/features/cameras
  73832. */
  73833. export class TargetCamera extends Camera {
  73834. private static _RigCamTransformMatrix;
  73835. private static _TargetTransformMatrix;
  73836. private static _TargetFocalPoint;
  73837. /**
  73838. * Define the current direction the camera is moving to
  73839. */
  73840. cameraDirection: Vector3;
  73841. /**
  73842. * Define the current rotation the camera is rotating to
  73843. */
  73844. cameraRotation: Vector2;
  73845. /**
  73846. * When set, the up vector of the camera will be updated by the rotation of the camera
  73847. */
  73848. updateUpVectorFromRotation: boolean;
  73849. private _tmpQuaternion;
  73850. /**
  73851. * Define the current rotation of the camera
  73852. */
  73853. rotation: Vector3;
  73854. /**
  73855. * Define the current rotation of the camera as a quaternion to prevent Gimbal lock
  73856. */
  73857. rotationQuaternion: Quaternion;
  73858. /**
  73859. * Define the current speed of the camera
  73860. */
  73861. speed: number;
  73862. /**
  73863. * Add cconstraint to the camera to prevent it to move freely in all directions and
  73864. * around all axis.
  73865. */
  73866. noRotationConstraint: boolean;
  73867. /**
  73868. * Define the current target of the camera as an object or a position.
  73869. */
  73870. lockedTarget: any;
  73871. /** @hidden */
  73872. _currentTarget: Vector3;
  73873. /** @hidden */
  73874. _initialFocalDistance: number;
  73875. /** @hidden */
  73876. _viewMatrix: Matrix;
  73877. /** @hidden */
  73878. _camMatrix: Matrix;
  73879. /** @hidden */
  73880. _cameraTransformMatrix: Matrix;
  73881. /** @hidden */
  73882. _cameraRotationMatrix: Matrix;
  73883. /** @hidden */
  73884. _referencePoint: Vector3;
  73885. /** @hidden */
  73886. _transformedReferencePoint: Vector3;
  73887. protected _globalCurrentTarget: Vector3;
  73888. protected _globalCurrentUpVector: Vector3;
  73889. /** @hidden */
  73890. _reset: () => void;
  73891. private _defaultUp;
  73892. /**
  73893. * Instantiates a target camera that takes a mesh or position as a target and continues to look at it while it moves.
  73894. * This is the base of the follow, arc rotate cameras and Free camera
  73895. * @see http://doc.babylonjs.com/features/cameras
  73896. * @param name Defines the name of the camera in the scene
  73897. * @param position Defines the start position of the camera in the scene
  73898. * @param scene Defines the scene the camera belongs to
  73899. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  73900. */
  73901. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  73902. /**
  73903. * Gets the position in front of the camera at a given distance.
  73904. * @param distance The distance from the camera we want the position to be
  73905. * @returns the position
  73906. */
  73907. getFrontPosition(distance: number): Vector3;
  73908. /** @hidden */
  73909. _getLockedTargetPosition(): Nullable<Vector3>;
  73910. private _storedPosition;
  73911. private _storedRotation;
  73912. private _storedRotationQuaternion;
  73913. /**
  73914. * Store current camera state of the camera (fov, position, rotation, etc..)
  73915. * @returns the camera
  73916. */
  73917. storeState(): Camera;
  73918. /**
  73919. * Restored camera state. You must call storeState() first
  73920. * @returns whether it was successful or not
  73921. * @hidden
  73922. */
  73923. _restoreStateValues(): boolean;
  73924. /** @hidden */
  73925. _initCache(): void;
  73926. /** @hidden */
  73927. _updateCache(ignoreParentClass?: boolean): void;
  73928. /** @hidden */
  73929. _isSynchronizedViewMatrix(): boolean;
  73930. /** @hidden */
  73931. _computeLocalCameraSpeed(): number;
  73932. /**
  73933. * Defines the target the camera should look at.
  73934. * @param target Defines the new target as a Vector or a mesh
  73935. */
  73936. setTarget(target: Vector3): void;
  73937. /**
  73938. * Return the current target position of the camera. This value is expressed in local space.
  73939. * @returns the target position
  73940. */
  73941. getTarget(): Vector3;
  73942. /** @hidden */
  73943. _decideIfNeedsToMove(): boolean;
  73944. /** @hidden */
  73945. _updatePosition(): void;
  73946. /** @hidden */
  73947. _checkInputs(): void;
  73948. protected _updateCameraRotationMatrix(): void;
  73949. /**
  73950. * 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)
  73951. * @returns the current camera
  73952. */
  73953. private _rotateUpVectorWithCameraRotationMatrix;
  73954. private _cachedRotationZ;
  73955. private _cachedQuaternionRotationZ;
  73956. /** @hidden */
  73957. _getViewMatrix(): Matrix;
  73958. protected _computeViewMatrix(position: Vector3, target: Vector3, up: Vector3): void;
  73959. /**
  73960. * @hidden
  73961. */
  73962. createRigCamera(name: string, cameraIndex: number): Nullable<Camera>;
  73963. /**
  73964. * @hidden
  73965. */
  73966. _updateRigCameras(): void;
  73967. private _getRigCamPositionAndTarget;
  73968. /**
  73969. * Gets the current object class name.
  73970. * @return the class name
  73971. */
  73972. getClassName(): string;
  73973. }
  73974. }
  73975. declare module BABYLON {
  73976. /**
  73977. * Gather the list of keyboard event types as constants.
  73978. */
  73979. export class KeyboardEventTypes {
  73980. /**
  73981. * The keydown event is fired when a key becomes active (pressed).
  73982. */
  73983. static readonly KEYDOWN: number;
  73984. /**
  73985. * The keyup event is fired when a key has been released.
  73986. */
  73987. static readonly KEYUP: number;
  73988. }
  73989. /**
  73990. * This class is used to store keyboard related info for the onKeyboardObservable event.
  73991. */
  73992. export class KeyboardInfo {
  73993. /**
  73994. * Defines the type of event (KeyboardEventTypes)
  73995. */
  73996. type: number;
  73997. /**
  73998. * Defines the related dom event
  73999. */
  74000. event: KeyboardEvent;
  74001. /**
  74002. * Instantiates a new keyboard info.
  74003. * This class is used to store keyboard related info for the onKeyboardObservable event.
  74004. * @param type Defines the type of event (KeyboardEventTypes)
  74005. * @param event Defines the related dom event
  74006. */
  74007. constructor(
  74008. /**
  74009. * Defines the type of event (KeyboardEventTypes)
  74010. */
  74011. type: number,
  74012. /**
  74013. * Defines the related dom event
  74014. */
  74015. event: KeyboardEvent);
  74016. }
  74017. /**
  74018. * This class is used to store keyboard related info for the onPreKeyboardObservable event.
  74019. * Set the skipOnKeyboardObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onKeyboardObservable
  74020. */
  74021. export class KeyboardInfoPre extends KeyboardInfo {
  74022. /**
  74023. * Defines the type of event (KeyboardEventTypes)
  74024. */
  74025. type: number;
  74026. /**
  74027. * Defines the related dom event
  74028. */
  74029. event: KeyboardEvent;
  74030. /**
  74031. * Defines whether the engine should skip the next onKeyboardObservable associated to this pre.
  74032. */
  74033. skipOnPointerObservable: boolean;
  74034. /**
  74035. * Instantiates a new keyboard pre info.
  74036. * This class is used to store keyboard related info for the onPreKeyboardObservable event.
  74037. * @param type Defines the type of event (KeyboardEventTypes)
  74038. * @param event Defines the related dom event
  74039. */
  74040. constructor(
  74041. /**
  74042. * Defines the type of event (KeyboardEventTypes)
  74043. */
  74044. type: number,
  74045. /**
  74046. * Defines the related dom event
  74047. */
  74048. event: KeyboardEvent);
  74049. }
  74050. }
  74051. declare module BABYLON {
  74052. /**
  74053. * Manage the keyboard inputs to control the movement of a free camera.
  74054. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  74055. */
  74056. export class FreeCameraKeyboardMoveInput implements ICameraInput<FreeCamera> {
  74057. /**
  74058. * Defines the camera the input is attached to.
  74059. */
  74060. camera: FreeCamera;
  74061. /**
  74062. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  74063. */
  74064. keysUp: number[];
  74065. /**
  74066. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  74067. */
  74068. keysDown: number[];
  74069. /**
  74070. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  74071. */
  74072. keysLeft: number[];
  74073. /**
  74074. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  74075. */
  74076. keysRight: number[];
  74077. private _keys;
  74078. private _onCanvasBlurObserver;
  74079. private _onKeyboardObserver;
  74080. private _engine;
  74081. private _scene;
  74082. /**
  74083. * Attach the input controls to a specific dom element to get the input from.
  74084. * @param element Defines the element the controls should be listened from
  74085. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  74086. */
  74087. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  74088. /**
  74089. * Detach the current controls from the specified dom element.
  74090. * @param element Defines the element to stop listening the inputs from
  74091. */
  74092. detachControl(element: Nullable<HTMLElement>): void;
  74093. /**
  74094. * Update the current camera state depending on the inputs that have been used this frame.
  74095. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  74096. */
  74097. checkInputs(): void;
  74098. /**
  74099. * Gets the class name of the current intput.
  74100. * @returns the class name
  74101. */
  74102. getClassName(): string;
  74103. /** @hidden */
  74104. _onLostFocus(): void;
  74105. /**
  74106. * Get the friendly name associated with the input class.
  74107. * @returns the input friendly name
  74108. */
  74109. getSimpleName(): string;
  74110. }
  74111. }
  74112. declare module BABYLON {
  74113. /**
  74114. * Interface describing all the common properties and methods a shadow light needs to implement.
  74115. * This helps both the shadow generator and materials to genrate the corresponding shadow maps
  74116. * as well as binding the different shadow properties to the effects.
  74117. */
  74118. export interface IShadowLight extends Light {
  74119. /**
  74120. * The light id in the scene (used in scene.findLighById for instance)
  74121. */
  74122. id: string;
  74123. /**
  74124. * The position the shdow will be casted from.
  74125. */
  74126. position: Vector3;
  74127. /**
  74128. * In 2d mode (needCube being false), the direction used to cast the shadow.
  74129. */
  74130. direction: Vector3;
  74131. /**
  74132. * The transformed position. Position of the light in world space taking parenting in account.
  74133. */
  74134. transformedPosition: Vector3;
  74135. /**
  74136. * The transformed direction. Direction of the light in world space taking parenting in account.
  74137. */
  74138. transformedDirection: Vector3;
  74139. /**
  74140. * The friendly name of the light in the scene.
  74141. */
  74142. name: string;
  74143. /**
  74144. * Defines the shadow projection clipping minimum z value.
  74145. */
  74146. shadowMinZ: number;
  74147. /**
  74148. * Defines the shadow projection clipping maximum z value.
  74149. */
  74150. shadowMaxZ: number;
  74151. /**
  74152. * Computes the transformed information (transformedPosition and transformedDirection in World space) of the current light
  74153. * @returns true if the information has been computed, false if it does not need to (no parenting)
  74154. */
  74155. computeTransformedInformation(): boolean;
  74156. /**
  74157. * Gets the scene the light belongs to.
  74158. * @returns The scene
  74159. */
  74160. getScene(): Scene;
  74161. /**
  74162. * Callback defining a custom Projection Matrix Builder.
  74163. * This can be used to override the default projection matrix computation.
  74164. */
  74165. customProjectionMatrixBuilder: (viewMatrix: Matrix, renderList: Array<AbstractMesh>, result: Matrix) => void;
  74166. /**
  74167. * Sets the shadow projection matrix in parameter to the generated projection matrix.
  74168. * @param matrix The materix to updated with the projection information
  74169. * @param viewMatrix The transform matrix of the light
  74170. * @param renderList The list of mesh to render in the map
  74171. * @returns The current light
  74172. */
  74173. setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): IShadowLight;
  74174. /**
  74175. * Gets the current depth scale used in ESM.
  74176. * @returns The scale
  74177. */
  74178. getDepthScale(): number;
  74179. /**
  74180. * Returns whether or not the shadow generation require a cube texture or a 2d texture.
  74181. * @returns true if a cube texture needs to be use
  74182. */
  74183. needCube(): boolean;
  74184. /**
  74185. * Detects if the projection matrix requires to be recomputed this frame.
  74186. * @returns true if it requires to be recomputed otherwise, false.
  74187. */
  74188. needProjectionMatrixCompute(): boolean;
  74189. /**
  74190. * Forces the shadow generator to recompute the projection matrix even if position and direction did not changed.
  74191. */
  74192. forceProjectionMatrixCompute(): void;
  74193. /**
  74194. * Get the direction to use to render the shadow map. In case of cube texture, the face index can be passed.
  74195. * @param faceIndex The index of the face we are computed the direction to generate shadow
  74196. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  74197. */
  74198. getShadowDirection(faceIndex?: number): Vector3;
  74199. /**
  74200. * Gets the minZ used for shadow according to both the scene and the light.
  74201. * @param activeCamera The camera we are returning the min for
  74202. * @returns the depth min z
  74203. */
  74204. getDepthMinZ(activeCamera: Camera): number;
  74205. /**
  74206. * Gets the maxZ used for shadow according to both the scene and the light.
  74207. * @param activeCamera The camera we are returning the max for
  74208. * @returns the depth max z
  74209. */
  74210. getDepthMaxZ(activeCamera: Camera): number;
  74211. }
  74212. /**
  74213. * Base implementation IShadowLight
  74214. * It groups all the common behaviour in order to reduce dupplication and better follow the DRY pattern.
  74215. */
  74216. export abstract class ShadowLight extends Light implements IShadowLight {
  74217. protected abstract _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  74218. protected _position: Vector3;
  74219. protected _setPosition(value: Vector3): void;
  74220. /**
  74221. * Sets the position the shadow will be casted from. Also use as the light position for both
  74222. * point and spot lights.
  74223. */
  74224. /**
  74225. * Sets the position the shadow will be casted from. Also use as the light position for both
  74226. * point and spot lights.
  74227. */
  74228. position: Vector3;
  74229. protected _direction: Vector3;
  74230. protected _setDirection(value: Vector3): void;
  74231. /**
  74232. * In 2d mode (needCube being false), gets the direction used to cast the shadow.
  74233. * Also use as the light direction on spot and directional lights.
  74234. */
  74235. /**
  74236. * In 2d mode (needCube being false), sets the direction used to cast the shadow.
  74237. * Also use as the light direction on spot and directional lights.
  74238. */
  74239. direction: Vector3;
  74240. private _shadowMinZ;
  74241. /**
  74242. * Gets the shadow projection clipping minimum z value.
  74243. */
  74244. /**
  74245. * Sets the shadow projection clipping minimum z value.
  74246. */
  74247. shadowMinZ: number;
  74248. private _shadowMaxZ;
  74249. /**
  74250. * Sets the shadow projection clipping maximum z value.
  74251. */
  74252. /**
  74253. * Gets the shadow projection clipping maximum z value.
  74254. */
  74255. shadowMaxZ: number;
  74256. /**
  74257. * Callback defining a custom Projection Matrix Builder.
  74258. * This can be used to override the default projection matrix computation.
  74259. */
  74260. customProjectionMatrixBuilder: (viewMatrix: Matrix, renderList: Array<AbstractMesh>, result: Matrix) => void;
  74261. /**
  74262. * The transformed position. Position of the light in world space taking parenting in account.
  74263. */
  74264. transformedPosition: Vector3;
  74265. /**
  74266. * The transformed direction. Direction of the light in world space taking parenting in account.
  74267. */
  74268. transformedDirection: Vector3;
  74269. private _needProjectionMatrixCompute;
  74270. /**
  74271. * Computes the transformed information (transformedPosition and transformedDirection in World space) of the current light
  74272. * @returns true if the information has been computed, false if it does not need to (no parenting)
  74273. */
  74274. computeTransformedInformation(): boolean;
  74275. /**
  74276. * Return the depth scale used for the shadow map.
  74277. * @returns the depth scale.
  74278. */
  74279. getDepthScale(): number;
  74280. /**
  74281. * Get the direction to use to render the shadow map. In case of cube texture, the face index can be passed.
  74282. * @param faceIndex The index of the face we are computed the direction to generate shadow
  74283. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  74284. */
  74285. getShadowDirection(faceIndex?: number): Vector3;
  74286. /**
  74287. * Returns the ShadowLight absolute position in the World.
  74288. * @returns the position vector in world space
  74289. */
  74290. getAbsolutePosition(): Vector3;
  74291. /**
  74292. * Sets the ShadowLight direction toward the passed target.
  74293. * @param target The point to target in local space
  74294. * @returns the updated ShadowLight direction
  74295. */
  74296. setDirectionToTarget(target: Vector3): Vector3;
  74297. /**
  74298. * Returns the light rotation in euler definition.
  74299. * @returns the x y z rotation in local space.
  74300. */
  74301. getRotation(): Vector3;
  74302. /**
  74303. * Returns whether or not the shadow generation require a cube texture or a 2d texture.
  74304. * @returns true if a cube texture needs to be use
  74305. */
  74306. needCube(): boolean;
  74307. /**
  74308. * Detects if the projection matrix requires to be recomputed this frame.
  74309. * @returns true if it requires to be recomputed otherwise, false.
  74310. */
  74311. needProjectionMatrixCompute(): boolean;
  74312. /**
  74313. * Forces the shadow generator to recompute the projection matrix even if position and direction did not changed.
  74314. */
  74315. forceProjectionMatrixCompute(): void;
  74316. /** @hidden */
  74317. _initCache(): void;
  74318. /** @hidden */
  74319. _isSynchronized(): boolean;
  74320. /**
  74321. * Computes the world matrix of the node
  74322. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  74323. * @returns the world matrix
  74324. */
  74325. computeWorldMatrix(force?: boolean): Matrix;
  74326. /**
  74327. * Gets the minZ used for shadow according to both the scene and the light.
  74328. * @param activeCamera The camera we are returning the min for
  74329. * @returns the depth min z
  74330. */
  74331. getDepthMinZ(activeCamera: Camera): number;
  74332. /**
  74333. * Gets the maxZ used for shadow according to both the scene and the light.
  74334. * @param activeCamera The camera we are returning the max for
  74335. * @returns the depth max z
  74336. */
  74337. getDepthMaxZ(activeCamera: Camera): number;
  74338. /**
  74339. * Sets the shadow projection matrix in parameter to the generated projection matrix.
  74340. * @param matrix The materix to updated with the projection information
  74341. * @param viewMatrix The transform matrix of the light
  74342. * @param renderList The list of mesh to render in the map
  74343. * @returns The current light
  74344. */
  74345. setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): IShadowLight;
  74346. }
  74347. }
  74348. declare module BABYLON {
  74349. /**
  74350. * "Static Class" containing the most commonly used helper while dealing with material for
  74351. * rendering purpose.
  74352. *
  74353. * It contains the basic tools to help defining defines, binding uniform for the common part of the materials.
  74354. *
  74355. * This works by convention in BabylonJS but is meant to be use only with shader following the in place naming rules and conventions.
  74356. */
  74357. export class MaterialHelper {
  74358. /**
  74359. * Bind the current view position to an effect.
  74360. * @param effect The effect to be bound
  74361. * @param scene The scene the eyes position is used from
  74362. */
  74363. static BindEyePosition(effect: Effect, scene: Scene): void;
  74364. /**
  74365. * Helps preparing the defines values about the UVs in used in the effect.
  74366. * UVs are shared as much as we can accross channels in the shaders.
  74367. * @param texture The texture we are preparing the UVs for
  74368. * @param defines The defines to update
  74369. * @param key The channel key "diffuse", "specular"... used in the shader
  74370. */
  74371. static PrepareDefinesForMergedUV(texture: BaseTexture, defines: any, key: string): void;
  74372. /**
  74373. * Binds a texture matrix value to its corrsponding uniform
  74374. * @param texture The texture to bind the matrix for
  74375. * @param uniformBuffer The uniform buffer receivin the data
  74376. * @param key The channel key "diffuse", "specular"... used in the shader
  74377. */
  74378. static BindTextureMatrix(texture: BaseTexture, uniformBuffer: UniformBuffer, key: string): void;
  74379. /**
  74380. * Gets the current status of the fog (should it be enabled?)
  74381. * @param mesh defines the mesh to evaluate for fog support
  74382. * @param scene defines the hosting scene
  74383. * @returns true if fog must be enabled
  74384. */
  74385. static GetFogState(mesh: AbstractMesh, scene: Scene): boolean;
  74386. /**
  74387. * Helper used to prepare the list of defines associated with misc. values for shader compilation
  74388. * @param mesh defines the current mesh
  74389. * @param scene defines the current scene
  74390. * @param useLogarithmicDepth defines if logarithmic depth has to be turned on
  74391. * @param pointsCloud defines if point cloud rendering has to be turned on
  74392. * @param fogEnabled defines if fog has to be turned on
  74393. * @param alphaTest defines if alpha testing has to be turned on
  74394. * @param defines defines the current list of defines
  74395. */
  74396. static PrepareDefinesForMisc(mesh: AbstractMesh, scene: Scene, useLogarithmicDepth: boolean, pointsCloud: boolean, fogEnabled: boolean, alphaTest: boolean, defines: any): void;
  74397. /**
  74398. * Helper used to prepare the list of defines associated with frame values for shader compilation
  74399. * @param scene defines the current scene
  74400. * @param engine defines the current engine
  74401. * @param defines specifies the list of active defines
  74402. * @param useInstances defines if instances have to be turned on
  74403. * @param useClipPlane defines if clip plane have to be turned on
  74404. */
  74405. static PrepareDefinesForFrameBoundValues(scene: Scene, engine: Engine, defines: any, useInstances: boolean, useClipPlane?: Nullable<boolean>): void;
  74406. /**
  74407. * Prepares the defines for bones
  74408. * @param mesh The mesh containing the geometry data we will draw
  74409. * @param defines The defines to update
  74410. */
  74411. static PrepareDefinesForBones(mesh: AbstractMesh, defines: any): void;
  74412. /**
  74413. * Prepares the defines for morph targets
  74414. * @param mesh The mesh containing the geometry data we will draw
  74415. * @param defines The defines to update
  74416. */
  74417. static PrepareDefinesForMorphTargets(mesh: AbstractMesh, defines: any): void;
  74418. /**
  74419. * Prepares the defines used in the shader depending on the attributes data available in the mesh
  74420. * @param mesh The mesh containing the geometry data we will draw
  74421. * @param defines The defines to update
  74422. * @param useVertexColor Precise whether vertex colors should be used or not (override mesh info)
  74423. * @param useBones Precise whether bones should be used or not (override mesh info)
  74424. * @param useMorphTargets Precise whether morph targets should be used or not (override mesh info)
  74425. * @param useVertexAlpha Precise whether vertex alpha should be used or not (override mesh info)
  74426. * @returns false if defines are considered not dirty and have not been checked
  74427. */
  74428. static PrepareDefinesForAttributes(mesh: AbstractMesh, defines: any, useVertexColor: boolean, useBones: boolean, useMorphTargets?: boolean, useVertexAlpha?: boolean): boolean;
  74429. /**
  74430. * Prepares the defines related to multiview
  74431. * @param scene The scene we are intending to draw
  74432. * @param defines The defines to update
  74433. */
  74434. static PrepareDefinesForMultiview(scene: Scene, defines: any): void;
  74435. /**
  74436. * Prepares the defines related to the light information passed in parameter
  74437. * @param scene The scene we are intending to draw
  74438. * @param mesh The mesh the effect is compiling for
  74439. * @param light The light the effect is compiling for
  74440. * @param lightIndex The index of the light
  74441. * @param defines The defines to update
  74442. * @param specularSupported Specifies whether specular is supported or not (override lights data)
  74443. * @param state Defines the current state regarding what is needed (normals, etc...)
  74444. */
  74445. static PrepareDefinesForLight(scene: Scene, mesh: AbstractMesh, light: Light, lightIndex: number, defines: any, specularSupported: boolean, state: {
  74446. needNormals: boolean;
  74447. needRebuild: boolean;
  74448. shadowEnabled: boolean;
  74449. specularEnabled: boolean;
  74450. lightmapMode: boolean;
  74451. }): void;
  74452. /**
  74453. * Prepares the defines related to the light information passed in parameter
  74454. * @param scene The scene we are intending to draw
  74455. * @param mesh The mesh the effect is compiling for
  74456. * @param defines The defines to update
  74457. * @param specularSupported Specifies whether specular is supported or not (override lights data)
  74458. * @param maxSimultaneousLights Specfies how manuy lights can be added to the effect at max
  74459. * @param disableLighting Specifies whether the lighting is disabled (override scene and light)
  74460. * @returns true if normals will be required for the rest of the effect
  74461. */
  74462. static PrepareDefinesForLights(scene: Scene, mesh: AbstractMesh, defines: any, specularSupported: boolean, maxSimultaneousLights?: number, disableLighting?: boolean): boolean;
  74463. /**
  74464. * Prepares the uniforms and samplers list to be used in the effect (for a specific light)
  74465. * @param lightIndex defines the light index
  74466. * @param uniformsList The uniform list
  74467. * @param samplersList The sampler list
  74468. * @param projectedLightTexture defines if projected texture must be used
  74469. * @param uniformBuffersList defines an optional list of uniform buffers
  74470. */
  74471. static PrepareUniformsAndSamplersForLight(lightIndex: number, uniformsList: string[], samplersList: string[], projectedLightTexture?: any, uniformBuffersList?: Nullable<string[]>): void;
  74472. /**
  74473. * Prepares the uniforms and samplers list to be used in the effect
  74474. * @param uniformsListOrOptions The uniform names to prepare or an EffectCreationOptions containing the liist and extra information
  74475. * @param samplersList The sampler list
  74476. * @param defines The defines helping in the list generation
  74477. * @param maxSimultaneousLights The maximum number of simultanous light allowed in the effect
  74478. */
  74479. static PrepareUniformsAndSamplersList(uniformsListOrOptions: string[] | EffectCreationOptions, samplersList?: string[], defines?: any, maxSimultaneousLights?: number): void;
  74480. /**
  74481. * This helps decreasing rank by rank the shadow quality (0 being the highest rank and quality)
  74482. * @param defines The defines to update while falling back
  74483. * @param fallbacks The authorized effect fallbacks
  74484. * @param maxSimultaneousLights The maximum number of lights allowed
  74485. * @param rank the current rank of the Effect
  74486. * @returns The newly affected rank
  74487. */
  74488. static HandleFallbacksForShadows(defines: any, fallbacks: EffectFallbacks, maxSimultaneousLights?: number, rank?: number): number;
  74489. private static _TmpMorphInfluencers;
  74490. /**
  74491. * Prepares the list of attributes required for morph targets according to the effect defines.
  74492. * @param attribs The current list of supported attribs
  74493. * @param mesh The mesh to prepare the morph targets attributes for
  74494. * @param influencers The number of influencers
  74495. */
  74496. static PrepareAttributesForMorphTargetsInfluencers(attribs: string[], mesh: AbstractMesh, influencers: number): void;
  74497. /**
  74498. * Prepares the list of attributes required for morph targets according to the effect defines.
  74499. * @param attribs The current list of supported attribs
  74500. * @param mesh The mesh to prepare the morph targets attributes for
  74501. * @param defines The current Defines of the effect
  74502. */
  74503. static PrepareAttributesForMorphTargets(attribs: string[], mesh: AbstractMesh, defines: any): void;
  74504. /**
  74505. * Prepares the list of attributes required for bones according to the effect defines.
  74506. * @param attribs The current list of supported attribs
  74507. * @param mesh The mesh to prepare the bones attributes for
  74508. * @param defines The current Defines of the effect
  74509. * @param fallbacks The current efffect fallback strategy
  74510. */
  74511. static PrepareAttributesForBones(attribs: string[], mesh: AbstractMesh, defines: any, fallbacks: EffectFallbacks): void;
  74512. /**
  74513. * Check and prepare the list of attributes required for instances according to the effect defines.
  74514. * @param attribs The current list of supported attribs
  74515. * @param defines The current MaterialDefines of the effect
  74516. */
  74517. static PrepareAttributesForInstances(attribs: string[], defines: MaterialDefines): void;
  74518. /**
  74519. * Add the list of attributes required for instances to the attribs array.
  74520. * @param attribs The current list of supported attribs
  74521. */
  74522. static PushAttributesForInstances(attribs: string[]): void;
  74523. /**
  74524. * Binds the light shadow information to the effect for the given mesh.
  74525. * @param light The light containing the generator
  74526. * @param scene The scene the lights belongs to
  74527. * @param mesh The mesh we are binding the information to render
  74528. * @param lightIndex The light index in the effect used to render the mesh
  74529. * @param effect The effect we are binding the data to
  74530. */
  74531. static BindLightShadow(light: Light, mesh: AbstractMesh, lightIndex: string, effect: Effect): void;
  74532. /**
  74533. * Binds the light information to the effect.
  74534. * @param light The light containing the generator
  74535. * @param effect The effect we are binding the data to
  74536. * @param lightIndex The light index in the effect used to render
  74537. */
  74538. static BindLightProperties(light: Light, effect: Effect, lightIndex: number): void;
  74539. /**
  74540. * Binds the lights information from the scene to the effect for the given mesh.
  74541. * @param light Light to bind
  74542. * @param lightIndex Light index
  74543. * @param scene The scene where the light belongs to
  74544. * @param mesh The mesh we are binding the information to render
  74545. * @param effect The effect we are binding the data to
  74546. * @param useSpecular Defines if specular is supported
  74547. * @param usePhysicalLightFalloff Specifies whether the light falloff is defined physically or not
  74548. * @param rebuildInParallel Specifies whether the shader is rebuilding in parallel
  74549. */
  74550. static BindLight(light: Light, lightIndex: number, scene: Scene, mesh: AbstractMesh, effect: Effect, useSpecular: boolean, usePhysicalLightFalloff?: boolean, rebuildInParallel?: boolean): void;
  74551. /**
  74552. * Binds the lights information from the scene to the effect for the given mesh.
  74553. * @param scene The scene the lights belongs to
  74554. * @param mesh The mesh we are binding the information to render
  74555. * @param effect The effect we are binding the data to
  74556. * @param defines The generated defines for the effect
  74557. * @param maxSimultaneousLights The maximum number of light that can be bound to the effect
  74558. * @param usePhysicalLightFalloff Specifies whether the light falloff is defined physically or not
  74559. * @param rebuildInParallel Specifies whether the shader is rebuilding in parallel
  74560. */
  74561. static BindLights(scene: Scene, mesh: AbstractMesh, effect: Effect, defines: any, maxSimultaneousLights?: number, usePhysicalLightFalloff?: boolean, rebuildInParallel?: boolean): void;
  74562. private static _tempFogColor;
  74563. /**
  74564. * Binds the fog information from the scene to the effect for the given mesh.
  74565. * @param scene The scene the lights belongs to
  74566. * @param mesh The mesh we are binding the information to render
  74567. * @param effect The effect we are binding the data to
  74568. * @param linearSpace Defines if the fog effect is applied in linear space
  74569. */
  74570. static BindFogParameters(scene: Scene, mesh: AbstractMesh, effect: Effect, linearSpace?: boolean): void;
  74571. /**
  74572. * Binds the bones information from the mesh to the effect.
  74573. * @param mesh The mesh we are binding the information to render
  74574. * @param effect The effect we are binding the data to
  74575. */
  74576. static BindBonesParameters(mesh?: AbstractMesh, effect?: Effect): void;
  74577. /**
  74578. * Binds the morph targets information from the mesh to the effect.
  74579. * @param abstractMesh The mesh we are binding the information to render
  74580. * @param effect The effect we are binding the data to
  74581. */
  74582. static BindMorphTargetParameters(abstractMesh: AbstractMesh, effect: Effect): void;
  74583. /**
  74584. * Binds the logarithmic depth information from the scene to the effect for the given defines.
  74585. * @param defines The generated defines used in the effect
  74586. * @param effect The effect we are binding the data to
  74587. * @param scene The scene we are willing to render with logarithmic scale for
  74588. */
  74589. static BindLogDepth(defines: any, effect: Effect, scene: Scene): void;
  74590. /**
  74591. * Binds the clip plane information from the scene to the effect.
  74592. * @param scene The scene the clip plane information are extracted from
  74593. * @param effect The effect we are binding the data to
  74594. */
  74595. static BindClipPlane(effect: Effect, scene: Scene): void;
  74596. }
  74597. }
  74598. declare module BABYLON {
  74599. /** @hidden */
  74600. export var packingFunctions: {
  74601. name: string;
  74602. shader: string;
  74603. };
  74604. }
  74605. declare module BABYLON {
  74606. /** @hidden */
  74607. export var shadowMapPixelShader: {
  74608. name: string;
  74609. shader: string;
  74610. };
  74611. }
  74612. declare module BABYLON {
  74613. /** @hidden */
  74614. export var bonesDeclaration: {
  74615. name: string;
  74616. shader: string;
  74617. };
  74618. }
  74619. declare module BABYLON {
  74620. /** @hidden */
  74621. export var morphTargetsVertexGlobalDeclaration: {
  74622. name: string;
  74623. shader: string;
  74624. };
  74625. }
  74626. declare module BABYLON {
  74627. /** @hidden */
  74628. export var morphTargetsVertexDeclaration: {
  74629. name: string;
  74630. shader: string;
  74631. };
  74632. }
  74633. declare module BABYLON {
  74634. /** @hidden */
  74635. export var instancesDeclaration: {
  74636. name: string;
  74637. shader: string;
  74638. };
  74639. }
  74640. declare module BABYLON {
  74641. /** @hidden */
  74642. export var helperFunctions: {
  74643. name: string;
  74644. shader: string;
  74645. };
  74646. }
  74647. declare module BABYLON {
  74648. /** @hidden */
  74649. export var morphTargetsVertex: {
  74650. name: string;
  74651. shader: string;
  74652. };
  74653. }
  74654. declare module BABYLON {
  74655. /** @hidden */
  74656. export var instancesVertex: {
  74657. name: string;
  74658. shader: string;
  74659. };
  74660. }
  74661. declare module BABYLON {
  74662. /** @hidden */
  74663. export var bonesVertex: {
  74664. name: string;
  74665. shader: string;
  74666. };
  74667. }
  74668. declare module BABYLON {
  74669. /** @hidden */
  74670. export var shadowMapVertexShader: {
  74671. name: string;
  74672. shader: string;
  74673. };
  74674. }
  74675. declare module BABYLON {
  74676. /** @hidden */
  74677. export var depthBoxBlurPixelShader: {
  74678. name: string;
  74679. shader: string;
  74680. };
  74681. }
  74682. declare module BABYLON {
  74683. /**
  74684. * Defines the options associated with the creation of a custom shader for a shadow generator.
  74685. */
  74686. export interface ICustomShaderOptions {
  74687. /**
  74688. * Gets or sets the custom shader name to use
  74689. */
  74690. shaderName: string;
  74691. /**
  74692. * The list of attribute names used in the shader
  74693. */
  74694. attributes?: string[];
  74695. /**
  74696. * The list of unifrom names used in the shader
  74697. */
  74698. uniforms?: string[];
  74699. /**
  74700. * The list of sampler names used in the shader
  74701. */
  74702. samplers?: string[];
  74703. /**
  74704. * The list of defines used in the shader
  74705. */
  74706. defines?: string[];
  74707. }
  74708. /**
  74709. * Interface to implement to create a shadow generator compatible with BJS.
  74710. */
  74711. export interface IShadowGenerator {
  74712. /**
  74713. * Gets the main RTT containing the shadow map (usually storing depth from the light point of view).
  74714. * @returns The render target texture if present otherwise, null
  74715. */
  74716. getShadowMap(): Nullable<RenderTargetTexture>;
  74717. /**
  74718. * Gets the RTT used during rendering (can be a blurred version of the shadow map or the shadow map itself).
  74719. * @returns The render target texture if the shadow map is present otherwise, null
  74720. */
  74721. getShadowMapForRendering(): Nullable<RenderTargetTexture>;
  74722. /**
  74723. * Determine wheter the shadow generator is ready or not (mainly all effects and related post processes needs to be ready).
  74724. * @param subMesh The submesh we want to render in the shadow map
  74725. * @param useInstances Defines wether will draw in the map using instances
  74726. * @returns true if ready otherwise, false
  74727. */
  74728. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  74729. /**
  74730. * Prepare all the defines in a material relying on a shadow map at the specified light index.
  74731. * @param defines Defines of the material we want to update
  74732. * @param lightIndex Index of the light in the enabled light list of the material
  74733. */
  74734. prepareDefines(defines: MaterialDefines, lightIndex: number): void;
  74735. /**
  74736. * Binds the shadow related information inside of an effect (information like near, far, darkness...
  74737. * defined in the generator but impacting the effect).
  74738. * It implies the unifroms available on the materials are the standard BJS ones.
  74739. * @param lightIndex Index of the light in the enabled light list of the material owning the effect
  74740. * @param effect The effect we are binfing the information for
  74741. */
  74742. bindShadowLight(lightIndex: string, effect: Effect): void;
  74743. /**
  74744. * Gets the transformation matrix used to project the meshes into the map from the light point of view.
  74745. * (eq to shadow prjection matrix * light transform matrix)
  74746. * @returns The transform matrix used to create the shadow map
  74747. */
  74748. getTransformMatrix(): Matrix;
  74749. /**
  74750. * Recreates the shadow map dependencies like RTT and post processes. This can be used during the switch between
  74751. * Cube and 2D textures for instance.
  74752. */
  74753. recreateShadowMap(): void;
  74754. /**
  74755. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  74756. * @param onCompiled Callback triggered at the and of the effects compilation
  74757. * @param options Sets of optional options forcing the compilation with different modes
  74758. */
  74759. forceCompilation(onCompiled?: (generator: ShadowGenerator) => void, options?: Partial<{
  74760. useInstances: boolean;
  74761. }>): void;
  74762. /**
  74763. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  74764. * @param options Sets of optional options forcing the compilation with different modes
  74765. * @returns A promise that resolves when the compilation completes
  74766. */
  74767. forceCompilationAsync(options?: Partial<{
  74768. useInstances: boolean;
  74769. }>): Promise<void>;
  74770. /**
  74771. * Serializes the shadow generator setup to a json object.
  74772. * @returns The serialized JSON object
  74773. */
  74774. serialize(): any;
  74775. /**
  74776. * Disposes the Shadow map and related Textures and effects.
  74777. */
  74778. dispose(): void;
  74779. }
  74780. /**
  74781. * Default implementation IShadowGenerator.
  74782. * This is the main object responsible of generating shadows in the framework.
  74783. * Documentation: https://doc.babylonjs.com/babylon101/shadows
  74784. */
  74785. export class ShadowGenerator implements IShadowGenerator {
  74786. /**
  74787. * Shadow generator mode None: no filtering applied.
  74788. */
  74789. static readonly FILTER_NONE: number;
  74790. /**
  74791. * Shadow generator mode ESM: Exponential Shadow Mapping.
  74792. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  74793. */
  74794. static readonly FILTER_EXPONENTIALSHADOWMAP: number;
  74795. /**
  74796. * Shadow generator mode Poisson Sampling: Percentage Closer Filtering.
  74797. * (Multiple Tap around evenly distributed around the pixel are used to evaluate the shadow strength)
  74798. */
  74799. static readonly FILTER_POISSONSAMPLING: number;
  74800. /**
  74801. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping.
  74802. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  74803. */
  74804. static readonly FILTER_BLUREXPONENTIALSHADOWMAP: number;
  74805. /**
  74806. * Shadow generator mode ESM: Exponential Shadow Mapping using the inverse of the exponential preventing
  74807. * edge artifacts on steep falloff.
  74808. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  74809. */
  74810. static readonly FILTER_CLOSEEXPONENTIALSHADOWMAP: number;
  74811. /**
  74812. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping using the inverse of the exponential preventing
  74813. * edge artifacts on steep falloff.
  74814. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  74815. */
  74816. static readonly FILTER_BLURCLOSEEXPONENTIALSHADOWMAP: number;
  74817. /**
  74818. * Shadow generator mode PCF: Percentage Closer Filtering
  74819. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  74820. * (https://developer.nvidia.com/gpugems/GPUGems/gpugems_ch11.html)
  74821. */
  74822. static readonly FILTER_PCF: number;
  74823. /**
  74824. * Shadow generator mode PCSS: Percentage Closering Soft Shadow.
  74825. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  74826. * Contact Hardening
  74827. */
  74828. static readonly FILTER_PCSS: number;
  74829. /**
  74830. * Reserved for PCF and PCSS
  74831. * Highest Quality.
  74832. *
  74833. * Execute PCF on a 5*5 kernel improving a lot the shadow aliasing artifacts.
  74834. *
  74835. * Execute PCSS with 32 taps blocker search and 64 taps PCF.
  74836. */
  74837. static readonly QUALITY_HIGH: number;
  74838. /**
  74839. * Reserved for PCF and PCSS
  74840. * Good tradeoff for quality/perf cross devices
  74841. *
  74842. * Execute PCF on a 3*3 kernel.
  74843. *
  74844. * Execute PCSS with 16 taps blocker search and 32 taps PCF.
  74845. */
  74846. static readonly QUALITY_MEDIUM: number;
  74847. /**
  74848. * Reserved for PCF and PCSS
  74849. * The lowest quality but the fastest.
  74850. *
  74851. * Execute PCF on a 1*1 kernel.
  74852. *
  74853. * Execute PCSS with 16 taps blocker search and 16 taps PCF.
  74854. */
  74855. static readonly QUALITY_LOW: number;
  74856. /** Gets or sets the custom shader name to use */
  74857. customShaderOptions: ICustomShaderOptions;
  74858. /**
  74859. * Observable triggered before the shadow is rendered. Can be used to update internal effect state
  74860. */
  74861. onBeforeShadowMapRenderObservable: Observable<Effect>;
  74862. /**
  74863. * Observable triggered after the shadow is rendered. Can be used to restore internal effect state
  74864. */
  74865. onAfterShadowMapRenderObservable: Observable<Effect>;
  74866. /**
  74867. * Observable triggered before a mesh is rendered in the shadow map.
  74868. * Can be used to update internal effect state (that you can get from the onBeforeShadowMapRenderObservable)
  74869. */
  74870. onBeforeShadowMapRenderMeshObservable: Observable<Mesh>;
  74871. /**
  74872. * Observable triggered after a mesh is rendered in the shadow map.
  74873. * Can be used to update internal effect state (that you can get from the onAfterShadowMapRenderObservable)
  74874. */
  74875. onAfterShadowMapRenderMeshObservable: Observable<Mesh>;
  74876. private _bias;
  74877. /**
  74878. * Gets the bias: offset applied on the depth preventing acnea (in light direction).
  74879. */
  74880. /**
  74881. * Sets the bias: offset applied on the depth preventing acnea (in light direction).
  74882. */
  74883. bias: number;
  74884. private _normalBias;
  74885. /**
  74886. * Gets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  74887. */
  74888. /**
  74889. * Sets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  74890. */
  74891. normalBias: number;
  74892. private _blurBoxOffset;
  74893. /**
  74894. * Gets the blur box offset: offset applied during the blur pass.
  74895. * Only useful if useKernelBlur = false
  74896. */
  74897. /**
  74898. * Sets the blur box offset: offset applied during the blur pass.
  74899. * Only useful if useKernelBlur = false
  74900. */
  74901. blurBoxOffset: number;
  74902. private _blurScale;
  74903. /**
  74904. * Gets the blur scale: scale of the blurred texture compared to the main shadow map.
  74905. * 2 means half of the size.
  74906. */
  74907. /**
  74908. * Sets the blur scale: scale of the blurred texture compared to the main shadow map.
  74909. * 2 means half of the size.
  74910. */
  74911. blurScale: number;
  74912. private _blurKernel;
  74913. /**
  74914. * Gets the blur kernel: kernel size of the blur pass.
  74915. * Only useful if useKernelBlur = true
  74916. */
  74917. /**
  74918. * Sets the blur kernel: kernel size of the blur pass.
  74919. * Only useful if useKernelBlur = true
  74920. */
  74921. blurKernel: number;
  74922. private _useKernelBlur;
  74923. /**
  74924. * Gets whether the blur pass is a kernel blur (if true) or box blur.
  74925. * Only useful in filtered mode (useBlurExponentialShadowMap...)
  74926. */
  74927. /**
  74928. * Sets whether the blur pass is a kernel blur (if true) or box blur.
  74929. * Only useful in filtered mode (useBlurExponentialShadowMap...)
  74930. */
  74931. useKernelBlur: boolean;
  74932. private _depthScale;
  74933. /**
  74934. * Gets the depth scale used in ESM mode.
  74935. */
  74936. /**
  74937. * Sets the depth scale used in ESM mode.
  74938. * This can override the scale stored on the light.
  74939. */
  74940. depthScale: number;
  74941. private _filter;
  74942. /**
  74943. * Gets the current mode of the shadow generator (normal, PCF, ESM...).
  74944. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  74945. */
  74946. /**
  74947. * Sets the current mode of the shadow generator (normal, PCF, ESM...).
  74948. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  74949. */
  74950. filter: number;
  74951. /**
  74952. * Gets if the current filter is set to Poisson Sampling.
  74953. */
  74954. /**
  74955. * Sets the current filter to Poisson Sampling.
  74956. */
  74957. usePoissonSampling: boolean;
  74958. /**
  74959. * Gets if the current filter is set to ESM.
  74960. */
  74961. /**
  74962. * Sets the current filter is to ESM.
  74963. */
  74964. useExponentialShadowMap: boolean;
  74965. /**
  74966. * Gets if the current filter is set to filtered ESM.
  74967. */
  74968. /**
  74969. * Gets if the current filter is set to filtered ESM.
  74970. */
  74971. useBlurExponentialShadowMap: boolean;
  74972. /**
  74973. * Gets if the current filter is set to "close ESM" (using the inverse of the
  74974. * exponential to prevent steep falloff artifacts).
  74975. */
  74976. /**
  74977. * Sets the current filter to "close ESM" (using the inverse of the
  74978. * exponential to prevent steep falloff artifacts).
  74979. */
  74980. useCloseExponentialShadowMap: boolean;
  74981. /**
  74982. * Gets if the current filter is set to filtered "close ESM" (using the inverse of the
  74983. * exponential to prevent steep falloff artifacts).
  74984. */
  74985. /**
  74986. * Sets the current filter to filtered "close ESM" (using the inverse of the
  74987. * exponential to prevent steep falloff artifacts).
  74988. */
  74989. useBlurCloseExponentialShadowMap: boolean;
  74990. /**
  74991. * Gets if the current filter is set to "PCF" (percentage closer filtering).
  74992. */
  74993. /**
  74994. * Sets the current filter to "PCF" (percentage closer filtering).
  74995. */
  74996. usePercentageCloserFiltering: boolean;
  74997. private _filteringQuality;
  74998. /**
  74999. * Gets the PCF or PCSS Quality.
  75000. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  75001. */
  75002. /**
  75003. * Sets the PCF or PCSS Quality.
  75004. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  75005. */
  75006. filteringQuality: number;
  75007. /**
  75008. * Gets if the current filter is set to "PCSS" (contact hardening).
  75009. */
  75010. /**
  75011. * Sets the current filter to "PCSS" (contact hardening).
  75012. */
  75013. useContactHardeningShadow: boolean;
  75014. private _contactHardeningLightSizeUVRatio;
  75015. /**
  75016. * Gets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  75017. * Using a ratio helps keeping shape stability independently of the map size.
  75018. *
  75019. * It does not account for the light projection as it was having too much
  75020. * instability during the light setup or during light position changes.
  75021. *
  75022. * Only valid if useContactHardeningShadow is true.
  75023. */
  75024. /**
  75025. * Sets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  75026. * Using a ratio helps keeping shape stability independently of the map size.
  75027. *
  75028. * It does not account for the light projection as it was having too much
  75029. * instability during the light setup or during light position changes.
  75030. *
  75031. * Only valid if useContactHardeningShadow is true.
  75032. */
  75033. contactHardeningLightSizeUVRatio: number;
  75034. private _darkness;
  75035. /** Gets or sets the actual darkness of a shadow */
  75036. darkness: number;
  75037. /**
  75038. * Returns the darkness value (float). This can only decrease the actual darkness of a shadow.
  75039. * 0 means strongest and 1 would means no shadow.
  75040. * @returns the darkness.
  75041. */
  75042. getDarkness(): number;
  75043. /**
  75044. * Sets the darkness value (float). This can only decrease the actual darkness of a shadow.
  75045. * @param darkness The darkness value 0 means strongest and 1 would means no shadow.
  75046. * @returns the shadow generator allowing fluent coding.
  75047. */
  75048. setDarkness(darkness: number): ShadowGenerator;
  75049. private _transparencyShadow;
  75050. /** Gets or sets the ability to have transparent shadow */
  75051. transparencyShadow: boolean;
  75052. /**
  75053. * Sets the ability to have transparent shadow (boolean).
  75054. * @param transparent True if transparent else False
  75055. * @returns the shadow generator allowing fluent coding
  75056. */
  75057. setTransparencyShadow(transparent: boolean): ShadowGenerator;
  75058. private _shadowMap;
  75059. private _shadowMap2;
  75060. /**
  75061. * Gets the main RTT containing the shadow map (usually storing depth from the light point of view).
  75062. * @returns The render target texture if present otherwise, null
  75063. */
  75064. getShadowMap(): Nullable<RenderTargetTexture>;
  75065. /**
  75066. * Gets the RTT used during rendering (can be a blurred version of the shadow map or the shadow map itself).
  75067. * @returns The render target texture if the shadow map is present otherwise, null
  75068. */
  75069. getShadowMapForRendering(): Nullable<RenderTargetTexture>;
  75070. /**
  75071. * Gets the class name of that object
  75072. * @returns "ShadowGenerator"
  75073. */
  75074. getClassName(): string;
  75075. /**
  75076. * Helper function to add a mesh and its descendants to the list of shadow casters.
  75077. * @param mesh Mesh to add
  75078. * @param includeDescendants boolean indicating if the descendants should be added. Default to true
  75079. * @returns the Shadow Generator itself
  75080. */
  75081. addShadowCaster(mesh: AbstractMesh, includeDescendants?: boolean): ShadowGenerator;
  75082. /**
  75083. * Helper function to remove a mesh and its descendants from the list of shadow casters
  75084. * @param mesh Mesh to remove
  75085. * @param includeDescendants boolean indicating if the descendants should be removed. Default to true
  75086. * @returns the Shadow Generator itself
  75087. */
  75088. removeShadowCaster(mesh: AbstractMesh, includeDescendants?: boolean): ShadowGenerator;
  75089. /**
  75090. * Controls the extent to which the shadows fade out at the edge of the frustum
  75091. * Used only by directionals and spots
  75092. */
  75093. frustumEdgeFalloff: number;
  75094. private _light;
  75095. /**
  75096. * Returns the associated light object.
  75097. * @returns the light generating the shadow
  75098. */
  75099. getLight(): IShadowLight;
  75100. /**
  75101. * If true the shadow map is generated by rendering the back face of the mesh instead of the front face.
  75102. * This can help with self-shadowing as the geometry making up the back of objects is slightly offset.
  75103. * It might on the other hand introduce peter panning.
  75104. */
  75105. forceBackFacesOnly: boolean;
  75106. private _scene;
  75107. private _lightDirection;
  75108. private _effect;
  75109. private _viewMatrix;
  75110. private _projectionMatrix;
  75111. private _transformMatrix;
  75112. private _cachedPosition;
  75113. private _cachedDirection;
  75114. private _cachedDefines;
  75115. private _currentRenderID;
  75116. private _boxBlurPostprocess;
  75117. private _kernelBlurXPostprocess;
  75118. private _kernelBlurYPostprocess;
  75119. private _blurPostProcesses;
  75120. private _mapSize;
  75121. private _currentFaceIndex;
  75122. private _currentFaceIndexCache;
  75123. private _textureType;
  75124. private _defaultTextureMatrix;
  75125. /** @hidden */
  75126. static _SceneComponentInitialization: (scene: Scene) => void;
  75127. /**
  75128. * Creates a ShadowGenerator object.
  75129. * A ShadowGenerator is the required tool to use the shadows.
  75130. * Each light casting shadows needs to use its own ShadowGenerator.
  75131. * Documentation : https://doc.babylonjs.com/babylon101/shadows
  75132. * @param mapSize The size of the texture what stores the shadows. Example : 1024.
  75133. * @param light The light object generating the shadows.
  75134. * @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.
  75135. */
  75136. constructor(mapSize: number, light: IShadowLight, usefulFloatFirst?: boolean);
  75137. private _initializeGenerator;
  75138. private _initializeShadowMap;
  75139. private _initializeBlurRTTAndPostProcesses;
  75140. private _renderForShadowMap;
  75141. private _renderSubMeshForShadowMap;
  75142. private _applyFilterValues;
  75143. /**
  75144. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  75145. * @param onCompiled Callback triggered at the and of the effects compilation
  75146. * @param options Sets of optional options forcing the compilation with different modes
  75147. */
  75148. forceCompilation(onCompiled?: (generator: ShadowGenerator) => void, options?: Partial<{
  75149. useInstances: boolean;
  75150. }>): void;
  75151. /**
  75152. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  75153. * @param options Sets of optional options forcing the compilation with different modes
  75154. * @returns A promise that resolves when the compilation completes
  75155. */
  75156. forceCompilationAsync(options?: Partial<{
  75157. useInstances: boolean;
  75158. }>): Promise<void>;
  75159. /**
  75160. * Determine wheter the shadow generator is ready or not (mainly all effects and related post processes needs to be ready).
  75161. * @param subMesh The submesh we want to render in the shadow map
  75162. * @param useInstances Defines wether will draw in the map using instances
  75163. * @returns true if ready otherwise, false
  75164. */
  75165. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  75166. /**
  75167. * Prepare all the defines in a material relying on a shadow map at the specified light index.
  75168. * @param defines Defines of the material we want to update
  75169. * @param lightIndex Index of the light in the enabled light list of the material
  75170. */
  75171. prepareDefines(defines: any, lightIndex: number): void;
  75172. /**
  75173. * Binds the shadow related information inside of an effect (information like near, far, darkness...
  75174. * defined in the generator but impacting the effect).
  75175. * @param lightIndex Index of the light in the enabled light list of the material owning the effect
  75176. * @param effect The effect we are binfing the information for
  75177. */
  75178. bindShadowLight(lightIndex: string, effect: Effect): void;
  75179. /**
  75180. * Gets the transformation matrix used to project the meshes into the map from the light point of view.
  75181. * (eq to shadow prjection matrix * light transform matrix)
  75182. * @returns The transform matrix used to create the shadow map
  75183. */
  75184. getTransformMatrix(): Matrix;
  75185. /**
  75186. * Recreates the shadow map dependencies like RTT and post processes. This can be used during the switch between
  75187. * Cube and 2D textures for instance.
  75188. */
  75189. recreateShadowMap(): void;
  75190. private _disposeBlurPostProcesses;
  75191. private _disposeRTTandPostProcesses;
  75192. /**
  75193. * Disposes the ShadowGenerator.
  75194. * Returns nothing.
  75195. */
  75196. dispose(): void;
  75197. /**
  75198. * Serializes the shadow generator setup to a json object.
  75199. * @returns The serialized JSON object
  75200. */
  75201. serialize(): any;
  75202. /**
  75203. * Parses a serialized ShadowGenerator and returns a new ShadowGenerator.
  75204. * @param parsedShadowGenerator The JSON object to parse
  75205. * @param scene The scene to create the shadow map for
  75206. * @returns The parsed shadow generator
  75207. */
  75208. static Parse(parsedShadowGenerator: any, scene: Scene): ShadowGenerator;
  75209. }
  75210. }
  75211. declare module BABYLON {
  75212. /**
  75213. * Base class of all the lights in Babylon. It groups all the generic information about lights.
  75214. * Lights are used, as you would expect, to affect how meshes are seen, in terms of both illumination and colour.
  75215. * 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.
  75216. */
  75217. export abstract class Light extends Node {
  75218. /**
  75219. * Falloff Default: light is falling off following the material specification:
  75220. * standard material is using standard falloff whereas pbr material can request special falloff per materials.
  75221. */
  75222. static readonly FALLOFF_DEFAULT: number;
  75223. /**
  75224. * Falloff Physical: light is falling off following the inverse squared distance law.
  75225. */
  75226. static readonly FALLOFF_PHYSICAL: number;
  75227. /**
  75228. * Falloff gltf: light is falling off as described in the gltf moving to PBR document
  75229. * to enhance interoperability with other engines.
  75230. */
  75231. static readonly FALLOFF_GLTF: number;
  75232. /**
  75233. * Falloff Standard: light is falling off like in the standard material
  75234. * to enhance interoperability with other materials.
  75235. */
  75236. static readonly FALLOFF_STANDARD: number;
  75237. /**
  75238. * If every light affecting the material is in this lightmapMode,
  75239. * material.lightmapTexture adds or multiplies
  75240. * (depends on material.useLightmapAsShadowmap)
  75241. * after every other light calculations.
  75242. */
  75243. static readonly LIGHTMAP_DEFAULT: number;
  75244. /**
  75245. * material.lightmapTexture as only diffuse lighting from this light
  75246. * adds only specular lighting from this light
  75247. * adds dynamic shadows
  75248. */
  75249. static readonly LIGHTMAP_SPECULAR: number;
  75250. /**
  75251. * material.lightmapTexture as only lighting
  75252. * no light calculation from this light
  75253. * only adds dynamic shadows from this light
  75254. */
  75255. static readonly LIGHTMAP_SHADOWSONLY: number;
  75256. /**
  75257. * Each light type uses the default quantity according to its type:
  75258. * point/spot lights use luminous intensity
  75259. * directional lights use illuminance
  75260. */
  75261. static readonly INTENSITYMODE_AUTOMATIC: number;
  75262. /**
  75263. * lumen (lm)
  75264. */
  75265. static readonly INTENSITYMODE_LUMINOUSPOWER: number;
  75266. /**
  75267. * candela (lm/sr)
  75268. */
  75269. static readonly INTENSITYMODE_LUMINOUSINTENSITY: number;
  75270. /**
  75271. * lux (lm/m^2)
  75272. */
  75273. static readonly INTENSITYMODE_ILLUMINANCE: number;
  75274. /**
  75275. * nit (cd/m^2)
  75276. */
  75277. static readonly INTENSITYMODE_LUMINANCE: number;
  75278. /**
  75279. * Light type const id of the point light.
  75280. */
  75281. static readonly LIGHTTYPEID_POINTLIGHT: number;
  75282. /**
  75283. * Light type const id of the directional light.
  75284. */
  75285. static readonly LIGHTTYPEID_DIRECTIONALLIGHT: number;
  75286. /**
  75287. * Light type const id of the spot light.
  75288. */
  75289. static readonly LIGHTTYPEID_SPOTLIGHT: number;
  75290. /**
  75291. * Light type const id of the hemispheric light.
  75292. */
  75293. static readonly LIGHTTYPEID_HEMISPHERICLIGHT: number;
  75294. /**
  75295. * Diffuse gives the basic color to an object.
  75296. */
  75297. diffuse: Color3;
  75298. /**
  75299. * Specular produces a highlight color on an object.
  75300. * Note: This is note affecting PBR materials.
  75301. */
  75302. specular: Color3;
  75303. /**
  75304. * Defines the falloff type for this light. This lets overrriding how punctual light are
  75305. * falling off base on range or angle.
  75306. * This can be set to any values in Light.FALLOFF_x.
  75307. *
  75308. * Note: This is only useful for PBR Materials at the moment. This could be extended if required to
  75309. * other types of materials.
  75310. */
  75311. falloffType: number;
  75312. /**
  75313. * Strength of the light.
  75314. * Note: By default it is define in the framework own unit.
  75315. * Note: In PBR materials the intensityMode can be use to chose what unit the intensity is defined in.
  75316. */
  75317. intensity: number;
  75318. private _range;
  75319. protected _inverseSquaredRange: number;
  75320. /**
  75321. * Defines how far from the source the light is impacting in scene units.
  75322. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  75323. */
  75324. /**
  75325. * Defines how far from the source the light is impacting in scene units.
  75326. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  75327. */
  75328. range: number;
  75329. /**
  75330. * Cached photometric scale default to 1.0 as the automatic intensity mode defaults to 1.0 for every type
  75331. * of light.
  75332. */
  75333. private _photometricScale;
  75334. private _intensityMode;
  75335. /**
  75336. * Gets the photometric scale used to interpret the intensity.
  75337. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  75338. */
  75339. /**
  75340. * Sets the photometric scale used to interpret the intensity.
  75341. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  75342. */
  75343. intensityMode: number;
  75344. private _radius;
  75345. /**
  75346. * Gets the light radius used by PBR Materials to simulate soft area lights.
  75347. */
  75348. /**
  75349. * sets the light radius used by PBR Materials to simulate soft area lights.
  75350. */
  75351. radius: number;
  75352. private _renderPriority;
  75353. /**
  75354. * Defines the rendering priority of the lights. It can help in case of fallback or number of lights
  75355. * exceeding the number allowed of the materials.
  75356. */
  75357. renderPriority: number;
  75358. private _shadowEnabled;
  75359. /**
  75360. * Gets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  75361. * the current shadow generator.
  75362. */
  75363. /**
  75364. * Sets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  75365. * the current shadow generator.
  75366. */
  75367. shadowEnabled: boolean;
  75368. private _includedOnlyMeshes;
  75369. /**
  75370. * Gets the only meshes impacted by this light.
  75371. */
  75372. /**
  75373. * Sets the only meshes impacted by this light.
  75374. */
  75375. includedOnlyMeshes: AbstractMesh[];
  75376. private _excludedMeshes;
  75377. /**
  75378. * Gets the meshes not impacted by this light.
  75379. */
  75380. /**
  75381. * Sets the meshes not impacted by this light.
  75382. */
  75383. excludedMeshes: AbstractMesh[];
  75384. private _excludeWithLayerMask;
  75385. /**
  75386. * Gets the layer id use to find what meshes are not impacted by the light.
  75387. * Inactive if 0
  75388. */
  75389. /**
  75390. * Sets the layer id use to find what meshes are not impacted by the light.
  75391. * Inactive if 0
  75392. */
  75393. excludeWithLayerMask: number;
  75394. private _includeOnlyWithLayerMask;
  75395. /**
  75396. * Gets the layer id use to find what meshes are impacted by the light.
  75397. * Inactive if 0
  75398. */
  75399. /**
  75400. * Sets the layer id use to find what meshes are impacted by the light.
  75401. * Inactive if 0
  75402. */
  75403. includeOnlyWithLayerMask: number;
  75404. private _lightmapMode;
  75405. /**
  75406. * Gets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  75407. */
  75408. /**
  75409. * Sets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  75410. */
  75411. lightmapMode: number;
  75412. /**
  75413. * Shadow generator associted to the light.
  75414. * @hidden Internal use only.
  75415. */
  75416. _shadowGenerator: Nullable<IShadowGenerator>;
  75417. /**
  75418. * @hidden Internal use only.
  75419. */
  75420. _excludedMeshesIds: string[];
  75421. /**
  75422. * @hidden Internal use only.
  75423. */
  75424. _includedOnlyMeshesIds: string[];
  75425. /**
  75426. * The current light unifom buffer.
  75427. * @hidden Internal use only.
  75428. */
  75429. _uniformBuffer: UniformBuffer;
  75430. /**
  75431. * Creates a Light object in the scene.
  75432. * Documentation : https://doc.babylonjs.com/babylon101/lights
  75433. * @param name The firendly name of the light
  75434. * @param scene The scene the light belongs too
  75435. */
  75436. constructor(name: string, scene: Scene);
  75437. protected abstract _buildUniformLayout(): void;
  75438. /**
  75439. * Sets the passed Effect "effect" with the Light information.
  75440. * @param effect The effect to update
  75441. * @param lightIndex The index of the light in the effect to update
  75442. * @returns The light
  75443. */
  75444. abstract transferToEffect(effect: Effect, lightIndex: string): Light;
  75445. /**
  75446. * Sets the passed Effect "effect" with the Light information.
  75447. * @param effect The effect to update
  75448. * @param lightDataUniformName The uniform used to store light data (position or direction)
  75449. * @returns The light
  75450. */
  75451. abstract transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): Light;
  75452. /**
  75453. * Returns the string "Light".
  75454. * @returns the class name
  75455. */
  75456. getClassName(): string;
  75457. /** @hidden */
  75458. readonly _isLight: boolean;
  75459. /**
  75460. * Converts the light information to a readable string for debug purpose.
  75461. * @param fullDetails Supports for multiple levels of logging within scene loading
  75462. * @returns the human readable light info
  75463. */
  75464. toString(fullDetails?: boolean): string;
  75465. /** @hidden */
  75466. protected _syncParentEnabledState(): void;
  75467. /**
  75468. * Set the enabled state of this node.
  75469. * @param value - the new enabled state
  75470. */
  75471. setEnabled(value: boolean): void;
  75472. /**
  75473. * Returns the Light associated shadow generator if any.
  75474. * @return the associated shadow generator.
  75475. */
  75476. getShadowGenerator(): Nullable<IShadowGenerator>;
  75477. /**
  75478. * Returns a Vector3, the absolute light position in the World.
  75479. * @returns the world space position of the light
  75480. */
  75481. getAbsolutePosition(): Vector3;
  75482. /**
  75483. * Specifies if the light will affect the passed mesh.
  75484. * @param mesh The mesh to test against the light
  75485. * @return true the mesh is affected otherwise, false.
  75486. */
  75487. canAffectMesh(mesh: AbstractMesh): boolean;
  75488. /**
  75489. * Sort function to order lights for rendering.
  75490. * @param a First Light object to compare to second.
  75491. * @param b Second Light object to compare first.
  75492. * @return -1 to reduce's a's index relative to be, 0 for no change, 1 to increase a's index relative to b.
  75493. */
  75494. static CompareLightsPriority(a: Light, b: Light): number;
  75495. /**
  75496. * Releases resources associated with this node.
  75497. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  75498. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  75499. */
  75500. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  75501. /**
  75502. * Returns the light type ID (integer).
  75503. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  75504. */
  75505. getTypeID(): number;
  75506. /**
  75507. * Returns the intensity scaled by the Photometric Scale according to the light type and intensity mode.
  75508. * @returns the scaled intensity in intensity mode unit
  75509. */
  75510. getScaledIntensity(): number;
  75511. /**
  75512. * Returns a new Light object, named "name", from the current one.
  75513. * @param name The name of the cloned light
  75514. * @returns the new created light
  75515. */
  75516. clone(name: string): Nullable<Light>;
  75517. /**
  75518. * Serializes the current light into a Serialization object.
  75519. * @returns the serialized object.
  75520. */
  75521. serialize(): any;
  75522. /**
  75523. * Creates a new typed light from the passed type (integer) : point light = 0, directional light = 1, spot light = 2, hemispheric light = 3.
  75524. * This new light is named "name" and added to the passed scene.
  75525. * @param type Type according to the types available in Light.LIGHTTYPEID_x
  75526. * @param name The friendly name of the light
  75527. * @param scene The scene the new light will belong to
  75528. * @returns the constructor function
  75529. */
  75530. static GetConstructorFromName(type: number, name: string, scene: Scene): Nullable<() => Light>;
  75531. /**
  75532. * Parses the passed "parsedLight" and returns a new instanced Light from this parsing.
  75533. * @param parsedLight The JSON representation of the light
  75534. * @param scene The scene to create the parsed light in
  75535. * @returns the created light after parsing
  75536. */
  75537. static Parse(parsedLight: any, scene: Scene): Nullable<Light>;
  75538. private _hookArrayForExcluded;
  75539. private _hookArrayForIncludedOnly;
  75540. private _resyncMeshes;
  75541. /**
  75542. * Forces the meshes to update their light related information in their rendering used effects
  75543. * @hidden Internal Use Only
  75544. */
  75545. _markMeshesAsLightDirty(): void;
  75546. /**
  75547. * Recomputes the cached photometric scale if needed.
  75548. */
  75549. private _computePhotometricScale;
  75550. /**
  75551. * Returns the Photometric Scale according to the light type and intensity mode.
  75552. */
  75553. private _getPhotometricScale;
  75554. /**
  75555. * Reorder the light in the scene according to their defined priority.
  75556. * @hidden Internal Use Only
  75557. */
  75558. _reorderLightsInScene(): void;
  75559. /**
  75560. * Prepares the list of defines specific to the light type.
  75561. * @param defines the list of defines
  75562. * @param lightIndex defines the index of the light for the effect
  75563. */
  75564. abstract prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  75565. }
  75566. }
  75567. declare module BABYLON {
  75568. /**
  75569. * Interface used to define Action
  75570. */
  75571. export interface IAction {
  75572. /**
  75573. * Trigger for the action
  75574. */
  75575. trigger: number;
  75576. /** Options of the trigger */
  75577. triggerOptions: any;
  75578. /**
  75579. * Gets the trigger parameters
  75580. * @returns the trigger parameters
  75581. */
  75582. getTriggerParameter(): any;
  75583. /**
  75584. * Internal only - executes current action event
  75585. * @hidden
  75586. */
  75587. _executeCurrent(evt?: ActionEvent): void;
  75588. /**
  75589. * Serialize placeholder for child classes
  75590. * @param parent of child
  75591. * @returns the serialized object
  75592. */
  75593. serialize(parent: any): any;
  75594. /**
  75595. * Internal only
  75596. * @hidden
  75597. */
  75598. _prepare(): void;
  75599. /**
  75600. * Internal only - manager for action
  75601. * @hidden
  75602. */
  75603. _actionManager: AbstractActionManager;
  75604. /**
  75605. * Adds action to chain of actions, may be a DoNothingAction
  75606. * @param action defines the next action to execute
  75607. * @returns The action passed in
  75608. * @see https://www.babylonjs-playground.com/#1T30HR#0
  75609. */
  75610. then(action: IAction): IAction;
  75611. }
  75612. /**
  75613. * The action to be carried out following a trigger
  75614. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#available-actions
  75615. */
  75616. export class Action implements IAction {
  75617. /** the trigger, with or without parameters, for the action */
  75618. triggerOptions: any;
  75619. /**
  75620. * Trigger for the action
  75621. */
  75622. trigger: number;
  75623. /**
  75624. * Internal only - manager for action
  75625. * @hidden
  75626. */
  75627. _actionManager: ActionManager;
  75628. private _nextActiveAction;
  75629. private _child;
  75630. private _condition?;
  75631. private _triggerParameter;
  75632. /**
  75633. * An event triggered prior to action being executed.
  75634. */
  75635. onBeforeExecuteObservable: Observable<Action>;
  75636. /**
  75637. * Creates a new Action
  75638. * @param triggerOptions the trigger, with or without parameters, for the action
  75639. * @param condition an optional determinant of action
  75640. */
  75641. constructor(
  75642. /** the trigger, with or without parameters, for the action */
  75643. triggerOptions: any, condition?: Condition);
  75644. /**
  75645. * Internal only
  75646. * @hidden
  75647. */
  75648. _prepare(): void;
  75649. /**
  75650. * Gets the trigger parameters
  75651. * @returns the trigger parameters
  75652. */
  75653. getTriggerParameter(): any;
  75654. /**
  75655. * Internal only - executes current action event
  75656. * @hidden
  75657. */
  75658. _executeCurrent(evt?: ActionEvent): void;
  75659. /**
  75660. * Execute placeholder for child classes
  75661. * @param evt optional action event
  75662. */
  75663. execute(evt?: ActionEvent): void;
  75664. /**
  75665. * Skips to next active action
  75666. */
  75667. skipToNextActiveAction(): void;
  75668. /**
  75669. * Adds action to chain of actions, may be a DoNothingAction
  75670. * @param action defines the next action to execute
  75671. * @returns The action passed in
  75672. * @see https://www.babylonjs-playground.com/#1T30HR#0
  75673. */
  75674. then(action: Action): Action;
  75675. /**
  75676. * Internal only
  75677. * @hidden
  75678. */
  75679. _getProperty(propertyPath: string): string;
  75680. /**
  75681. * Internal only
  75682. * @hidden
  75683. */
  75684. _getEffectiveTarget(target: any, propertyPath: string): any;
  75685. /**
  75686. * Serialize placeholder for child classes
  75687. * @param parent of child
  75688. * @returns the serialized object
  75689. */
  75690. serialize(parent: any): any;
  75691. /**
  75692. * Internal only called by serialize
  75693. * @hidden
  75694. */
  75695. protected _serialize(serializedAction: any, parent?: any): any;
  75696. /**
  75697. * Internal only
  75698. * @hidden
  75699. */
  75700. static _SerializeValueAsString: (value: any) => string;
  75701. /**
  75702. * Internal only
  75703. * @hidden
  75704. */
  75705. static _GetTargetProperty: (target: Node | Scene) => {
  75706. name: string;
  75707. targetType: string;
  75708. value: string;
  75709. };
  75710. }
  75711. }
  75712. declare module BABYLON {
  75713. /**
  75714. * A Condition applied to an Action
  75715. */
  75716. export class Condition {
  75717. /**
  75718. * Internal only - manager for action
  75719. * @hidden
  75720. */
  75721. _actionManager: ActionManager;
  75722. /**
  75723. * Internal only
  75724. * @hidden
  75725. */
  75726. _evaluationId: number;
  75727. /**
  75728. * Internal only
  75729. * @hidden
  75730. */
  75731. _currentResult: boolean;
  75732. /**
  75733. * Creates a new Condition
  75734. * @param actionManager the manager of the action the condition is applied to
  75735. */
  75736. constructor(actionManager: ActionManager);
  75737. /**
  75738. * Check if the current condition is valid
  75739. * @returns a boolean
  75740. */
  75741. isValid(): boolean;
  75742. /**
  75743. * Internal only
  75744. * @hidden
  75745. */
  75746. _getProperty(propertyPath: string): string;
  75747. /**
  75748. * Internal only
  75749. * @hidden
  75750. */
  75751. _getEffectiveTarget(target: any, propertyPath: string): any;
  75752. /**
  75753. * Serialize placeholder for child classes
  75754. * @returns the serialized object
  75755. */
  75756. serialize(): any;
  75757. /**
  75758. * Internal only
  75759. * @hidden
  75760. */
  75761. protected _serialize(serializedCondition: any): any;
  75762. }
  75763. /**
  75764. * Defines specific conditional operators as extensions of Condition
  75765. */
  75766. export class ValueCondition extends Condition {
  75767. /** path to specify the property of the target the conditional operator uses */
  75768. propertyPath: string;
  75769. /** the value compared by the conditional operator against the current value of the property */
  75770. value: any;
  75771. /** the conditional operator, default ValueCondition.IsEqual */
  75772. operator: number;
  75773. /**
  75774. * Internal only
  75775. * @hidden
  75776. */
  75777. private static _IsEqual;
  75778. /**
  75779. * Internal only
  75780. * @hidden
  75781. */
  75782. private static _IsDifferent;
  75783. /**
  75784. * Internal only
  75785. * @hidden
  75786. */
  75787. private static _IsGreater;
  75788. /**
  75789. * Internal only
  75790. * @hidden
  75791. */
  75792. private static _IsLesser;
  75793. /**
  75794. * returns the number for IsEqual
  75795. */
  75796. static readonly IsEqual: number;
  75797. /**
  75798. * Returns the number for IsDifferent
  75799. */
  75800. static readonly IsDifferent: number;
  75801. /**
  75802. * Returns the number for IsGreater
  75803. */
  75804. static readonly IsGreater: number;
  75805. /**
  75806. * Returns the number for IsLesser
  75807. */
  75808. static readonly IsLesser: number;
  75809. /**
  75810. * Internal only The action manager for the condition
  75811. * @hidden
  75812. */
  75813. _actionManager: ActionManager;
  75814. /**
  75815. * Internal only
  75816. * @hidden
  75817. */
  75818. private _target;
  75819. /**
  75820. * Internal only
  75821. * @hidden
  75822. */
  75823. private _effectiveTarget;
  75824. /**
  75825. * Internal only
  75826. * @hidden
  75827. */
  75828. private _property;
  75829. /**
  75830. * Creates a new ValueCondition
  75831. * @param actionManager manager for the action the condition applies to
  75832. * @param target for the action
  75833. * @param propertyPath path to specify the property of the target the conditional operator uses
  75834. * @param value the value compared by the conditional operator against the current value of the property
  75835. * @param operator the conditional operator, default ValueCondition.IsEqual
  75836. */
  75837. constructor(actionManager: ActionManager, target: any,
  75838. /** path to specify the property of the target the conditional operator uses */
  75839. propertyPath: string,
  75840. /** the value compared by the conditional operator against the current value of the property */
  75841. value: any,
  75842. /** the conditional operator, default ValueCondition.IsEqual */
  75843. operator?: number);
  75844. /**
  75845. * Compares the given value with the property value for the specified conditional operator
  75846. * @returns the result of the comparison
  75847. */
  75848. isValid(): boolean;
  75849. /**
  75850. * Serialize the ValueCondition into a JSON compatible object
  75851. * @returns serialization object
  75852. */
  75853. serialize(): any;
  75854. /**
  75855. * Gets the name of the conditional operator for the ValueCondition
  75856. * @param operator the conditional operator
  75857. * @returns the name
  75858. */
  75859. static GetOperatorName(operator: number): string;
  75860. }
  75861. /**
  75862. * Defines a predicate condition as an extension of Condition
  75863. */
  75864. export class PredicateCondition extends Condition {
  75865. /** defines the predicate function used to validate the condition */
  75866. predicate: () => boolean;
  75867. /**
  75868. * Internal only - manager for action
  75869. * @hidden
  75870. */
  75871. _actionManager: ActionManager;
  75872. /**
  75873. * Creates a new PredicateCondition
  75874. * @param actionManager manager for the action the condition applies to
  75875. * @param predicate defines the predicate function used to validate the condition
  75876. */
  75877. constructor(actionManager: ActionManager,
  75878. /** defines the predicate function used to validate the condition */
  75879. predicate: () => boolean);
  75880. /**
  75881. * @returns the validity of the predicate condition
  75882. */
  75883. isValid(): boolean;
  75884. }
  75885. /**
  75886. * Defines a state condition as an extension of Condition
  75887. */
  75888. export class StateCondition extends Condition {
  75889. /** Value to compare with target state */
  75890. value: string;
  75891. /**
  75892. * Internal only - manager for action
  75893. * @hidden
  75894. */
  75895. _actionManager: ActionManager;
  75896. /**
  75897. * Internal only
  75898. * @hidden
  75899. */
  75900. private _target;
  75901. /**
  75902. * Creates a new StateCondition
  75903. * @param actionManager manager for the action the condition applies to
  75904. * @param target of the condition
  75905. * @param value to compare with target state
  75906. */
  75907. constructor(actionManager: ActionManager, target: any,
  75908. /** Value to compare with target state */
  75909. value: string);
  75910. /**
  75911. * Gets a boolean indicating if the current condition is met
  75912. * @returns the validity of the state
  75913. */
  75914. isValid(): boolean;
  75915. /**
  75916. * Serialize the StateCondition into a JSON compatible object
  75917. * @returns serialization object
  75918. */
  75919. serialize(): any;
  75920. }
  75921. }
  75922. declare module BABYLON {
  75923. /**
  75924. * This defines an action responsible to toggle a boolean once triggered.
  75925. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  75926. */
  75927. export class SwitchBooleanAction extends Action {
  75928. /**
  75929. * The path to the boolean property in the target object
  75930. */
  75931. propertyPath: string;
  75932. private _target;
  75933. private _effectiveTarget;
  75934. private _property;
  75935. /**
  75936. * Instantiate the action
  75937. * @param triggerOptions defines the trigger options
  75938. * @param target defines the object containing the boolean
  75939. * @param propertyPath defines the path to the boolean property in the target object
  75940. * @param condition defines the trigger related conditions
  75941. */
  75942. constructor(triggerOptions: any, target: any, propertyPath: string, condition?: Condition);
  75943. /** @hidden */
  75944. _prepare(): void;
  75945. /**
  75946. * Execute the action toggle the boolean value.
  75947. */
  75948. execute(): void;
  75949. /**
  75950. * Serializes the actions and its related information.
  75951. * @param parent defines the object to serialize in
  75952. * @returns the serialized object
  75953. */
  75954. serialize(parent: any): any;
  75955. }
  75956. /**
  75957. * This defines an action responsible to set a the state field of the target
  75958. * to a desired value once triggered.
  75959. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  75960. */
  75961. export class SetStateAction extends Action {
  75962. /**
  75963. * The value to store in the state field.
  75964. */
  75965. value: string;
  75966. private _target;
  75967. /**
  75968. * Instantiate the action
  75969. * @param triggerOptions defines the trigger options
  75970. * @param target defines the object containing the state property
  75971. * @param value defines the value to store in the state field
  75972. * @param condition defines the trigger related conditions
  75973. */
  75974. constructor(triggerOptions: any, target: any, value: string, condition?: Condition);
  75975. /**
  75976. * Execute the action and store the value on the target state property.
  75977. */
  75978. execute(): void;
  75979. /**
  75980. * Serializes the actions and its related information.
  75981. * @param parent defines the object to serialize in
  75982. * @returns the serialized object
  75983. */
  75984. serialize(parent: any): any;
  75985. }
  75986. /**
  75987. * This defines an action responsible to set a property of the target
  75988. * to a desired value once triggered.
  75989. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  75990. */
  75991. export class SetValueAction extends Action {
  75992. /**
  75993. * The path of the property to set in the target.
  75994. */
  75995. propertyPath: string;
  75996. /**
  75997. * The value to set in the property
  75998. */
  75999. value: any;
  76000. private _target;
  76001. private _effectiveTarget;
  76002. private _property;
  76003. /**
  76004. * Instantiate the action
  76005. * @param triggerOptions defines the trigger options
  76006. * @param target defines the object containing the property
  76007. * @param propertyPath defines the path of the property to set in the target
  76008. * @param value defines the value to set in the property
  76009. * @param condition defines the trigger related conditions
  76010. */
  76011. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, condition?: Condition);
  76012. /** @hidden */
  76013. _prepare(): void;
  76014. /**
  76015. * Execute the action and set the targetted property to the desired value.
  76016. */
  76017. execute(): void;
  76018. /**
  76019. * Serializes the actions and its related information.
  76020. * @param parent defines the object to serialize in
  76021. * @returns the serialized object
  76022. */
  76023. serialize(parent: any): any;
  76024. }
  76025. /**
  76026. * This defines an action responsible to increment the target value
  76027. * to a desired value once triggered.
  76028. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  76029. */
  76030. export class IncrementValueAction extends Action {
  76031. /**
  76032. * The path of the property to increment in the target.
  76033. */
  76034. propertyPath: string;
  76035. /**
  76036. * The value we should increment the property by.
  76037. */
  76038. value: any;
  76039. private _target;
  76040. private _effectiveTarget;
  76041. private _property;
  76042. /**
  76043. * Instantiate the action
  76044. * @param triggerOptions defines the trigger options
  76045. * @param target defines the object containing the property
  76046. * @param propertyPath defines the path of the property to increment in the target
  76047. * @param value defines the value value we should increment the property by
  76048. * @param condition defines the trigger related conditions
  76049. */
  76050. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, condition?: Condition);
  76051. /** @hidden */
  76052. _prepare(): void;
  76053. /**
  76054. * Execute the action and increment the target of the value amount.
  76055. */
  76056. execute(): void;
  76057. /**
  76058. * Serializes the actions and its related information.
  76059. * @param parent defines the object to serialize in
  76060. * @returns the serialized object
  76061. */
  76062. serialize(parent: any): any;
  76063. }
  76064. /**
  76065. * This defines an action responsible to start an animation once triggered.
  76066. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  76067. */
  76068. export class PlayAnimationAction extends Action {
  76069. /**
  76070. * Where the animation should start (animation frame)
  76071. */
  76072. from: number;
  76073. /**
  76074. * Where the animation should stop (animation frame)
  76075. */
  76076. to: number;
  76077. /**
  76078. * Define if the animation should loop or stop after the first play.
  76079. */
  76080. loop?: boolean;
  76081. private _target;
  76082. /**
  76083. * Instantiate the action
  76084. * @param triggerOptions defines the trigger options
  76085. * @param target defines the target animation or animation name
  76086. * @param from defines from where the animation should start (animation frame)
  76087. * @param end defines where the animation should stop (animation frame)
  76088. * @param loop defines if the animation should loop or stop after the first play
  76089. * @param condition defines the trigger related conditions
  76090. */
  76091. constructor(triggerOptions: any, target: any, from: number, to: number, loop?: boolean, condition?: Condition);
  76092. /** @hidden */
  76093. _prepare(): void;
  76094. /**
  76095. * Execute the action and play the animation.
  76096. */
  76097. execute(): void;
  76098. /**
  76099. * Serializes the actions and its related information.
  76100. * @param parent defines the object to serialize in
  76101. * @returns the serialized object
  76102. */
  76103. serialize(parent: any): any;
  76104. }
  76105. /**
  76106. * This defines an action responsible to stop an animation once triggered.
  76107. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  76108. */
  76109. export class StopAnimationAction extends Action {
  76110. private _target;
  76111. /**
  76112. * Instantiate the action
  76113. * @param triggerOptions defines the trigger options
  76114. * @param target defines the target animation or animation name
  76115. * @param condition defines the trigger related conditions
  76116. */
  76117. constructor(triggerOptions: any, target: any, condition?: Condition);
  76118. /** @hidden */
  76119. _prepare(): void;
  76120. /**
  76121. * Execute the action and stop the animation.
  76122. */
  76123. execute(): void;
  76124. /**
  76125. * Serializes the actions and its related information.
  76126. * @param parent defines the object to serialize in
  76127. * @returns the serialized object
  76128. */
  76129. serialize(parent: any): any;
  76130. }
  76131. /**
  76132. * This defines an action responsible that does nothing once triggered.
  76133. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  76134. */
  76135. export class DoNothingAction extends Action {
  76136. /**
  76137. * Instantiate the action
  76138. * @param triggerOptions defines the trigger options
  76139. * @param condition defines the trigger related conditions
  76140. */
  76141. constructor(triggerOptions?: any, condition?: Condition);
  76142. /**
  76143. * Execute the action and do nothing.
  76144. */
  76145. execute(): void;
  76146. /**
  76147. * Serializes the actions and its related information.
  76148. * @param parent defines the object to serialize in
  76149. * @returns the serialized object
  76150. */
  76151. serialize(parent: any): any;
  76152. }
  76153. /**
  76154. * This defines an action responsible to trigger several actions once triggered.
  76155. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  76156. */
  76157. export class CombineAction extends Action {
  76158. /**
  76159. * The list of aggregated animations to run.
  76160. */
  76161. children: Action[];
  76162. /**
  76163. * Instantiate the action
  76164. * @param triggerOptions defines the trigger options
  76165. * @param children defines the list of aggregated animations to run
  76166. * @param condition defines the trigger related conditions
  76167. */
  76168. constructor(triggerOptions: any, children: Action[], condition?: Condition);
  76169. /** @hidden */
  76170. _prepare(): void;
  76171. /**
  76172. * Execute the action and executes all the aggregated actions.
  76173. */
  76174. execute(evt: ActionEvent): void;
  76175. /**
  76176. * Serializes the actions and its related information.
  76177. * @param parent defines the object to serialize in
  76178. * @returns the serialized object
  76179. */
  76180. serialize(parent: any): any;
  76181. }
  76182. /**
  76183. * This defines an action responsible to run code (external event) once triggered.
  76184. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  76185. */
  76186. export class ExecuteCodeAction extends Action {
  76187. /**
  76188. * The callback function to run.
  76189. */
  76190. func: (evt: ActionEvent) => void;
  76191. /**
  76192. * Instantiate the action
  76193. * @param triggerOptions defines the trigger options
  76194. * @param func defines the callback function to run
  76195. * @param condition defines the trigger related conditions
  76196. */
  76197. constructor(triggerOptions: any, func: (evt: ActionEvent) => void, condition?: Condition);
  76198. /**
  76199. * Execute the action and run the attached code.
  76200. */
  76201. execute(evt: ActionEvent): void;
  76202. }
  76203. /**
  76204. * This defines an action responsible to set the parent property of the target once triggered.
  76205. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  76206. */
  76207. export class SetParentAction extends Action {
  76208. private _parent;
  76209. private _target;
  76210. /**
  76211. * Instantiate the action
  76212. * @param triggerOptions defines the trigger options
  76213. * @param target defines the target containing the parent property
  76214. * @param parent defines from where the animation should start (animation frame)
  76215. * @param condition defines the trigger related conditions
  76216. */
  76217. constructor(triggerOptions: any, target: any, parent: any, condition?: Condition);
  76218. /** @hidden */
  76219. _prepare(): void;
  76220. /**
  76221. * Execute the action and set the parent property.
  76222. */
  76223. execute(): void;
  76224. /**
  76225. * Serializes the actions and its related information.
  76226. * @param parent defines the object to serialize in
  76227. * @returns the serialized object
  76228. */
  76229. serialize(parent: any): any;
  76230. }
  76231. }
  76232. declare module BABYLON {
  76233. /**
  76234. * Action Manager manages all events to be triggered on a given mesh or the global scene.
  76235. * A single scene can have many Action Managers to handle predefined actions on specific meshes.
  76236. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  76237. */
  76238. export class ActionManager extends AbstractActionManager {
  76239. /**
  76240. * Nothing
  76241. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  76242. */
  76243. static readonly NothingTrigger: number;
  76244. /**
  76245. * On pick
  76246. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  76247. */
  76248. static readonly OnPickTrigger: number;
  76249. /**
  76250. * On left pick
  76251. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  76252. */
  76253. static readonly OnLeftPickTrigger: number;
  76254. /**
  76255. * On right pick
  76256. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  76257. */
  76258. static readonly OnRightPickTrigger: number;
  76259. /**
  76260. * On center pick
  76261. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  76262. */
  76263. static readonly OnCenterPickTrigger: number;
  76264. /**
  76265. * On pick down
  76266. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  76267. */
  76268. static readonly OnPickDownTrigger: number;
  76269. /**
  76270. * On double pick
  76271. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  76272. */
  76273. static readonly OnDoublePickTrigger: number;
  76274. /**
  76275. * On pick up
  76276. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  76277. */
  76278. static readonly OnPickUpTrigger: number;
  76279. /**
  76280. * On pick out.
  76281. * This trigger will only be raised if you also declared a OnPickDown
  76282. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  76283. */
  76284. static readonly OnPickOutTrigger: number;
  76285. /**
  76286. * On long press
  76287. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  76288. */
  76289. static readonly OnLongPressTrigger: number;
  76290. /**
  76291. * On pointer over
  76292. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  76293. */
  76294. static readonly OnPointerOverTrigger: number;
  76295. /**
  76296. * On pointer out
  76297. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  76298. */
  76299. static readonly OnPointerOutTrigger: number;
  76300. /**
  76301. * On every frame
  76302. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  76303. */
  76304. static readonly OnEveryFrameTrigger: number;
  76305. /**
  76306. * On intersection enter
  76307. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  76308. */
  76309. static readonly OnIntersectionEnterTrigger: number;
  76310. /**
  76311. * On intersection exit
  76312. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  76313. */
  76314. static readonly OnIntersectionExitTrigger: number;
  76315. /**
  76316. * On key down
  76317. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  76318. */
  76319. static readonly OnKeyDownTrigger: number;
  76320. /**
  76321. * On key up
  76322. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  76323. */
  76324. static readonly OnKeyUpTrigger: number;
  76325. private _scene;
  76326. /**
  76327. * Creates a new action manager
  76328. * @param scene defines the hosting scene
  76329. */
  76330. constructor(scene: Scene);
  76331. /**
  76332. * Releases all associated resources
  76333. */
  76334. dispose(): void;
  76335. /**
  76336. * Gets hosting scene
  76337. * @returns the hosting scene
  76338. */
  76339. getScene(): Scene;
  76340. /**
  76341. * Does this action manager handles actions of any of the given triggers
  76342. * @param triggers defines the triggers to be tested
  76343. * @return a boolean indicating whether one (or more) of the triggers is handled
  76344. */
  76345. hasSpecificTriggers(triggers: number[]): boolean;
  76346. /**
  76347. * Does this action manager handles actions of any of the given triggers. This function takes two arguments for
  76348. * speed.
  76349. * @param triggerA defines the trigger to be tested
  76350. * @param triggerB defines the trigger to be tested
  76351. * @return a boolean indicating whether one (or more) of the triggers is handled
  76352. */
  76353. hasSpecificTriggers2(triggerA: number, triggerB: number): boolean;
  76354. /**
  76355. * Does this action manager handles actions of a given trigger
  76356. * @param trigger defines the trigger to be tested
  76357. * @param parameterPredicate defines an optional predicate to filter triggers by parameter
  76358. * @return whether the trigger is handled
  76359. */
  76360. hasSpecificTrigger(trigger: number, parameterPredicate?: (parameter: any) => boolean): boolean;
  76361. /**
  76362. * Does this action manager has pointer triggers
  76363. */
  76364. readonly hasPointerTriggers: boolean;
  76365. /**
  76366. * Does this action manager has pick triggers
  76367. */
  76368. readonly hasPickTriggers: boolean;
  76369. /**
  76370. * Registers an action to this action manager
  76371. * @param action defines the action to be registered
  76372. * @return the action amended (prepared) after registration
  76373. */
  76374. registerAction(action: IAction): Nullable<IAction>;
  76375. /**
  76376. * Unregisters an action to this action manager
  76377. * @param action defines the action to be unregistered
  76378. * @return a boolean indicating whether the action has been unregistered
  76379. */
  76380. unregisterAction(action: IAction): Boolean;
  76381. /**
  76382. * Process a specific trigger
  76383. * @param trigger defines the trigger to process
  76384. * @param evt defines the event details to be processed
  76385. */
  76386. processTrigger(trigger: number, evt?: IActionEvent): void;
  76387. /** @hidden */
  76388. _getEffectiveTarget(target: any, propertyPath: string): any;
  76389. /** @hidden */
  76390. _getProperty(propertyPath: string): string;
  76391. /**
  76392. * Serialize this manager to a JSON object
  76393. * @param name defines the property name to store this manager
  76394. * @returns a JSON representation of this manager
  76395. */
  76396. serialize(name: string): any;
  76397. /**
  76398. * Creates a new ActionManager from a JSON data
  76399. * @param parsedActions defines the JSON data to read from
  76400. * @param object defines the hosting mesh
  76401. * @param scene defines the hosting scene
  76402. */
  76403. static Parse(parsedActions: any, object: Nullable<AbstractMesh>, scene: Scene): void;
  76404. /**
  76405. * Get a trigger name by index
  76406. * @param trigger defines the trigger index
  76407. * @returns a trigger name
  76408. */
  76409. static GetTriggerName(trigger: number): string;
  76410. }
  76411. }
  76412. declare module BABYLON {
  76413. /**
  76414. * Class representing a ray with position and direction
  76415. */
  76416. export class Ray {
  76417. /** origin point */
  76418. origin: Vector3;
  76419. /** direction */
  76420. direction: Vector3;
  76421. /** length of the ray */
  76422. length: number;
  76423. private static readonly TmpVector3;
  76424. private _tmpRay;
  76425. /**
  76426. * Creates a new ray
  76427. * @param origin origin point
  76428. * @param direction direction
  76429. * @param length length of the ray
  76430. */
  76431. constructor(
  76432. /** origin point */
  76433. origin: Vector3,
  76434. /** direction */
  76435. direction: Vector3,
  76436. /** length of the ray */
  76437. length?: number);
  76438. /**
  76439. * Checks if the ray intersects a box
  76440. * @param minimum bound of the box
  76441. * @param maximum bound of the box
  76442. * @param intersectionTreshold extra extend to be added to the box in all direction
  76443. * @returns if the box was hit
  76444. */
  76445. intersectsBoxMinMax(minimum: DeepImmutable<Vector3>, maximum: DeepImmutable<Vector3>, intersectionTreshold?: number): boolean;
  76446. /**
  76447. * Checks if the ray intersects a box
  76448. * @param box the bounding box to check
  76449. * @param intersectionTreshold extra extend to be added to the BoundingBox in all direction
  76450. * @returns if the box was hit
  76451. */
  76452. intersectsBox(box: DeepImmutable<BoundingBox>, intersectionTreshold?: number): boolean;
  76453. /**
  76454. * If the ray hits a sphere
  76455. * @param sphere the bounding sphere to check
  76456. * @param intersectionTreshold extra extend to be added to the BoundingSphere in all direction
  76457. * @returns true if it hits the sphere
  76458. */
  76459. intersectsSphere(sphere: DeepImmutable<BoundingSphere>, intersectionTreshold?: number): boolean;
  76460. /**
  76461. * If the ray hits a triange
  76462. * @param vertex0 triangle vertex
  76463. * @param vertex1 triangle vertex
  76464. * @param vertex2 triangle vertex
  76465. * @returns intersection information if hit
  76466. */
  76467. intersectsTriangle(vertex0: DeepImmutable<Vector3>, vertex1: DeepImmutable<Vector3>, vertex2: DeepImmutable<Vector3>): Nullable<IntersectionInfo>;
  76468. /**
  76469. * Checks if ray intersects a plane
  76470. * @param plane the plane to check
  76471. * @returns the distance away it was hit
  76472. */
  76473. intersectsPlane(plane: DeepImmutable<Plane>): Nullable<number>;
  76474. /**
  76475. * Calculate the intercept of a ray on a given axis
  76476. * @param axis to check 'x' | 'y' | 'z'
  76477. * @param offset from axis interception (i.e. an offset of 1y is intercepted above ground)
  76478. * @returns a vector containing the coordinates where 'axis' is equal to zero (else offset), or null if there is no intercept.
  76479. */
  76480. intersectsAxis(axis: string, offset?: number): Nullable<Vector3>;
  76481. /**
  76482. * Checks if ray intersects a mesh
  76483. * @param mesh the mesh to check
  76484. * @param fastCheck if only the bounding box should checked
  76485. * @returns picking info of the intersecton
  76486. */
  76487. intersectsMesh(mesh: DeepImmutable<AbstractMesh>, fastCheck?: boolean): PickingInfo;
  76488. /**
  76489. * Checks if ray intersects a mesh
  76490. * @param meshes the meshes to check
  76491. * @param fastCheck if only the bounding box should checked
  76492. * @param results array to store result in
  76493. * @returns Array of picking infos
  76494. */
  76495. intersectsMeshes(meshes: Array<DeepImmutable<AbstractMesh>>, fastCheck?: boolean, results?: Array<PickingInfo>): Array<PickingInfo>;
  76496. private _comparePickingInfo;
  76497. private static smallnum;
  76498. private static rayl;
  76499. /**
  76500. * Intersection test between the ray and a given segment whithin a given tolerance (threshold)
  76501. * @param sega the first point of the segment to test the intersection against
  76502. * @param segb the second point of the segment to test the intersection against
  76503. * @param threshold the tolerance margin, if the ray doesn't intersect the segment but is close to the given threshold, the intersection is successful
  76504. * @return the distance from the ray origin to the intersection point if there's intersection, or -1 if there's no intersection
  76505. */
  76506. intersectionSegment(sega: DeepImmutable<Vector3>, segb: DeepImmutable<Vector3>, threshold: number): number;
  76507. /**
  76508. * Update the ray from viewport position
  76509. * @param x position
  76510. * @param y y position
  76511. * @param viewportWidth viewport width
  76512. * @param viewportHeight viewport height
  76513. * @param world world matrix
  76514. * @param view view matrix
  76515. * @param projection projection matrix
  76516. * @returns this ray updated
  76517. */
  76518. update(x: number, y: number, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Ray;
  76519. /**
  76520. * Creates a ray with origin and direction of 0,0,0
  76521. * @returns the new ray
  76522. */
  76523. static Zero(): Ray;
  76524. /**
  76525. * Creates a new ray from screen space and viewport
  76526. * @param x position
  76527. * @param y y position
  76528. * @param viewportWidth viewport width
  76529. * @param viewportHeight viewport height
  76530. * @param world world matrix
  76531. * @param view view matrix
  76532. * @param projection projection matrix
  76533. * @returns new ray
  76534. */
  76535. static CreateNew(x: number, y: number, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Ray;
  76536. /**
  76537. * 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
  76538. * transformed to the given world matrix.
  76539. * @param origin The origin point
  76540. * @param end The end point
  76541. * @param world a matrix to transform the ray to. Default is the identity matrix.
  76542. * @returns the new ray
  76543. */
  76544. static CreateNewFromTo(origin: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, world?: DeepImmutable<Matrix>): Ray;
  76545. /**
  76546. * Transforms a ray by a matrix
  76547. * @param ray ray to transform
  76548. * @param matrix matrix to apply
  76549. * @returns the resulting new ray
  76550. */
  76551. static Transform(ray: DeepImmutable<Ray>, matrix: DeepImmutable<Matrix>): Ray;
  76552. /**
  76553. * Transforms a ray by a matrix
  76554. * @param ray ray to transform
  76555. * @param matrix matrix to apply
  76556. * @param result ray to store result in
  76557. */
  76558. static TransformToRef(ray: DeepImmutable<Ray>, matrix: DeepImmutable<Matrix>, result: Ray): void;
  76559. /**
  76560. * Unproject a ray from screen space to object space
  76561. * @param sourceX defines the screen space x coordinate to use
  76562. * @param sourceY defines the screen space y coordinate to use
  76563. * @param viewportWidth defines the current width of the viewport
  76564. * @param viewportHeight defines the current height of the viewport
  76565. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  76566. * @param view defines the view matrix to use
  76567. * @param projection defines the projection matrix to use
  76568. */
  76569. unprojectRayToRef(sourceX: float, sourceY: float, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): void;
  76570. }
  76571. /**
  76572. * Type used to define predicate used to select faces when a mesh intersection is detected
  76573. */
  76574. export type TrianglePickingPredicate = (p0: Vector3, p1: Vector3, p2: Vector3, ray: Ray) => boolean;
  76575. interface Scene {
  76576. /** @hidden */
  76577. _tempPickingRay: Nullable<Ray>;
  76578. /** @hidden */
  76579. _cachedRayForTransform: Ray;
  76580. /** @hidden */
  76581. _pickWithRayInverseMatrix: Matrix;
  76582. /** @hidden */
  76583. _internalPick(rayFunction: (world: Matrix) => Ray, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  76584. /** @hidden */
  76585. _internalMultiPick(rayFunction: (world: Matrix) => Ray, predicate?: (mesh: AbstractMesh) => boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  76586. }
  76587. }
  76588. declare module BABYLON {
  76589. /**
  76590. * Groups all the scene component constants in one place to ease maintenance.
  76591. * @hidden
  76592. */
  76593. export class SceneComponentConstants {
  76594. static readonly NAME_EFFECTLAYER: string;
  76595. static readonly NAME_LAYER: string;
  76596. static readonly NAME_LENSFLARESYSTEM: string;
  76597. static readonly NAME_BOUNDINGBOXRENDERER: string;
  76598. static readonly NAME_PARTICLESYSTEM: string;
  76599. static readonly NAME_GAMEPAD: string;
  76600. static readonly NAME_SIMPLIFICATIONQUEUE: string;
  76601. static readonly NAME_GEOMETRYBUFFERRENDERER: string;
  76602. static readonly NAME_DEPTHRENDERER: string;
  76603. static readonly NAME_POSTPROCESSRENDERPIPELINEMANAGER: string;
  76604. static readonly NAME_SPRITE: string;
  76605. static readonly NAME_OUTLINERENDERER: string;
  76606. static readonly NAME_PROCEDURALTEXTURE: string;
  76607. static readonly NAME_SHADOWGENERATOR: string;
  76608. static readonly NAME_OCTREE: string;
  76609. static readonly NAME_PHYSICSENGINE: string;
  76610. static readonly NAME_AUDIO: string;
  76611. static readonly STEP_ISREADYFORMESH_EFFECTLAYER: number;
  76612. static readonly STEP_BEFOREEVALUATEACTIVEMESH_BOUNDINGBOXRENDERER: number;
  76613. static readonly STEP_EVALUATESUBMESH_BOUNDINGBOXRENDERER: number;
  76614. static readonly STEP_ACTIVEMESH_BOUNDINGBOXRENDERER: number;
  76615. static readonly STEP_CAMERADRAWRENDERTARGET_EFFECTLAYER: number;
  76616. static readonly STEP_BEFORECAMERADRAW_EFFECTLAYER: number;
  76617. static readonly STEP_BEFORECAMERADRAW_LAYER: number;
  76618. static readonly STEP_BEFORERENDERTARGETDRAW_LAYER: number;
  76619. static readonly STEP_BEFORERENDERINGMESH_OUTLINE: number;
  76620. static readonly STEP_AFTERRENDERINGMESH_OUTLINE: number;
  76621. static readonly STEP_AFTERRENDERINGGROUPDRAW_EFFECTLAYER_DRAW: number;
  76622. static readonly STEP_AFTERRENDERINGGROUPDRAW_BOUNDINGBOXRENDERER: number;
  76623. static readonly STEP_BEFORECAMERAUPDATE_SIMPLIFICATIONQUEUE: number;
  76624. static readonly STEP_BEFORECAMERAUPDATE_GAMEPAD: number;
  76625. static readonly STEP_BEFORECLEAR_PROCEDURALTEXTURE: number;
  76626. static readonly STEP_AFTERRENDERTARGETDRAW_LAYER: number;
  76627. static readonly STEP_AFTERCAMERADRAW_EFFECTLAYER: number;
  76628. static readonly STEP_AFTERCAMERADRAW_LENSFLARESYSTEM: number;
  76629. static readonly STEP_AFTERCAMERADRAW_EFFECTLAYER_DRAW: number;
  76630. static readonly STEP_AFTERCAMERADRAW_LAYER: number;
  76631. static readonly STEP_AFTERRENDER_AUDIO: number;
  76632. static readonly STEP_GATHERRENDERTARGETS_SHADOWGENERATOR: number;
  76633. static readonly STEP_GATHERRENDERTARGETS_GEOMETRYBUFFERRENDERER: number;
  76634. static readonly STEP_GATHERRENDERTARGETS_DEPTHRENDERER: number;
  76635. static readonly STEP_GATHERRENDERTARGETS_POSTPROCESSRENDERPIPELINEMANAGER: number;
  76636. static readonly STEP_GATHERACTIVECAMERARENDERTARGETS_DEPTHRENDERER: number;
  76637. static readonly STEP_POINTERMOVE_SPRITE: number;
  76638. static readonly STEP_POINTERDOWN_SPRITE: number;
  76639. static readonly STEP_POINTERUP_SPRITE: number;
  76640. }
  76641. /**
  76642. * This represents a scene component.
  76643. *
  76644. * This is used to decouple the dependency the scene is having on the different workloads like
  76645. * layers, post processes...
  76646. */
  76647. export interface ISceneComponent {
  76648. /**
  76649. * The name of the component. Each component must have a unique name.
  76650. */
  76651. name: string;
  76652. /**
  76653. * The scene the component belongs to.
  76654. */
  76655. scene: Scene;
  76656. /**
  76657. * Register the component to one instance of a scene.
  76658. */
  76659. register(): void;
  76660. /**
  76661. * Rebuilds the elements related to this component in case of
  76662. * context lost for instance.
  76663. */
  76664. rebuild(): void;
  76665. /**
  76666. * Disposes the component and the associated ressources.
  76667. */
  76668. dispose(): void;
  76669. }
  76670. /**
  76671. * This represents a SERIALIZABLE scene component.
  76672. *
  76673. * This extends Scene Component to add Serialization methods on top.
  76674. */
  76675. export interface ISceneSerializableComponent extends ISceneComponent {
  76676. /**
  76677. * Adds all the elements from the container to the scene
  76678. * @param container the container holding the elements
  76679. */
  76680. addFromContainer(container: AbstractScene): void;
  76681. /**
  76682. * Removes all the elements in the container from the scene
  76683. * @param container contains the elements to remove
  76684. * @param dispose if the removed element should be disposed (default: false)
  76685. */
  76686. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  76687. /**
  76688. * Serializes the component data to the specified json object
  76689. * @param serializationObject The object to serialize to
  76690. */
  76691. serialize(serializationObject: any): void;
  76692. }
  76693. /**
  76694. * Strong typing of a Mesh related stage step action
  76695. */
  76696. export type MeshStageAction = (mesh: AbstractMesh, hardwareInstancedRendering: boolean) => boolean;
  76697. /**
  76698. * Strong typing of a Evaluate Sub Mesh related stage step action
  76699. */
  76700. export type EvaluateSubMeshStageAction = (mesh: AbstractMesh, subMesh: SubMesh) => void;
  76701. /**
  76702. * Strong typing of a Active Mesh related stage step action
  76703. */
  76704. export type ActiveMeshStageAction = (sourceMesh: AbstractMesh, mesh: AbstractMesh) => void;
  76705. /**
  76706. * Strong typing of a Camera related stage step action
  76707. */
  76708. export type CameraStageAction = (camera: Camera) => void;
  76709. /**
  76710. * Strong typing of a Camera Frame buffer related stage step action
  76711. */
  76712. export type CameraStageFrameBufferAction = (camera: Camera) => boolean;
  76713. /**
  76714. * Strong typing of a Render Target related stage step action
  76715. */
  76716. export type RenderTargetStageAction = (renderTarget: RenderTargetTexture) => void;
  76717. /**
  76718. * Strong typing of a RenderingGroup related stage step action
  76719. */
  76720. export type RenderingGroupStageAction = (renderingGroupId: number) => void;
  76721. /**
  76722. * Strong typing of a Mesh Render related stage step action
  76723. */
  76724. export type RenderingMeshStageAction = (mesh: AbstractMesh, subMesh: SubMesh, batch: _InstancesBatch) => void;
  76725. /**
  76726. * Strong typing of a simple stage step action
  76727. */
  76728. export type SimpleStageAction = () => void;
  76729. /**
  76730. * Strong typing of a render target action.
  76731. */
  76732. export type RenderTargetsStageAction = (renderTargets: SmartArrayNoDuplicate<RenderTargetTexture>) => void;
  76733. /**
  76734. * Strong typing of a pointer move action.
  76735. */
  76736. export type PointerMoveStageAction = (unTranslatedPointerX: number, unTranslatedPointerY: number, pickResult: Nullable<PickingInfo>, isMeshPicked: boolean, canvas: HTMLCanvasElement) => Nullable<PickingInfo>;
  76737. /**
  76738. * Strong typing of a pointer up/down action.
  76739. */
  76740. export type PointerUpDownStageAction = (unTranslatedPointerX: number, unTranslatedPointerY: number, pickResult: Nullable<PickingInfo>, evt: PointerEvent) => Nullable<PickingInfo>;
  76741. /**
  76742. * Repressentation of a stage in the scene (Basically a list of ordered steps)
  76743. * @hidden
  76744. */
  76745. export class Stage<T extends Function> extends Array<{
  76746. index: number;
  76747. component: ISceneComponent;
  76748. action: T;
  76749. }> {
  76750. /**
  76751. * Hide ctor from the rest of the world.
  76752. * @param items The items to add.
  76753. */
  76754. private constructor();
  76755. /**
  76756. * Creates a new Stage.
  76757. * @returns A new instance of a Stage
  76758. */
  76759. static Create<T extends Function>(): Stage<T>;
  76760. /**
  76761. * Registers a step in an ordered way in the targeted stage.
  76762. * @param index Defines the position to register the step in
  76763. * @param component Defines the component attached to the step
  76764. * @param action Defines the action to launch during the step
  76765. */
  76766. registerStep(index: number, component: ISceneComponent, action: T): void;
  76767. /**
  76768. * Clears all the steps from the stage.
  76769. */
  76770. clear(): void;
  76771. }
  76772. }
  76773. declare module BABYLON {
  76774. interface Scene {
  76775. /** @hidden */
  76776. _pointerOverSprite: Nullable<Sprite>;
  76777. /** @hidden */
  76778. _pickedDownSprite: Nullable<Sprite>;
  76779. /** @hidden */
  76780. _tempSpritePickingRay: Nullable<Ray>;
  76781. /**
  76782. * All of the sprite managers added to this scene
  76783. * @see http://doc.babylonjs.com/babylon101/sprites
  76784. */
  76785. spriteManagers: Array<ISpriteManager>;
  76786. /**
  76787. * An event triggered when sprites rendering is about to start
  76788. * Note: This event can be trigger more than once per frame (because sprites can be rendered by render target textures as well)
  76789. */
  76790. onBeforeSpritesRenderingObservable: Observable<Scene>;
  76791. /**
  76792. * An event triggered when sprites rendering is done
  76793. * Note: This event can be trigger more than once per frame (because sprites can be rendered by render target textures as well)
  76794. */
  76795. onAfterSpritesRenderingObservable: Observable<Scene>;
  76796. /** @hidden */
  76797. _internalPickSprites(ray: Ray, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  76798. /** Launch a ray to try to pick a sprite in the scene
  76799. * @param x position on screen
  76800. * @param y position on screen
  76801. * @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
  76802. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  76803. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  76804. * @returns a PickingInfo
  76805. */
  76806. pickSprite(x: number, y: number, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  76807. /** Use the given ray to pick a sprite in the scene
  76808. * @param ray The ray (in world space) to use to pick meshes
  76809. * @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
  76810. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  76811. * @param camera camera to use. Can be set to null. In this case, the scene.activeCamera will be used
  76812. * @returns a PickingInfo
  76813. */
  76814. pickSpriteWithRay(ray: Ray, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  76815. /** @hidden */
  76816. _internalMultiPickSprites(ray: Ray, predicate?: (sprite: Sprite) => boolean, camera?: Camera): Nullable<PickingInfo[]>;
  76817. /** Launch a ray to try to pick sprites in the scene
  76818. * @param x position on screen
  76819. * @param y position on screen
  76820. * @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
  76821. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  76822. * @returns a PickingInfo array
  76823. */
  76824. multiPickSprite(x: number, y: number, predicate?: (sprite: Sprite) => boolean, camera?: Camera): Nullable<PickingInfo[]>;
  76825. /** Use the given ray to pick sprites in the scene
  76826. * @param ray The ray (in world space) to use to pick meshes
  76827. * @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
  76828. * @param camera camera to use. Can be set to null. In this case, the scene.activeCamera will be used
  76829. * @returns a PickingInfo array
  76830. */
  76831. multiPickSpriteWithRay(ray: Ray, predicate?: (sprite: Sprite) => boolean, camera?: Camera): Nullable<PickingInfo[]>;
  76832. /**
  76833. * Force the sprite under the pointer
  76834. * @param sprite defines the sprite to use
  76835. */
  76836. setPointerOverSprite(sprite: Nullable<Sprite>): void;
  76837. /**
  76838. * Gets the sprite under the pointer
  76839. * @returns a Sprite or null if no sprite is under the pointer
  76840. */
  76841. getPointerOverSprite(): Nullable<Sprite>;
  76842. }
  76843. /**
  76844. * Defines the sprite scene component responsible to manage sprites
  76845. * in a given scene.
  76846. */
  76847. export class SpriteSceneComponent implements ISceneComponent {
  76848. /**
  76849. * The component name helpfull to identify the component in the list of scene components.
  76850. */
  76851. readonly name: string;
  76852. /**
  76853. * The scene the component belongs to.
  76854. */
  76855. scene: Scene;
  76856. /** @hidden */
  76857. private _spritePredicate;
  76858. /**
  76859. * Creates a new instance of the component for the given scene
  76860. * @param scene Defines the scene to register the component in
  76861. */
  76862. constructor(scene: Scene);
  76863. /**
  76864. * Registers the component in a given scene
  76865. */
  76866. register(): void;
  76867. /**
  76868. * Rebuilds the elements related to this component in case of
  76869. * context lost for instance.
  76870. */
  76871. rebuild(): void;
  76872. /**
  76873. * Disposes the component and the associated ressources.
  76874. */
  76875. dispose(): void;
  76876. private _pickSpriteButKeepRay;
  76877. private _pointerMove;
  76878. private _pointerDown;
  76879. private _pointerUp;
  76880. }
  76881. }
  76882. declare module BABYLON {
  76883. /** @hidden */
  76884. export var fogFragmentDeclaration: {
  76885. name: string;
  76886. shader: string;
  76887. };
  76888. }
  76889. declare module BABYLON {
  76890. /** @hidden */
  76891. export var fogFragment: {
  76892. name: string;
  76893. shader: string;
  76894. };
  76895. }
  76896. declare module BABYLON {
  76897. /** @hidden */
  76898. export var spritesPixelShader: {
  76899. name: string;
  76900. shader: string;
  76901. };
  76902. }
  76903. declare module BABYLON {
  76904. /** @hidden */
  76905. export var fogVertexDeclaration: {
  76906. name: string;
  76907. shader: string;
  76908. };
  76909. }
  76910. declare module BABYLON {
  76911. /** @hidden */
  76912. export var spritesVertexShader: {
  76913. name: string;
  76914. shader: string;
  76915. };
  76916. }
  76917. declare module BABYLON {
  76918. /**
  76919. * Defines the minimum interface to fullfil in order to be a sprite manager.
  76920. */
  76921. export interface ISpriteManager extends IDisposable {
  76922. /**
  76923. * Restricts the camera to viewing objects with the same layerMask.
  76924. * A camera with a layerMask of 1 will render spriteManager.layerMask & camera.layerMask!== 0
  76925. */
  76926. layerMask: number;
  76927. /**
  76928. * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true
  76929. */
  76930. isPickable: boolean;
  76931. /**
  76932. * Specifies the rendering group id for this mesh (0 by default)
  76933. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-groups
  76934. */
  76935. renderingGroupId: number;
  76936. /**
  76937. * Defines the list of sprites managed by the manager.
  76938. */
  76939. sprites: Array<Sprite>;
  76940. /**
  76941. * Tests the intersection of a sprite with a specific ray.
  76942. * @param ray The ray we are sending to test the collision
  76943. * @param camera The camera space we are sending rays in
  76944. * @param predicate A predicate allowing excluding sprites from the list of object to test
  76945. * @param fastCheck Is the hit test done in a OOBB or AOBB fashion the faster, the less precise
  76946. * @returns picking info or null.
  76947. */
  76948. intersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean): Nullable<PickingInfo>;
  76949. /**
  76950. * Intersects the sprites with a ray
  76951. * @param ray defines the ray to intersect with
  76952. * @param camera defines the current active camera
  76953. * @param predicate defines a predicate used to select candidate sprites
  76954. * @returns null if no hit or a PickingInfo array
  76955. */
  76956. multiIntersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean): Nullable<PickingInfo[]>;
  76957. /**
  76958. * Renders the list of sprites on screen.
  76959. */
  76960. render(): void;
  76961. }
  76962. /**
  76963. * Class used to manage multiple sprites on the same spritesheet
  76964. * @see http://doc.babylonjs.com/babylon101/sprites
  76965. */
  76966. export class SpriteManager implements ISpriteManager {
  76967. /** defines the manager's name */
  76968. name: string;
  76969. /** Gets the list of sprites */
  76970. sprites: Sprite[];
  76971. /** Gets or sets the rendering group id (0 by default) */
  76972. renderingGroupId: number;
  76973. /** Gets or sets camera layer mask */
  76974. layerMask: number;
  76975. /** Gets or sets a boolean indicating if the manager must consider scene fog when rendering */
  76976. fogEnabled: boolean;
  76977. /** Gets or sets a boolean indicating if the sprites are pickable */
  76978. isPickable: boolean;
  76979. /** Defines the default width of a cell in the spritesheet */
  76980. cellWidth: number;
  76981. /** Defines the default height of a cell in the spritesheet */
  76982. cellHeight: number;
  76983. /** Associative array from JSON sprite data file */
  76984. private _cellData;
  76985. /** Array of sprite names from JSON sprite data file */
  76986. private _spriteMap;
  76987. /** True when packed cell data from JSON file is ready*/
  76988. private _packedAndReady;
  76989. /**
  76990. * An event triggered when the manager is disposed.
  76991. */
  76992. onDisposeObservable: Observable<SpriteManager>;
  76993. private _onDisposeObserver;
  76994. /**
  76995. * Callback called when the manager is disposed
  76996. */
  76997. onDispose: () => void;
  76998. private _capacity;
  76999. private _fromPacked;
  77000. private _spriteTexture;
  77001. private _epsilon;
  77002. private _scene;
  77003. private _vertexData;
  77004. private _buffer;
  77005. private _vertexBuffers;
  77006. private _indexBuffer;
  77007. private _effectBase;
  77008. private _effectFog;
  77009. /**
  77010. * Gets or sets the spritesheet texture
  77011. */
  77012. texture: Texture;
  77013. /**
  77014. * Creates a new sprite manager
  77015. * @param name defines the manager's name
  77016. * @param imgUrl defines the sprite sheet url
  77017. * @param capacity defines the maximum allowed number of sprites
  77018. * @param cellSize defines the size of a sprite cell
  77019. * @param scene defines the hosting scene
  77020. * @param epsilon defines the epsilon value to align texture (0.01 by default)
  77021. * @param samplingMode defines the smapling mode to use with spritesheet
  77022. * @param fromPacked set to false; do not alter
  77023. * @param spriteJSON null otherwise a JSON object defining sprite sheet data; do not alter
  77024. */
  77025. constructor(
  77026. /** defines the manager's name */
  77027. name: string, imgUrl: string, capacity: number, cellSize: any, scene: Scene, epsilon?: number, samplingMode?: number, fromPacked?: boolean, spriteJSON?: string | null);
  77028. private _makePacked;
  77029. private _appendSpriteVertex;
  77030. /**
  77031. * Intersects the sprites with a ray
  77032. * @param ray defines the ray to intersect with
  77033. * @param camera defines the current active camera
  77034. * @param predicate defines a predicate used to select candidate sprites
  77035. * @param fastCheck defines if a fast check only must be done (the first potential sprite is will be used and not the closer)
  77036. * @returns null if no hit or a PickingInfo
  77037. */
  77038. intersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean): Nullable<PickingInfo>;
  77039. /**
  77040. * Intersects the sprites with a ray
  77041. * @param ray defines the ray to intersect with
  77042. * @param camera defines the current active camera
  77043. * @param predicate defines a predicate used to select candidate sprites
  77044. * @returns null if no hit or a PickingInfo array
  77045. */
  77046. multiIntersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean): Nullable<PickingInfo[]>;
  77047. /**
  77048. * Render all child sprites
  77049. */
  77050. render(): void;
  77051. /**
  77052. * Release associated resources
  77053. */
  77054. dispose(): void;
  77055. }
  77056. }
  77057. declare module BABYLON {
  77058. /**
  77059. * Class used to represent a sprite
  77060. * @see http://doc.babylonjs.com/babylon101/sprites
  77061. */
  77062. export class Sprite {
  77063. /** defines the name */
  77064. name: string;
  77065. /** Gets or sets the current world position */
  77066. position: Vector3;
  77067. /** Gets or sets the main color */
  77068. color: Color4;
  77069. /** Gets or sets the width */
  77070. width: number;
  77071. /** Gets or sets the height */
  77072. height: number;
  77073. /** Gets or sets rotation angle */
  77074. angle: number;
  77075. /** Gets or sets the cell index in the sprite sheet */
  77076. cellIndex: number;
  77077. /** Gets or sets the cell reference in the sprite sheet, uses sprite's filename when added to sprite sheet */
  77078. cellRef: string;
  77079. /** Gets or sets a boolean indicating if UV coordinates should be inverted in U axis */
  77080. invertU: number;
  77081. /** Gets or sets a boolean indicating if UV coordinates should be inverted in B axis */
  77082. invertV: number;
  77083. /** Gets or sets a boolean indicating that this sprite should be disposed after animation ends */
  77084. disposeWhenFinishedAnimating: boolean;
  77085. /** Gets the list of attached animations */
  77086. animations: Animation[];
  77087. /** Gets or sets a boolean indicating if the sprite can be picked */
  77088. isPickable: boolean;
  77089. /**
  77090. * Gets or sets the associated action manager
  77091. */
  77092. actionManager: Nullable<ActionManager>;
  77093. private _animationStarted;
  77094. private _loopAnimation;
  77095. private _fromIndex;
  77096. private _toIndex;
  77097. private _delay;
  77098. private _direction;
  77099. private _manager;
  77100. private _time;
  77101. private _onAnimationEnd;
  77102. /**
  77103. * Gets or sets a boolean indicating if the sprite is visible (renderable). Default is true
  77104. */
  77105. isVisible: boolean;
  77106. /**
  77107. * Gets or sets the sprite size
  77108. */
  77109. size: number;
  77110. /**
  77111. * Creates a new Sprite
  77112. * @param name defines the name
  77113. * @param manager defines the manager
  77114. */
  77115. constructor(
  77116. /** defines the name */
  77117. name: string, manager: ISpriteManager);
  77118. /**
  77119. * Starts an animation
  77120. * @param from defines the initial key
  77121. * @param to defines the end key
  77122. * @param loop defines if the animation must loop
  77123. * @param delay defines the start delay (in ms)
  77124. * @param onAnimationEnd defines a callback to call when animation ends
  77125. */
  77126. playAnimation(from: number, to: number, loop: boolean, delay: number, onAnimationEnd: () => void): void;
  77127. /** Stops current animation (if any) */
  77128. stopAnimation(): void;
  77129. /** @hidden */
  77130. _animate(deltaTime: number): void;
  77131. /** Release associated resources */
  77132. dispose(): void;
  77133. }
  77134. }
  77135. declare module BABYLON {
  77136. /**
  77137. * Information about the result of picking within a scene
  77138. * @see https://doc.babylonjs.com/babylon101/picking_collisions
  77139. */
  77140. export class PickingInfo {
  77141. /** @hidden */
  77142. _pickingUnavailable: boolean;
  77143. /**
  77144. * If the pick collided with an object
  77145. */
  77146. hit: boolean;
  77147. /**
  77148. * Distance away where the pick collided
  77149. */
  77150. distance: number;
  77151. /**
  77152. * The location of pick collision
  77153. */
  77154. pickedPoint: Nullable<Vector3>;
  77155. /**
  77156. * The mesh corresponding the the pick collision
  77157. */
  77158. pickedMesh: Nullable<AbstractMesh>;
  77159. /** (See getTextureCoordinates) The barycentric U coordinate that is used when calculating the texture coordinates of the collision.*/
  77160. bu: number;
  77161. /** (See getTextureCoordinates) The barycentric V coordinate that is used when calculating the texture coordinates of the collision.*/
  77162. bv: number;
  77163. /** The index of the face on the mesh that was picked, or the index of the Line if the picked Mesh is a LinesMesh */
  77164. faceId: number;
  77165. /** Id of the the submesh that was picked */
  77166. subMeshId: number;
  77167. /** If a sprite was picked, this will be the sprite the pick collided with */
  77168. pickedSprite: Nullable<Sprite>;
  77169. /**
  77170. * If a mesh was used to do the picking (eg. 6dof controller) this will be populated.
  77171. */
  77172. originMesh: Nullable<AbstractMesh>;
  77173. /**
  77174. * The ray that was used to perform the picking.
  77175. */
  77176. ray: Nullable<Ray>;
  77177. /**
  77178. * Gets the normal correspodning to the face the pick collided with
  77179. * @param useWorldCoordinates If the resulting normal should be relative to the world (default: false)
  77180. * @param useVerticesNormals If the vertices normals should be used to calculate the normal instead of the normal map
  77181. * @returns The normal correspodning to the face the pick collided with
  77182. */
  77183. getNormal(useWorldCoordinates?: boolean, useVerticesNormals?: boolean): Nullable<Vector3>;
  77184. /**
  77185. * Gets the texture coordinates of where the pick occured
  77186. * @returns the vector containing the coordnates of the texture
  77187. */
  77188. getTextureCoordinates(): Nullable<Vector2>;
  77189. }
  77190. }
  77191. declare module BABYLON {
  77192. /**
  77193. * Gather the list of pointer event types as constants.
  77194. */
  77195. export class PointerEventTypes {
  77196. /**
  77197. * 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.
  77198. */
  77199. static readonly POINTERDOWN: number;
  77200. /**
  77201. * The pointerup event is fired when a pointer is no longer active.
  77202. */
  77203. static readonly POINTERUP: number;
  77204. /**
  77205. * The pointermove event is fired when a pointer changes coordinates.
  77206. */
  77207. static readonly POINTERMOVE: number;
  77208. /**
  77209. * The pointerwheel event is fired when a mouse wheel has been rotated.
  77210. */
  77211. static readonly POINTERWHEEL: number;
  77212. /**
  77213. * The pointerpick event is fired when a mesh or sprite has been picked by the pointer.
  77214. */
  77215. static readonly POINTERPICK: number;
  77216. /**
  77217. * The pointertap event is fired when a the object has been touched and released without drag.
  77218. */
  77219. static readonly POINTERTAP: number;
  77220. /**
  77221. * The pointerdoubletap event is fired when a the object has been touched and released twice without drag.
  77222. */
  77223. static readonly POINTERDOUBLETAP: number;
  77224. }
  77225. /**
  77226. * Base class of pointer info types.
  77227. */
  77228. export class PointerInfoBase {
  77229. /**
  77230. * Defines the type of event (PointerEventTypes)
  77231. */
  77232. type: number;
  77233. /**
  77234. * Defines the related dom event
  77235. */
  77236. event: PointerEvent | MouseWheelEvent;
  77237. /**
  77238. * Instantiates the base class of pointers info.
  77239. * @param type Defines the type of event (PointerEventTypes)
  77240. * @param event Defines the related dom event
  77241. */
  77242. constructor(
  77243. /**
  77244. * Defines the type of event (PointerEventTypes)
  77245. */
  77246. type: number,
  77247. /**
  77248. * Defines the related dom event
  77249. */
  77250. event: PointerEvent | MouseWheelEvent);
  77251. }
  77252. /**
  77253. * This class is used to store pointer related info for the onPrePointerObservable event.
  77254. * Set the skipOnPointerObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onPointerObservable
  77255. */
  77256. export class PointerInfoPre extends PointerInfoBase {
  77257. /**
  77258. * Ray from a pointer if availible (eg. 6dof controller)
  77259. */
  77260. ray: Nullable<Ray>;
  77261. /**
  77262. * Defines the local position of the pointer on the canvas.
  77263. */
  77264. localPosition: Vector2;
  77265. /**
  77266. * Defines whether the engine should skip the next OnPointerObservable associated to this pre.
  77267. */
  77268. skipOnPointerObservable: boolean;
  77269. /**
  77270. * Instantiates a PointerInfoPre to store pointer related info to the onPrePointerObservable event.
  77271. * @param type Defines the type of event (PointerEventTypes)
  77272. * @param event Defines the related dom event
  77273. * @param localX Defines the local x coordinates of the pointer when the event occured
  77274. * @param localY Defines the local y coordinates of the pointer when the event occured
  77275. */
  77276. constructor(type: number, event: PointerEvent | MouseWheelEvent, localX: number, localY: number);
  77277. }
  77278. /**
  77279. * This type contains all the data related to a pointer event in Babylon.js.
  77280. * 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.
  77281. */
  77282. export class PointerInfo extends PointerInfoBase {
  77283. /**
  77284. * Defines the picking info associated to the info (if any)\
  77285. */
  77286. pickInfo: Nullable<PickingInfo>;
  77287. /**
  77288. * Instantiates a PointerInfo to store pointer related info to the onPointerObservable event.
  77289. * @param type Defines the type of event (PointerEventTypes)
  77290. * @param event Defines the related dom event
  77291. * @param pickInfo Defines the picking info associated to the info (if any)\
  77292. */
  77293. constructor(type: number, event: PointerEvent | MouseWheelEvent,
  77294. /**
  77295. * Defines the picking info associated to the info (if any)\
  77296. */
  77297. pickInfo: Nullable<PickingInfo>);
  77298. }
  77299. /**
  77300. * Data relating to a touch event on the screen.
  77301. */
  77302. export interface PointerTouch {
  77303. /**
  77304. * X coordinate of touch.
  77305. */
  77306. x: number;
  77307. /**
  77308. * Y coordinate of touch.
  77309. */
  77310. y: number;
  77311. /**
  77312. * Id of touch. Unique for each finger.
  77313. */
  77314. pointerId: number;
  77315. /**
  77316. * Event type passed from DOM.
  77317. */
  77318. type: any;
  77319. }
  77320. }
  77321. declare module BABYLON {
  77322. /**
  77323. * Manage the mouse inputs to control the movement of a free camera.
  77324. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  77325. */
  77326. export class FreeCameraMouseInput implements ICameraInput<FreeCamera> {
  77327. /**
  77328. * Define if touch is enabled in the mouse input
  77329. */
  77330. touchEnabled: boolean;
  77331. /**
  77332. * Defines the camera the input is attached to.
  77333. */
  77334. camera: FreeCamera;
  77335. /**
  77336. * Defines the buttons associated with the input to handle camera move.
  77337. */
  77338. buttons: number[];
  77339. /**
  77340. * Defines the pointer angular sensibility along the X and Y axis or how fast is the camera rotating.
  77341. */
  77342. angularSensibility: number;
  77343. private _pointerInput;
  77344. private _onMouseMove;
  77345. private _observer;
  77346. private previousPosition;
  77347. /**
  77348. * Observable for when a pointer move event occurs containing the move offset
  77349. */
  77350. onPointerMovedObservable: Observable<{
  77351. offsetX: number;
  77352. offsetY: number;
  77353. }>;
  77354. /**
  77355. * @hidden
  77356. * If the camera should be rotated automatically based on pointer movement
  77357. */
  77358. _allowCameraRotation: boolean;
  77359. /**
  77360. * Manage the mouse inputs to control the movement of a free camera.
  77361. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  77362. * @param touchEnabled Defines if touch is enabled or not
  77363. */
  77364. constructor(
  77365. /**
  77366. * Define if touch is enabled in the mouse input
  77367. */
  77368. touchEnabled?: boolean);
  77369. /**
  77370. * Attach the input controls to a specific dom element to get the input from.
  77371. * @param element Defines the element the controls should be listened from
  77372. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  77373. */
  77374. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  77375. /**
  77376. * Called on JS contextmenu event.
  77377. * Override this method to provide functionality.
  77378. */
  77379. protected onContextMenu(evt: PointerEvent): void;
  77380. /**
  77381. * Detach the current controls from the specified dom element.
  77382. * @param element Defines the element to stop listening the inputs from
  77383. */
  77384. detachControl(element: Nullable<HTMLElement>): void;
  77385. /**
  77386. * Gets the class name of the current intput.
  77387. * @returns the class name
  77388. */
  77389. getClassName(): string;
  77390. /**
  77391. * Get the friendly name associated with the input class.
  77392. * @returns the input friendly name
  77393. */
  77394. getSimpleName(): string;
  77395. }
  77396. }
  77397. declare module BABYLON {
  77398. /**
  77399. * Manage the touch inputs to control the movement of a free camera.
  77400. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  77401. */
  77402. export class FreeCameraTouchInput implements ICameraInput<FreeCamera> {
  77403. /**
  77404. * Defines the camera the input is attached to.
  77405. */
  77406. camera: FreeCamera;
  77407. /**
  77408. * Defines the touch sensibility for rotation.
  77409. * The higher the faster.
  77410. */
  77411. touchAngularSensibility: number;
  77412. /**
  77413. * Defines the touch sensibility for move.
  77414. * The higher the faster.
  77415. */
  77416. touchMoveSensibility: number;
  77417. private _offsetX;
  77418. private _offsetY;
  77419. private _pointerPressed;
  77420. private _pointerInput;
  77421. private _observer;
  77422. private _onLostFocus;
  77423. /**
  77424. * Attach the input controls to a specific dom element to get the input from.
  77425. * @param element Defines the element the controls should be listened from
  77426. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  77427. */
  77428. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  77429. /**
  77430. * Detach the current controls from the specified dom element.
  77431. * @param element Defines the element to stop listening the inputs from
  77432. */
  77433. detachControl(element: Nullable<HTMLElement>): void;
  77434. /**
  77435. * Update the current camera state depending on the inputs that have been used this frame.
  77436. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  77437. */
  77438. checkInputs(): void;
  77439. /**
  77440. * Gets the class name of the current intput.
  77441. * @returns the class name
  77442. */
  77443. getClassName(): string;
  77444. /**
  77445. * Get the friendly name associated with the input class.
  77446. * @returns the input friendly name
  77447. */
  77448. getSimpleName(): string;
  77449. }
  77450. }
  77451. declare module BABYLON {
  77452. /**
  77453. * Default Inputs manager for the FreeCamera.
  77454. * It groups all the default supported inputs for ease of use.
  77455. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  77456. */
  77457. export class FreeCameraInputsManager extends CameraInputsManager<FreeCamera> {
  77458. /**
  77459. * @hidden
  77460. */
  77461. _mouseInput: Nullable<FreeCameraMouseInput>;
  77462. /**
  77463. * Instantiates a new FreeCameraInputsManager.
  77464. * @param camera Defines the camera the inputs belong to
  77465. */
  77466. constructor(camera: FreeCamera);
  77467. /**
  77468. * Add keyboard input support to the input manager.
  77469. * @returns the current input manager
  77470. */
  77471. addKeyboard(): FreeCameraInputsManager;
  77472. /**
  77473. * Add mouse input support to the input manager.
  77474. * @param touchEnabled if the FreeCameraMouseInput should support touch (default: true)
  77475. * @returns the current input manager
  77476. */
  77477. addMouse(touchEnabled?: boolean): FreeCameraInputsManager;
  77478. /**
  77479. * Removes the mouse input support from the manager
  77480. * @returns the current input manager
  77481. */
  77482. removeMouse(): FreeCameraInputsManager;
  77483. /**
  77484. * Add touch input support to the input manager.
  77485. * @returns the current input manager
  77486. */
  77487. addTouch(): FreeCameraInputsManager;
  77488. /**
  77489. * Remove all attached input methods from a camera
  77490. */
  77491. clear(): void;
  77492. }
  77493. }
  77494. declare module BABYLON {
  77495. /**
  77496. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  77497. * Please consider using the new UniversalCamera instead as it adds more functionality like the gamepad.
  77498. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  77499. */
  77500. export class FreeCamera extends TargetCamera {
  77501. /**
  77502. * Define the collision ellipsoid of the camera.
  77503. * This is helpful to simulate a camera body like the player body around the camera
  77504. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  77505. */
  77506. ellipsoid: Vector3;
  77507. /**
  77508. * Define an offset for the position of the ellipsoid around the camera.
  77509. * This can be helpful to determine the center of the body near the gravity center of the body
  77510. * instead of its head.
  77511. */
  77512. ellipsoidOffset: Vector3;
  77513. /**
  77514. * Enable or disable collisions of the camera with the rest of the scene objects.
  77515. */
  77516. checkCollisions: boolean;
  77517. /**
  77518. * Enable or disable gravity on the camera.
  77519. */
  77520. applyGravity: boolean;
  77521. /**
  77522. * Define the input manager associated to the camera.
  77523. */
  77524. inputs: FreeCameraInputsManager;
  77525. /**
  77526. * Gets the input sensibility for a mouse input. (default is 2000.0)
  77527. * Higher values reduce sensitivity.
  77528. */
  77529. /**
  77530. * Sets the input sensibility for a mouse input. (default is 2000.0)
  77531. * Higher values reduce sensitivity.
  77532. */
  77533. angularSensibility: number;
  77534. /**
  77535. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  77536. */
  77537. keysUp: number[];
  77538. /**
  77539. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  77540. */
  77541. keysDown: number[];
  77542. /**
  77543. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  77544. */
  77545. keysLeft: number[];
  77546. /**
  77547. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  77548. */
  77549. keysRight: number[];
  77550. /**
  77551. * Event raised when the camera collide with a mesh in the scene.
  77552. */
  77553. onCollide: (collidedMesh: AbstractMesh) => void;
  77554. private _collider;
  77555. private _needMoveForGravity;
  77556. private _oldPosition;
  77557. private _diffPosition;
  77558. private _newPosition;
  77559. /** @hidden */
  77560. _localDirection: Vector3;
  77561. /** @hidden */
  77562. _transformedDirection: Vector3;
  77563. /**
  77564. * Instantiates a Free Camera.
  77565. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  77566. * Please consider using the new UniversalCamera instead as it adds more functionality like touch to this camera.
  77567. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  77568. * @param name Define the name of the camera in the scene
  77569. * @param position Define the start position of the camera in the scene
  77570. * @param scene Define the scene the camera belongs to
  77571. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  77572. */
  77573. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  77574. /**
  77575. * Attached controls to the current camera.
  77576. * @param element Defines the element the controls should be listened from
  77577. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  77578. */
  77579. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  77580. /**
  77581. * Detach the current controls from the camera.
  77582. * The camera will stop reacting to inputs.
  77583. * @param element Defines the element to stop listening the inputs from
  77584. */
  77585. detachControl(element: HTMLElement): void;
  77586. private _collisionMask;
  77587. /**
  77588. * Define a collision mask to limit the list of object the camera can collide with
  77589. */
  77590. collisionMask: number;
  77591. /** @hidden */
  77592. _collideWithWorld(displacement: Vector3): void;
  77593. private _onCollisionPositionChange;
  77594. /** @hidden */
  77595. _checkInputs(): void;
  77596. /** @hidden */
  77597. _decideIfNeedsToMove(): boolean;
  77598. /** @hidden */
  77599. _updatePosition(): void;
  77600. /**
  77601. * Destroy the camera and release the current resources hold by it.
  77602. */
  77603. dispose(): void;
  77604. /**
  77605. * Gets the current object class name.
  77606. * @return the class name
  77607. */
  77608. getClassName(): string;
  77609. }
  77610. }
  77611. declare module BABYLON {
  77612. /**
  77613. * Represents a gamepad control stick position
  77614. */
  77615. export class StickValues {
  77616. /**
  77617. * The x component of the control stick
  77618. */
  77619. x: number;
  77620. /**
  77621. * The y component of the control stick
  77622. */
  77623. y: number;
  77624. /**
  77625. * Initializes the gamepad x and y control stick values
  77626. * @param x The x component of the gamepad control stick value
  77627. * @param y The y component of the gamepad control stick value
  77628. */
  77629. constructor(
  77630. /**
  77631. * The x component of the control stick
  77632. */
  77633. x: number,
  77634. /**
  77635. * The y component of the control stick
  77636. */
  77637. y: number);
  77638. }
  77639. /**
  77640. * An interface which manages callbacks for gamepad button changes
  77641. */
  77642. export interface GamepadButtonChanges {
  77643. /**
  77644. * Called when a gamepad has been changed
  77645. */
  77646. changed: boolean;
  77647. /**
  77648. * Called when a gamepad press event has been triggered
  77649. */
  77650. pressChanged: boolean;
  77651. /**
  77652. * Called when a touch event has been triggered
  77653. */
  77654. touchChanged: boolean;
  77655. /**
  77656. * Called when a value has changed
  77657. */
  77658. valueChanged: boolean;
  77659. }
  77660. /**
  77661. * Represents a gamepad
  77662. */
  77663. export class Gamepad {
  77664. /**
  77665. * The id of the gamepad
  77666. */
  77667. id: string;
  77668. /**
  77669. * The index of the gamepad
  77670. */
  77671. index: number;
  77672. /**
  77673. * The browser gamepad
  77674. */
  77675. browserGamepad: any;
  77676. /**
  77677. * Specifies what type of gamepad this represents
  77678. */
  77679. type: number;
  77680. private _leftStick;
  77681. private _rightStick;
  77682. /** @hidden */
  77683. _isConnected: boolean;
  77684. private _leftStickAxisX;
  77685. private _leftStickAxisY;
  77686. private _rightStickAxisX;
  77687. private _rightStickAxisY;
  77688. /**
  77689. * Triggered when the left control stick has been changed
  77690. */
  77691. private _onleftstickchanged;
  77692. /**
  77693. * Triggered when the right control stick has been changed
  77694. */
  77695. private _onrightstickchanged;
  77696. /**
  77697. * Represents a gamepad controller
  77698. */
  77699. static GAMEPAD: number;
  77700. /**
  77701. * Represents a generic controller
  77702. */
  77703. static GENERIC: number;
  77704. /**
  77705. * Represents an XBox controller
  77706. */
  77707. static XBOX: number;
  77708. /**
  77709. * Represents a pose-enabled controller
  77710. */
  77711. static POSE_ENABLED: number;
  77712. /**
  77713. * Represents an Dual Shock controller
  77714. */
  77715. static DUALSHOCK: number;
  77716. /**
  77717. * Specifies whether the left control stick should be Y-inverted
  77718. */
  77719. protected _invertLeftStickY: boolean;
  77720. /**
  77721. * Specifies if the gamepad has been connected
  77722. */
  77723. readonly isConnected: boolean;
  77724. /**
  77725. * Initializes the gamepad
  77726. * @param id The id of the gamepad
  77727. * @param index The index of the gamepad
  77728. * @param browserGamepad The browser gamepad
  77729. * @param leftStickX The x component of the left joystick
  77730. * @param leftStickY The y component of the left joystick
  77731. * @param rightStickX The x component of the right joystick
  77732. * @param rightStickY The y component of the right joystick
  77733. */
  77734. constructor(
  77735. /**
  77736. * The id of the gamepad
  77737. */
  77738. id: string,
  77739. /**
  77740. * The index of the gamepad
  77741. */
  77742. index: number,
  77743. /**
  77744. * The browser gamepad
  77745. */
  77746. browserGamepad: any, leftStickX?: number, leftStickY?: number, rightStickX?: number, rightStickY?: number);
  77747. /**
  77748. * Callback triggered when the left joystick has changed
  77749. * @param callback
  77750. */
  77751. onleftstickchanged(callback: (values: StickValues) => void): void;
  77752. /**
  77753. * Callback triggered when the right joystick has changed
  77754. * @param callback
  77755. */
  77756. onrightstickchanged(callback: (values: StickValues) => void): void;
  77757. /**
  77758. * Gets the left joystick
  77759. */
  77760. /**
  77761. * Sets the left joystick values
  77762. */
  77763. leftStick: StickValues;
  77764. /**
  77765. * Gets the right joystick
  77766. */
  77767. /**
  77768. * Sets the right joystick value
  77769. */
  77770. rightStick: StickValues;
  77771. /**
  77772. * Updates the gamepad joystick positions
  77773. */
  77774. update(): void;
  77775. /**
  77776. * Disposes the gamepad
  77777. */
  77778. dispose(): void;
  77779. }
  77780. /**
  77781. * Represents a generic gamepad
  77782. */
  77783. export class GenericPad extends Gamepad {
  77784. private _buttons;
  77785. private _onbuttondown;
  77786. private _onbuttonup;
  77787. /**
  77788. * Observable triggered when a button has been pressed
  77789. */
  77790. onButtonDownObservable: Observable<number>;
  77791. /**
  77792. * Observable triggered when a button has been released
  77793. */
  77794. onButtonUpObservable: Observable<number>;
  77795. /**
  77796. * Callback triggered when a button has been pressed
  77797. * @param callback Called when a button has been pressed
  77798. */
  77799. onbuttondown(callback: (buttonPressed: number) => void): void;
  77800. /**
  77801. * Callback triggered when a button has been released
  77802. * @param callback Called when a button has been released
  77803. */
  77804. onbuttonup(callback: (buttonReleased: number) => void): void;
  77805. /**
  77806. * Initializes the generic gamepad
  77807. * @param id The id of the generic gamepad
  77808. * @param index The index of the generic gamepad
  77809. * @param browserGamepad The browser gamepad
  77810. */
  77811. constructor(id: string, index: number, browserGamepad: any);
  77812. private _setButtonValue;
  77813. /**
  77814. * Updates the generic gamepad
  77815. */
  77816. update(): void;
  77817. /**
  77818. * Disposes the generic gamepad
  77819. */
  77820. dispose(): void;
  77821. }
  77822. }
  77823. declare module BABYLON {
  77824. interface Engine {
  77825. /**
  77826. * Creates a raw texture
  77827. * @param data defines the data to store in the texture
  77828. * @param width defines the width of the texture
  77829. * @param height defines the height of the texture
  77830. * @param format defines the format of the data
  77831. * @param generateMipMaps defines if the engine should generate the mip levels
  77832. * @param invertY defines if data must be stored with Y axis inverted
  77833. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  77834. * @param compression defines the compression used (null by default)
  77835. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  77836. * @returns the raw texture inside an InternalTexture
  77837. */
  77838. createRawTexture(data: Nullable<ArrayBufferView>, width: number, height: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>, type: number): InternalTexture;
  77839. /**
  77840. * Update a raw texture
  77841. * @param texture defines the texture to update
  77842. * @param data defines the data to store in the texture
  77843. * @param format defines the format of the data
  77844. * @param invertY defines if data must be stored with Y axis inverted
  77845. */
  77846. updateRawTexture(texture: Nullable<InternalTexture>, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;
  77847. /**
  77848. * Update a raw texture
  77849. * @param texture defines the texture to update
  77850. * @param data defines the data to store in the texture
  77851. * @param format defines the format of the data
  77852. * @param invertY defines if data must be stored with Y axis inverted
  77853. * @param compression defines the compression used (null by default)
  77854. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  77855. */
  77856. updateRawTexture(texture: Nullable<InternalTexture>, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string>, type: number): void;
  77857. /**
  77858. * Creates a new raw cube texture
  77859. * @param data defines the array of data to use to create each face
  77860. * @param size defines the size of the textures
  77861. * @param format defines the format of the data
  77862. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  77863. * @param generateMipMaps defines if the engine should generate the mip levels
  77864. * @param invertY defines if data must be stored with Y axis inverted
  77865. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  77866. * @param compression defines the compression used (null by default)
  77867. * @returns the cube texture as an InternalTexture
  77868. */
  77869. createRawCubeTexture(data: Nullable<ArrayBufferView[]>, size: number, format: number, type: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>): InternalTexture;
  77870. /**
  77871. * Update a raw cube texture
  77872. * @param texture defines the texture to udpdate
  77873. * @param data defines the data to store
  77874. * @param format defines the data format
  77875. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  77876. * @param invertY defines if data must be stored with Y axis inverted
  77877. */
  77878. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean): void;
  77879. /**
  77880. * Update a raw cube texture
  77881. * @param texture defines the texture to udpdate
  77882. * @param data defines the data to store
  77883. * @param format defines the data format
  77884. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  77885. * @param invertY defines if data must be stored with Y axis inverted
  77886. * @param compression defines the compression used (null by default)
  77887. */
  77888. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression: Nullable<string>): void;
  77889. /**
  77890. * Update a raw cube texture
  77891. * @param texture defines the texture to udpdate
  77892. * @param data defines the data to store
  77893. * @param format defines the data format
  77894. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  77895. * @param invertY defines if data must be stored with Y axis inverted
  77896. * @param compression defines the compression used (null by default)
  77897. * @param level defines which level of the texture to update
  77898. */
  77899. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression: Nullable<string>, level: number): void;
  77900. /**
  77901. * Creates a new raw cube texture from a specified url
  77902. * @param url defines the url where the data is located
  77903. * @param scene defines the current scene
  77904. * @param size defines the size of the textures
  77905. * @param format defines the format of the data
  77906. * @param type defines the type fo the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  77907. * @param noMipmap defines if the engine should avoid generating the mip levels
  77908. * @param callback defines a callback used to extract texture data from loaded data
  77909. * @param mipmapGenerator defines to provide an optional tool to generate mip levels
  77910. * @param onLoad defines a callback called when texture is loaded
  77911. * @param onError defines a callback called if there is an error
  77912. * @returns the cube texture as an InternalTexture
  77913. */
  77914. 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;
  77915. /**
  77916. * Creates a new raw cube texture from a specified url
  77917. * @param url defines the url where the data is located
  77918. * @param scene defines the current scene
  77919. * @param size defines the size of the textures
  77920. * @param format defines the format of the data
  77921. * @param type defines the type fo the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  77922. * @param noMipmap defines if the engine should avoid generating the mip levels
  77923. * @param callback defines a callback used to extract texture data from loaded data
  77924. * @param mipmapGenerator defines to provide an optional tool to generate mip levels
  77925. * @param onLoad defines a callback called when texture is loaded
  77926. * @param onError defines a callback called if there is an error
  77927. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  77928. * @param invertY defines if data must be stored with Y axis inverted
  77929. * @returns the cube texture as an InternalTexture
  77930. */
  77931. 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;
  77932. /**
  77933. * Creates a new raw 3D texture
  77934. * @param data defines the data used to create the texture
  77935. * @param width defines the width of the texture
  77936. * @param height defines the height of the texture
  77937. * @param depth defines the depth of the texture
  77938. * @param format defines the format of the texture
  77939. * @param generateMipMaps defines if the engine must generate mip levels
  77940. * @param invertY defines if data must be stored with Y axis inverted
  77941. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  77942. * @param compression defines the compressed used (can be null)
  77943. * @param textureType defines the compressed used (can be null)
  77944. * @returns a new raw 3D texture (stored in an InternalTexture)
  77945. */
  77946. createRawTexture3D(data: Nullable<ArrayBufferView>, width: number, height: number, depth: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>, textureType: number): InternalTexture;
  77947. /**
  77948. * Update a raw 3D texture
  77949. * @param texture defines the texture to update
  77950. * @param data defines the data to store
  77951. * @param format defines the data format
  77952. * @param invertY defines if data must be stored with Y axis inverted
  77953. */
  77954. updateRawTexture3D(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;
  77955. /**
  77956. * Update a raw 3D texture
  77957. * @param texture defines the texture to update
  77958. * @param data defines the data to store
  77959. * @param format defines the data format
  77960. * @param invertY defines if data must be stored with Y axis inverted
  77961. * @param compression defines the used compression (can be null)
  77962. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  77963. */
  77964. updateRawTexture3D(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string>, textureType: number): void;
  77965. }
  77966. }
  77967. declare module BABYLON {
  77968. /**
  77969. * Raw texture can help creating a texture directly from an array of data.
  77970. * This can be super useful if you either get the data from an uncompressed source or
  77971. * if you wish to create your texture pixel by pixel.
  77972. */
  77973. export class RawTexture extends Texture {
  77974. /**
  77975. * Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  77976. */
  77977. format: number;
  77978. private _engine;
  77979. /**
  77980. * Instantiates a new RawTexture.
  77981. * Raw texture can help creating a texture directly from an array of data.
  77982. * This can be super useful if you either get the data from an uncompressed source or
  77983. * if you wish to create your texture pixel by pixel.
  77984. * @param data define the array of data to use to create the texture
  77985. * @param width define the width of the texture
  77986. * @param height define the height of the texture
  77987. * @param format define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  77988. * @param scene define the scene the texture belongs to
  77989. * @param generateMipMaps define whether mip maps should be generated or not
  77990. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  77991. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  77992. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  77993. */
  77994. constructor(data: ArrayBufferView, width: number, height: number,
  77995. /**
  77996. * Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  77997. */
  77998. format: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number);
  77999. /**
  78000. * Updates the texture underlying data.
  78001. * @param data Define the new data of the texture
  78002. */
  78003. update(data: ArrayBufferView): void;
  78004. /**
  78005. * Creates a luminance texture from some data.
  78006. * @param data Define the texture data
  78007. * @param width Define the width of the texture
  78008. * @param height Define the height of the texture
  78009. * @param scene Define the scene the texture belongs to
  78010. * @param generateMipMaps Define whether or not to create mip maps for the texture
  78011. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  78012. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  78013. * @returns the luminance texture
  78014. */
  78015. static CreateLuminanceTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  78016. /**
  78017. * Creates a luminance alpha texture from some data.
  78018. * @param data Define the texture data
  78019. * @param width Define the width of the texture
  78020. * @param height Define the height of the texture
  78021. * @param scene Define the scene the texture belongs to
  78022. * @param generateMipMaps Define whether or not to create mip maps for the texture
  78023. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  78024. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  78025. * @returns the luminance alpha texture
  78026. */
  78027. static CreateLuminanceAlphaTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  78028. /**
  78029. * Creates an alpha texture from some data.
  78030. * @param data Define the texture data
  78031. * @param width Define the width of the texture
  78032. * @param height Define the height of the texture
  78033. * @param scene Define the scene the texture belongs to
  78034. * @param generateMipMaps Define whether or not to create mip maps for the texture
  78035. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  78036. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  78037. * @returns the alpha texture
  78038. */
  78039. static CreateAlphaTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  78040. /**
  78041. * Creates a RGB texture from some data.
  78042. * @param data Define the texture data
  78043. * @param width Define the width of the texture
  78044. * @param height Define the height of the texture
  78045. * @param scene Define the scene the texture belongs to
  78046. * @param generateMipMaps Define whether or not to create mip maps for the texture
  78047. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  78048. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  78049. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  78050. * @returns the RGB alpha texture
  78051. */
  78052. static CreateRGBTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  78053. /**
  78054. * Creates a RGBA texture from some data.
  78055. * @param data Define the texture data
  78056. * @param width Define the width of the texture
  78057. * @param height Define the height of the texture
  78058. * @param scene Define the scene the texture belongs to
  78059. * @param generateMipMaps Define whether or not to create mip maps for the texture
  78060. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  78061. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  78062. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  78063. * @returns the RGBA texture
  78064. */
  78065. static CreateRGBATexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  78066. /**
  78067. * Creates a R texture from some data.
  78068. * @param data Define the texture data
  78069. * @param width Define the width of the texture
  78070. * @param height Define the height of the texture
  78071. * @param scene Define the scene the texture belongs to
  78072. * @param generateMipMaps Define whether or not to create mip maps for the texture
  78073. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  78074. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  78075. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  78076. * @returns the R texture
  78077. */
  78078. static CreateRTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  78079. }
  78080. }
  78081. declare module BABYLON {
  78082. /**
  78083. * Interface for the size containing width and height
  78084. */
  78085. export interface ISize {
  78086. /**
  78087. * Width
  78088. */
  78089. width: number;
  78090. /**
  78091. * Heighht
  78092. */
  78093. height: number;
  78094. }
  78095. /**
  78096. * Size containing widht and height
  78097. */
  78098. export class Size implements ISize {
  78099. /**
  78100. * Width
  78101. */
  78102. width: number;
  78103. /**
  78104. * Height
  78105. */
  78106. height: number;
  78107. /**
  78108. * Creates a Size object from the given width and height (floats).
  78109. * @param width width of the new size
  78110. * @param height height of the new size
  78111. */
  78112. constructor(width: number, height: number);
  78113. /**
  78114. * Returns a string with the Size width and height
  78115. * @returns a string with the Size width and height
  78116. */
  78117. toString(): string;
  78118. /**
  78119. * "Size"
  78120. * @returns the string "Size"
  78121. */
  78122. getClassName(): string;
  78123. /**
  78124. * Returns the Size hash code.
  78125. * @returns a hash code for a unique width and height
  78126. */
  78127. getHashCode(): number;
  78128. /**
  78129. * Updates the current size from the given one.
  78130. * @param src the given size
  78131. */
  78132. copyFrom(src: Size): void;
  78133. /**
  78134. * Updates in place the current Size from the given floats.
  78135. * @param width width of the new size
  78136. * @param height height of the new size
  78137. * @returns the updated Size.
  78138. */
  78139. copyFromFloats(width: number, height: number): Size;
  78140. /**
  78141. * Updates in place the current Size from the given floats.
  78142. * @param width width to set
  78143. * @param height height to set
  78144. * @returns the updated Size.
  78145. */
  78146. set(width: number, height: number): Size;
  78147. /**
  78148. * Multiplies the width and height by numbers
  78149. * @param w factor to multiple the width by
  78150. * @param h factor to multiple the height by
  78151. * @returns a new Size set with the multiplication result of the current Size and the given floats.
  78152. */
  78153. multiplyByFloats(w: number, h: number): Size;
  78154. /**
  78155. * Clones the size
  78156. * @returns a new Size copied from the given one.
  78157. */
  78158. clone(): Size;
  78159. /**
  78160. * True if the current Size and the given one width and height are strictly equal.
  78161. * @param other the other size to compare against
  78162. * @returns True if the current Size and the given one width and height are strictly equal.
  78163. */
  78164. equals(other: Size): boolean;
  78165. /**
  78166. * The surface of the Size : width * height (float).
  78167. */
  78168. readonly surface: number;
  78169. /**
  78170. * Create a new size of zero
  78171. * @returns a new Size set to (0.0, 0.0)
  78172. */
  78173. static Zero(): Size;
  78174. /**
  78175. * Sums the width and height of two sizes
  78176. * @param otherSize size to add to this size
  78177. * @returns a new Size set as the addition result of the current Size and the given one.
  78178. */
  78179. add(otherSize: Size): Size;
  78180. /**
  78181. * Subtracts the width and height of two
  78182. * @param otherSize size to subtract to this size
  78183. * @returns a new Size set as the subtraction result of the given one from the current Size.
  78184. */
  78185. subtract(otherSize: Size): Size;
  78186. /**
  78187. * Creates a new Size set at the linear interpolation "amount" between "start" and "end"
  78188. * @param start starting size to lerp between
  78189. * @param end end size to lerp between
  78190. * @param amount amount to lerp between the start and end values
  78191. * @returns a new Size set at the linear interpolation "amount" between "start" and "end"
  78192. */
  78193. static Lerp(start: Size, end: Size, amount: number): Size;
  78194. }
  78195. }
  78196. declare module BABYLON {
  78197. /**
  78198. * Defines a runtime animation
  78199. */
  78200. export class RuntimeAnimation {
  78201. private _events;
  78202. /**
  78203. * The current frame of the runtime animation
  78204. */
  78205. private _currentFrame;
  78206. /**
  78207. * The animation used by the runtime animation
  78208. */
  78209. private _animation;
  78210. /**
  78211. * The target of the runtime animation
  78212. */
  78213. private _target;
  78214. /**
  78215. * The initiating animatable
  78216. */
  78217. private _host;
  78218. /**
  78219. * The original value of the runtime animation
  78220. */
  78221. private _originalValue;
  78222. /**
  78223. * The original blend value of the runtime animation
  78224. */
  78225. private _originalBlendValue;
  78226. /**
  78227. * The offsets cache of the runtime animation
  78228. */
  78229. private _offsetsCache;
  78230. /**
  78231. * The high limits cache of the runtime animation
  78232. */
  78233. private _highLimitsCache;
  78234. /**
  78235. * Specifies if the runtime animation has been stopped
  78236. */
  78237. private _stopped;
  78238. /**
  78239. * The blending factor of the runtime animation
  78240. */
  78241. private _blendingFactor;
  78242. /**
  78243. * The BabylonJS scene
  78244. */
  78245. private _scene;
  78246. /**
  78247. * The current value of the runtime animation
  78248. */
  78249. private _currentValue;
  78250. /** @hidden */
  78251. _animationState: _IAnimationState;
  78252. /**
  78253. * The active target of the runtime animation
  78254. */
  78255. private _activeTargets;
  78256. private _currentActiveTarget;
  78257. private _directTarget;
  78258. /**
  78259. * The target path of the runtime animation
  78260. */
  78261. private _targetPath;
  78262. /**
  78263. * The weight of the runtime animation
  78264. */
  78265. private _weight;
  78266. /**
  78267. * The ratio offset of the runtime animation
  78268. */
  78269. private _ratioOffset;
  78270. /**
  78271. * The previous delay of the runtime animation
  78272. */
  78273. private _previousDelay;
  78274. /**
  78275. * The previous ratio of the runtime animation
  78276. */
  78277. private _previousRatio;
  78278. private _enableBlending;
  78279. private _keys;
  78280. private _minFrame;
  78281. private _maxFrame;
  78282. private _minValue;
  78283. private _maxValue;
  78284. private _targetIsArray;
  78285. /**
  78286. * Gets the current frame of the runtime animation
  78287. */
  78288. readonly currentFrame: number;
  78289. /**
  78290. * Gets the weight of the runtime animation
  78291. */
  78292. readonly weight: number;
  78293. /**
  78294. * Gets the current value of the runtime animation
  78295. */
  78296. readonly currentValue: any;
  78297. /**
  78298. * Gets the target path of the runtime animation
  78299. */
  78300. readonly targetPath: string;
  78301. /**
  78302. * Gets the actual target of the runtime animation
  78303. */
  78304. readonly target: any;
  78305. /** @hidden */
  78306. _onLoop: () => void;
  78307. /**
  78308. * Create a new RuntimeAnimation object
  78309. * @param target defines the target of the animation
  78310. * @param animation defines the source animation object
  78311. * @param scene defines the hosting scene
  78312. * @param host defines the initiating Animatable
  78313. */
  78314. constructor(target: any, animation: Animation, scene: Scene, host: Animatable);
  78315. private _preparePath;
  78316. /**
  78317. * Gets the animation from the runtime animation
  78318. */
  78319. readonly animation: Animation;
  78320. /**
  78321. * Resets the runtime animation to the beginning
  78322. * @param restoreOriginal defines whether to restore the target property to the original value
  78323. */
  78324. reset(restoreOriginal?: boolean): void;
  78325. /**
  78326. * Specifies if the runtime animation is stopped
  78327. * @returns Boolean specifying if the runtime animation is stopped
  78328. */
  78329. isStopped(): boolean;
  78330. /**
  78331. * Disposes of the runtime animation
  78332. */
  78333. dispose(): void;
  78334. /**
  78335. * Apply the interpolated value to the target
  78336. * @param currentValue defines the value computed by the animation
  78337. * @param weight defines the weight to apply to this value (Defaults to 1.0)
  78338. */
  78339. setValue(currentValue: any, weight: number): void;
  78340. private _getOriginalValues;
  78341. private _setValue;
  78342. /**
  78343. * Gets the loop pmode of the runtime animation
  78344. * @returns Loop Mode
  78345. */
  78346. private _getCorrectLoopMode;
  78347. /**
  78348. * Move the current animation to a given frame
  78349. * @param frame defines the frame to move to
  78350. */
  78351. goToFrame(frame: number): void;
  78352. /**
  78353. * @hidden Internal use only
  78354. */
  78355. _prepareForSpeedRatioChange(newSpeedRatio: number): void;
  78356. /**
  78357. * Execute the current animation
  78358. * @param delay defines the delay to add to the current frame
  78359. * @param from defines the lower bound of the animation range
  78360. * @param to defines the upper bound of the animation range
  78361. * @param loop defines if the current animation must loop
  78362. * @param speedRatio defines the current speed ratio
  78363. * @param weight defines the weight of the animation (default is -1 so no weight)
  78364. * @param onLoop optional callback called when animation loops
  78365. * @returns a boolean indicating if the animation is running
  78366. */
  78367. animate(delay: number, from: number, to: number, loop: boolean, speedRatio: number, weight?: number): boolean;
  78368. }
  78369. }
  78370. declare module BABYLON {
  78371. /**
  78372. * Class used to store an actual running animation
  78373. */
  78374. export class Animatable {
  78375. /** defines the target object */
  78376. target: any;
  78377. /** defines the starting frame number (default is 0) */
  78378. fromFrame: number;
  78379. /** defines the ending frame number (default is 100) */
  78380. toFrame: number;
  78381. /** defines if the animation must loop (default is false) */
  78382. loopAnimation: boolean;
  78383. /** defines a callback to call when animation ends if it is not looping */
  78384. onAnimationEnd?: (() => void) | null | undefined;
  78385. /** defines a callback to call when animation loops */
  78386. onAnimationLoop?: (() => void) | null | undefined;
  78387. private _localDelayOffset;
  78388. private _pausedDelay;
  78389. private _runtimeAnimations;
  78390. private _paused;
  78391. private _scene;
  78392. private _speedRatio;
  78393. private _weight;
  78394. private _syncRoot;
  78395. /**
  78396. * Gets or sets a boolean indicating if the animatable must be disposed and removed at the end of the animation.
  78397. * This will only apply for non looping animation (default is true)
  78398. */
  78399. disposeOnEnd: boolean;
  78400. /**
  78401. * Gets a boolean indicating if the animation has started
  78402. */
  78403. animationStarted: boolean;
  78404. /**
  78405. * Observer raised when the animation ends
  78406. */
  78407. onAnimationEndObservable: Observable<Animatable>;
  78408. /**
  78409. * Observer raised when the animation loops
  78410. */
  78411. onAnimationLoopObservable: Observable<Animatable>;
  78412. /**
  78413. * Gets the root Animatable used to synchronize and normalize animations
  78414. */
  78415. readonly syncRoot: Nullable<Animatable>;
  78416. /**
  78417. * Gets the current frame of the first RuntimeAnimation
  78418. * Used to synchronize Animatables
  78419. */
  78420. readonly masterFrame: number;
  78421. /**
  78422. * Gets or sets the animatable weight (-1.0 by default meaning not weighted)
  78423. */
  78424. weight: number;
  78425. /**
  78426. * Gets or sets the speed ratio to apply to the animatable (1.0 by default)
  78427. */
  78428. speedRatio: number;
  78429. /**
  78430. * Creates a new Animatable
  78431. * @param scene defines the hosting scene
  78432. * @param target defines the target object
  78433. * @param fromFrame defines the starting frame number (default is 0)
  78434. * @param toFrame defines the ending frame number (default is 100)
  78435. * @param loopAnimation defines if the animation must loop (default is false)
  78436. * @param speedRatio defines the factor to apply to animation speed (default is 1)
  78437. * @param onAnimationEnd defines a callback to call when animation ends if it is not looping
  78438. * @param animations defines a group of animation to add to the new Animatable
  78439. * @param onAnimationLoop defines a callback to call when animation loops
  78440. */
  78441. constructor(scene: Scene,
  78442. /** defines the target object */
  78443. target: any,
  78444. /** defines the starting frame number (default is 0) */
  78445. fromFrame?: number,
  78446. /** defines the ending frame number (default is 100) */
  78447. toFrame?: number,
  78448. /** defines if the animation must loop (default is false) */
  78449. loopAnimation?: boolean, speedRatio?: number,
  78450. /** defines a callback to call when animation ends if it is not looping */
  78451. onAnimationEnd?: (() => void) | null | undefined, animations?: Animation[],
  78452. /** defines a callback to call when animation loops */
  78453. onAnimationLoop?: (() => void) | null | undefined);
  78454. /**
  78455. * Synchronize and normalize current Animatable with a source Animatable
  78456. * This is useful when using animation weights and when animations are not of the same length
  78457. * @param root defines the root Animatable to synchronize with
  78458. * @returns the current Animatable
  78459. */
  78460. syncWith(root: Animatable): Animatable;
  78461. /**
  78462. * Gets the list of runtime animations
  78463. * @returns an array of RuntimeAnimation
  78464. */
  78465. getAnimations(): RuntimeAnimation[];
  78466. /**
  78467. * Adds more animations to the current animatable
  78468. * @param target defines the target of the animations
  78469. * @param animations defines the new animations to add
  78470. */
  78471. appendAnimations(target: any, animations: Animation[]): void;
  78472. /**
  78473. * Gets the source animation for a specific property
  78474. * @param property defines the propertyu to look for
  78475. * @returns null or the source animation for the given property
  78476. */
  78477. getAnimationByTargetProperty(property: string): Nullable<Animation>;
  78478. /**
  78479. * Gets the runtime animation for a specific property
  78480. * @param property defines the propertyu to look for
  78481. * @returns null or the runtime animation for the given property
  78482. */
  78483. getRuntimeAnimationByTargetProperty(property: string): Nullable<RuntimeAnimation>;
  78484. /**
  78485. * Resets the animatable to its original state
  78486. */
  78487. reset(): void;
  78488. /**
  78489. * Allows the animatable to blend with current running animations
  78490. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  78491. * @param blendingSpeed defines the blending speed to use
  78492. */
  78493. enableBlending(blendingSpeed: number): void;
  78494. /**
  78495. * Disable animation blending
  78496. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  78497. */
  78498. disableBlending(): void;
  78499. /**
  78500. * Jump directly to a given frame
  78501. * @param frame defines the frame to jump to
  78502. */
  78503. goToFrame(frame: number): void;
  78504. /**
  78505. * Pause the animation
  78506. */
  78507. pause(): void;
  78508. /**
  78509. * Restart the animation
  78510. */
  78511. restart(): void;
  78512. private _raiseOnAnimationEnd;
  78513. /**
  78514. * Stop and delete the current animation
  78515. * @param animationName defines a string used to only stop some of the runtime animations instead of all
  78516. * @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)
  78517. */
  78518. stop(animationName?: string, targetMask?: (target: any) => boolean): void;
  78519. /**
  78520. * Wait asynchronously for the animation to end
  78521. * @returns a promise which will be fullfilled when the animation ends
  78522. */
  78523. waitAsync(): Promise<Animatable>;
  78524. /** @hidden */
  78525. _animate(delay: number): boolean;
  78526. }
  78527. interface Scene {
  78528. /** @hidden */
  78529. _registerTargetForLateAnimationBinding(runtimeAnimation: RuntimeAnimation, originalValue: any): void;
  78530. /** @hidden */
  78531. _processLateAnimationBindingsForMatrices(holder: {
  78532. totalWeight: number;
  78533. animations: RuntimeAnimation[];
  78534. originalValue: Matrix;
  78535. }): any;
  78536. /** @hidden */
  78537. _processLateAnimationBindingsForQuaternions(holder: {
  78538. totalWeight: number;
  78539. animations: RuntimeAnimation[];
  78540. originalValue: Quaternion;
  78541. }, refQuaternion: Quaternion): Quaternion;
  78542. /** @hidden */
  78543. _processLateAnimationBindings(): void;
  78544. /**
  78545. * Will start the animation sequence of a given target
  78546. * @param target defines the target
  78547. * @param from defines from which frame should animation start
  78548. * @param to defines until which frame should animation run.
  78549. * @param weight defines the weight to apply to the animation (1.0 by default)
  78550. * @param loop defines if the animation loops
  78551. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  78552. * @param onAnimationEnd defines the function to be executed when the animation ends
  78553. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  78554. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  78555. * @param onAnimationLoop defines the callback to call when an animation loops
  78556. * @returns the animatable object created for this animation
  78557. */
  78558. beginWeightedAnimation(target: any, from: number, to: number, weight: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable, targetMask?: (target: any) => boolean, onAnimationLoop?: () => void): Animatable;
  78559. /**
  78560. * Will start the animation sequence of a given target
  78561. * @param target defines the target
  78562. * @param from defines from which frame should animation start
  78563. * @param to defines until which frame should animation run.
  78564. * @param loop defines if the animation loops
  78565. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  78566. * @param onAnimationEnd defines the function to be executed when the animation ends
  78567. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  78568. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  78569. * @param targetMask defines if the target should be animate if animations are present (this is called recursively on descendant animatables regardless of return value)
  78570. * @param onAnimationLoop defines the callback to call when an animation loops
  78571. * @returns the animatable object created for this animation
  78572. */
  78573. beginAnimation(target: any, from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable, stopCurrent?: boolean, targetMask?: (target: any) => boolean, onAnimationLoop?: () => void): Animatable;
  78574. /**
  78575. * Will start the animation sequence of a given target and its hierarchy
  78576. * @param target defines the target
  78577. * @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.
  78578. * @param from defines from which frame should animation start
  78579. * @param to defines until which frame should animation run.
  78580. * @param loop defines if the animation loops
  78581. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  78582. * @param onAnimationEnd defines the function to be executed when the animation ends
  78583. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  78584. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  78585. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  78586. * @param onAnimationLoop defines the callback to call when an animation loops
  78587. * @returns the list of created animatables
  78588. */
  78589. 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[];
  78590. /**
  78591. * Begin a new animation on a given node
  78592. * @param target defines the target where the animation will take place
  78593. * @param animations defines the list of animations to start
  78594. * @param from defines the initial value
  78595. * @param to defines the final value
  78596. * @param loop defines if you want animation to loop (off by default)
  78597. * @param speedRatio defines the speed ratio to apply to all animations
  78598. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  78599. * @param onAnimationLoop defines the callback to call when an animation loops
  78600. * @returns the list of created animatables
  78601. */
  78602. beginDirectAnimation(target: any, animations: Animation[], from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, onAnimationLoop?: () => void): Animatable;
  78603. /**
  78604. * Begin a new animation on a given node and its hierarchy
  78605. * @param target defines the root node where the animation will take place
  78606. * @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.
  78607. * @param animations defines the list of animations to start
  78608. * @param from defines the initial value
  78609. * @param to defines the final value
  78610. * @param loop defines if you want animation to loop (off by default)
  78611. * @param speedRatio defines the speed ratio to apply to all animations
  78612. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  78613. * @param onAnimationLoop defines the callback to call when an animation loops
  78614. * @returns the list of animatables created for all nodes
  78615. */
  78616. beginDirectHierarchyAnimation(target: Node, directDescendantsOnly: boolean, animations: Animation[], from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, onAnimationLoop?: () => void): Animatable[];
  78617. /**
  78618. * Gets the animatable associated with a specific target
  78619. * @param target defines the target of the animatable
  78620. * @returns the required animatable if found
  78621. */
  78622. getAnimatableByTarget(target: any): Nullable<Animatable>;
  78623. /**
  78624. * Gets all animatables associated with a given target
  78625. * @param target defines the target to look animatables for
  78626. * @returns an array of Animatables
  78627. */
  78628. getAllAnimatablesByTarget(target: any): Array<Animatable>;
  78629. /**
  78630. * Stops and removes all animations that have been applied to the scene
  78631. */
  78632. stopAllAnimations(): void;
  78633. }
  78634. interface Bone {
  78635. /**
  78636. * Copy an animation range from another bone
  78637. * @param source defines the source bone
  78638. * @param rangeName defines the range name to copy
  78639. * @param frameOffset defines the frame offset
  78640. * @param rescaleAsRequired defines if rescaling must be applied if required
  78641. * @param skelDimensionsRatio defines the scaling ratio
  78642. * @returns true if operation was successful
  78643. */
  78644. copyAnimationRange(source: Bone, rangeName: string, frameOffset: number, rescaleAsRequired: boolean, skelDimensionsRatio: Nullable<Vector3>): boolean;
  78645. }
  78646. }
  78647. declare module BABYLON {
  78648. /**
  78649. * Class used to override all child animations of a given target
  78650. */
  78651. export class AnimationPropertiesOverride {
  78652. /**
  78653. * Gets or sets a value indicating if animation blending must be used
  78654. */
  78655. enableBlending: boolean;
  78656. /**
  78657. * Gets or sets the blending speed to use when enableBlending is true
  78658. */
  78659. blendingSpeed: number;
  78660. /**
  78661. * Gets or sets the default loop mode to use
  78662. */
  78663. loopMode: number;
  78664. }
  78665. }
  78666. declare module BABYLON {
  78667. /**
  78668. * Class used to handle skinning animations
  78669. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  78670. */
  78671. export class Skeleton implements IAnimatable {
  78672. /** defines the skeleton name */
  78673. name: string;
  78674. /** defines the skeleton Id */
  78675. id: string;
  78676. /**
  78677. * Defines the list of child bones
  78678. */
  78679. bones: Bone[];
  78680. /**
  78681. * Defines an estimate of the dimension of the skeleton at rest
  78682. */
  78683. dimensionsAtRest: Vector3;
  78684. /**
  78685. * Defines a boolean indicating if the root matrix is provided by meshes or by the current skeleton (this is the default value)
  78686. */
  78687. needInitialSkinMatrix: boolean;
  78688. /**
  78689. * Defines a mesh that override the matrix used to get the world matrix (null by default).
  78690. */
  78691. overrideMesh: Nullable<AbstractMesh>;
  78692. /**
  78693. * Gets the list of animations attached to this skeleton
  78694. */
  78695. animations: Array<Animation>;
  78696. private _scene;
  78697. private _isDirty;
  78698. private _transformMatrices;
  78699. private _transformMatrixTexture;
  78700. private _meshesWithPoseMatrix;
  78701. private _animatables;
  78702. private _identity;
  78703. private _synchronizedWithMesh;
  78704. private _ranges;
  78705. private _lastAbsoluteTransformsUpdateId;
  78706. private _canUseTextureForBones;
  78707. private _uniqueId;
  78708. /** @hidden */
  78709. _numBonesWithLinkedTransformNode: number;
  78710. /** @hidden */
  78711. _hasWaitingData: Nullable<boolean>;
  78712. /**
  78713. * Specifies if the skeleton should be serialized
  78714. */
  78715. doNotSerialize: boolean;
  78716. private _useTextureToStoreBoneMatrices;
  78717. /**
  78718. * Gets or sets a boolean indicating that bone matrices should be stored as a texture instead of using shader uniforms (default is true).
  78719. * Please note that this option is not available if the hardware does not support it
  78720. */
  78721. useTextureToStoreBoneMatrices: boolean;
  78722. private _animationPropertiesOverride;
  78723. /**
  78724. * Gets or sets the animation properties override
  78725. */
  78726. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  78727. /**
  78728. * List of inspectable custom properties (used by the Inspector)
  78729. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  78730. */
  78731. inspectableCustomProperties: IInspectable[];
  78732. /**
  78733. * An observable triggered before computing the skeleton's matrices
  78734. */
  78735. onBeforeComputeObservable: Observable<Skeleton>;
  78736. /**
  78737. * Gets a boolean indicating that the skeleton effectively stores matrices into a texture
  78738. */
  78739. readonly isUsingTextureForMatrices: boolean;
  78740. /**
  78741. * Gets the unique ID of this skeleton
  78742. */
  78743. readonly uniqueId: number;
  78744. /**
  78745. * Creates a new skeleton
  78746. * @param name defines the skeleton name
  78747. * @param id defines the skeleton Id
  78748. * @param scene defines the hosting scene
  78749. */
  78750. constructor(
  78751. /** defines the skeleton name */
  78752. name: string,
  78753. /** defines the skeleton Id */
  78754. id: string, scene: Scene);
  78755. /**
  78756. * Gets the current object class name.
  78757. * @return the class name
  78758. */
  78759. getClassName(): string;
  78760. /**
  78761. * Returns an array containing the root bones
  78762. * @returns an array containing the root bones
  78763. */
  78764. getChildren(): Array<Bone>;
  78765. /**
  78766. * Gets the list of transform matrices to send to shaders (one matrix per bone)
  78767. * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)
  78768. * @returns a Float32Array containing matrices data
  78769. */
  78770. getTransformMatrices(mesh: AbstractMesh): Float32Array;
  78771. /**
  78772. * Gets the list of transform matrices to send to shaders inside a texture (one matrix per bone)
  78773. * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)
  78774. * @returns a raw texture containing the data
  78775. */
  78776. getTransformMatrixTexture(mesh: AbstractMesh): Nullable<RawTexture>;
  78777. /**
  78778. * Gets the current hosting scene
  78779. * @returns a scene object
  78780. */
  78781. getScene(): Scene;
  78782. /**
  78783. * Gets a string representing the current skeleton data
  78784. * @param fullDetails defines a boolean indicating if we want a verbose version
  78785. * @returns a string representing the current skeleton data
  78786. */
  78787. toString(fullDetails?: boolean): string;
  78788. /**
  78789. * Get bone's index searching by name
  78790. * @param name defines bone's name to search for
  78791. * @return the indice of the bone. Returns -1 if not found
  78792. */
  78793. getBoneIndexByName(name: string): number;
  78794. /**
  78795. * Creater a new animation range
  78796. * @param name defines the name of the range
  78797. * @param from defines the start key
  78798. * @param to defines the end key
  78799. */
  78800. createAnimationRange(name: string, from: number, to: number): void;
  78801. /**
  78802. * Delete a specific animation range
  78803. * @param name defines the name of the range
  78804. * @param deleteFrames defines if frames must be removed as well
  78805. */
  78806. deleteAnimationRange(name: string, deleteFrames?: boolean): void;
  78807. /**
  78808. * Gets a specific animation range
  78809. * @param name defines the name of the range to look for
  78810. * @returns the requested animation range or null if not found
  78811. */
  78812. getAnimationRange(name: string): Nullable<AnimationRange>;
  78813. /**
  78814. * Gets the list of all animation ranges defined on this skeleton
  78815. * @returns an array
  78816. */
  78817. getAnimationRanges(): Nullable<AnimationRange>[];
  78818. /**
  78819. * Copy animation range from a source skeleton.
  78820. * This is not for a complete retargeting, only between very similar skeleton's with only possible bone length differences
  78821. * @param source defines the source skeleton
  78822. * @param name defines the name of the range to copy
  78823. * @param rescaleAsRequired defines if rescaling must be applied if required
  78824. * @returns true if operation was successful
  78825. */
  78826. copyAnimationRange(source: Skeleton, name: string, rescaleAsRequired?: boolean): boolean;
  78827. /**
  78828. * Forces the skeleton to go to rest pose
  78829. */
  78830. returnToRest(): void;
  78831. private _getHighestAnimationFrame;
  78832. /**
  78833. * Begin a specific animation range
  78834. * @param name defines the name of the range to start
  78835. * @param loop defines if looping must be turned on (false by default)
  78836. * @param speedRatio defines the speed ratio to apply (1 by default)
  78837. * @param onAnimationEnd defines a callback which will be called when animation will end
  78838. * @returns a new animatable
  78839. */
  78840. beginAnimation(name: string, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): Nullable<Animatable>;
  78841. /** @hidden */
  78842. _markAsDirty(): void;
  78843. /** @hidden */
  78844. _registerMeshWithPoseMatrix(mesh: AbstractMesh): void;
  78845. /** @hidden */
  78846. _unregisterMeshWithPoseMatrix(mesh: AbstractMesh): void;
  78847. private _computeTransformMatrices;
  78848. /**
  78849. * Build all resources required to render a skeleton
  78850. */
  78851. prepare(): void;
  78852. /**
  78853. * Gets the list of animatables currently running for this skeleton
  78854. * @returns an array of animatables
  78855. */
  78856. getAnimatables(): IAnimatable[];
  78857. /**
  78858. * Clone the current skeleton
  78859. * @param name defines the name of the new skeleton
  78860. * @param id defines the id of the new skeleton
  78861. * @returns the new skeleton
  78862. */
  78863. clone(name: string, id: string): Skeleton;
  78864. /**
  78865. * Enable animation blending for this skeleton
  78866. * @param blendingSpeed defines the blending speed to apply
  78867. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  78868. */
  78869. enableBlending(blendingSpeed?: number): void;
  78870. /**
  78871. * Releases all resources associated with the current skeleton
  78872. */
  78873. dispose(): void;
  78874. /**
  78875. * Serialize the skeleton in a JSON object
  78876. * @returns a JSON object
  78877. */
  78878. serialize(): any;
  78879. /**
  78880. * Creates a new skeleton from serialized data
  78881. * @param parsedSkeleton defines the serialized data
  78882. * @param scene defines the hosting scene
  78883. * @returns a new skeleton
  78884. */
  78885. static Parse(parsedSkeleton: any, scene: Scene): Skeleton;
  78886. /**
  78887. * Compute all node absolute transforms
  78888. * @param forceUpdate defines if computation must be done even if cache is up to date
  78889. */
  78890. computeAbsoluteTransforms(forceUpdate?: boolean): void;
  78891. /**
  78892. * Gets the root pose matrix
  78893. * @returns a matrix
  78894. */
  78895. getPoseMatrix(): Nullable<Matrix>;
  78896. /**
  78897. * Sorts bones per internal index
  78898. */
  78899. sortBones(): void;
  78900. private _sortBones;
  78901. }
  78902. }
  78903. declare module BABYLON {
  78904. /**
  78905. * Class used to store bone information
  78906. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  78907. */
  78908. export class Bone extends Node {
  78909. /**
  78910. * defines the bone name
  78911. */
  78912. name: string;
  78913. private static _tmpVecs;
  78914. private static _tmpQuat;
  78915. private static _tmpMats;
  78916. /**
  78917. * Gets the list of child bones
  78918. */
  78919. children: Bone[];
  78920. /** Gets the animations associated with this bone */
  78921. animations: Animation[];
  78922. /**
  78923. * Gets or sets bone length
  78924. */
  78925. length: number;
  78926. /**
  78927. * @hidden Internal only
  78928. * Set this value to map this bone to a different index in the transform matrices
  78929. * Set this value to -1 to exclude the bone from the transform matrices
  78930. */
  78931. _index: Nullable<number>;
  78932. private _skeleton;
  78933. private _localMatrix;
  78934. private _restPose;
  78935. private _baseMatrix;
  78936. private _absoluteTransform;
  78937. private _invertedAbsoluteTransform;
  78938. private _parent;
  78939. private _scalingDeterminant;
  78940. private _worldTransform;
  78941. private _localScaling;
  78942. private _localRotation;
  78943. private _localPosition;
  78944. private _needToDecompose;
  78945. private _needToCompose;
  78946. /** @hidden */
  78947. _linkedTransformNode: Nullable<TransformNode>;
  78948. /** @hidden */
  78949. _waitingTransformNodeId: Nullable<string>;
  78950. /** @hidden */
  78951. /** @hidden */
  78952. _matrix: Matrix;
  78953. /**
  78954. * Create a new bone
  78955. * @param name defines the bone name
  78956. * @param skeleton defines the parent skeleton
  78957. * @param parentBone defines the parent (can be null if the bone is the root)
  78958. * @param localMatrix defines the local matrix
  78959. * @param restPose defines the rest pose matrix
  78960. * @param baseMatrix defines the base matrix
  78961. * @param index defines index of the bone in the hiearchy
  78962. */
  78963. constructor(
  78964. /**
  78965. * defines the bone name
  78966. */
  78967. name: string, skeleton: Skeleton, parentBone?: Nullable<Bone>, localMatrix?: Nullable<Matrix>, restPose?: Nullable<Matrix>, baseMatrix?: Nullable<Matrix>, index?: Nullable<number>);
  78968. /**
  78969. * Gets the current object class name.
  78970. * @return the class name
  78971. */
  78972. getClassName(): string;
  78973. /**
  78974. * Gets the parent skeleton
  78975. * @returns a skeleton
  78976. */
  78977. getSkeleton(): Skeleton;
  78978. /**
  78979. * Gets parent bone
  78980. * @returns a bone or null if the bone is the root of the bone hierarchy
  78981. */
  78982. getParent(): Nullable<Bone>;
  78983. /**
  78984. * Returns an array containing the root bones
  78985. * @returns an array containing the root bones
  78986. */
  78987. getChildren(): Array<Bone>;
  78988. /**
  78989. * Sets the parent bone
  78990. * @param parent defines the parent (can be null if the bone is the root)
  78991. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  78992. */
  78993. setParent(parent: Nullable<Bone>, updateDifferenceMatrix?: boolean): void;
  78994. /**
  78995. * Gets the local matrix
  78996. * @returns a matrix
  78997. */
  78998. getLocalMatrix(): Matrix;
  78999. /**
  79000. * Gets the base matrix (initial matrix which remains unchanged)
  79001. * @returns a matrix
  79002. */
  79003. getBaseMatrix(): Matrix;
  79004. /**
  79005. * Gets the rest pose matrix
  79006. * @returns a matrix
  79007. */
  79008. getRestPose(): Matrix;
  79009. /**
  79010. * Gets a matrix used to store world matrix (ie. the matrix sent to shaders)
  79011. */
  79012. getWorldMatrix(): Matrix;
  79013. /**
  79014. * Sets the local matrix to rest pose matrix
  79015. */
  79016. returnToRest(): void;
  79017. /**
  79018. * Gets the inverse of the absolute transform matrix.
  79019. * This matrix will be multiplied by local matrix to get the difference matrix (ie. the difference between original state and current state)
  79020. * @returns a matrix
  79021. */
  79022. getInvertedAbsoluteTransform(): Matrix;
  79023. /**
  79024. * Gets the absolute transform matrix (ie base matrix * parent world matrix)
  79025. * @returns a matrix
  79026. */
  79027. getAbsoluteTransform(): Matrix;
  79028. /**
  79029. * Links with the given transform node.
  79030. * The local matrix of this bone is copied from the transform node every frame.
  79031. * @param transformNode defines the transform node to link to
  79032. */
  79033. linkTransformNode(transformNode: Nullable<TransformNode>): void;
  79034. /**
  79035. * Gets the node used to drive the bone's transformation
  79036. * @returns a transform node or null
  79037. */
  79038. getTransformNode(): Nullable<TransformNode>;
  79039. /** Gets or sets current position (in local space) */
  79040. position: Vector3;
  79041. /** Gets or sets current rotation (in local space) */
  79042. rotation: Vector3;
  79043. /** Gets or sets current rotation quaternion (in local space) */
  79044. rotationQuaternion: Quaternion;
  79045. /** Gets or sets current scaling (in local space) */
  79046. scaling: Vector3;
  79047. /**
  79048. * Gets the animation properties override
  79049. */
  79050. readonly animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  79051. private _decompose;
  79052. private _compose;
  79053. /**
  79054. * Update the base and local matrices
  79055. * @param matrix defines the new base or local matrix
  79056. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  79057. * @param updateLocalMatrix defines if the local matrix should be updated
  79058. */
  79059. updateMatrix(matrix: Matrix, updateDifferenceMatrix?: boolean, updateLocalMatrix?: boolean): void;
  79060. /** @hidden */
  79061. _updateDifferenceMatrix(rootMatrix?: Matrix, updateChildren?: boolean): void;
  79062. /**
  79063. * Flag the bone as dirty (Forcing it to update everything)
  79064. */
  79065. markAsDirty(): void;
  79066. /** @hidden */
  79067. _markAsDirtyAndCompose(): void;
  79068. private _markAsDirtyAndDecompose;
  79069. /**
  79070. * Translate the bone in local or world space
  79071. * @param vec The amount to translate the bone
  79072. * @param space The space that the translation is in
  79073. * @param mesh The mesh that this bone is attached to. This is only used in world space
  79074. */
  79075. translate(vec: Vector3, space?: Space, mesh?: AbstractMesh): void;
  79076. /**
  79077. * Set the postion of the bone in local or world space
  79078. * @param position The position to set the bone
  79079. * @param space The space that the position is in
  79080. * @param mesh The mesh that this bone is attached to. This is only used in world space
  79081. */
  79082. setPosition(position: Vector3, space?: Space, mesh?: AbstractMesh): void;
  79083. /**
  79084. * Set the absolute position of the bone (world space)
  79085. * @param position The position to set the bone
  79086. * @param mesh The mesh that this bone is attached to
  79087. */
  79088. setAbsolutePosition(position: Vector3, mesh?: AbstractMesh): void;
  79089. /**
  79090. * Scale the bone on the x, y and z axes (in local space)
  79091. * @param x The amount to scale the bone on the x axis
  79092. * @param y The amount to scale the bone on the y axis
  79093. * @param z The amount to scale the bone on the z axis
  79094. * @param scaleChildren sets this to true if children of the bone should be scaled as well (false by default)
  79095. */
  79096. scale(x: number, y: number, z: number, scaleChildren?: boolean): void;
  79097. /**
  79098. * Set the bone scaling in local space
  79099. * @param scale defines the scaling vector
  79100. */
  79101. setScale(scale: Vector3): void;
  79102. /**
  79103. * Gets the current scaling in local space
  79104. * @returns the current scaling vector
  79105. */
  79106. getScale(): Vector3;
  79107. /**
  79108. * Gets the current scaling in local space and stores it in a target vector
  79109. * @param result defines the target vector
  79110. */
  79111. getScaleToRef(result: Vector3): void;
  79112. /**
  79113. * Set the yaw, pitch, and roll of the bone in local or world space
  79114. * @param yaw The rotation of the bone on the y axis
  79115. * @param pitch The rotation of the bone on the x axis
  79116. * @param roll The rotation of the bone on the z axis
  79117. * @param space The space that the axes of rotation are in
  79118. * @param mesh The mesh that this bone is attached to. This is only used in world space
  79119. */
  79120. setYawPitchRoll(yaw: number, pitch: number, roll: number, space?: Space, mesh?: AbstractMesh): void;
  79121. /**
  79122. * Add a rotation to the bone on an axis in local or world space
  79123. * @param axis The axis to rotate the bone on
  79124. * @param amount The amount to rotate the bone
  79125. * @param space The space that the axis is in
  79126. * @param mesh The mesh that this bone is attached to. This is only used in world space
  79127. */
  79128. rotate(axis: Vector3, amount: number, space?: Space, mesh?: AbstractMesh): void;
  79129. /**
  79130. * Set the rotation of the bone to a particular axis angle in local or world space
  79131. * @param axis The axis to rotate the bone on
  79132. * @param angle The angle that the bone should be rotated to
  79133. * @param space The space that the axis is in
  79134. * @param mesh The mesh that this bone is attached to. This is only used in world space
  79135. */
  79136. setAxisAngle(axis: Vector3, angle: number, space?: Space, mesh?: AbstractMesh): void;
  79137. /**
  79138. * Set the euler rotation of the bone in local of world space
  79139. * @param rotation The euler rotation that the bone should be set to
  79140. * @param space The space that the rotation is in
  79141. * @param mesh The mesh that this bone is attached to. This is only used in world space
  79142. */
  79143. setRotation(rotation: Vector3, space?: Space, mesh?: AbstractMesh): void;
  79144. /**
  79145. * Set the quaternion rotation of the bone in local of world space
  79146. * @param quat The quaternion rotation that the bone should be set to
  79147. * @param space The space that the rotation is in
  79148. * @param mesh The mesh that this bone is attached to. This is only used in world space
  79149. */
  79150. setRotationQuaternion(quat: Quaternion, space?: Space, mesh?: AbstractMesh): void;
  79151. /**
  79152. * Set the rotation matrix of the bone in local of world space
  79153. * @param rotMat The rotation matrix that the bone should be set to
  79154. * @param space The space that the rotation is in
  79155. * @param mesh The mesh that this bone is attached to. This is only used in world space
  79156. */
  79157. setRotationMatrix(rotMat: Matrix, space?: Space, mesh?: AbstractMesh): void;
  79158. private _rotateWithMatrix;
  79159. private _getNegativeRotationToRef;
  79160. /**
  79161. * Get the position of the bone in local or world space
  79162. * @param space The space that the returned position is in
  79163. * @param mesh The mesh that this bone is attached to. This is only used in world space
  79164. * @returns The position of the bone
  79165. */
  79166. getPosition(space?: Space, mesh?: Nullable<AbstractMesh>): Vector3;
  79167. /**
  79168. * Copy the position of the bone to a vector3 in local or world space
  79169. * @param space The space that the returned position is in
  79170. * @param mesh The mesh that this bone is attached to. This is only used in world space
  79171. * @param result The vector3 to copy the position to
  79172. */
  79173. getPositionToRef(space: Space | undefined, mesh: Nullable<AbstractMesh>, result: Vector3): void;
  79174. /**
  79175. * Get the absolute position of the bone (world space)
  79176. * @param mesh The mesh that this bone is attached to
  79177. * @returns The absolute position of the bone
  79178. */
  79179. getAbsolutePosition(mesh?: Nullable<AbstractMesh>): Vector3;
  79180. /**
  79181. * Copy the absolute position of the bone (world space) to the result param
  79182. * @param mesh The mesh that this bone is attached to
  79183. * @param result The vector3 to copy the absolute position to
  79184. */
  79185. getAbsolutePositionToRef(mesh: AbstractMesh, result: Vector3): void;
  79186. /**
  79187. * Compute the absolute transforms of this bone and its children
  79188. */
  79189. computeAbsoluteTransforms(): void;
  79190. /**
  79191. * Get the world direction from an axis that is in the local space of the bone
  79192. * @param localAxis The local direction that is used to compute the world direction
  79193. * @param mesh The mesh that this bone is attached to
  79194. * @returns The world direction
  79195. */
  79196. getDirection(localAxis: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  79197. /**
  79198. * Copy the world direction to a vector3 from an axis that is in the local space of the bone
  79199. * @param localAxis The local direction that is used to compute the world direction
  79200. * @param mesh The mesh that this bone is attached to
  79201. * @param result The vector3 that the world direction will be copied to
  79202. */
  79203. getDirectionToRef(localAxis: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  79204. /**
  79205. * Get the euler rotation of the bone in local or world space
  79206. * @param space The space that the rotation should be in
  79207. * @param mesh The mesh that this bone is attached to. This is only used in world space
  79208. * @returns The euler rotation
  79209. */
  79210. getRotation(space?: Space, mesh?: Nullable<AbstractMesh>): Vector3;
  79211. /**
  79212. * Copy the euler rotation of the bone to a vector3. The rotation can be in either local or world space
  79213. * @param space The space that the rotation should be in
  79214. * @param mesh The mesh that this bone is attached to. This is only used in world space
  79215. * @param result The vector3 that the rotation should be copied to
  79216. */
  79217. getRotationToRef(space: Space | undefined, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  79218. /**
  79219. * Get the quaternion rotation of the bone in either local or world space
  79220. * @param space The space that the rotation should be in
  79221. * @param mesh The mesh that this bone is attached to. This is only used in world space
  79222. * @returns The quaternion rotation
  79223. */
  79224. getRotationQuaternion(space?: Space, mesh?: Nullable<AbstractMesh>): Quaternion;
  79225. /**
  79226. * Copy the quaternion rotation of the bone to a quaternion. The rotation can be in either local or world space
  79227. * @param space The space that the rotation should be in
  79228. * @param mesh The mesh that this bone is attached to. This is only used in world space
  79229. * @param result The quaternion that the rotation should be copied to
  79230. */
  79231. getRotationQuaternionToRef(space: Space | undefined, mesh: AbstractMesh | null | undefined, result: Quaternion): void;
  79232. /**
  79233. * Get the rotation matrix of the bone in local or world space
  79234. * @param space The space that the rotation should be in
  79235. * @param mesh The mesh that this bone is attached to. This is only used in world space
  79236. * @returns The rotation matrix
  79237. */
  79238. getRotationMatrix(space: Space | undefined, mesh: AbstractMesh): Matrix;
  79239. /**
  79240. * Copy the rotation matrix of the bone to a matrix. The rotation can be in either local or world space
  79241. * @param space The space that the rotation should be in
  79242. * @param mesh The mesh that this bone is attached to. This is only used in world space
  79243. * @param result The quaternion that the rotation should be copied to
  79244. */
  79245. getRotationMatrixToRef(space: Space | undefined, mesh: AbstractMesh, result: Matrix): void;
  79246. /**
  79247. * Get the world position of a point that is in the local space of the bone
  79248. * @param position The local position
  79249. * @param mesh The mesh that this bone is attached to
  79250. * @returns The world position
  79251. */
  79252. getAbsolutePositionFromLocal(position: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  79253. /**
  79254. * Get the world position of a point that is in the local space of the bone and copy it to the result param
  79255. * @param position The local position
  79256. * @param mesh The mesh that this bone is attached to
  79257. * @param result The vector3 that the world position should be copied to
  79258. */
  79259. getAbsolutePositionFromLocalToRef(position: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  79260. /**
  79261. * Get the local position of a point that is in world space
  79262. * @param position The world position
  79263. * @param mesh The mesh that this bone is attached to
  79264. * @returns The local position
  79265. */
  79266. getLocalPositionFromAbsolute(position: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  79267. /**
  79268. * Get the local position of a point that is in world space and copy it to the result param
  79269. * @param position The world position
  79270. * @param mesh The mesh that this bone is attached to
  79271. * @param result The vector3 that the local position should be copied to
  79272. */
  79273. getLocalPositionFromAbsoluteToRef(position: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  79274. }
  79275. }
  79276. declare module BABYLON {
  79277. /**
  79278. * 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.
  79279. * @see https://doc.babylonjs.com/how_to/transformnode
  79280. */
  79281. export class TransformNode extends Node {
  79282. /**
  79283. * Object will not rotate to face the camera
  79284. */
  79285. static BILLBOARDMODE_NONE: number;
  79286. /**
  79287. * Object will rotate to face the camera but only on the x axis
  79288. */
  79289. static BILLBOARDMODE_X: number;
  79290. /**
  79291. * Object will rotate to face the camera but only on the y axis
  79292. */
  79293. static BILLBOARDMODE_Y: number;
  79294. /**
  79295. * Object will rotate to face the camera but only on the z axis
  79296. */
  79297. static BILLBOARDMODE_Z: number;
  79298. /**
  79299. * Object will rotate to face the camera
  79300. */
  79301. static BILLBOARDMODE_ALL: number;
  79302. /**
  79303. * Object will rotate to face the camera's position instead of orientation
  79304. */
  79305. static BILLBOARDMODE_USE_POSITION: number;
  79306. private _forward;
  79307. private _forwardInverted;
  79308. private _up;
  79309. private _right;
  79310. private _rightInverted;
  79311. private _position;
  79312. private _rotation;
  79313. private _rotationQuaternion;
  79314. protected _scaling: Vector3;
  79315. protected _isDirty: boolean;
  79316. private _transformToBoneReferal;
  79317. private _isAbsoluteSynced;
  79318. private _billboardMode;
  79319. /**
  79320. * Gets or sets the billboard mode. Default is 0.
  79321. *
  79322. * | Value | Type | Description |
  79323. * | --- | --- | --- |
  79324. * | 0 | BILLBOARDMODE_NONE | |
  79325. * | 1 | BILLBOARDMODE_X | |
  79326. * | 2 | BILLBOARDMODE_Y | |
  79327. * | 4 | BILLBOARDMODE_Z | |
  79328. * | 7 | BILLBOARDMODE_ALL | |
  79329. *
  79330. */
  79331. billboardMode: number;
  79332. private _preserveParentRotationForBillboard;
  79333. /**
  79334. * Gets or sets a boolean indicating that parent rotation should be preserved when using billboards.
  79335. * This could be useful for glTF objects where parent rotation helps converting from right handed to left handed
  79336. */
  79337. preserveParentRotationForBillboard: boolean;
  79338. /**
  79339. * 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
  79340. */
  79341. scalingDeterminant: number;
  79342. private _infiniteDistance;
  79343. /**
  79344. * Gets or sets the distance of the object to max, often used by skybox
  79345. */
  79346. infiniteDistance: boolean;
  79347. /**
  79348. * Gets or sets a boolean indicating that non uniform scaling (when at least one component is different from others) should be ignored.
  79349. * By default the system will update normals to compensate
  79350. */
  79351. ignoreNonUniformScaling: boolean;
  79352. /**
  79353. * 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
  79354. */
  79355. reIntegrateRotationIntoRotationQuaternion: boolean;
  79356. /** @hidden */
  79357. _poseMatrix: Nullable<Matrix>;
  79358. /** @hidden */
  79359. _localMatrix: Matrix;
  79360. private _usePivotMatrix;
  79361. private _absolutePosition;
  79362. private _absoluteScaling;
  79363. private _absoluteRotationQuaternion;
  79364. private _pivotMatrix;
  79365. private _pivotMatrixInverse;
  79366. protected _postMultiplyPivotMatrix: boolean;
  79367. protected _isWorldMatrixFrozen: boolean;
  79368. /** @hidden */
  79369. _indexInSceneTransformNodesArray: number;
  79370. /**
  79371. * An event triggered after the world matrix is updated
  79372. */
  79373. onAfterWorldMatrixUpdateObservable: Observable<TransformNode>;
  79374. constructor(name: string, scene?: Nullable<Scene>, isPure?: boolean);
  79375. /**
  79376. * Gets a string identifying the name of the class
  79377. * @returns "TransformNode" string
  79378. */
  79379. getClassName(): string;
  79380. /**
  79381. * Gets or set the node position (default is (0.0, 0.0, 0.0))
  79382. */
  79383. position: Vector3;
  79384. /**
  79385. * 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)).
  79386. * If rotation quaternion is set, this Vector3 will be ignored and copy from the quaternion
  79387. */
  79388. rotation: Vector3;
  79389. /**
  79390. * 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)).
  79391. */
  79392. scaling: Vector3;
  79393. /**
  79394. * 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).
  79395. * If set, only the rotationQuaternion is then used to compute the node rotation (ie. node.rotation will be ignored)
  79396. */
  79397. rotationQuaternion: Nullable<Quaternion>;
  79398. /**
  79399. * The forward direction of that transform in world space.
  79400. */
  79401. readonly forward: Vector3;
  79402. /**
  79403. * The up direction of that transform in world space.
  79404. */
  79405. readonly up: Vector3;
  79406. /**
  79407. * The right direction of that transform in world space.
  79408. */
  79409. readonly right: Vector3;
  79410. /**
  79411. * Copies the parameter passed Matrix into the mesh Pose matrix.
  79412. * @param matrix the matrix to copy the pose from
  79413. * @returns this TransformNode.
  79414. */
  79415. updatePoseMatrix(matrix: Matrix): TransformNode;
  79416. /**
  79417. * Returns the mesh Pose matrix.
  79418. * @returns the pose matrix
  79419. */
  79420. getPoseMatrix(): Matrix;
  79421. /** @hidden */
  79422. _isSynchronized(): boolean;
  79423. /** @hidden */
  79424. _initCache(): void;
  79425. /**
  79426. * Flag the transform node as dirty (Forcing it to update everything)
  79427. * @param property if set to "rotation" the objects rotationQuaternion will be set to null
  79428. * @returns this transform node
  79429. */
  79430. markAsDirty(property: string): TransformNode;
  79431. /**
  79432. * Returns the current mesh absolute position.
  79433. * Returns a Vector3.
  79434. */
  79435. readonly absolutePosition: Vector3;
  79436. /**
  79437. * Returns the current mesh absolute scaling.
  79438. * Returns a Vector3.
  79439. */
  79440. readonly absoluteScaling: Vector3;
  79441. /**
  79442. * Returns the current mesh absolute rotation.
  79443. * Returns a Quaternion.
  79444. */
  79445. readonly absoluteRotationQuaternion: Quaternion;
  79446. /**
  79447. * Sets a new matrix to apply before all other transformation
  79448. * @param matrix defines the transform matrix
  79449. * @returns the current TransformNode
  79450. */
  79451. setPreTransformMatrix(matrix: Matrix): TransformNode;
  79452. /**
  79453. * Sets a new pivot matrix to the current node
  79454. * @param matrix defines the new pivot matrix to use
  79455. * @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
  79456. * @returns the current TransformNode
  79457. */
  79458. setPivotMatrix(matrix: DeepImmutable<Matrix>, postMultiplyPivotMatrix?: boolean): TransformNode;
  79459. /**
  79460. * Returns the mesh pivot matrix.
  79461. * Default : Identity.
  79462. * @returns the matrix
  79463. */
  79464. getPivotMatrix(): Matrix;
  79465. /**
  79466. * Instantiate (when possible) or clone that node with its hierarchy
  79467. * @param newParent defines the new parent to use for the instance (or clone)
  79468. * @returns an instance (or a clone) of the current node with its hiearchy
  79469. */
  79470. instantiateHierarychy(newParent?: Nullable<TransformNode>): Nullable<TransformNode>;
  79471. /**
  79472. * Prevents the World matrix to be computed any longer
  79473. * @param newWorldMatrix defines an optional matrix to use as world matrix
  79474. * @returns the TransformNode.
  79475. */
  79476. freezeWorldMatrix(newWorldMatrix?: Nullable<Matrix>): TransformNode;
  79477. /**
  79478. * Allows back the World matrix computation.
  79479. * @returns the TransformNode.
  79480. */
  79481. unfreezeWorldMatrix(): this;
  79482. /**
  79483. * True if the World matrix has been frozen.
  79484. */
  79485. readonly isWorldMatrixFrozen: boolean;
  79486. /**
  79487. * Retuns the mesh absolute position in the World.
  79488. * @returns a Vector3.
  79489. */
  79490. getAbsolutePosition(): Vector3;
  79491. /**
  79492. * Sets the mesh absolute position in the World from a Vector3 or an Array(3).
  79493. * @param absolutePosition the absolute position to set
  79494. * @returns the TransformNode.
  79495. */
  79496. setAbsolutePosition(absolutePosition: Vector3): TransformNode;
  79497. /**
  79498. * Sets the mesh position in its local space.
  79499. * @param vector3 the position to set in localspace
  79500. * @returns the TransformNode.
  79501. */
  79502. setPositionWithLocalVector(vector3: Vector3): TransformNode;
  79503. /**
  79504. * Returns the mesh position in the local space from the current World matrix values.
  79505. * @returns a new Vector3.
  79506. */
  79507. getPositionExpressedInLocalSpace(): Vector3;
  79508. /**
  79509. * Translates the mesh along the passed Vector3 in its local space.
  79510. * @param vector3 the distance to translate in localspace
  79511. * @returns the TransformNode.
  79512. */
  79513. locallyTranslate(vector3: Vector3): TransformNode;
  79514. private static _lookAtVectorCache;
  79515. /**
  79516. * Orients a mesh towards a target point. Mesh must be drawn facing user.
  79517. * @param targetPoint the position (must be in same space as current mesh) to look at
  79518. * @param yawCor optional yaw (y-axis) correction in radians
  79519. * @param pitchCor optional pitch (x-axis) correction in radians
  79520. * @param rollCor optional roll (z-axis) correction in radians
  79521. * @param space the choosen space of the target
  79522. * @returns the TransformNode.
  79523. */
  79524. lookAt(targetPoint: Vector3, yawCor?: number, pitchCor?: number, rollCor?: number, space?: Space): TransformNode;
  79525. /**
  79526. * Returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  79527. * This Vector3 is expressed in the World space.
  79528. * @param localAxis axis to rotate
  79529. * @returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  79530. */
  79531. getDirection(localAxis: Vector3): Vector3;
  79532. /**
  79533. * Sets the Vector3 "result" as the rotated Vector3 "localAxis" in the same rotation than the mesh.
  79534. * localAxis is expressed in the mesh local space.
  79535. * result is computed in the Wordl space from the mesh World matrix.
  79536. * @param localAxis axis to rotate
  79537. * @param result the resulting transformnode
  79538. * @returns this TransformNode.
  79539. */
  79540. getDirectionToRef(localAxis: Vector3, result: Vector3): TransformNode;
  79541. /**
  79542. * Sets this transform node rotation to the given local axis.
  79543. * @param localAxis the axis in local space
  79544. * @param yawCor optional yaw (y-axis) correction in radians
  79545. * @param pitchCor optional pitch (x-axis) correction in radians
  79546. * @param rollCor optional roll (z-axis) correction in radians
  79547. * @returns this TransformNode
  79548. */
  79549. setDirection(localAxis: Vector3, yawCor?: number, pitchCor?: number, rollCor?: number): TransformNode;
  79550. /**
  79551. * Sets a new pivot point to the current node
  79552. * @param point defines the new pivot point to use
  79553. * @param space defines if the point is in world or local space (local by default)
  79554. * @returns the current TransformNode
  79555. */
  79556. setPivotPoint(point: Vector3, space?: Space): TransformNode;
  79557. /**
  79558. * Returns a new Vector3 set with the mesh pivot point coordinates in the local space.
  79559. * @returns the pivot point
  79560. */
  79561. getPivotPoint(): Vector3;
  79562. /**
  79563. * Sets the passed Vector3 "result" with the coordinates of the mesh pivot point in the local space.
  79564. * @param result the vector3 to store the result
  79565. * @returns this TransformNode.
  79566. */
  79567. getPivotPointToRef(result: Vector3): TransformNode;
  79568. /**
  79569. * Returns a new Vector3 set with the mesh pivot point World coordinates.
  79570. * @returns a new Vector3 set with the mesh pivot point World coordinates.
  79571. */
  79572. getAbsolutePivotPoint(): Vector3;
  79573. /**
  79574. * Sets the Vector3 "result" coordinates with the mesh pivot point World coordinates.
  79575. * @param result vector3 to store the result
  79576. * @returns this TransformNode.
  79577. */
  79578. getAbsolutePivotPointToRef(result: Vector3): TransformNode;
  79579. /**
  79580. * Defines the passed node as the parent of the current node.
  79581. * The node will remain exactly where it is and its position / rotation will be updated accordingly
  79582. * @see https://doc.babylonjs.com/how_to/parenting
  79583. * @param node the node ot set as the parent
  79584. * @returns this TransformNode.
  79585. */
  79586. setParent(node: Nullable<Node>): TransformNode;
  79587. private _nonUniformScaling;
  79588. /**
  79589. * True if the scaling property of this object is non uniform eg. (1,2,1)
  79590. */
  79591. readonly nonUniformScaling: boolean;
  79592. /** @hidden */
  79593. _updateNonUniformScalingState(value: boolean): boolean;
  79594. /**
  79595. * Attach the current TransformNode to another TransformNode associated with a bone
  79596. * @param bone Bone affecting the TransformNode
  79597. * @param affectedTransformNode TransformNode associated with the bone
  79598. * @returns this object
  79599. */
  79600. attachToBone(bone: Bone, affectedTransformNode: TransformNode): TransformNode;
  79601. /**
  79602. * Detach the transform node if its associated with a bone
  79603. * @returns this object
  79604. */
  79605. detachFromBone(): TransformNode;
  79606. private static _rotationAxisCache;
  79607. /**
  79608. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in the given space.
  79609. * space (default LOCAL) can be either Space.LOCAL, either Space.WORLD.
  79610. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  79611. * The passed axis is also normalized.
  79612. * @param axis the axis to rotate around
  79613. * @param amount the amount to rotate in radians
  79614. * @param space Space to rotate in (Default: local)
  79615. * @returns the TransformNode.
  79616. */
  79617. rotate(axis: Vector3, amount: number, space?: Space): TransformNode;
  79618. /**
  79619. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in world space.
  79620. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  79621. * The passed axis is also normalized. .
  79622. * Method is based on http://www.euclideanspace.com/maths/geometry/affine/aroundPoint/index.htm
  79623. * @param point the point to rotate around
  79624. * @param axis the axis to rotate around
  79625. * @param amount the amount to rotate in radians
  79626. * @returns the TransformNode
  79627. */
  79628. rotateAround(point: Vector3, axis: Vector3, amount: number): TransformNode;
  79629. /**
  79630. * Translates the mesh along the axis vector for the passed distance in the given space.
  79631. * space (default LOCAL) can be either Space.LOCAL, either Space.WORLD.
  79632. * @param axis the axis to translate in
  79633. * @param distance the distance to translate
  79634. * @param space Space to rotate in (Default: local)
  79635. * @returns the TransformNode.
  79636. */
  79637. translate(axis: Vector3, distance: number, space?: Space): TransformNode;
  79638. /**
  79639. * Adds a rotation step to the mesh current rotation.
  79640. * x, y, z are Euler angles expressed in radians.
  79641. * This methods updates the current mesh rotation, either mesh.rotation, either mesh.rotationQuaternion if it's set.
  79642. * This means this rotation is made in the mesh local space only.
  79643. * It's useful to set a custom rotation order different from the BJS standard one YXZ.
  79644. * Example : this rotates the mesh first around its local X axis, then around its local Z axis, finally around its local Y axis.
  79645. * ```javascript
  79646. * mesh.addRotation(x1, 0, 0).addRotation(0, 0, z2).addRotation(0, 0, y3);
  79647. * ```
  79648. * Note that `addRotation()` accumulates the passed rotation values to the current ones and computes the .rotation or .rotationQuaternion updated values.
  79649. * 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.
  79650. * @param x Rotation to add
  79651. * @param y Rotation to add
  79652. * @param z Rotation to add
  79653. * @returns the TransformNode.
  79654. */
  79655. addRotation(x: number, y: number, z: number): TransformNode;
  79656. /**
  79657. * @hidden
  79658. */
  79659. protected _getEffectiveParent(): Nullable<Node>;
  79660. /**
  79661. * Computes the world matrix of the node
  79662. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  79663. * @returns the world matrix
  79664. */
  79665. computeWorldMatrix(force?: boolean): Matrix;
  79666. protected _afterComputeWorldMatrix(): void;
  79667. /**
  79668. * If you'd like to be called back after the mesh position, rotation or scaling has been updated.
  79669. * @param func callback function to add
  79670. *
  79671. * @returns the TransformNode.
  79672. */
  79673. registerAfterWorldMatrixUpdate(func: (mesh: TransformNode) => void): TransformNode;
  79674. /**
  79675. * Removes a registered callback function.
  79676. * @param func callback function to remove
  79677. * @returns the TransformNode.
  79678. */
  79679. unregisterAfterWorldMatrixUpdate(func: (mesh: TransformNode) => void): TransformNode;
  79680. /**
  79681. * Gets the position of the current mesh in camera space
  79682. * @param camera defines the camera to use
  79683. * @returns a position
  79684. */
  79685. getPositionInCameraSpace(camera?: Nullable<Camera>): Vector3;
  79686. /**
  79687. * Returns the distance from the mesh to the active camera
  79688. * @param camera defines the camera to use
  79689. * @returns the distance
  79690. */
  79691. getDistanceToCamera(camera?: Nullable<Camera>): number;
  79692. /**
  79693. * Clone the current transform node
  79694. * @param name Name of the new clone
  79695. * @param newParent New parent for the clone
  79696. * @param doNotCloneChildren Do not clone children hierarchy
  79697. * @returns the new transform node
  79698. */
  79699. clone(name: string, newParent: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<TransformNode>;
  79700. /**
  79701. * Serializes the objects information.
  79702. * @param currentSerializationObject defines the object to serialize in
  79703. * @returns the serialized object
  79704. */
  79705. serialize(currentSerializationObject?: any): any;
  79706. /**
  79707. * Returns a new TransformNode object parsed from the source provided.
  79708. * @param parsedTransformNode is the source.
  79709. * @param scene the scne the object belongs to
  79710. * @param rootUrl is a string, it's the root URL to prefix the `delayLoadingFile` property with
  79711. * @returns a new TransformNode object parsed from the source provided.
  79712. */
  79713. static Parse(parsedTransformNode: any, scene: Scene, rootUrl: string): TransformNode;
  79714. /**
  79715. * Get all child-transformNodes of this node
  79716. * @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
  79717. * @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
  79718. * @returns an array of TransformNode
  79719. */
  79720. getChildTransformNodes(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): TransformNode[];
  79721. /**
  79722. * Releases resources associated with this transform node.
  79723. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  79724. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  79725. */
  79726. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  79727. /**
  79728. * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)
  79729. * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box. Default is false
  79730. * @param ignoreRotation ignore rotation when computing the scale (ie. object will be axis aligned). Default is false
  79731. * @param predicate predicate that is passed in to getHierarchyBoundingVectors when selecting which object should be included when scaling
  79732. * @returns the current mesh
  79733. */
  79734. normalizeToUnitCube(includeDescendants?: boolean, ignoreRotation?: boolean, predicate?: Nullable<(node: AbstractMesh) => boolean>): TransformNode;
  79735. private _syncAbsoluteScalingAndRotation;
  79736. }
  79737. }
  79738. declare module BABYLON {
  79739. /**
  79740. * Defines the types of pose enabled controllers that are supported
  79741. */
  79742. export enum PoseEnabledControllerType {
  79743. /**
  79744. * HTC Vive
  79745. */
  79746. VIVE = 0,
  79747. /**
  79748. * Oculus Rift
  79749. */
  79750. OCULUS = 1,
  79751. /**
  79752. * Windows mixed reality
  79753. */
  79754. WINDOWS = 2,
  79755. /**
  79756. * Samsung gear VR
  79757. */
  79758. GEAR_VR = 3,
  79759. /**
  79760. * Google Daydream
  79761. */
  79762. DAYDREAM = 4,
  79763. /**
  79764. * Generic
  79765. */
  79766. GENERIC = 5
  79767. }
  79768. /**
  79769. * Defines the MutableGamepadButton interface for the state of a gamepad button
  79770. */
  79771. export interface MutableGamepadButton {
  79772. /**
  79773. * Value of the button/trigger
  79774. */
  79775. value: number;
  79776. /**
  79777. * If the button/trigger is currently touched
  79778. */
  79779. touched: boolean;
  79780. /**
  79781. * If the button/trigger is currently pressed
  79782. */
  79783. pressed: boolean;
  79784. }
  79785. /**
  79786. * Defines the ExtendedGamepadButton interface for a gamepad button which includes state provided by a pose controller
  79787. * @hidden
  79788. */
  79789. export interface ExtendedGamepadButton extends GamepadButton {
  79790. /**
  79791. * If the button/trigger is currently pressed
  79792. */
  79793. readonly pressed: boolean;
  79794. /**
  79795. * If the button/trigger is currently touched
  79796. */
  79797. readonly touched: boolean;
  79798. /**
  79799. * Value of the button/trigger
  79800. */
  79801. readonly value: number;
  79802. }
  79803. /** @hidden */
  79804. export interface _GamePadFactory {
  79805. /**
  79806. * Returns wether or not the current gamepad can be created for this type of controller.
  79807. * @param gamepadInfo Defines the gamepad info as receveid from the controller APIs.
  79808. * @returns true if it can be created, otherwise false
  79809. */
  79810. canCreate(gamepadInfo: any): boolean;
  79811. /**
  79812. * Creates a new instance of the Gamepad.
  79813. * @param gamepadInfo Defines the gamepad info as receveid from the controller APIs.
  79814. * @returns the new gamepad instance
  79815. */
  79816. create(gamepadInfo: any): Gamepad;
  79817. }
  79818. /**
  79819. * Defines the PoseEnabledControllerHelper object that is used initialize a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  79820. */
  79821. export class PoseEnabledControllerHelper {
  79822. /** @hidden */
  79823. static _ControllerFactories: _GamePadFactory[];
  79824. /** @hidden */
  79825. static _DefaultControllerFactory: Nullable<(gamepadInfo: any) => Gamepad>;
  79826. /**
  79827. * Initializes a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  79828. * @param vrGamepad the gamepad to initialized
  79829. * @returns a vr controller of the type the gamepad identified as
  79830. */
  79831. static InitiateController(vrGamepad: any): Gamepad;
  79832. }
  79833. /**
  79834. * Defines the PoseEnabledController object that contains state of a vr capable controller
  79835. */
  79836. export class PoseEnabledController extends Gamepad implements PoseControlled {
  79837. /**
  79838. * If the controller is used in a webXR session
  79839. */
  79840. isXR: boolean;
  79841. private _deviceRoomPosition;
  79842. private _deviceRoomRotationQuaternion;
  79843. /**
  79844. * The device position in babylon space
  79845. */
  79846. devicePosition: Vector3;
  79847. /**
  79848. * The device rotation in babylon space
  79849. */
  79850. deviceRotationQuaternion: Quaternion;
  79851. /**
  79852. * The scale factor of the device in babylon space
  79853. */
  79854. deviceScaleFactor: number;
  79855. /**
  79856. * (Likely devicePosition should be used instead) The device position in its room space
  79857. */
  79858. position: Vector3;
  79859. /**
  79860. * (Likely deviceRotationQuaternion should be used instead) The device rotation in its room space
  79861. */
  79862. rotationQuaternion: Quaternion;
  79863. /**
  79864. * The type of controller (Eg. Windows mixed reality)
  79865. */
  79866. controllerType: PoseEnabledControllerType;
  79867. protected _calculatedPosition: Vector3;
  79868. private _calculatedRotation;
  79869. /**
  79870. * The raw pose from the device
  79871. */
  79872. rawPose: DevicePose;
  79873. private _trackPosition;
  79874. private _maxRotationDistFromHeadset;
  79875. private _draggedRoomRotation;
  79876. /**
  79877. * @hidden
  79878. */
  79879. _disableTrackPosition(fixedPosition: Vector3): void;
  79880. /**
  79881. * Internal, the mesh attached to the controller
  79882. * @hidden
  79883. */
  79884. _mesh: Nullable<AbstractMesh>;
  79885. private _poseControlledCamera;
  79886. private _leftHandSystemQuaternion;
  79887. /**
  79888. * Internal, matrix used to convert room space to babylon space
  79889. * @hidden
  79890. */
  79891. _deviceToWorld: Matrix;
  79892. /**
  79893. * Node to be used when casting a ray from the controller
  79894. * @hidden
  79895. */
  79896. _pointingPoseNode: Nullable<TransformNode>;
  79897. /**
  79898. * Name of the child mesh that can be used to cast a ray from the controller
  79899. */
  79900. static readonly POINTING_POSE: string;
  79901. /**
  79902. * Creates a new PoseEnabledController from a gamepad
  79903. * @param browserGamepad the gamepad that the PoseEnabledController should be created from
  79904. */
  79905. constructor(browserGamepad: any);
  79906. private _workingMatrix;
  79907. /**
  79908. * Updates the state of the pose enbaled controller and mesh based on the current position and rotation of the controller
  79909. */
  79910. update(): void;
  79911. /**
  79912. * Updates only the pose device and mesh without doing any button event checking
  79913. */
  79914. protected _updatePoseAndMesh(): void;
  79915. /**
  79916. * Updates the state of the pose enbaled controller based on the raw pose data from the device
  79917. * @param poseData raw pose fromthe device
  79918. */
  79919. updateFromDevice(poseData: DevicePose): void;
  79920. /**
  79921. * @hidden
  79922. */
  79923. _meshAttachedObservable: Observable<AbstractMesh>;
  79924. /**
  79925. * Attaches a mesh to the controller
  79926. * @param mesh the mesh to be attached
  79927. */
  79928. attachToMesh(mesh: AbstractMesh): void;
  79929. /**
  79930. * Attaches the controllers mesh to a camera
  79931. * @param camera the camera the mesh should be attached to
  79932. */
  79933. attachToPoseControlledCamera(camera: TargetCamera): void;
  79934. /**
  79935. * Disposes of the controller
  79936. */
  79937. dispose(): void;
  79938. /**
  79939. * The mesh that is attached to the controller
  79940. */
  79941. readonly mesh: Nullable<AbstractMesh>;
  79942. /**
  79943. * Gets the ray of the controller in the direction the controller is pointing
  79944. * @param length the length the resulting ray should be
  79945. * @returns a ray in the direction the controller is pointing
  79946. */
  79947. getForwardRay(length?: number): Ray;
  79948. }
  79949. }
  79950. declare module BABYLON {
  79951. /**
  79952. * Defines the WebVRController object that represents controllers tracked in 3D space
  79953. */
  79954. export abstract class WebVRController extends PoseEnabledController {
  79955. /**
  79956. * Internal, the default controller model for the controller
  79957. */
  79958. protected _defaultModel: AbstractMesh;
  79959. /**
  79960. * Fired when the trigger state has changed
  79961. */
  79962. onTriggerStateChangedObservable: Observable<ExtendedGamepadButton>;
  79963. /**
  79964. * Fired when the main button state has changed
  79965. */
  79966. onMainButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  79967. /**
  79968. * Fired when the secondary button state has changed
  79969. */
  79970. onSecondaryButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  79971. /**
  79972. * Fired when the pad state has changed
  79973. */
  79974. onPadStateChangedObservable: Observable<ExtendedGamepadButton>;
  79975. /**
  79976. * Fired when controllers stick values have changed
  79977. */
  79978. onPadValuesChangedObservable: Observable<StickValues>;
  79979. /**
  79980. * Array of button availible on the controller
  79981. */
  79982. protected _buttons: Array<MutableGamepadButton>;
  79983. private _onButtonStateChange;
  79984. /**
  79985. * Fired when a controller button's state has changed
  79986. * @param callback the callback containing the button that was modified
  79987. */
  79988. onButtonStateChange(callback: (controlledIndex: number, buttonIndex: number, state: ExtendedGamepadButton) => void): void;
  79989. /**
  79990. * X and Y axis corresponding to the controllers joystick
  79991. */
  79992. pad: StickValues;
  79993. /**
  79994. * 'left' or 'right', see https://w3c.github.io/gamepad/extensions.html#gamepadhand-enum
  79995. */
  79996. hand: string;
  79997. /**
  79998. * The default controller model for the controller
  79999. */
  80000. readonly defaultModel: AbstractMesh;
  80001. /**
  80002. * Creates a new WebVRController from a gamepad
  80003. * @param vrGamepad the gamepad that the WebVRController should be created from
  80004. */
  80005. constructor(vrGamepad: any);
  80006. /**
  80007. * Updates the state of the controller and mesh based on the current position and rotation of the controller
  80008. */
  80009. update(): void;
  80010. /**
  80011. * Function to be called when a button is modified
  80012. */
  80013. protected abstract _handleButtonChange(buttonIdx: number, value: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  80014. /**
  80015. * Loads a mesh and attaches it to the controller
  80016. * @param scene the scene the mesh should be added to
  80017. * @param meshLoaded callback for when the mesh has been loaded
  80018. */
  80019. abstract initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  80020. private _setButtonValue;
  80021. private _changes;
  80022. private _checkChanges;
  80023. /**
  80024. * Disposes of th webVRCOntroller
  80025. */
  80026. dispose(): void;
  80027. }
  80028. }
  80029. declare module BABYLON {
  80030. /**
  80031. * The HemisphericLight simulates the ambient environment light,
  80032. * so the passed direction is the light reflection direction, not the incoming direction.
  80033. */
  80034. export class HemisphericLight extends Light {
  80035. /**
  80036. * The groundColor is the light in the opposite direction to the one specified during creation.
  80037. * 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.
  80038. */
  80039. groundColor: Color3;
  80040. /**
  80041. * The light reflection direction, not the incoming direction.
  80042. */
  80043. direction: Vector3;
  80044. /**
  80045. * Creates a HemisphericLight object in the scene according to the passed direction (Vector3).
  80046. * The HemisphericLight simulates the ambient environment light, so the passed direction is the light reflection direction, not the incoming direction.
  80047. * The HemisphericLight can't cast shadows.
  80048. * Documentation : https://doc.babylonjs.com/babylon101/lights
  80049. * @param name The friendly name of the light
  80050. * @param direction The direction of the light reflection
  80051. * @param scene The scene the light belongs to
  80052. */
  80053. constructor(name: string, direction: Vector3, scene: Scene);
  80054. protected _buildUniformLayout(): void;
  80055. /**
  80056. * Returns the string "HemisphericLight".
  80057. * @return The class name
  80058. */
  80059. getClassName(): string;
  80060. /**
  80061. * Sets the HemisphericLight direction towards the passed target (Vector3).
  80062. * Returns the updated direction.
  80063. * @param target The target the direction should point to
  80064. * @return The computed direction
  80065. */
  80066. setDirectionToTarget(target: Vector3): Vector3;
  80067. /**
  80068. * Returns the shadow generator associated to the light.
  80069. * @returns Always null for hemispheric lights because it does not support shadows.
  80070. */
  80071. getShadowGenerator(): Nullable<IShadowGenerator>;
  80072. /**
  80073. * Sets the passed Effect object with the HemisphericLight normalized direction and color and the passed name (string).
  80074. * @param effect The effect to update
  80075. * @param lightIndex The index of the light in the effect to update
  80076. * @returns The hemispheric light
  80077. */
  80078. transferToEffect(effect: Effect, lightIndex: string): HemisphericLight;
  80079. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): this;
  80080. /**
  80081. * Computes the world matrix of the node
  80082. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  80083. * @param useWasUpdatedFlag defines a reserved property
  80084. * @returns the world matrix
  80085. */
  80086. computeWorldMatrix(): Matrix;
  80087. /**
  80088. * Returns the integer 3.
  80089. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  80090. */
  80091. getTypeID(): number;
  80092. /**
  80093. * Prepares the list of defines specific to the light type.
  80094. * @param defines the list of defines
  80095. * @param lightIndex defines the index of the light for the effect
  80096. */
  80097. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  80098. }
  80099. }
  80100. declare module BABYLON {
  80101. /** @hidden */
  80102. export var vrMultiviewToSingleviewPixelShader: {
  80103. name: string;
  80104. shader: string;
  80105. };
  80106. }
  80107. declare module BABYLON {
  80108. /**
  80109. * Renders to multiple views with a single draw call
  80110. * @see https://www.khronos.org/registry/webgl/extensions/WEBGL_multiview/
  80111. */
  80112. export class MultiviewRenderTarget extends RenderTargetTexture {
  80113. /**
  80114. * Creates a multiview render target
  80115. * @param scene scene used with the render target
  80116. * @param size the size of the render target (used for each view)
  80117. */
  80118. constructor(scene: Scene, size?: number | {
  80119. width: number;
  80120. height: number;
  80121. } | {
  80122. ratio: number;
  80123. });
  80124. /**
  80125. * @hidden
  80126. * @param faceIndex the face index, if its a cube texture
  80127. */
  80128. _bindFrameBuffer(faceIndex?: number): void;
  80129. /**
  80130. * Gets the number of views the corresponding to the texture (eg. a MultiviewRenderTarget will have > 1)
  80131. * @returns the view count
  80132. */
  80133. getViewCount(): number;
  80134. }
  80135. }
  80136. declare module BABYLON {
  80137. /**
  80138. * Reprasents a camera frustum
  80139. */
  80140. export class Frustum {
  80141. /**
  80142. * Gets the planes representing the frustum
  80143. * @param transform matrix to be applied to the returned planes
  80144. * @returns a new array of 6 Frustum planes computed by the given transformation matrix.
  80145. */
  80146. static GetPlanes(transform: DeepImmutable<Matrix>): Plane[];
  80147. /**
  80148. * Gets the near frustum plane transformed by the transform matrix
  80149. * @param transform transformation matrix to be applied to the resulting frustum plane
  80150. * @param frustumPlane the resuling frustum plane
  80151. */
  80152. static GetNearPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  80153. /**
  80154. * Gets the far frustum plane transformed by the transform matrix
  80155. * @param transform transformation matrix to be applied to the resulting frustum plane
  80156. * @param frustumPlane the resuling frustum plane
  80157. */
  80158. static GetFarPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  80159. /**
  80160. * Gets the left frustum plane transformed by the transform matrix
  80161. * @param transform transformation matrix to be applied to the resulting frustum plane
  80162. * @param frustumPlane the resuling frustum plane
  80163. */
  80164. static GetLeftPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  80165. /**
  80166. * Gets the right frustum plane transformed by the transform matrix
  80167. * @param transform transformation matrix to be applied to the resulting frustum plane
  80168. * @param frustumPlane the resuling frustum plane
  80169. */
  80170. static GetRightPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  80171. /**
  80172. * Gets the top frustum plane transformed by the transform matrix
  80173. * @param transform transformation matrix to be applied to the resulting frustum plane
  80174. * @param frustumPlane the resuling frustum plane
  80175. */
  80176. static GetTopPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  80177. /**
  80178. * Gets the bottom frustum plane transformed by the transform matrix
  80179. * @param transform transformation matrix to be applied to the resulting frustum plane
  80180. * @param frustumPlane the resuling frustum plane
  80181. */
  80182. static GetBottomPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  80183. /**
  80184. * Sets the given array "frustumPlanes" with the 6 Frustum planes computed by the given transformation matrix.
  80185. * @param transform transformation matrix to be applied to the resulting frustum planes
  80186. * @param frustumPlanes the resuling frustum planes
  80187. */
  80188. static GetPlanesToRef(transform: DeepImmutable<Matrix>, frustumPlanes: Plane[]): void;
  80189. }
  80190. }
  80191. declare module BABYLON {
  80192. interface Engine {
  80193. /**
  80194. * Creates a new multiview render target
  80195. * @param width defines the width of the texture
  80196. * @param height defines the height of the texture
  80197. * @returns the created multiview texture
  80198. */
  80199. createMultiviewRenderTargetTexture(width: number, height: number): InternalTexture;
  80200. /**
  80201. * Binds a multiview framebuffer to be drawn to
  80202. * @param multiviewTexture texture to bind
  80203. */
  80204. bindMultiviewFramebuffer(multiviewTexture: InternalTexture): void;
  80205. }
  80206. interface Camera {
  80207. /**
  80208. * @hidden
  80209. * 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)
  80210. */
  80211. _useMultiviewToSingleView: boolean;
  80212. /**
  80213. * @hidden
  80214. * 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)
  80215. */
  80216. _multiviewTexture: Nullable<RenderTargetTexture>;
  80217. /**
  80218. * @hidden
  80219. * ensures the multiview texture of the camera exists and has the specified width/height
  80220. * @param width height to set on the multiview texture
  80221. * @param height width to set on the multiview texture
  80222. */
  80223. _resizeOrCreateMultiviewTexture(width: number, height: number): void;
  80224. }
  80225. interface Scene {
  80226. /** @hidden */
  80227. _transformMatrixR: Matrix;
  80228. /** @hidden */
  80229. _multiviewSceneUbo: Nullable<UniformBuffer>;
  80230. /** @hidden */
  80231. _createMultiviewUbo(): void;
  80232. /** @hidden */
  80233. _updateMultiviewUbo(viewR?: Matrix, projectionR?: Matrix): void;
  80234. /** @hidden */
  80235. _renderMultiviewToSingleView(camera: Camera): void;
  80236. }
  80237. }
  80238. declare module BABYLON {
  80239. /**
  80240. * VRMultiviewToSingleview used to convert multiview texture arrays to standard textures for scenarios such as webVR
  80241. * This will not be used for webXR as it supports displaying texture arrays directly
  80242. */
  80243. export class VRMultiviewToSingleviewPostProcess extends PostProcess {
  80244. /**
  80245. * Initializes a VRMultiviewToSingleview
  80246. * @param name name of the post process
  80247. * @param camera camera to be applied to
  80248. * @param scaleFactor scaling factor to the size of the output texture
  80249. */
  80250. constructor(name: string, camera: Camera, scaleFactor: number);
  80251. }
  80252. }
  80253. declare module BABYLON {
  80254. interface Engine {
  80255. /** @hidden */
  80256. _vrDisplay: any;
  80257. /** @hidden */
  80258. _vrSupported: boolean;
  80259. /** @hidden */
  80260. _oldSize: Size;
  80261. /** @hidden */
  80262. _oldHardwareScaleFactor: number;
  80263. /** @hidden */
  80264. _vrExclusivePointerMode: boolean;
  80265. /** @hidden */
  80266. _webVRInitPromise: Promise<IDisplayChangedEventArgs>;
  80267. /** @hidden */
  80268. _onVRDisplayPointerRestricted: () => void;
  80269. /** @hidden */
  80270. _onVRDisplayPointerUnrestricted: () => void;
  80271. /** @hidden */
  80272. _onVrDisplayConnect: Nullable<(display: any) => void>;
  80273. /** @hidden */
  80274. _onVrDisplayDisconnect: Nullable<() => void>;
  80275. /** @hidden */
  80276. _onVrDisplayPresentChange: Nullable<() => void>;
  80277. /**
  80278. * Observable signaled when VR display mode changes
  80279. */
  80280. onVRDisplayChangedObservable: Observable<IDisplayChangedEventArgs>;
  80281. /**
  80282. * Observable signaled when VR request present is complete
  80283. */
  80284. onVRRequestPresentComplete: Observable<boolean>;
  80285. /**
  80286. * Observable signaled when VR request present starts
  80287. */
  80288. onVRRequestPresentStart: Observable<Engine>;
  80289. /**
  80290. * Gets a boolean indicating that the engine is currently in VR exclusive mode for the pointers
  80291. * @see https://docs.microsoft.com/en-us/microsoft-edge/webvr/essentials#mouse-input
  80292. */
  80293. isInVRExclusivePointerMode: boolean;
  80294. /**
  80295. * Gets a boolean indicating if a webVR device was detected
  80296. * @returns true if a webVR device was detected
  80297. */
  80298. isVRDevicePresent(): boolean;
  80299. /**
  80300. * Gets the current webVR device
  80301. * @returns the current webVR device (or null)
  80302. */
  80303. getVRDevice(): any;
  80304. /**
  80305. * Initializes a webVR display and starts listening to display change events
  80306. * The onVRDisplayChangedObservable will be notified upon these changes
  80307. * @returns A promise containing a VRDisplay and if vr is supported
  80308. */
  80309. initWebVRAsync(): Promise<IDisplayChangedEventArgs>;
  80310. /** @hidden */
  80311. _getVRDisplaysAsync(): Promise<IDisplayChangedEventArgs>;
  80312. /**
  80313. * Call this function to switch to webVR mode
  80314. * Will do nothing if webVR is not supported or if there is no webVR device
  80315. * @see http://doc.babylonjs.com/how_to/webvr_camera
  80316. */
  80317. enableVR(): void;
  80318. /** @hidden */
  80319. _onVRFullScreenTriggered(): void;
  80320. }
  80321. }
  80322. declare module BABYLON {
  80323. /**
  80324. * This is a copy of VRPose. See https://developer.mozilla.org/en-US/docs/Web/API/VRPose
  80325. * IMPORTANT!! The data is right-hand data.
  80326. * @export
  80327. * @interface DevicePose
  80328. */
  80329. export interface DevicePose {
  80330. /**
  80331. * The position of the device, values in array are [x,y,z].
  80332. */
  80333. readonly position: Nullable<Float32Array>;
  80334. /**
  80335. * The linearVelocity of the device, values in array are [x,y,z].
  80336. */
  80337. readonly linearVelocity: Nullable<Float32Array>;
  80338. /**
  80339. * The linearAcceleration of the device, values in array are [x,y,z].
  80340. */
  80341. readonly linearAcceleration: Nullable<Float32Array>;
  80342. /**
  80343. * The orientation of the device in a quaternion array, values in array are [x,y,z,w].
  80344. */
  80345. readonly orientation: Nullable<Float32Array>;
  80346. /**
  80347. * The angularVelocity of the device, values in array are [x,y,z].
  80348. */
  80349. readonly angularVelocity: Nullable<Float32Array>;
  80350. /**
  80351. * The angularAcceleration of the device, values in array are [x,y,z].
  80352. */
  80353. readonly angularAcceleration: Nullable<Float32Array>;
  80354. }
  80355. /**
  80356. * Interface representing a pose controlled object in Babylon.
  80357. * A pose controlled object has both regular pose values as well as pose values
  80358. * from an external device such as a VR head mounted display
  80359. */
  80360. export interface PoseControlled {
  80361. /**
  80362. * The position of the object in babylon space.
  80363. */
  80364. position: Vector3;
  80365. /**
  80366. * The rotation quaternion of the object in babylon space.
  80367. */
  80368. rotationQuaternion: Quaternion;
  80369. /**
  80370. * The position of the device in babylon space.
  80371. */
  80372. devicePosition?: Vector3;
  80373. /**
  80374. * The rotation quaternion of the device in babylon space.
  80375. */
  80376. deviceRotationQuaternion: Quaternion;
  80377. /**
  80378. * The raw pose coming from the device.
  80379. */
  80380. rawPose: Nullable<DevicePose>;
  80381. /**
  80382. * The scale of the device to be used when translating from device space to babylon space.
  80383. */
  80384. deviceScaleFactor: number;
  80385. /**
  80386. * Updates the poseControlled values based on the input device pose.
  80387. * @param poseData the pose data to update the object with
  80388. */
  80389. updateFromDevice(poseData: DevicePose): void;
  80390. }
  80391. /**
  80392. * Set of options to customize the webVRCamera
  80393. */
  80394. export interface WebVROptions {
  80395. /**
  80396. * Sets if the webVR camera should be tracked to the vrDevice. (default: true)
  80397. */
  80398. trackPosition?: boolean;
  80399. /**
  80400. * Sets the scale of the vrDevice in babylon space. (default: 1)
  80401. */
  80402. positionScale?: number;
  80403. /**
  80404. * If there are more than one VRDisplays, this will choose the display matching this name. (default: pick first vrDisplay)
  80405. */
  80406. displayName?: string;
  80407. /**
  80408. * Should the native controller meshes be initialized. (default: true)
  80409. */
  80410. controllerMeshes?: boolean;
  80411. /**
  80412. * Creating a default HemiLight only on controllers. (default: true)
  80413. */
  80414. defaultLightingOnControllers?: boolean;
  80415. /**
  80416. * If you don't want to use the default VR button of the helper. (default: false)
  80417. */
  80418. useCustomVRButton?: boolean;
  80419. /**
  80420. * If you'd like to provide your own button to the VRHelper. (default: standard babylon vr button)
  80421. */
  80422. customVRButton?: HTMLButtonElement;
  80423. /**
  80424. * To change the length of the ray for gaze/controllers. Will be scaled by positionScale. (default: 100)
  80425. */
  80426. rayLength?: number;
  80427. /**
  80428. * To change the default offset from the ground to account for user's height in meters. Will be scaled by positionScale. (default: 1.7)
  80429. */
  80430. defaultHeight?: number;
  80431. /**
  80432. * If multiview should be used if availible (default: false)
  80433. */
  80434. useMultiview?: boolean;
  80435. }
  80436. /**
  80437. * This represents a WebVR camera.
  80438. * The WebVR camera is Babylon's simple interface to interaction with Windows Mixed Reality, HTC Vive and Oculus Rift.
  80439. * @example http://doc.babylonjs.com/how_to/webvr_camera
  80440. */
  80441. export class WebVRFreeCamera extends FreeCamera implements PoseControlled {
  80442. private webVROptions;
  80443. /**
  80444. * @hidden
  80445. * The vrDisplay tied to the camera. See https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay
  80446. */
  80447. _vrDevice: any;
  80448. /**
  80449. * The rawPose of the vrDevice.
  80450. */
  80451. rawPose: Nullable<DevicePose>;
  80452. private _onVREnabled;
  80453. private _specsVersion;
  80454. private _attached;
  80455. private _frameData;
  80456. protected _descendants: Array<Node>;
  80457. private _deviceRoomPosition;
  80458. /** @hidden */
  80459. _deviceRoomRotationQuaternion: Quaternion;
  80460. private _standingMatrix;
  80461. /**
  80462. * Represents device position in babylon space.
  80463. */
  80464. devicePosition: Vector3;
  80465. /**
  80466. * Represents device rotation in babylon space.
  80467. */
  80468. deviceRotationQuaternion: Quaternion;
  80469. /**
  80470. * The scale of the device to be used when translating from device space to babylon space.
  80471. */
  80472. deviceScaleFactor: number;
  80473. private _deviceToWorld;
  80474. private _worldToDevice;
  80475. /**
  80476. * References to the webVR controllers for the vrDevice.
  80477. */
  80478. controllers: Array<WebVRController>;
  80479. /**
  80480. * Emits an event when a controller is attached.
  80481. */
  80482. onControllersAttachedObservable: Observable<WebVRController[]>;
  80483. /**
  80484. * Emits an event when a controller's mesh has been loaded;
  80485. */
  80486. onControllerMeshLoadedObservable: Observable<WebVRController>;
  80487. /**
  80488. * Emits an event when the HMD's pose has been updated.
  80489. */
  80490. onPoseUpdatedFromDeviceObservable: Observable<any>;
  80491. private _poseSet;
  80492. /**
  80493. * If the rig cameras be used as parent instead of this camera.
  80494. */
  80495. rigParenting: boolean;
  80496. private _lightOnControllers;
  80497. private _defaultHeight?;
  80498. /**
  80499. * Instantiates a WebVRFreeCamera.
  80500. * @param name The name of the WebVRFreeCamera
  80501. * @param position The starting anchor position for the camera
  80502. * @param scene The scene the camera belongs to
  80503. * @param webVROptions a set of customizable options for the webVRCamera
  80504. */
  80505. constructor(name: string, position: Vector3, scene: Scene, webVROptions?: WebVROptions);
  80506. /**
  80507. * Gets the device distance from the ground in meters.
  80508. * @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.
  80509. */
  80510. deviceDistanceToRoomGround(): number;
  80511. /**
  80512. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  80513. * @param callback will be called when the standing matrix is set. Callback parameter is if the standing matrix is supported.
  80514. */
  80515. useStandingMatrix(callback?: (bool: boolean) => void): void;
  80516. /**
  80517. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  80518. * @returns A promise with a boolean set to if the standing matrix is supported.
  80519. */
  80520. useStandingMatrixAsync(): Promise<boolean>;
  80521. /**
  80522. * Disposes the camera
  80523. */
  80524. dispose(): void;
  80525. /**
  80526. * Gets a vrController by name.
  80527. * @param name The name of the controller to retreive
  80528. * @returns the controller matching the name specified or null if not found
  80529. */
  80530. getControllerByName(name: string): Nullable<WebVRController>;
  80531. private _leftController;
  80532. /**
  80533. * The controller corresponding to the users left hand.
  80534. */
  80535. readonly leftController: Nullable<WebVRController>;
  80536. private _rightController;
  80537. /**
  80538. * The controller corresponding to the users right hand.
  80539. */
  80540. readonly rightController: Nullable<WebVRController>;
  80541. /**
  80542. * Casts a ray forward from the vrCamera's gaze.
  80543. * @param length Length of the ray (default: 100)
  80544. * @returns the ray corresponding to the gaze
  80545. */
  80546. getForwardRay(length?: number): Ray;
  80547. /**
  80548. * @hidden
  80549. * Updates the camera based on device's frame data
  80550. */
  80551. _checkInputs(): void;
  80552. /**
  80553. * Updates the poseControlled values based on the input device pose.
  80554. * @param poseData Pose coming from the device
  80555. */
  80556. updateFromDevice(poseData: DevicePose): void;
  80557. private _htmlElementAttached;
  80558. private _detachIfAttached;
  80559. /**
  80560. * WebVR's attach control will start broadcasting frames to the device.
  80561. * Note that in certain browsers (chrome for example) this function must be called
  80562. * within a user-interaction callback. Example:
  80563. * <pre> scene.onPointerDown = function() { camera.attachControl(canvas); }</pre>
  80564. *
  80565. * @param element html element to attach the vrDevice to
  80566. * @param noPreventDefault prevent the default html element operation when attaching the vrDevice
  80567. */
  80568. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  80569. /**
  80570. * Detaches the camera from the html element and disables VR
  80571. *
  80572. * @param element html element to detach from
  80573. */
  80574. detachControl(element: HTMLElement): void;
  80575. /**
  80576. * @returns the name of this class
  80577. */
  80578. getClassName(): string;
  80579. /**
  80580. * Calls resetPose on the vrDisplay
  80581. * See: https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay/resetPose
  80582. */
  80583. resetToCurrentRotation(): void;
  80584. /**
  80585. * @hidden
  80586. * Updates the rig cameras (left and right eye)
  80587. */
  80588. _updateRigCameras(): void;
  80589. private _workingVector;
  80590. private _oneVector;
  80591. private _workingMatrix;
  80592. private updateCacheCalled;
  80593. private _correctPositionIfNotTrackPosition;
  80594. /**
  80595. * @hidden
  80596. * Updates the cached values of the camera
  80597. * @param ignoreParentClass ignores updating the parent class's cache (default: false)
  80598. */
  80599. _updateCache(ignoreParentClass?: boolean): void;
  80600. /**
  80601. * @hidden
  80602. * Get current device position in babylon world
  80603. */
  80604. _computeDevicePosition(): void;
  80605. /**
  80606. * Updates the current device position and rotation in the babylon world
  80607. */
  80608. update(): void;
  80609. /**
  80610. * @hidden
  80611. * Gets the view matrix of this camera (Always set to identity as left and right eye cameras contain the actual view matrix)
  80612. * @returns an identity matrix
  80613. */
  80614. _getViewMatrix(): Matrix;
  80615. private _tmpMatrix;
  80616. /**
  80617. * This function is called by the two RIG cameras.
  80618. * 'this' is the left or right camera (and NOT (!!!) the WebVRFreeCamera instance)
  80619. * @hidden
  80620. */
  80621. _getWebVRViewMatrix(): Matrix;
  80622. /** @hidden */
  80623. _getWebVRProjectionMatrix(): Matrix;
  80624. private _onGamepadConnectedObserver;
  80625. private _onGamepadDisconnectedObserver;
  80626. private _updateCacheWhenTrackingDisabledObserver;
  80627. /**
  80628. * Initializes the controllers and their meshes
  80629. */
  80630. initControllers(): void;
  80631. }
  80632. }
  80633. declare module BABYLON {
  80634. /**
  80635. * Size options for a post process
  80636. */
  80637. export type PostProcessOptions = {
  80638. width: number;
  80639. height: number;
  80640. };
  80641. /**
  80642. * PostProcess can be used to apply a shader to a texture after it has been rendered
  80643. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  80644. */
  80645. export class PostProcess {
  80646. /** Name of the PostProcess. */
  80647. name: string;
  80648. /**
  80649. * Gets or sets the unique id of the post process
  80650. */
  80651. uniqueId: number;
  80652. /**
  80653. * Width of the texture to apply the post process on
  80654. */
  80655. width: number;
  80656. /**
  80657. * Height of the texture to apply the post process on
  80658. */
  80659. height: number;
  80660. /**
  80661. * Internal, reference to the location where this postprocess was output to. (Typically the texture on the next postprocess in the chain)
  80662. * @hidden
  80663. */
  80664. _outputTexture: Nullable<InternalTexture>;
  80665. /**
  80666. * Sampling mode used by the shader
  80667. * See https://doc.babylonjs.com/classes/3.1/texture
  80668. */
  80669. renderTargetSamplingMode: number;
  80670. /**
  80671. * Clear color to use when screen clearing
  80672. */
  80673. clearColor: Color4;
  80674. /**
  80675. * If the buffer needs to be cleared before applying the post process. (default: true)
  80676. * Should be set to false if shader will overwrite all previous pixels.
  80677. */
  80678. autoClear: boolean;
  80679. /**
  80680. * Type of alpha mode to use when performing the post process (default: Engine.ALPHA_DISABLE)
  80681. */
  80682. alphaMode: number;
  80683. /**
  80684. * Sets the setAlphaBlendConstants of the babylon engine
  80685. */
  80686. alphaConstants: Color4;
  80687. /**
  80688. * Animations to be used for the post processing
  80689. */
  80690. animations: Animation[];
  80691. /**
  80692. * Enable Pixel Perfect mode where texture is not scaled to be power of 2.
  80693. * Can only be used on a single postprocess or on the last one of a chain. (default: false)
  80694. */
  80695. enablePixelPerfectMode: boolean;
  80696. /**
  80697. * Force the postprocess to be applied without taking in account viewport
  80698. */
  80699. forceFullscreenViewport: boolean;
  80700. /**
  80701. * List of inspectable custom properties (used by the Inspector)
  80702. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  80703. */
  80704. inspectableCustomProperties: IInspectable[];
  80705. /**
  80706. * Scale mode for the post process (default: Engine.SCALEMODE_FLOOR)
  80707. *
  80708. * | Value | Type | Description |
  80709. * | ----- | ----------------------------------- | ----------- |
  80710. * | 1 | SCALEMODE_FLOOR | [engine.scalemode_floor](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_floor) |
  80711. * | 2 | SCALEMODE_NEAREST | [engine.scalemode_nearest](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_nearest) |
  80712. * | 3 | SCALEMODE_CEILING | [engine.scalemode_ceiling](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_ceiling) |
  80713. *
  80714. */
  80715. scaleMode: number;
  80716. /**
  80717. * Force textures to be a power of two (default: false)
  80718. */
  80719. alwaysForcePOT: boolean;
  80720. private _samples;
  80721. /**
  80722. * Number of sample textures (default: 1)
  80723. */
  80724. samples: number;
  80725. /**
  80726. * Modify the scale of the post process to be the same as the viewport (default: false)
  80727. */
  80728. adaptScaleToCurrentViewport: boolean;
  80729. private _camera;
  80730. private _scene;
  80731. private _engine;
  80732. private _options;
  80733. private _reusable;
  80734. private _textureType;
  80735. /**
  80736. * Smart array of input and output textures for the post process.
  80737. * @hidden
  80738. */
  80739. _textures: SmartArray<InternalTexture>;
  80740. /**
  80741. * The index in _textures that corresponds to the output texture.
  80742. * @hidden
  80743. */
  80744. _currentRenderTextureInd: number;
  80745. private _effect;
  80746. private _samplers;
  80747. private _fragmentUrl;
  80748. private _vertexUrl;
  80749. private _parameters;
  80750. private _scaleRatio;
  80751. protected _indexParameters: any;
  80752. private _shareOutputWithPostProcess;
  80753. private _texelSize;
  80754. private _forcedOutputTexture;
  80755. /**
  80756. * Returns the fragment url or shader name used in the post process.
  80757. * @returns the fragment url or name in the shader store.
  80758. */
  80759. getEffectName(): string;
  80760. /**
  80761. * An event triggered when the postprocess is activated.
  80762. */
  80763. onActivateObservable: Observable<Camera>;
  80764. private _onActivateObserver;
  80765. /**
  80766. * A function that is added to the onActivateObservable
  80767. */
  80768. onActivate: Nullable<(camera: Camera) => void>;
  80769. /**
  80770. * An event triggered when the postprocess changes its size.
  80771. */
  80772. onSizeChangedObservable: Observable<PostProcess>;
  80773. private _onSizeChangedObserver;
  80774. /**
  80775. * A function that is added to the onSizeChangedObservable
  80776. */
  80777. onSizeChanged: (postProcess: PostProcess) => void;
  80778. /**
  80779. * An event triggered when the postprocess applies its effect.
  80780. */
  80781. onApplyObservable: Observable<Effect>;
  80782. private _onApplyObserver;
  80783. /**
  80784. * A function that is added to the onApplyObservable
  80785. */
  80786. onApply: (effect: Effect) => void;
  80787. /**
  80788. * An event triggered before rendering the postprocess
  80789. */
  80790. onBeforeRenderObservable: Observable<Effect>;
  80791. private _onBeforeRenderObserver;
  80792. /**
  80793. * A function that is added to the onBeforeRenderObservable
  80794. */
  80795. onBeforeRender: (effect: Effect) => void;
  80796. /**
  80797. * An event triggered after rendering the postprocess
  80798. */
  80799. onAfterRenderObservable: Observable<Effect>;
  80800. private _onAfterRenderObserver;
  80801. /**
  80802. * A function that is added to the onAfterRenderObservable
  80803. */
  80804. onAfterRender: (efect: Effect) => void;
  80805. /**
  80806. * 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
  80807. * render it's output into this texture and this texture will be used as textureSampler in the fragment shader of this post process.
  80808. */
  80809. inputTexture: InternalTexture;
  80810. /**
  80811. * Gets the camera which post process is applied to.
  80812. * @returns The camera the post process is applied to.
  80813. */
  80814. getCamera(): Camera;
  80815. /**
  80816. * Gets the texel size of the postprocess.
  80817. * See https://en.wikipedia.org/wiki/Texel_(graphics)
  80818. */
  80819. readonly texelSize: Vector2;
  80820. /**
  80821. * Creates a new instance PostProcess
  80822. * @param name The name of the PostProcess.
  80823. * @param fragmentUrl The url of the fragment shader to be used.
  80824. * @param parameters Array of the names of uniform non-sampler2D variables that will be passed to the shader.
  80825. * @param samplers Array of the names of uniform sampler2D variables that will be passed to the shader.
  80826. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  80827. * @param camera The camera to apply the render pass to.
  80828. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  80829. * @param engine The engine which the post process will be applied. (default: current engine)
  80830. * @param reusable If the post process can be reused on the same frame. (default: false)
  80831. * @param defines String of defines that will be set when running the fragment shader. (default: null)
  80832. * @param textureType Type of textures used when performing the post process. (default: 0)
  80833. * @param vertexUrl The url of the vertex shader to be used. (default: "postprocess")
  80834. * @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
  80835. * @param blockCompilation If the shader should not be compiled imediatly. (default: false)
  80836. */
  80837. constructor(
  80838. /** Name of the PostProcess. */
  80839. 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);
  80840. /**
  80841. * Gets a string idenfifying the name of the class
  80842. * @returns "PostProcess" string
  80843. */
  80844. getClassName(): string;
  80845. /**
  80846. * Gets the engine which this post process belongs to.
  80847. * @returns The engine the post process was enabled with.
  80848. */
  80849. getEngine(): Engine;
  80850. /**
  80851. * The effect that is created when initializing the post process.
  80852. * @returns The created effect corresponding the the postprocess.
  80853. */
  80854. getEffect(): Effect;
  80855. /**
  80856. * To avoid multiple redundant textures for multiple post process, the output the output texture for this post process can be shared with another.
  80857. * @param postProcess The post process to share the output with.
  80858. * @returns This post process.
  80859. */
  80860. shareOutputWith(postProcess: PostProcess): PostProcess;
  80861. /**
  80862. * Reverses the effect of calling shareOutputWith and returns the post process back to its original state.
  80863. * This should be called if the post process that shares output with this post process is disabled/disposed.
  80864. */
  80865. useOwnOutput(): void;
  80866. /**
  80867. * Updates the effect with the current post process compile time values and recompiles the shader.
  80868. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  80869. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  80870. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  80871. * @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
  80872. * @param onCompiled Called when the shader has been compiled.
  80873. * @param onError Called if there is an error when compiling a shader.
  80874. */
  80875. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  80876. /**
  80877. * The post process is reusable if it can be used multiple times within one frame.
  80878. * @returns If the post process is reusable
  80879. */
  80880. isReusable(): boolean;
  80881. /** invalidate frameBuffer to hint the postprocess to create a depth buffer */
  80882. markTextureDirty(): void;
  80883. /**
  80884. * Activates the post process by intializing the textures to be used when executed. Notifies onActivateObservable.
  80885. * 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.
  80886. * @param camera The camera that will be used in the post process. This camera will be used when calling onActivateObservable.
  80887. * @param sourceTexture The source texture to be inspected to get the width and height if not specified in the post process constructor. (default: null)
  80888. * @param forceDepthStencil If true, a depth and stencil buffer will be generated. (default: false)
  80889. * @returns The target texture that was bound to be written to.
  80890. */
  80891. activate(camera: Nullable<Camera>, sourceTexture?: Nullable<InternalTexture>, forceDepthStencil?: boolean): InternalTexture;
  80892. /**
  80893. * If the post process is supported.
  80894. */
  80895. readonly isSupported: boolean;
  80896. /**
  80897. * The aspect ratio of the output texture.
  80898. */
  80899. readonly aspectRatio: number;
  80900. /**
  80901. * Get a value indicating if the post-process is ready to be used
  80902. * @returns true if the post-process is ready (shader is compiled)
  80903. */
  80904. isReady(): boolean;
  80905. /**
  80906. * Binds all textures and uniforms to the shader, this will be run on every pass.
  80907. * @returns the effect corresponding to this post process. Null if not compiled or not ready.
  80908. */
  80909. apply(): Nullable<Effect>;
  80910. private _disposeTextures;
  80911. /**
  80912. * Disposes the post process.
  80913. * @param camera The camera to dispose the post process on.
  80914. */
  80915. dispose(camera?: Camera): void;
  80916. }
  80917. }
  80918. declare module BABYLON {
  80919. /** @hidden */
  80920. export var kernelBlurVaryingDeclaration: {
  80921. name: string;
  80922. shader: string;
  80923. };
  80924. }
  80925. declare module BABYLON {
  80926. /** @hidden */
  80927. export var kernelBlurFragment: {
  80928. name: string;
  80929. shader: string;
  80930. };
  80931. }
  80932. declare module BABYLON {
  80933. /** @hidden */
  80934. export var kernelBlurFragment2: {
  80935. name: string;
  80936. shader: string;
  80937. };
  80938. }
  80939. declare module BABYLON {
  80940. /** @hidden */
  80941. export var kernelBlurPixelShader: {
  80942. name: string;
  80943. shader: string;
  80944. };
  80945. }
  80946. declare module BABYLON {
  80947. /** @hidden */
  80948. export var kernelBlurVertex: {
  80949. name: string;
  80950. shader: string;
  80951. };
  80952. }
  80953. declare module BABYLON {
  80954. /** @hidden */
  80955. export var kernelBlurVertexShader: {
  80956. name: string;
  80957. shader: string;
  80958. };
  80959. }
  80960. declare module BABYLON {
  80961. /**
  80962. * The Blur Post Process which blurs an image based on a kernel and direction.
  80963. * Can be used twice in x and y directions to perform a guassian blur in two passes.
  80964. */
  80965. export class BlurPostProcess extends PostProcess {
  80966. /** The direction in which to blur the image. */
  80967. direction: Vector2;
  80968. private blockCompilation;
  80969. protected _kernel: number;
  80970. protected _idealKernel: number;
  80971. protected _packedFloat: boolean;
  80972. private _staticDefines;
  80973. /**
  80974. * Sets the length in pixels of the blur sample region
  80975. */
  80976. /**
  80977. * Gets the length in pixels of the blur sample region
  80978. */
  80979. kernel: number;
  80980. /**
  80981. * Sets wether or not the blur needs to unpack/repack floats
  80982. */
  80983. /**
  80984. * Gets wether or not the blur is unpacking/repacking floats
  80985. */
  80986. packedFloat: boolean;
  80987. /**
  80988. * Creates a new instance BlurPostProcess
  80989. * @param name The name of the effect.
  80990. * @param direction The direction in which to blur the image.
  80991. * @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.
  80992. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  80993. * @param camera The camera to apply the render pass to.
  80994. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  80995. * @param engine The engine which the post process will be applied. (default: current engine)
  80996. * @param reusable If the post process can be reused on the same frame. (default: false)
  80997. * @param textureType Type of textures used when performing the post process. (default: 0)
  80998. * @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)
  80999. */
  81000. constructor(name: string,
  81001. /** The direction in which to blur the image. */
  81002. direction: Vector2, kernel: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, defines?: string, blockCompilation?: boolean);
  81003. /**
  81004. * Updates the effect with the current post process compile time values and recompiles the shader.
  81005. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  81006. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  81007. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  81008. * @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
  81009. * @param onCompiled Called when the shader has been compiled.
  81010. * @param onError Called if there is an error when compiling a shader.
  81011. */
  81012. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  81013. protected _updateParameters(onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  81014. /**
  81015. * Best kernels are odd numbers that when divided by 2, their integer part is even, so 5, 9 or 13.
  81016. * Other odd kernels optimize correctly but require proportionally more samples, even kernels are
  81017. * possible but will produce minor visual artifacts. Since each new kernel requires a new shader we
  81018. * want to minimize kernel changes, having gaps between physical kernels is helpful in that regard.
  81019. * The gaps between physical kernels are compensated for in the weighting of the samples
  81020. * @param idealKernel Ideal blur kernel.
  81021. * @return Nearest best kernel.
  81022. */
  81023. protected _nearestBestKernel(idealKernel: number): number;
  81024. /**
  81025. * Calculates the value of a Gaussian distribution with sigma 3 at a given point.
  81026. * @param x The point on the Gaussian distribution to sample.
  81027. * @return the value of the Gaussian function at x.
  81028. */
  81029. protected _gaussianWeight(x: number): number;
  81030. /**
  81031. * Generates a string that can be used as a floating point number in GLSL.
  81032. * @param x Value to print.
  81033. * @param decimalFigures Number of decimal places to print the number to (excluding trailing 0s).
  81034. * @return GLSL float string.
  81035. */
  81036. protected _glslFloat(x: number, decimalFigures?: number): string;
  81037. }
  81038. }
  81039. declare module BABYLON {
  81040. /**
  81041. * Mirror texture can be used to simulate the view from a mirror in a scene.
  81042. * It will dynamically be rendered every frame to adapt to the camera point of view.
  81043. * You can then easily use it as a reflectionTexture on a flat surface.
  81044. * In case the surface is not a plane, please consider relying on reflection probes.
  81045. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  81046. */
  81047. export class MirrorTexture extends RenderTargetTexture {
  81048. private scene;
  81049. /**
  81050. * Define the reflection plane we want to use. The mirrorPlane is usually set to the constructed reflector.
  81051. * 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.
  81052. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  81053. */
  81054. mirrorPlane: Plane;
  81055. /**
  81056. * Define the blur ratio used to blur the reflection if needed.
  81057. */
  81058. blurRatio: number;
  81059. /**
  81060. * Define the adaptive blur kernel used to blur the reflection if needed.
  81061. * This will autocompute the closest best match for the `blurKernel`
  81062. */
  81063. adaptiveBlurKernel: number;
  81064. /**
  81065. * Define the blur kernel used to blur the reflection if needed.
  81066. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  81067. */
  81068. blurKernel: number;
  81069. /**
  81070. * Define the blur kernel on the X Axis used to blur the reflection if needed.
  81071. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  81072. */
  81073. blurKernelX: number;
  81074. /**
  81075. * Define the blur kernel on the Y Axis used to blur the reflection if needed.
  81076. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  81077. */
  81078. blurKernelY: number;
  81079. private _autoComputeBlurKernel;
  81080. protected _onRatioRescale(): void;
  81081. private _updateGammaSpace;
  81082. private _imageProcessingConfigChangeObserver;
  81083. private _transformMatrix;
  81084. private _mirrorMatrix;
  81085. private _savedViewMatrix;
  81086. private _blurX;
  81087. private _blurY;
  81088. private _adaptiveBlurKernel;
  81089. private _blurKernelX;
  81090. private _blurKernelY;
  81091. private _blurRatio;
  81092. /**
  81093. * Instantiates a Mirror Texture.
  81094. * Mirror texture can be used to simulate the view from a mirror in a scene.
  81095. * It will dynamically be rendered every frame to adapt to the camera point of view.
  81096. * You can then easily use it as a reflectionTexture on a flat surface.
  81097. * In case the surface is not a plane, please consider relying on reflection probes.
  81098. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  81099. * @param name
  81100. * @param size
  81101. * @param scene
  81102. * @param generateMipMaps
  81103. * @param type
  81104. * @param samplingMode
  81105. * @param generateDepthBuffer
  81106. */
  81107. constructor(name: string, size: number | {
  81108. width: number;
  81109. height: number;
  81110. } | {
  81111. ratio: number;
  81112. }, scene: Scene, generateMipMaps?: boolean, type?: number, samplingMode?: number, generateDepthBuffer?: boolean);
  81113. private _preparePostProcesses;
  81114. /**
  81115. * Clone the mirror texture.
  81116. * @returns the cloned texture
  81117. */
  81118. clone(): MirrorTexture;
  81119. /**
  81120. * Serialize the texture to a JSON representation you could use in Parse later on
  81121. * @returns the serialized JSON representation
  81122. */
  81123. serialize(): any;
  81124. /**
  81125. * Dispose the texture and release its associated resources.
  81126. */
  81127. dispose(): void;
  81128. }
  81129. }
  81130. declare module BABYLON {
  81131. /**
  81132. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  81133. * @see http://doc.babylonjs.com/babylon101/materials#texture
  81134. */
  81135. export class Texture extends BaseTexture {
  81136. /** @hidden */
  81137. static _CubeTextureParser: (jsonTexture: any, scene: Scene, rootUrl: string) => CubeTexture;
  81138. /** @hidden */
  81139. static _CreateMirror: (name: string, renderTargetSize: number, scene: Scene, generateMipMaps: boolean) => MirrorTexture;
  81140. /** @hidden */
  81141. static _CreateRenderTargetTexture: (name: string, renderTargetSize: number, scene: Scene, generateMipMaps: boolean) => RenderTargetTexture;
  81142. /** nearest is mag = nearest and min = nearest and mip = linear */
  81143. static readonly NEAREST_SAMPLINGMODE: number;
  81144. /** nearest is mag = nearest and min = nearest and mip = linear */
  81145. static readonly NEAREST_NEAREST_MIPLINEAR: number;
  81146. /** Bilinear is mag = linear and min = linear and mip = nearest */
  81147. static readonly BILINEAR_SAMPLINGMODE: number;
  81148. /** Bilinear is mag = linear and min = linear and mip = nearest */
  81149. static readonly LINEAR_LINEAR_MIPNEAREST: number;
  81150. /** Trilinear is mag = linear and min = linear and mip = linear */
  81151. static readonly TRILINEAR_SAMPLINGMODE: number;
  81152. /** Trilinear is mag = linear and min = linear and mip = linear */
  81153. static readonly LINEAR_LINEAR_MIPLINEAR: number;
  81154. /** mag = nearest and min = nearest and mip = nearest */
  81155. static readonly NEAREST_NEAREST_MIPNEAREST: number;
  81156. /** mag = nearest and min = linear and mip = nearest */
  81157. static readonly NEAREST_LINEAR_MIPNEAREST: number;
  81158. /** mag = nearest and min = linear and mip = linear */
  81159. static readonly NEAREST_LINEAR_MIPLINEAR: number;
  81160. /** mag = nearest and min = linear and mip = none */
  81161. static readonly NEAREST_LINEAR: number;
  81162. /** mag = nearest and min = nearest and mip = none */
  81163. static readonly NEAREST_NEAREST: number;
  81164. /** mag = linear and min = nearest and mip = nearest */
  81165. static readonly LINEAR_NEAREST_MIPNEAREST: number;
  81166. /** mag = linear and min = nearest and mip = linear */
  81167. static readonly LINEAR_NEAREST_MIPLINEAR: number;
  81168. /** mag = linear and min = linear and mip = none */
  81169. static readonly LINEAR_LINEAR: number;
  81170. /** mag = linear and min = nearest and mip = none */
  81171. static readonly LINEAR_NEAREST: number;
  81172. /** Explicit coordinates mode */
  81173. static readonly EXPLICIT_MODE: number;
  81174. /** Spherical coordinates mode */
  81175. static readonly SPHERICAL_MODE: number;
  81176. /** Planar coordinates mode */
  81177. static readonly PLANAR_MODE: number;
  81178. /** Cubic coordinates mode */
  81179. static readonly CUBIC_MODE: number;
  81180. /** Projection coordinates mode */
  81181. static readonly PROJECTION_MODE: number;
  81182. /** Inverse Cubic coordinates mode */
  81183. static readonly SKYBOX_MODE: number;
  81184. /** Inverse Cubic coordinates mode */
  81185. static readonly INVCUBIC_MODE: number;
  81186. /** Equirectangular coordinates mode */
  81187. static readonly EQUIRECTANGULAR_MODE: number;
  81188. /** Equirectangular Fixed coordinates mode */
  81189. static readonly FIXED_EQUIRECTANGULAR_MODE: number;
  81190. /** Equirectangular Fixed Mirrored coordinates mode */
  81191. static readonly FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  81192. /** Texture is not repeating outside of 0..1 UVs */
  81193. static readonly CLAMP_ADDRESSMODE: number;
  81194. /** Texture is repeating outside of 0..1 UVs */
  81195. static readonly WRAP_ADDRESSMODE: number;
  81196. /** Texture is repeating and mirrored */
  81197. static readonly MIRROR_ADDRESSMODE: number;
  81198. /**
  81199. * 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
  81200. */
  81201. static UseSerializedUrlIfAny: boolean;
  81202. /**
  81203. * Define the url of the texture.
  81204. */
  81205. url: Nullable<string>;
  81206. /**
  81207. * Define an offset on the texture to offset the u coordinates of the UVs
  81208. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  81209. */
  81210. uOffset: number;
  81211. /**
  81212. * Define an offset on the texture to offset the v coordinates of the UVs
  81213. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  81214. */
  81215. vOffset: number;
  81216. /**
  81217. * Define an offset on the texture to scale the u coordinates of the UVs
  81218. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  81219. */
  81220. uScale: number;
  81221. /**
  81222. * Define an offset on the texture to scale the v coordinates of the UVs
  81223. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  81224. */
  81225. vScale: number;
  81226. /**
  81227. * Define an offset on the texture to rotate around the u coordinates of the UVs
  81228. * @see http://doc.babylonjs.com/how_to/more_materials
  81229. */
  81230. uAng: number;
  81231. /**
  81232. * Define an offset on the texture to rotate around the v coordinates of the UVs
  81233. * @see http://doc.babylonjs.com/how_to/more_materials
  81234. */
  81235. vAng: number;
  81236. /**
  81237. * Define an offset on the texture to rotate around the w coordinates of the UVs (in case of 3d texture)
  81238. * @see http://doc.babylonjs.com/how_to/more_materials
  81239. */
  81240. wAng: number;
  81241. /**
  81242. * Defines the center of rotation (U)
  81243. */
  81244. uRotationCenter: number;
  81245. /**
  81246. * Defines the center of rotation (V)
  81247. */
  81248. vRotationCenter: number;
  81249. /**
  81250. * Defines the center of rotation (W)
  81251. */
  81252. wRotationCenter: number;
  81253. /**
  81254. * Are mip maps generated for this texture or not.
  81255. */
  81256. readonly noMipmap: boolean;
  81257. /**
  81258. * List of inspectable custom properties (used by the Inspector)
  81259. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  81260. */
  81261. inspectableCustomProperties: Nullable<IInspectable[]>;
  81262. private _noMipmap;
  81263. /** @hidden */
  81264. _invertY: boolean;
  81265. private _rowGenerationMatrix;
  81266. private _cachedTextureMatrix;
  81267. private _projectionModeMatrix;
  81268. private _t0;
  81269. private _t1;
  81270. private _t2;
  81271. private _cachedUOffset;
  81272. private _cachedVOffset;
  81273. private _cachedUScale;
  81274. private _cachedVScale;
  81275. private _cachedUAng;
  81276. private _cachedVAng;
  81277. private _cachedWAng;
  81278. private _cachedProjectionMatrixId;
  81279. private _cachedCoordinatesMode;
  81280. /** @hidden */
  81281. protected _initialSamplingMode: number;
  81282. /** @hidden */
  81283. _buffer: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob>;
  81284. private _deleteBuffer;
  81285. protected _format: Nullable<number>;
  81286. private _delayedOnLoad;
  81287. private _delayedOnError;
  81288. /**
  81289. * Observable triggered once the texture has been loaded.
  81290. */
  81291. onLoadObservable: Observable<Texture>;
  81292. protected _isBlocking: boolean;
  81293. /**
  81294. * Is the texture preventing material to render while loading.
  81295. * If false, a default texture will be used instead of the loading one during the preparation step.
  81296. */
  81297. isBlocking: boolean;
  81298. /**
  81299. * Get the current sampling mode associated with the texture.
  81300. */
  81301. readonly samplingMode: number;
  81302. /**
  81303. * Gets a boolean indicating if the texture needs to be inverted on the y axis during loading
  81304. */
  81305. readonly invertY: boolean;
  81306. /**
  81307. * Instantiates a new texture.
  81308. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  81309. * @see http://doc.babylonjs.com/babylon101/materials#texture
  81310. * @param url define the url of the picture to load as a texture
  81311. * @param scene define the scene or engine the texture will belong to
  81312. * @param noMipmap define if the texture will require mip maps or not
  81313. * @param invertY define if the texture needs to be inverted on the y axis during loading
  81314. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  81315. * @param onLoad define a callback triggered when the texture has been loaded
  81316. * @param onError define a callback triggered when an error occurred during the loading session
  81317. * @param buffer define the buffer to load the texture from in case the texture is loaded from a buffer representation
  81318. * @param deleteBuffer define if the buffer we are loading the texture from should be deleted after load
  81319. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  81320. */
  81321. constructor(url: Nullable<string>, sceneOrEngine: Nullable<Scene | Engine>, noMipmap?: boolean, invertY?: boolean, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>, buffer?: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob>, deleteBuffer?: boolean, format?: number);
  81322. /**
  81323. * Update the url (and optional buffer) of this texture if url was null during construction.
  81324. * @param url the url of the texture
  81325. * @param buffer the buffer of the texture (defaults to null)
  81326. * @param onLoad callback called when the texture is loaded (defaults to null)
  81327. */
  81328. updateURL(url: string, buffer?: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob>, onLoad?: () => void): void;
  81329. /**
  81330. * Finish the loading sequence of a texture flagged as delayed load.
  81331. * @hidden
  81332. */
  81333. delayLoad(): void;
  81334. private _prepareRowForTextureGeneration;
  81335. /**
  81336. * Get the current texture matrix which includes the requested offsetting, tiling and rotation components.
  81337. * @returns the transform matrix of the texture.
  81338. */
  81339. getTextureMatrix(): Matrix;
  81340. /**
  81341. * Get the current matrix used to apply reflection. This is useful to rotate an environment texture for instance.
  81342. * @returns The reflection texture transform
  81343. */
  81344. getReflectionTextureMatrix(): Matrix;
  81345. /**
  81346. * Clones the texture.
  81347. * @returns the cloned texture
  81348. */
  81349. clone(): Texture;
  81350. /**
  81351. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  81352. * @returns The JSON representation of the texture
  81353. */
  81354. serialize(): any;
  81355. /**
  81356. * Get the current class name of the texture useful for serialization or dynamic coding.
  81357. * @returns "Texture"
  81358. */
  81359. getClassName(): string;
  81360. /**
  81361. * Dispose the texture and release its associated resources.
  81362. */
  81363. dispose(): void;
  81364. /**
  81365. * Parse the JSON representation of a texture in order to recreate the texture in the given scene.
  81366. * @param parsedTexture Define the JSON representation of the texture
  81367. * @param scene Define the scene the parsed texture should be instantiated in
  81368. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  81369. * @returns The parsed texture if successful
  81370. */
  81371. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): Nullable<BaseTexture>;
  81372. /**
  81373. * Creates a texture from its base 64 representation.
  81374. * @param data Define the base64 payload without the data: prefix
  81375. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  81376. * @param scene Define the scene the texture should belong to
  81377. * @param noMipmap Forces the texture to not create mip map information if true
  81378. * @param invertY define if the texture needs to be inverted on the y axis during loading
  81379. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  81380. * @param onLoad define a callback triggered when the texture has been loaded
  81381. * @param onError define a callback triggered when an error occurred during the loading session
  81382. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  81383. * @returns the created texture
  81384. */
  81385. static CreateFromBase64String(data: string, name: string, scene: Scene, noMipmap?: boolean, invertY?: boolean, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<() => void>, format?: number): Texture;
  81386. /**
  81387. * Creates a texture from its data: representation. (data: will be added in case only the payload has been passed in)
  81388. * @param data Define the base64 payload without the data: prefix
  81389. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  81390. * @param buffer define the buffer to load the texture from in case the texture is loaded from a buffer representation
  81391. * @param scene Define the scene the texture should belong to
  81392. * @param deleteBuffer define if the buffer we are loading the texture from should be deleted after load
  81393. * @param noMipmap Forces the texture to not create mip map information if true
  81394. * @param invertY define if the texture needs to be inverted on the y axis during loading
  81395. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  81396. * @param onLoad define a callback triggered when the texture has been loaded
  81397. * @param onError define a callback triggered when an error occurred during the loading session
  81398. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  81399. * @returns the created texture
  81400. */
  81401. 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;
  81402. }
  81403. }
  81404. declare module BABYLON {
  81405. /**
  81406. * PostProcessManager is used to manage one or more post processes or post process pipelines
  81407. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  81408. */
  81409. export class PostProcessManager {
  81410. private _scene;
  81411. private _indexBuffer;
  81412. private _vertexBuffers;
  81413. /**
  81414. * Creates a new instance PostProcess
  81415. * @param scene The scene that the post process is associated with.
  81416. */
  81417. constructor(scene: Scene);
  81418. private _prepareBuffers;
  81419. private _buildIndexBuffer;
  81420. /**
  81421. * Rebuilds the vertex buffers of the manager.
  81422. * @hidden
  81423. */
  81424. _rebuild(): void;
  81425. /**
  81426. * Prepares a frame to be run through a post process.
  81427. * @param sourceTexture The input texture to the post procesess. (default: null)
  81428. * @param postProcesses An array of post processes to be run. (default: null)
  81429. * @returns True if the post processes were able to be run.
  81430. * @hidden
  81431. */
  81432. _prepareFrame(sourceTexture?: Nullable<InternalTexture>, postProcesses?: Nullable<PostProcess[]>): boolean;
  81433. /**
  81434. * Manually render a set of post processes to a texture.
  81435. * @param postProcesses An array of post processes to be run.
  81436. * @param targetTexture The target texture to render to.
  81437. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight
  81438. * @param faceIndex defines the face to render to if a cubemap is defined as the target
  81439. * @param lodLevel defines which lod of the texture to render to
  81440. */
  81441. directRender(postProcesses: PostProcess[], targetTexture?: Nullable<InternalTexture>, forceFullscreenViewport?: boolean, faceIndex?: number, lodLevel?: number): void;
  81442. /**
  81443. * Finalize the result of the output of the postprocesses.
  81444. * @param doNotPresent If true the result will not be displayed to the screen.
  81445. * @param targetTexture The target texture to render to.
  81446. * @param faceIndex The index of the face to bind the target texture to.
  81447. * @param postProcesses The array of post processes to render.
  81448. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight (default: false)
  81449. * @hidden
  81450. */
  81451. _finalizeFrame(doNotPresent?: boolean, targetTexture?: InternalTexture, faceIndex?: number, postProcesses?: Array<PostProcess>, forceFullscreenViewport?: boolean): void;
  81452. /**
  81453. * Disposes of the post process manager.
  81454. */
  81455. dispose(): void;
  81456. }
  81457. }
  81458. declare module BABYLON {
  81459. /** Interface used by value gradients (color, factor, ...) */
  81460. export interface IValueGradient {
  81461. /**
  81462. * Gets or sets the gradient value (between 0 and 1)
  81463. */
  81464. gradient: number;
  81465. }
  81466. /** Class used to store color4 gradient */
  81467. export class ColorGradient implements IValueGradient {
  81468. /**
  81469. * Gets or sets the gradient value (between 0 and 1)
  81470. */
  81471. gradient: number;
  81472. /**
  81473. * Gets or sets first associated color
  81474. */
  81475. color1: Color4;
  81476. /**
  81477. * Gets or sets second associated color
  81478. */
  81479. color2?: Color4;
  81480. /**
  81481. * Will get a color picked randomly between color1 and color2.
  81482. * If color2 is undefined then color1 will be used
  81483. * @param result defines the target Color4 to store the result in
  81484. */
  81485. getColorToRef(result: Color4): void;
  81486. }
  81487. /** Class used to store color 3 gradient */
  81488. export class Color3Gradient implements IValueGradient {
  81489. /**
  81490. * Gets or sets the gradient value (between 0 and 1)
  81491. */
  81492. gradient: number;
  81493. /**
  81494. * Gets or sets the associated color
  81495. */
  81496. color: Color3;
  81497. }
  81498. /** Class used to store factor gradient */
  81499. export class FactorGradient implements IValueGradient {
  81500. /**
  81501. * Gets or sets the gradient value (between 0 and 1)
  81502. */
  81503. gradient: number;
  81504. /**
  81505. * Gets or sets first associated factor
  81506. */
  81507. factor1: number;
  81508. /**
  81509. * Gets or sets second associated factor
  81510. */
  81511. factor2?: number;
  81512. /**
  81513. * Will get a number picked randomly between factor1 and factor2.
  81514. * If factor2 is undefined then factor1 will be used
  81515. * @returns the picked number
  81516. */
  81517. getFactor(): number;
  81518. }
  81519. /**
  81520. * Helper used to simplify some generic gradient tasks
  81521. */
  81522. export class GradientHelper {
  81523. /**
  81524. * Gets the current gradient from an array of IValueGradient
  81525. * @param ratio defines the current ratio to get
  81526. * @param gradients defines the array of IValueGradient
  81527. * @param updateFunc defines the callback function used to get the final value from the selected gradients
  81528. */
  81529. static GetCurrentGradient(ratio: number, gradients: IValueGradient[], updateFunc: (current: IValueGradient, next: IValueGradient, scale: number) => void): void;
  81530. }
  81531. }
  81532. declare module BABYLON {
  81533. interface AbstractScene {
  81534. /**
  81535. * The list of procedural textures added to the scene
  81536. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  81537. */
  81538. proceduralTextures: Array<ProceduralTexture>;
  81539. }
  81540. /**
  81541. * Defines the Procedural Texture scene component responsible to manage any Procedural Texture
  81542. * in a given scene.
  81543. */
  81544. export class ProceduralTextureSceneComponent implements ISceneComponent {
  81545. /**
  81546. * The component name helpfull to identify the component in the list of scene components.
  81547. */
  81548. readonly name: string;
  81549. /**
  81550. * The scene the component belongs to.
  81551. */
  81552. scene: Scene;
  81553. /**
  81554. * Creates a new instance of the component for the given scene
  81555. * @param scene Defines the scene to register the component in
  81556. */
  81557. constructor(scene: Scene);
  81558. /**
  81559. * Registers the component in a given scene
  81560. */
  81561. register(): void;
  81562. /**
  81563. * Rebuilds the elements related to this component in case of
  81564. * context lost for instance.
  81565. */
  81566. rebuild(): void;
  81567. /**
  81568. * Disposes the component and the associated ressources.
  81569. */
  81570. dispose(): void;
  81571. private _beforeClear;
  81572. }
  81573. }
  81574. declare module BABYLON {
  81575. interface Engine {
  81576. /**
  81577. * Creates a new render target cube texture
  81578. * @param size defines the size of the texture
  81579. * @param options defines the options used to create the texture
  81580. * @returns a new render target cube texture stored in an InternalTexture
  81581. */
  81582. createRenderTargetCubeTexture(size: number, options?: Partial<RenderTargetCreationOptions>): InternalTexture;
  81583. }
  81584. }
  81585. declare module BABYLON {
  81586. /** @hidden */
  81587. export var proceduralVertexShader: {
  81588. name: string;
  81589. shader: string;
  81590. };
  81591. }
  81592. declare module BABYLON {
  81593. /**
  81594. * 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.
  81595. * This is the base class of any Procedural texture and contains most of the shareable code.
  81596. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  81597. */
  81598. export class ProceduralTexture extends Texture {
  81599. isCube: boolean;
  81600. /**
  81601. * Define if the texture is enabled or not (disabled texture will not render)
  81602. */
  81603. isEnabled: boolean;
  81604. /**
  81605. * Define if the texture must be cleared before rendering (default is true)
  81606. */
  81607. autoClear: boolean;
  81608. /**
  81609. * Callback called when the texture is generated
  81610. */
  81611. onGenerated: () => void;
  81612. /**
  81613. * Event raised when the texture is generated
  81614. */
  81615. onGeneratedObservable: Observable<ProceduralTexture>;
  81616. /** @hidden */
  81617. _generateMipMaps: boolean;
  81618. /** @hidden **/
  81619. _effect: Effect;
  81620. /** @hidden */
  81621. _textures: {
  81622. [key: string]: Texture;
  81623. };
  81624. private _size;
  81625. private _currentRefreshId;
  81626. private _refreshRate;
  81627. private _vertexBuffers;
  81628. private _indexBuffer;
  81629. private _uniforms;
  81630. private _samplers;
  81631. private _fragment;
  81632. private _floats;
  81633. private _ints;
  81634. private _floatsArrays;
  81635. private _colors3;
  81636. private _colors4;
  81637. private _vectors2;
  81638. private _vectors3;
  81639. private _matrices;
  81640. private _fallbackTexture;
  81641. private _fallbackTextureUsed;
  81642. private _engine;
  81643. private _cachedDefines;
  81644. private _contentUpdateId;
  81645. private _contentData;
  81646. /**
  81647. * Instantiates a new procedural texture.
  81648. * 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.
  81649. * This is the base class of any Procedural texture and contains most of the shareable code.
  81650. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  81651. * @param name Define the name of the texture
  81652. * @param size Define the size of the texture to create
  81653. * @param fragment Define the fragment shader to use to generate the texture or null if it is defined later
  81654. * @param scene Define the scene the texture belongs to
  81655. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  81656. * @param generateMipMaps Define if the texture should creates mip maps or not
  81657. * @param isCube Define if the texture is a cube texture or not (this will render each faces of the cube)
  81658. */
  81659. constructor(name: string, size: any, fragment: any, scene: Nullable<Scene>, fallbackTexture?: Nullable<Texture>, generateMipMaps?: boolean, isCube?: boolean);
  81660. /**
  81661. * The effect that is created when initializing the post process.
  81662. * @returns The created effect corresponding the the postprocess.
  81663. */
  81664. getEffect(): Effect;
  81665. /**
  81666. * Gets texture content (Use this function wisely as reading from a texture can be slow)
  81667. * @returns an ArrayBufferView (Uint8Array or Float32Array)
  81668. */
  81669. getContent(): Nullable<ArrayBufferView>;
  81670. private _createIndexBuffer;
  81671. /** @hidden */
  81672. _rebuild(): void;
  81673. /**
  81674. * Resets the texture in order to recreate its associated resources.
  81675. * This can be called in case of context loss
  81676. */
  81677. reset(): void;
  81678. protected _getDefines(): string;
  81679. /**
  81680. * Is the texture ready to be used ? (rendered at least once)
  81681. * @returns true if ready, otherwise, false.
  81682. */
  81683. isReady(): boolean;
  81684. /**
  81685. * Resets the refresh counter of the texture and start bak from scratch.
  81686. * Could be useful to regenerate the texture if it is setup to render only once.
  81687. */
  81688. resetRefreshCounter(): void;
  81689. /**
  81690. * Set the fragment shader to use in order to render the texture.
  81691. * @param fragment This can be set to a path (into the shader store) or to a json object containing a fragmentElement property.
  81692. */
  81693. setFragment(fragment: any): void;
  81694. /**
  81695. * Define the refresh rate of the texture or the rendering frequency.
  81696. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  81697. */
  81698. refreshRate: number;
  81699. /** @hidden */
  81700. _shouldRender(): boolean;
  81701. /**
  81702. * Get the size the texture is rendering at.
  81703. * @returns the size (texture is always squared)
  81704. */
  81705. getRenderSize(): number;
  81706. /**
  81707. * Resize the texture to new value.
  81708. * @param size Define the new size the texture should have
  81709. * @param generateMipMaps Define whether the new texture should create mip maps
  81710. */
  81711. resize(size: number, generateMipMaps: boolean): void;
  81712. private _checkUniform;
  81713. /**
  81714. * Set a texture in the shader program used to render.
  81715. * @param name Define the name of the uniform samplers as defined in the shader
  81716. * @param texture Define the texture to bind to this sampler
  81717. * @return the texture itself allowing "fluent" like uniform updates
  81718. */
  81719. setTexture(name: string, texture: Texture): ProceduralTexture;
  81720. /**
  81721. * Set a float in the shader.
  81722. * @param name Define the name of the uniform as defined in the shader
  81723. * @param value Define the value to give to the uniform
  81724. * @return the texture itself allowing "fluent" like uniform updates
  81725. */
  81726. setFloat(name: string, value: number): ProceduralTexture;
  81727. /**
  81728. * Set a int in the shader.
  81729. * @param name Define the name of the uniform as defined in the shader
  81730. * @param value Define the value to give to the uniform
  81731. * @return the texture itself allowing "fluent" like uniform updates
  81732. */
  81733. setInt(name: string, value: number): ProceduralTexture;
  81734. /**
  81735. * Set an array of floats in the shader.
  81736. * @param name Define the name of the uniform as defined in the shader
  81737. * @param value Define the value to give to the uniform
  81738. * @return the texture itself allowing "fluent" like uniform updates
  81739. */
  81740. setFloats(name: string, value: number[]): ProceduralTexture;
  81741. /**
  81742. * Set a vec3 in the shader from a Color3.
  81743. * @param name Define the name of the uniform as defined in the shader
  81744. * @param value Define the value to give to the uniform
  81745. * @return the texture itself allowing "fluent" like uniform updates
  81746. */
  81747. setColor3(name: string, value: Color3): ProceduralTexture;
  81748. /**
  81749. * Set a vec4 in the shader from a Color4.
  81750. * @param name Define the name of the uniform as defined in the shader
  81751. * @param value Define the value to give to the uniform
  81752. * @return the texture itself allowing "fluent" like uniform updates
  81753. */
  81754. setColor4(name: string, value: Color4): ProceduralTexture;
  81755. /**
  81756. * Set a vec2 in the shader from a Vector2.
  81757. * @param name Define the name of the uniform as defined in the shader
  81758. * @param value Define the value to give to the uniform
  81759. * @return the texture itself allowing "fluent" like uniform updates
  81760. */
  81761. setVector2(name: string, value: Vector2): ProceduralTexture;
  81762. /**
  81763. * Set a vec3 in the shader from a Vector3.
  81764. * @param name Define the name of the uniform as defined in the shader
  81765. * @param value Define the value to give to the uniform
  81766. * @return the texture itself allowing "fluent" like uniform updates
  81767. */
  81768. setVector3(name: string, value: Vector3): ProceduralTexture;
  81769. /**
  81770. * Set a mat4 in the shader from a MAtrix.
  81771. * @param name Define the name of the uniform as defined in the shader
  81772. * @param value Define the value to give to the uniform
  81773. * @return the texture itself allowing "fluent" like uniform updates
  81774. */
  81775. setMatrix(name: string, value: Matrix): ProceduralTexture;
  81776. /**
  81777. * Render the texture to its associated render target.
  81778. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  81779. */
  81780. render(useCameraPostProcess?: boolean): void;
  81781. /**
  81782. * Clone the texture.
  81783. * @returns the cloned texture
  81784. */
  81785. clone(): ProceduralTexture;
  81786. /**
  81787. * Dispose the texture and release its asoociated resources.
  81788. */
  81789. dispose(): void;
  81790. }
  81791. }
  81792. declare module BABYLON {
  81793. /**
  81794. * This represents the base class for particle system in Babylon.
  81795. * 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.
  81796. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  81797. * @example https://doc.babylonjs.com/babylon101/particles
  81798. */
  81799. export class BaseParticleSystem {
  81800. /**
  81801. * Source color is added to the destination color without alpha affecting the result
  81802. */
  81803. static BLENDMODE_ONEONE: number;
  81804. /**
  81805. * Blend current color and particle color using particle’s alpha
  81806. */
  81807. static BLENDMODE_STANDARD: number;
  81808. /**
  81809. * Add current color and particle color multiplied by particle’s alpha
  81810. */
  81811. static BLENDMODE_ADD: number;
  81812. /**
  81813. * Multiply current color with particle color
  81814. */
  81815. static BLENDMODE_MULTIPLY: number;
  81816. /**
  81817. * Multiply current color with particle color then add current color and particle color multiplied by particle’s alpha
  81818. */
  81819. static BLENDMODE_MULTIPLYADD: number;
  81820. /**
  81821. * List of animations used by the particle system.
  81822. */
  81823. animations: Animation[];
  81824. /**
  81825. * The id of the Particle system.
  81826. */
  81827. id: string;
  81828. /**
  81829. * The friendly name of the Particle system.
  81830. */
  81831. name: string;
  81832. /**
  81833. * The rendering group used by the Particle system to chose when to render.
  81834. */
  81835. renderingGroupId: number;
  81836. /**
  81837. * The emitter represents the Mesh or position we are attaching the particle system to.
  81838. */
  81839. emitter: Nullable<AbstractMesh | Vector3>;
  81840. /**
  81841. * The maximum number of particles to emit per frame
  81842. */
  81843. emitRate: number;
  81844. /**
  81845. * If you want to launch only a few particles at once, that can be done, as well.
  81846. */
  81847. manualEmitCount: number;
  81848. /**
  81849. * The overall motion speed (0.01 is default update speed, faster updates = faster animation)
  81850. */
  81851. updateSpeed: number;
  81852. /**
  81853. * The amount of time the particle system is running (depends of the overall update speed).
  81854. */
  81855. targetStopDuration: number;
  81856. /**
  81857. * Specifies whether the particle system will be disposed once it reaches the end of the animation.
  81858. */
  81859. disposeOnStop: boolean;
  81860. /**
  81861. * Minimum power of emitting particles.
  81862. */
  81863. minEmitPower: number;
  81864. /**
  81865. * Maximum power of emitting particles.
  81866. */
  81867. maxEmitPower: number;
  81868. /**
  81869. * Minimum life time of emitting particles.
  81870. */
  81871. minLifeTime: number;
  81872. /**
  81873. * Maximum life time of emitting particles.
  81874. */
  81875. maxLifeTime: number;
  81876. /**
  81877. * Minimum Size of emitting particles.
  81878. */
  81879. minSize: number;
  81880. /**
  81881. * Maximum Size of emitting particles.
  81882. */
  81883. maxSize: number;
  81884. /**
  81885. * Minimum scale of emitting particles on X axis.
  81886. */
  81887. minScaleX: number;
  81888. /**
  81889. * Maximum scale of emitting particles on X axis.
  81890. */
  81891. maxScaleX: number;
  81892. /**
  81893. * Minimum scale of emitting particles on Y axis.
  81894. */
  81895. minScaleY: number;
  81896. /**
  81897. * Maximum scale of emitting particles on Y axis.
  81898. */
  81899. maxScaleY: number;
  81900. /**
  81901. * Gets or sets the minimal initial rotation in radians.
  81902. */
  81903. minInitialRotation: number;
  81904. /**
  81905. * Gets or sets the maximal initial rotation in radians.
  81906. */
  81907. maxInitialRotation: number;
  81908. /**
  81909. * Minimum angular speed of emitting particles (Z-axis rotation for each particle).
  81910. */
  81911. minAngularSpeed: number;
  81912. /**
  81913. * Maximum angular speed of emitting particles (Z-axis rotation for each particle).
  81914. */
  81915. maxAngularSpeed: number;
  81916. /**
  81917. * The texture used to render each particle. (this can be a spritesheet)
  81918. */
  81919. particleTexture: Nullable<Texture>;
  81920. /**
  81921. * The layer mask we are rendering the particles through.
  81922. */
  81923. layerMask: number;
  81924. /**
  81925. * This can help using your own shader to render the particle system.
  81926. * The according effect will be created
  81927. */
  81928. customShader: any;
  81929. /**
  81930. * By default particle system starts as soon as they are created. This prevents the
  81931. * automatic start to happen and let you decide when to start emitting particles.
  81932. */
  81933. preventAutoStart: boolean;
  81934. private _noiseTexture;
  81935. /**
  81936. * Gets or sets a texture used to add random noise to particle positions
  81937. */
  81938. noiseTexture: Nullable<ProceduralTexture>;
  81939. /** Gets or sets the strength to apply to the noise value (default is (10, 10, 10)) */
  81940. noiseStrength: Vector3;
  81941. /**
  81942. * Callback triggered when the particle animation is ending.
  81943. */
  81944. onAnimationEnd: Nullable<() => void>;
  81945. /**
  81946. * Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE or ParticleSystem.BLENDMODE_STANDARD.
  81947. */
  81948. blendMode: number;
  81949. /**
  81950. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  81951. * to override the particles.
  81952. */
  81953. forceDepthWrite: boolean;
  81954. /** 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 */
  81955. preWarmCycles: number;
  81956. /** Gets or sets a value indicating the time step multiplier to use in pre-warm mode (default is 1) */
  81957. preWarmStepOffset: number;
  81958. /**
  81959. * 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)
  81960. */
  81961. spriteCellChangeSpeed: number;
  81962. /**
  81963. * If using a spritesheet (isAnimationSheetEnabled) defines the first sprite cell to display
  81964. */
  81965. startSpriteCellID: number;
  81966. /**
  81967. * If using a spritesheet (isAnimationSheetEnabled) defines the last sprite cell to display
  81968. */
  81969. endSpriteCellID: number;
  81970. /**
  81971. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell width to use
  81972. */
  81973. spriteCellWidth: number;
  81974. /**
  81975. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell height to use
  81976. */
  81977. spriteCellHeight: number;
  81978. /**
  81979. * This allows the system to random pick the start cell ID between startSpriteCellID and endSpriteCellID
  81980. */
  81981. spriteRandomStartCell: boolean;
  81982. /** Gets or sets a Vector2 used to move the pivot (by default (0,0)) */
  81983. translationPivot: Vector2;
  81984. /** @hidden */
  81985. protected _isAnimationSheetEnabled: boolean;
  81986. /**
  81987. * Gets or sets a boolean indicating that hosted animations (in the system.animations array) must be started when system.start() is called
  81988. */
  81989. beginAnimationOnStart: boolean;
  81990. /**
  81991. * Gets or sets the frame to start the animation from when beginAnimationOnStart is true
  81992. */
  81993. beginAnimationFrom: number;
  81994. /**
  81995. * Gets or sets the frame to end the animation on when beginAnimationOnStart is true
  81996. */
  81997. beginAnimationTo: number;
  81998. /**
  81999. * Gets or sets a boolean indicating if animations must loop when beginAnimationOnStart is true
  82000. */
  82001. beginAnimationLoop: boolean;
  82002. /**
  82003. * Gets or sets a world offset applied to all particles
  82004. */
  82005. worldOffset: Vector3;
  82006. /**
  82007. * Gets or sets whether an animation sprite sheet is enabled or not on the particle system
  82008. */
  82009. isAnimationSheetEnabled: boolean;
  82010. /**
  82011. * Get hosting scene
  82012. * @returns the scene
  82013. */
  82014. getScene(): Scene;
  82015. /**
  82016. * You can use gravity if you want to give an orientation to your particles.
  82017. */
  82018. gravity: Vector3;
  82019. protected _colorGradients: Nullable<Array<ColorGradient>>;
  82020. protected _sizeGradients: Nullable<Array<FactorGradient>>;
  82021. protected _lifeTimeGradients: Nullable<Array<FactorGradient>>;
  82022. protected _angularSpeedGradients: Nullable<Array<FactorGradient>>;
  82023. protected _velocityGradients: Nullable<Array<FactorGradient>>;
  82024. protected _limitVelocityGradients: Nullable<Array<FactorGradient>>;
  82025. protected _dragGradients: Nullable<Array<FactorGradient>>;
  82026. protected _emitRateGradients: Nullable<Array<FactorGradient>>;
  82027. protected _startSizeGradients: Nullable<Array<FactorGradient>>;
  82028. protected _rampGradients: Nullable<Array<Color3Gradient>>;
  82029. protected _colorRemapGradients: Nullable<Array<FactorGradient>>;
  82030. protected _alphaRemapGradients: Nullable<Array<FactorGradient>>;
  82031. protected _hasTargetStopDurationDependantGradient(): boolean | null;
  82032. /**
  82033. * Defines the delay in milliseconds before starting the system (0 by default)
  82034. */
  82035. startDelay: number;
  82036. /**
  82037. * Gets the current list of drag gradients.
  82038. * You must use addDragGradient and removeDragGradient to udpate this list
  82039. * @returns the list of drag gradients
  82040. */
  82041. getDragGradients(): Nullable<Array<FactorGradient>>;
  82042. /** Gets or sets a value indicating the damping to apply if the limit velocity factor is reached */
  82043. limitVelocityDamping: number;
  82044. /**
  82045. * Gets the current list of limit velocity gradients.
  82046. * You must use addLimitVelocityGradient and removeLimitVelocityGradient to udpate this list
  82047. * @returns the list of limit velocity gradients
  82048. */
  82049. getLimitVelocityGradients(): Nullable<Array<FactorGradient>>;
  82050. /**
  82051. * Gets the current list of color gradients.
  82052. * You must use addColorGradient and removeColorGradient to udpate this list
  82053. * @returns the list of color gradients
  82054. */
  82055. getColorGradients(): Nullable<Array<ColorGradient>>;
  82056. /**
  82057. * Gets the current list of size gradients.
  82058. * You must use addSizeGradient and removeSizeGradient to udpate this list
  82059. * @returns the list of size gradients
  82060. */
  82061. getSizeGradients(): Nullable<Array<FactorGradient>>;
  82062. /**
  82063. * Gets the current list of color remap gradients.
  82064. * You must use addColorRemapGradient and removeColorRemapGradient to udpate this list
  82065. * @returns the list of color remap gradients
  82066. */
  82067. getColorRemapGradients(): Nullable<Array<FactorGradient>>;
  82068. /**
  82069. * Gets the current list of alpha remap gradients.
  82070. * You must use addAlphaRemapGradient and removeAlphaRemapGradient to udpate this list
  82071. * @returns the list of alpha remap gradients
  82072. */
  82073. getAlphaRemapGradients(): Nullable<Array<FactorGradient>>;
  82074. /**
  82075. * Gets the current list of life time gradients.
  82076. * You must use addLifeTimeGradient and removeLifeTimeGradient to udpate this list
  82077. * @returns the list of life time gradients
  82078. */
  82079. getLifeTimeGradients(): Nullable<Array<FactorGradient>>;
  82080. /**
  82081. * Gets the current list of angular speed gradients.
  82082. * You must use addAngularSpeedGradient and removeAngularSpeedGradient to udpate this list
  82083. * @returns the list of angular speed gradients
  82084. */
  82085. getAngularSpeedGradients(): Nullable<Array<FactorGradient>>;
  82086. /**
  82087. * Gets the current list of velocity gradients.
  82088. * You must use addVelocityGradient and removeVelocityGradient to udpate this list
  82089. * @returns the list of velocity gradients
  82090. */
  82091. getVelocityGradients(): Nullable<Array<FactorGradient>>;
  82092. /**
  82093. * Gets the current list of start size gradients.
  82094. * You must use addStartSizeGradient and removeStartSizeGradient to udpate this list
  82095. * @returns the list of start size gradients
  82096. */
  82097. getStartSizeGradients(): Nullable<Array<FactorGradient>>;
  82098. /**
  82099. * Gets the current list of emit rate gradients.
  82100. * You must use addEmitRateGradient and removeEmitRateGradient to udpate this list
  82101. * @returns the list of emit rate gradients
  82102. */
  82103. getEmitRateGradients(): Nullable<Array<FactorGradient>>;
  82104. /**
  82105. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  82106. * This only works when particleEmitterTyps is a BoxParticleEmitter
  82107. */
  82108. direction1: Vector3;
  82109. /**
  82110. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  82111. * This only works when particleEmitterTyps is a BoxParticleEmitter
  82112. */
  82113. direction2: Vector3;
  82114. /**
  82115. * 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.
  82116. * This only works when particleEmitterTyps is a BoxParticleEmitter
  82117. */
  82118. minEmitBox: Vector3;
  82119. /**
  82120. * 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.
  82121. * This only works when particleEmitterTyps is a BoxParticleEmitter
  82122. */
  82123. maxEmitBox: Vector3;
  82124. /**
  82125. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  82126. */
  82127. color1: Color4;
  82128. /**
  82129. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  82130. */
  82131. color2: Color4;
  82132. /**
  82133. * Color the particle will have at the end of its lifetime
  82134. */
  82135. colorDead: Color4;
  82136. /**
  82137. * An optional mask to filter some colors out of the texture, or filter a part of the alpha channel
  82138. */
  82139. textureMask: Color4;
  82140. /**
  82141. * The particle emitter type defines the emitter used by the particle system.
  82142. * It can be for example box, sphere, or cone...
  82143. */
  82144. particleEmitterType: IParticleEmitterType;
  82145. /** @hidden */
  82146. _isSubEmitter: boolean;
  82147. /**
  82148. * Gets or sets the billboard mode to use when isBillboardBased = true.
  82149. * Value can be: ParticleSystem.BILLBOARDMODE_ALL, ParticleSystem.BILLBOARDMODE_Y, ParticleSystem.BILLBOARDMODE_STRETCHED
  82150. */
  82151. billboardMode: number;
  82152. protected _isBillboardBased: boolean;
  82153. /**
  82154. * Gets or sets a boolean indicating if the particles must be rendered as billboard or aligned with the direction
  82155. */
  82156. isBillboardBased: boolean;
  82157. /**
  82158. * The scene the particle system belongs to.
  82159. */
  82160. protected _scene: Scene;
  82161. /**
  82162. * Local cache of defines for image processing.
  82163. */
  82164. protected _imageProcessingConfigurationDefines: ImageProcessingConfigurationDefines;
  82165. /**
  82166. * Default configuration related to image processing available in the standard Material.
  82167. */
  82168. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  82169. /**
  82170. * Gets the image processing configuration used either in this material.
  82171. */
  82172. /**
  82173. * Sets the Default image processing configuration used either in the this material.
  82174. *
  82175. * If sets to null, the scene one is in use.
  82176. */
  82177. imageProcessingConfiguration: ImageProcessingConfiguration;
  82178. /**
  82179. * Attaches a new image processing configuration to the Standard Material.
  82180. * @param configuration
  82181. */
  82182. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  82183. /** @hidden */
  82184. protected _reset(): void;
  82185. /** @hidden */
  82186. protected _removeGradientAndTexture(gradient: number, gradients: Nullable<IValueGradient[]>, texture: Nullable<RawTexture>): BaseParticleSystem;
  82187. /**
  82188. * Instantiates a particle system.
  82189. * 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.
  82190. * @param name The name of the particle system
  82191. */
  82192. constructor(name: string);
  82193. /**
  82194. * Creates a Point Emitter for the particle system (emits directly from the emitter position)
  82195. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  82196. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  82197. * @returns the emitter
  82198. */
  82199. createPointEmitter(direction1: Vector3, direction2: Vector3): PointParticleEmitter;
  82200. /**
  82201. * Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)
  82202. * @param radius The radius of the hemisphere to emit from
  82203. * @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  82204. * @returns the emitter
  82205. */
  82206. createHemisphericEmitter(radius?: number, radiusRange?: number): HemisphericParticleEmitter;
  82207. /**
  82208. * Creates a Sphere Emitter for the particle system (emits along the sphere radius)
  82209. * @param radius The radius of the sphere to emit from
  82210. * @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  82211. * @returns the emitter
  82212. */
  82213. createSphereEmitter(radius?: number, radiusRange?: number): SphereParticleEmitter;
  82214. /**
  82215. * Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)
  82216. * @param radius The radius of the sphere to emit from
  82217. * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere
  82218. * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere
  82219. * @returns the emitter
  82220. */
  82221. createDirectedSphereEmitter(radius?: number, direction1?: Vector3, direction2?: Vector3): SphereDirectedParticleEmitter;
  82222. /**
  82223. * Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)
  82224. * @param radius The radius of the emission cylinder
  82225. * @param height The height of the emission cylinder
  82226. * @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius
  82227. * @param directionRandomizer How much to randomize the particle direction [0-1]
  82228. * @returns the emitter
  82229. */
  82230. createCylinderEmitter(radius?: number, height?: number, radiusRange?: number, directionRandomizer?: number): CylinderParticleEmitter;
  82231. /**
  82232. * Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)
  82233. * @param radius The radius of the cylinder to emit from
  82234. * @param height The height of the emission cylinder
  82235. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  82236. * @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder
  82237. * @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder
  82238. * @returns the emitter
  82239. */
  82240. createDirectedCylinderEmitter(radius?: number, height?: number, radiusRange?: number, direction1?: Vector3, direction2?: Vector3): CylinderDirectedParticleEmitter;
  82241. /**
  82242. * Creates a Cone Emitter for the particle system (emits from the cone to the particle position)
  82243. * @param radius The radius of the cone to emit from
  82244. * @param angle The base angle of the cone
  82245. * @returns the emitter
  82246. */
  82247. createConeEmitter(radius?: number, angle?: number): ConeParticleEmitter;
  82248. /**
  82249. * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)
  82250. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  82251. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  82252. * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  82253. * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  82254. * @returns the emitter
  82255. */
  82256. createBoxEmitter(direction1: Vector3, direction2: Vector3, minEmitBox: Vector3, maxEmitBox: Vector3): BoxParticleEmitter;
  82257. }
  82258. }
  82259. declare module BABYLON {
  82260. /**
  82261. * Type of sub emitter
  82262. */
  82263. export enum SubEmitterType {
  82264. /**
  82265. * Attached to the particle over it's lifetime
  82266. */
  82267. ATTACHED = 0,
  82268. /**
  82269. * Created when the particle dies
  82270. */
  82271. END = 1
  82272. }
  82273. /**
  82274. * Sub emitter class used to emit particles from an existing particle
  82275. */
  82276. export class SubEmitter {
  82277. /**
  82278. * the particle system to be used by the sub emitter
  82279. */
  82280. particleSystem: ParticleSystem;
  82281. /**
  82282. * Type of the submitter (Default: END)
  82283. */
  82284. type: SubEmitterType;
  82285. /**
  82286. * 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)
  82287. * Note: This only is supported when using an emitter of type Mesh
  82288. */
  82289. inheritDirection: boolean;
  82290. /**
  82291. * How much of the attached particles speed should be added to the sub emitted particle (default: 0)
  82292. */
  82293. inheritedVelocityAmount: number;
  82294. /**
  82295. * Creates a sub emitter
  82296. * @param particleSystem the particle system to be used by the sub emitter
  82297. */
  82298. constructor(
  82299. /**
  82300. * the particle system to be used by the sub emitter
  82301. */
  82302. particleSystem: ParticleSystem);
  82303. /**
  82304. * Clones the sub emitter
  82305. * @returns the cloned sub emitter
  82306. */
  82307. clone(): SubEmitter;
  82308. /**
  82309. * Serialize current object to a JSON object
  82310. * @returns the serialized object
  82311. */
  82312. serialize(): any;
  82313. /** @hidden */
  82314. static _ParseParticleSystem(system: any, scene: Scene, rootUrl: string): ParticleSystem;
  82315. /**
  82316. * Creates a new SubEmitter from a serialized JSON version
  82317. * @param serializationObject defines the JSON object to read from
  82318. * @param scene defines the hosting scene
  82319. * @param rootUrl defines the rootUrl for data loading
  82320. * @returns a new SubEmitter
  82321. */
  82322. static Parse(serializationObject: any, scene: Scene, rootUrl: string): SubEmitter;
  82323. /** Release associated resources */
  82324. dispose(): void;
  82325. }
  82326. }
  82327. declare module BABYLON {
  82328. /** @hidden */
  82329. export var clipPlaneFragmentDeclaration: {
  82330. name: string;
  82331. shader: string;
  82332. };
  82333. }
  82334. declare module BABYLON {
  82335. /** @hidden */
  82336. export var imageProcessingDeclaration: {
  82337. name: string;
  82338. shader: string;
  82339. };
  82340. }
  82341. declare module BABYLON {
  82342. /** @hidden */
  82343. export var imageProcessingFunctions: {
  82344. name: string;
  82345. shader: string;
  82346. };
  82347. }
  82348. declare module BABYLON {
  82349. /** @hidden */
  82350. export var clipPlaneFragment: {
  82351. name: string;
  82352. shader: string;
  82353. };
  82354. }
  82355. declare module BABYLON {
  82356. /** @hidden */
  82357. export var particlesPixelShader: {
  82358. name: string;
  82359. shader: string;
  82360. };
  82361. }
  82362. declare module BABYLON {
  82363. /** @hidden */
  82364. export var clipPlaneVertexDeclaration: {
  82365. name: string;
  82366. shader: string;
  82367. };
  82368. }
  82369. declare module BABYLON {
  82370. /** @hidden */
  82371. export var clipPlaneVertex: {
  82372. name: string;
  82373. shader: string;
  82374. };
  82375. }
  82376. declare module BABYLON {
  82377. /** @hidden */
  82378. export var particlesVertexShader: {
  82379. name: string;
  82380. shader: string;
  82381. };
  82382. }
  82383. declare module BABYLON {
  82384. /**
  82385. * This represents a particle system in Babylon.
  82386. * 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.
  82387. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  82388. * @example https://doc.babylonjs.com/babylon101/particles
  82389. */
  82390. export class ParticleSystem extends BaseParticleSystem implements IDisposable, IAnimatable, IParticleSystem {
  82391. /**
  82392. * Billboard mode will only apply to Y axis
  82393. */
  82394. static readonly BILLBOARDMODE_Y: number;
  82395. /**
  82396. * Billboard mode will apply to all axes
  82397. */
  82398. static readonly BILLBOARDMODE_ALL: number;
  82399. /**
  82400. * Special billboard mode where the particle will be biilboard to the camera but rotated to align with direction
  82401. */
  82402. static readonly BILLBOARDMODE_STRETCHED: number;
  82403. /**
  82404. * This function can be defined to provide custom update for active particles.
  82405. * This function will be called instead of regular update (age, position, color, etc.).
  82406. * Do not forget that this function will be called on every frame so try to keep it simple and fast :)
  82407. */
  82408. updateFunction: (particles: Particle[]) => void;
  82409. private _emitterWorldMatrix;
  82410. /**
  82411. * This function can be defined to specify initial direction for every new particle.
  82412. * It by default use the emitterType defined function
  82413. */
  82414. startDirectionFunction: (worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle) => void;
  82415. /**
  82416. * This function can be defined to specify initial position for every new particle.
  82417. * It by default use the emitterType defined function
  82418. */
  82419. startPositionFunction: (worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle) => void;
  82420. /**
  82421. * @hidden
  82422. */
  82423. _inheritedVelocityOffset: Vector3;
  82424. /**
  82425. * An event triggered when the system is disposed
  82426. */
  82427. onDisposeObservable: Observable<ParticleSystem>;
  82428. private _onDisposeObserver;
  82429. /**
  82430. * Sets a callback that will be triggered when the system is disposed
  82431. */
  82432. onDispose: () => void;
  82433. private _particles;
  82434. private _epsilon;
  82435. private _capacity;
  82436. private _stockParticles;
  82437. private _newPartsExcess;
  82438. private _vertexData;
  82439. private _vertexBuffer;
  82440. private _vertexBuffers;
  82441. private _spriteBuffer;
  82442. private _indexBuffer;
  82443. private _effect;
  82444. private _customEffect;
  82445. private _cachedDefines;
  82446. private _scaledColorStep;
  82447. private _colorDiff;
  82448. private _scaledDirection;
  82449. private _scaledGravity;
  82450. private _currentRenderId;
  82451. private _alive;
  82452. private _useInstancing;
  82453. private _started;
  82454. private _stopped;
  82455. private _actualFrame;
  82456. private _scaledUpdateSpeed;
  82457. private _vertexBufferSize;
  82458. /** @hidden */
  82459. _currentEmitRateGradient: Nullable<FactorGradient>;
  82460. /** @hidden */
  82461. _currentEmitRate1: number;
  82462. /** @hidden */
  82463. _currentEmitRate2: number;
  82464. /** @hidden */
  82465. _currentStartSizeGradient: Nullable<FactorGradient>;
  82466. /** @hidden */
  82467. _currentStartSize1: number;
  82468. /** @hidden */
  82469. _currentStartSize2: number;
  82470. private readonly _rawTextureWidth;
  82471. private _rampGradientsTexture;
  82472. private _useRampGradients;
  82473. /** Gets or sets a boolean indicating that ramp gradients must be used
  82474. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  82475. */
  82476. useRampGradients: boolean;
  82477. /**
  82478. * 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.
  82479. * 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: [])
  82480. */
  82481. subEmitters: Array<ParticleSystem | SubEmitter | Array<SubEmitter>>;
  82482. private _subEmitters;
  82483. /**
  82484. * @hidden
  82485. * If the particle systems emitter should be disposed when the particle system is disposed
  82486. */
  82487. _disposeEmitterOnDispose: boolean;
  82488. /**
  82489. * The current active Sub-systems, this property is used by the root particle system only.
  82490. */
  82491. activeSubSystems: Array<ParticleSystem>;
  82492. private _rootParticleSystem;
  82493. /**
  82494. * Gets the current list of active particles
  82495. */
  82496. readonly particles: Particle[];
  82497. /**
  82498. * Returns the string "ParticleSystem"
  82499. * @returns a string containing the class name
  82500. */
  82501. getClassName(): string;
  82502. /**
  82503. * Instantiates a particle system.
  82504. * 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.
  82505. * @param name The name of the particle system
  82506. * @param capacity The max number of particles alive at the same time
  82507. * @param scene The scene the particle system belongs to
  82508. * @param customEffect a custom effect used to change the way particles are rendered by default
  82509. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  82510. * @param epsilon Offset used to render the particles
  82511. */
  82512. constructor(name: string, capacity: number, scene: Scene, customEffect?: Nullable<Effect>, isAnimationSheetEnabled?: boolean, epsilon?: number);
  82513. private _addFactorGradient;
  82514. private _removeFactorGradient;
  82515. /**
  82516. * Adds a new life time gradient
  82517. * @param gradient defines the gradient to use (between 0 and 1)
  82518. * @param factor defines the life time factor to affect to the specified gradient
  82519. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  82520. * @returns the current particle system
  82521. */
  82522. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  82523. /**
  82524. * Remove a specific life time gradient
  82525. * @param gradient defines the gradient to remove
  82526. * @returns the current particle system
  82527. */
  82528. removeLifeTimeGradient(gradient: number): IParticleSystem;
  82529. /**
  82530. * Adds a new size gradient
  82531. * @param gradient defines the gradient to use (between 0 and 1)
  82532. * @param factor defines the size factor to affect to the specified gradient
  82533. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  82534. * @returns the current particle system
  82535. */
  82536. addSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  82537. /**
  82538. * Remove a specific size gradient
  82539. * @param gradient defines the gradient to remove
  82540. * @returns the current particle system
  82541. */
  82542. removeSizeGradient(gradient: number): IParticleSystem;
  82543. /**
  82544. * Adds a new color remap gradient
  82545. * @param gradient defines the gradient to use (between 0 and 1)
  82546. * @param min defines the color remap minimal range
  82547. * @param max defines the color remap maximal range
  82548. * @returns the current particle system
  82549. */
  82550. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  82551. /**
  82552. * Remove a specific color remap gradient
  82553. * @param gradient defines the gradient to remove
  82554. * @returns the current particle system
  82555. */
  82556. removeColorRemapGradient(gradient: number): IParticleSystem;
  82557. /**
  82558. * Adds a new alpha remap gradient
  82559. * @param gradient defines the gradient to use (between 0 and 1)
  82560. * @param min defines the alpha remap minimal range
  82561. * @param max defines the alpha remap maximal range
  82562. * @returns the current particle system
  82563. */
  82564. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  82565. /**
  82566. * Remove a specific alpha remap gradient
  82567. * @param gradient defines the gradient to remove
  82568. * @returns the current particle system
  82569. */
  82570. removeAlphaRemapGradient(gradient: number): IParticleSystem;
  82571. /**
  82572. * Adds a new angular speed gradient
  82573. * @param gradient defines the gradient to use (between 0 and 1)
  82574. * @param factor defines the angular speed to affect to the specified gradient
  82575. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  82576. * @returns the current particle system
  82577. */
  82578. addAngularSpeedGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  82579. /**
  82580. * Remove a specific angular speed gradient
  82581. * @param gradient defines the gradient to remove
  82582. * @returns the current particle system
  82583. */
  82584. removeAngularSpeedGradient(gradient: number): IParticleSystem;
  82585. /**
  82586. * Adds a new velocity gradient
  82587. * @param gradient defines the gradient to use (between 0 and 1)
  82588. * @param factor defines the velocity to affect to the specified gradient
  82589. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  82590. * @returns the current particle system
  82591. */
  82592. addVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  82593. /**
  82594. * Remove a specific velocity gradient
  82595. * @param gradient defines the gradient to remove
  82596. * @returns the current particle system
  82597. */
  82598. removeVelocityGradient(gradient: number): IParticleSystem;
  82599. /**
  82600. * Adds a new limit velocity gradient
  82601. * @param gradient defines the gradient to use (between 0 and 1)
  82602. * @param factor defines the limit velocity value to affect to the specified gradient
  82603. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  82604. * @returns the current particle system
  82605. */
  82606. addLimitVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  82607. /**
  82608. * Remove a specific limit velocity gradient
  82609. * @param gradient defines the gradient to remove
  82610. * @returns the current particle system
  82611. */
  82612. removeLimitVelocityGradient(gradient: number): IParticleSystem;
  82613. /**
  82614. * Adds a new drag gradient
  82615. * @param gradient defines the gradient to use (between 0 and 1)
  82616. * @param factor defines the drag value to affect to the specified gradient
  82617. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  82618. * @returns the current particle system
  82619. */
  82620. addDragGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  82621. /**
  82622. * Remove a specific drag gradient
  82623. * @param gradient defines the gradient to remove
  82624. * @returns the current particle system
  82625. */
  82626. removeDragGradient(gradient: number): IParticleSystem;
  82627. /**
  82628. * Adds a new emit rate gradient (please note that this will only work if you set the targetStopDuration property)
  82629. * @param gradient defines the gradient to use (between 0 and 1)
  82630. * @param factor defines the emit rate value to affect to the specified gradient
  82631. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  82632. * @returns the current particle system
  82633. */
  82634. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  82635. /**
  82636. * Remove a specific emit rate gradient
  82637. * @param gradient defines the gradient to remove
  82638. * @returns the current particle system
  82639. */
  82640. removeEmitRateGradient(gradient: number): IParticleSystem;
  82641. /**
  82642. * Adds a new start size gradient (please note that this will only work if you set the targetStopDuration property)
  82643. * @param gradient defines the gradient to use (between 0 and 1)
  82644. * @param factor defines the start size value to affect to the specified gradient
  82645. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  82646. * @returns the current particle system
  82647. */
  82648. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  82649. /**
  82650. * Remove a specific start size gradient
  82651. * @param gradient defines the gradient to remove
  82652. * @returns the current particle system
  82653. */
  82654. removeStartSizeGradient(gradient: number): IParticleSystem;
  82655. private _createRampGradientTexture;
  82656. /**
  82657. * Gets the current list of ramp gradients.
  82658. * You must use addRampGradient and removeRampGradient to udpate this list
  82659. * @returns the list of ramp gradients
  82660. */
  82661. getRampGradients(): Nullable<Array<Color3Gradient>>;
  82662. /**
  82663. * Adds a new ramp gradient used to remap particle colors
  82664. * @param gradient defines the gradient to use (between 0 and 1)
  82665. * @param color defines the color to affect to the specified gradient
  82666. * @returns the current particle system
  82667. */
  82668. addRampGradient(gradient: number, color: Color3): ParticleSystem;
  82669. /**
  82670. * Remove a specific ramp gradient
  82671. * @param gradient defines the gradient to remove
  82672. * @returns the current particle system
  82673. */
  82674. removeRampGradient(gradient: number): ParticleSystem;
  82675. /**
  82676. * Adds a new color gradient
  82677. * @param gradient defines the gradient to use (between 0 and 1)
  82678. * @param color1 defines the color to affect to the specified gradient
  82679. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  82680. * @returns this particle system
  82681. */
  82682. addColorGradient(gradient: number, color1: Color4, color2?: Color4): IParticleSystem;
  82683. /**
  82684. * Remove a specific color gradient
  82685. * @param gradient defines the gradient to remove
  82686. * @returns this particle system
  82687. */
  82688. removeColorGradient(gradient: number): IParticleSystem;
  82689. private _fetchR;
  82690. protected _reset(): void;
  82691. private _resetEffect;
  82692. private _createVertexBuffers;
  82693. private _createIndexBuffer;
  82694. /**
  82695. * Gets the maximum number of particles active at the same time.
  82696. * @returns The max number of active particles.
  82697. */
  82698. getCapacity(): number;
  82699. /**
  82700. * Gets whether there are still active particles in the system.
  82701. * @returns True if it is alive, otherwise false.
  82702. */
  82703. isAlive(): boolean;
  82704. /**
  82705. * Gets if the system has been started. (Note: this will still be true after stop is called)
  82706. * @returns True if it has been started, otherwise false.
  82707. */
  82708. isStarted(): boolean;
  82709. private _prepareSubEmitterInternalArray;
  82710. /**
  82711. * Starts the particle system and begins to emit
  82712. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  82713. */
  82714. start(delay?: number): void;
  82715. /**
  82716. * Stops the particle system.
  82717. * @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.
  82718. */
  82719. stop(stopSubEmitters?: boolean): void;
  82720. /**
  82721. * Remove all active particles
  82722. */
  82723. reset(): void;
  82724. /**
  82725. * @hidden (for internal use only)
  82726. */
  82727. _appendParticleVertex(index: number, particle: Particle, offsetX: number, offsetY: number): void;
  82728. /**
  82729. * "Recycles" one of the particle by copying it back to the "stock" of particles and removing it from the active list.
  82730. * Its lifetime will start back at 0.
  82731. */
  82732. recycleParticle: (particle: Particle) => void;
  82733. private _stopSubEmitters;
  82734. private _createParticle;
  82735. private _removeFromRoot;
  82736. private _emitFromParticle;
  82737. private _update;
  82738. /** @hidden */
  82739. static _GetAttributeNamesOrOptions(isAnimationSheetEnabled?: boolean, isBillboardBased?: boolean, useRampGradients?: boolean): string[];
  82740. /** @hidden */
  82741. static _GetEffectCreationOptions(isAnimationSheetEnabled?: boolean): string[];
  82742. /** @hidden */
  82743. private _getEffect;
  82744. /**
  82745. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  82746. * @param preWarmOnly will prevent the system from updating the vertex buffer (default is false)
  82747. */
  82748. animate(preWarmOnly?: boolean): void;
  82749. private _appendParticleVertices;
  82750. /**
  82751. * Rebuilds the particle system.
  82752. */
  82753. rebuild(): void;
  82754. /**
  82755. * Is this system ready to be used/rendered
  82756. * @return true if the system is ready
  82757. */
  82758. isReady(): boolean;
  82759. private _render;
  82760. /**
  82761. * Renders the particle system in its current state.
  82762. * @returns the current number of particles
  82763. */
  82764. render(): number;
  82765. /**
  82766. * Disposes the particle system and free the associated resources
  82767. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  82768. */
  82769. dispose(disposeTexture?: boolean): void;
  82770. /**
  82771. * Clones the particle system.
  82772. * @param name The name of the cloned object
  82773. * @param newEmitter The new emitter to use
  82774. * @returns the cloned particle system
  82775. */
  82776. clone(name: string, newEmitter: any): ParticleSystem;
  82777. /**
  82778. * Serializes the particle system to a JSON object.
  82779. * @returns the JSON object
  82780. */
  82781. serialize(): any;
  82782. /** @hidden */
  82783. static _Serialize(serializationObject: any, particleSystem: IParticleSystem): void;
  82784. /** @hidden */
  82785. static _Parse(parsedParticleSystem: any, particleSystem: IParticleSystem, scene: Scene, rootUrl: string): void;
  82786. /**
  82787. * Parses a JSON object to create a particle system.
  82788. * @param parsedParticleSystem The JSON object to parse
  82789. * @param scene The scene to create the particle system in
  82790. * @param rootUrl The root url to use to load external dependencies like texture
  82791. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  82792. * @returns the Parsed particle system
  82793. */
  82794. static Parse(parsedParticleSystem: any, scene: Scene, rootUrl: string, doNotStart?: boolean): ParticleSystem;
  82795. }
  82796. }
  82797. declare module BABYLON {
  82798. /**
  82799. * A particle represents one of the element emitted by a particle system.
  82800. * This is mainly define by its coordinates, direction, velocity and age.
  82801. */
  82802. export class Particle {
  82803. /**
  82804. * The particle system the particle belongs to.
  82805. */
  82806. particleSystem: ParticleSystem;
  82807. private static _Count;
  82808. /**
  82809. * Unique ID of the particle
  82810. */
  82811. id: number;
  82812. /**
  82813. * The world position of the particle in the scene.
  82814. */
  82815. position: Vector3;
  82816. /**
  82817. * The world direction of the particle in the scene.
  82818. */
  82819. direction: Vector3;
  82820. /**
  82821. * The color of the particle.
  82822. */
  82823. color: Color4;
  82824. /**
  82825. * The color change of the particle per step.
  82826. */
  82827. colorStep: Color4;
  82828. /**
  82829. * Defines how long will the life of the particle be.
  82830. */
  82831. lifeTime: number;
  82832. /**
  82833. * The current age of the particle.
  82834. */
  82835. age: number;
  82836. /**
  82837. * The current size of the particle.
  82838. */
  82839. size: number;
  82840. /**
  82841. * The current scale of the particle.
  82842. */
  82843. scale: Vector2;
  82844. /**
  82845. * The current angle of the particle.
  82846. */
  82847. angle: number;
  82848. /**
  82849. * Defines how fast is the angle changing.
  82850. */
  82851. angularSpeed: number;
  82852. /**
  82853. * Defines the cell index used by the particle to be rendered from a sprite.
  82854. */
  82855. cellIndex: number;
  82856. /**
  82857. * The information required to support color remapping
  82858. */
  82859. remapData: Vector4;
  82860. /** @hidden */
  82861. _randomCellOffset?: number;
  82862. /** @hidden */
  82863. _initialDirection: Nullable<Vector3>;
  82864. /** @hidden */
  82865. _attachedSubEmitters: Nullable<Array<SubEmitter>>;
  82866. /** @hidden */
  82867. _initialStartSpriteCellID: number;
  82868. /** @hidden */
  82869. _initialEndSpriteCellID: number;
  82870. /** @hidden */
  82871. _currentColorGradient: Nullable<ColorGradient>;
  82872. /** @hidden */
  82873. _currentColor1: Color4;
  82874. /** @hidden */
  82875. _currentColor2: Color4;
  82876. /** @hidden */
  82877. _currentSizeGradient: Nullable<FactorGradient>;
  82878. /** @hidden */
  82879. _currentSize1: number;
  82880. /** @hidden */
  82881. _currentSize2: number;
  82882. /** @hidden */
  82883. _currentAngularSpeedGradient: Nullable<FactorGradient>;
  82884. /** @hidden */
  82885. _currentAngularSpeed1: number;
  82886. /** @hidden */
  82887. _currentAngularSpeed2: number;
  82888. /** @hidden */
  82889. _currentVelocityGradient: Nullable<FactorGradient>;
  82890. /** @hidden */
  82891. _currentVelocity1: number;
  82892. /** @hidden */
  82893. _currentVelocity2: number;
  82894. /** @hidden */
  82895. _currentLimitVelocityGradient: Nullable<FactorGradient>;
  82896. /** @hidden */
  82897. _currentLimitVelocity1: number;
  82898. /** @hidden */
  82899. _currentLimitVelocity2: number;
  82900. /** @hidden */
  82901. _currentDragGradient: Nullable<FactorGradient>;
  82902. /** @hidden */
  82903. _currentDrag1: number;
  82904. /** @hidden */
  82905. _currentDrag2: number;
  82906. /** @hidden */
  82907. _randomNoiseCoordinates1: Vector3;
  82908. /** @hidden */
  82909. _randomNoiseCoordinates2: Vector3;
  82910. /**
  82911. * Creates a new instance Particle
  82912. * @param particleSystem the particle system the particle belongs to
  82913. */
  82914. constructor(
  82915. /**
  82916. * The particle system the particle belongs to.
  82917. */
  82918. particleSystem: ParticleSystem);
  82919. private updateCellInfoFromSystem;
  82920. /**
  82921. * Defines how the sprite cell index is updated for the particle
  82922. */
  82923. updateCellIndex(): void;
  82924. /** @hidden */
  82925. _inheritParticleInfoToSubEmitter(subEmitter: SubEmitter): void;
  82926. /** @hidden */
  82927. _inheritParticleInfoToSubEmitters(): void;
  82928. /** @hidden */
  82929. _reset(): void;
  82930. /**
  82931. * Copy the properties of particle to another one.
  82932. * @param other the particle to copy the information to.
  82933. */
  82934. copyTo(other: Particle): void;
  82935. }
  82936. }
  82937. declare module BABYLON {
  82938. /**
  82939. * Particle emitter represents a volume emitting particles.
  82940. * This is the responsibility of the implementation to define the volume shape like cone/sphere/box.
  82941. */
  82942. export interface IParticleEmitterType {
  82943. /**
  82944. * Called by the particle System when the direction is computed for the created particle.
  82945. * @param worldMatrix is the world matrix of the particle system
  82946. * @param directionToUpdate is the direction vector to update with the result
  82947. * @param particle is the particle we are computed the direction for
  82948. */
  82949. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  82950. /**
  82951. * Called by the particle System when the position is computed for the created particle.
  82952. * @param worldMatrix is the world matrix of the particle system
  82953. * @param positionToUpdate is the position vector to update with the result
  82954. * @param particle is the particle we are computed the position for
  82955. */
  82956. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  82957. /**
  82958. * Clones the current emitter and returns a copy of it
  82959. * @returns the new emitter
  82960. */
  82961. clone(): IParticleEmitterType;
  82962. /**
  82963. * Called by the GPUParticleSystem to setup the update shader
  82964. * @param effect defines the update shader
  82965. */
  82966. applyToShader(effect: Effect): void;
  82967. /**
  82968. * Returns a string to use to update the GPU particles update shader
  82969. * @returns the effect defines string
  82970. */
  82971. getEffectDefines(): string;
  82972. /**
  82973. * Returns a string representing the class name
  82974. * @returns a string containing the class name
  82975. */
  82976. getClassName(): string;
  82977. /**
  82978. * Serializes the particle system to a JSON object.
  82979. * @returns the JSON object
  82980. */
  82981. serialize(): any;
  82982. /**
  82983. * Parse properties from a JSON object
  82984. * @param serializationObject defines the JSON object
  82985. */
  82986. parse(serializationObject: any): void;
  82987. }
  82988. }
  82989. declare module BABYLON {
  82990. /**
  82991. * Particle emitter emitting particles from the inside of a box.
  82992. * It emits the particles randomly between 2 given directions.
  82993. */
  82994. export class BoxParticleEmitter implements IParticleEmitterType {
  82995. /**
  82996. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  82997. */
  82998. direction1: Vector3;
  82999. /**
  83000. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  83001. */
  83002. direction2: Vector3;
  83003. /**
  83004. * 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.
  83005. */
  83006. minEmitBox: Vector3;
  83007. /**
  83008. * 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.
  83009. */
  83010. maxEmitBox: Vector3;
  83011. /**
  83012. * Creates a new instance BoxParticleEmitter
  83013. */
  83014. constructor();
  83015. /**
  83016. * Called by the particle System when the direction is computed for the created particle.
  83017. * @param worldMatrix is the world matrix of the particle system
  83018. * @param directionToUpdate is the direction vector to update with the result
  83019. * @param particle is the particle we are computed the direction for
  83020. */
  83021. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  83022. /**
  83023. * Called by the particle System when the position is computed for the created particle.
  83024. * @param worldMatrix is the world matrix of the particle system
  83025. * @param positionToUpdate is the position vector to update with the result
  83026. * @param particle is the particle we are computed the position for
  83027. */
  83028. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  83029. /**
  83030. * Clones the current emitter and returns a copy of it
  83031. * @returns the new emitter
  83032. */
  83033. clone(): BoxParticleEmitter;
  83034. /**
  83035. * Called by the GPUParticleSystem to setup the update shader
  83036. * @param effect defines the update shader
  83037. */
  83038. applyToShader(effect: Effect): void;
  83039. /**
  83040. * Returns a string to use to update the GPU particles update shader
  83041. * @returns a string containng the defines string
  83042. */
  83043. getEffectDefines(): string;
  83044. /**
  83045. * Returns the string "BoxParticleEmitter"
  83046. * @returns a string containing the class name
  83047. */
  83048. getClassName(): string;
  83049. /**
  83050. * Serializes the particle system to a JSON object.
  83051. * @returns the JSON object
  83052. */
  83053. serialize(): any;
  83054. /**
  83055. * Parse properties from a JSON object
  83056. * @param serializationObject defines the JSON object
  83057. */
  83058. parse(serializationObject: any): void;
  83059. }
  83060. }
  83061. declare module BABYLON {
  83062. /**
  83063. * Particle emitter emitting particles from the inside of a cone.
  83064. * It emits the particles alongside the cone volume from the base to the particle.
  83065. * The emission direction might be randomized.
  83066. */
  83067. export class ConeParticleEmitter implements IParticleEmitterType {
  83068. /** defines how much to randomize the particle direction [0-1] (default is 0) */
  83069. directionRandomizer: number;
  83070. private _radius;
  83071. private _angle;
  83072. private _height;
  83073. /**
  83074. * Gets or sets a value indicating where on the radius the start position should be picked (1 = everywhere, 0 = only surface)
  83075. */
  83076. radiusRange: number;
  83077. /**
  83078. * Gets or sets a value indicating where on the height the start position should be picked (1 = everywhere, 0 = only surface)
  83079. */
  83080. heightRange: number;
  83081. /**
  83082. * Gets or sets a value indicating if all the particles should be emitted from the spawn point only (the base of the cone)
  83083. */
  83084. emitFromSpawnPointOnly: boolean;
  83085. /**
  83086. * Gets or sets the radius of the emission cone
  83087. */
  83088. radius: number;
  83089. /**
  83090. * Gets or sets the angle of the emission cone
  83091. */
  83092. angle: number;
  83093. private _buildHeight;
  83094. /**
  83095. * Creates a new instance ConeParticleEmitter
  83096. * @param radius the radius of the emission cone (1 by default)
  83097. * @param angle the cone base angle (PI by default)
  83098. * @param directionRandomizer defines how much to randomize the particle direction [0-1] (default is 0)
  83099. */
  83100. constructor(radius?: number, angle?: number,
  83101. /** defines how much to randomize the particle direction [0-1] (default is 0) */
  83102. directionRandomizer?: number);
  83103. /**
  83104. * Called by the particle System when the direction is computed for the created particle.
  83105. * @param worldMatrix is the world matrix of the particle system
  83106. * @param directionToUpdate is the direction vector to update with the result
  83107. * @param particle is the particle we are computed the direction for
  83108. */
  83109. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  83110. /**
  83111. * Called by the particle System when the position is computed for the created particle.
  83112. * @param worldMatrix is the world matrix of the particle system
  83113. * @param positionToUpdate is the position vector to update with the result
  83114. * @param particle is the particle we are computed the position for
  83115. */
  83116. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  83117. /**
  83118. * Clones the current emitter and returns a copy of it
  83119. * @returns the new emitter
  83120. */
  83121. clone(): ConeParticleEmitter;
  83122. /**
  83123. * Called by the GPUParticleSystem to setup the update shader
  83124. * @param effect defines the update shader
  83125. */
  83126. applyToShader(effect: Effect): void;
  83127. /**
  83128. * Returns a string to use to update the GPU particles update shader
  83129. * @returns a string containng the defines string
  83130. */
  83131. getEffectDefines(): string;
  83132. /**
  83133. * Returns the string "ConeParticleEmitter"
  83134. * @returns a string containing the class name
  83135. */
  83136. getClassName(): string;
  83137. /**
  83138. * Serializes the particle system to a JSON object.
  83139. * @returns the JSON object
  83140. */
  83141. serialize(): any;
  83142. /**
  83143. * Parse properties from a JSON object
  83144. * @param serializationObject defines the JSON object
  83145. */
  83146. parse(serializationObject: any): void;
  83147. }
  83148. }
  83149. declare module BABYLON {
  83150. /**
  83151. * Particle emitter emitting particles from the inside of a cylinder.
  83152. * It emits the particles alongside the cylinder radius. The emission direction might be randomized.
  83153. */
  83154. export class CylinderParticleEmitter implements IParticleEmitterType {
  83155. /**
  83156. * The radius of the emission cylinder.
  83157. */
  83158. radius: number;
  83159. /**
  83160. * The height of the emission cylinder.
  83161. */
  83162. height: number;
  83163. /**
  83164. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  83165. */
  83166. radiusRange: number;
  83167. /**
  83168. * How much to randomize the particle direction [0-1].
  83169. */
  83170. directionRandomizer: number;
  83171. /**
  83172. * Creates a new instance CylinderParticleEmitter
  83173. * @param radius the radius of the emission cylinder (1 by default)
  83174. * @param height the height of the emission cylinder (1 by default)
  83175. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  83176. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  83177. */
  83178. constructor(
  83179. /**
  83180. * The radius of the emission cylinder.
  83181. */
  83182. radius?: number,
  83183. /**
  83184. * The height of the emission cylinder.
  83185. */
  83186. height?: number,
  83187. /**
  83188. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  83189. */
  83190. radiusRange?: number,
  83191. /**
  83192. * How much to randomize the particle direction [0-1].
  83193. */
  83194. directionRandomizer?: number);
  83195. /**
  83196. * Called by the particle System when the direction is computed for the created particle.
  83197. * @param worldMatrix is the world matrix of the particle system
  83198. * @param directionToUpdate is the direction vector to update with the result
  83199. * @param particle is the particle we are computed the direction for
  83200. */
  83201. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  83202. /**
  83203. * Called by the particle System when the position is computed for the created particle.
  83204. * @param worldMatrix is the world matrix of the particle system
  83205. * @param positionToUpdate is the position vector to update with the result
  83206. * @param particle is the particle we are computed the position for
  83207. */
  83208. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  83209. /**
  83210. * Clones the current emitter and returns a copy of it
  83211. * @returns the new emitter
  83212. */
  83213. clone(): CylinderParticleEmitter;
  83214. /**
  83215. * Called by the GPUParticleSystem to setup the update shader
  83216. * @param effect defines the update shader
  83217. */
  83218. applyToShader(effect: Effect): void;
  83219. /**
  83220. * Returns a string to use to update the GPU particles update shader
  83221. * @returns a string containng the defines string
  83222. */
  83223. getEffectDefines(): string;
  83224. /**
  83225. * Returns the string "CylinderParticleEmitter"
  83226. * @returns a string containing the class name
  83227. */
  83228. getClassName(): string;
  83229. /**
  83230. * Serializes the particle system to a JSON object.
  83231. * @returns the JSON object
  83232. */
  83233. serialize(): any;
  83234. /**
  83235. * Parse properties from a JSON object
  83236. * @param serializationObject defines the JSON object
  83237. */
  83238. parse(serializationObject: any): void;
  83239. }
  83240. /**
  83241. * Particle emitter emitting particles from the inside of a cylinder.
  83242. * It emits the particles randomly between two vectors.
  83243. */
  83244. export class CylinderDirectedParticleEmitter extends CylinderParticleEmitter {
  83245. /**
  83246. * The min limit of the emission direction.
  83247. */
  83248. direction1: Vector3;
  83249. /**
  83250. * The max limit of the emission direction.
  83251. */
  83252. direction2: Vector3;
  83253. /**
  83254. * Creates a new instance CylinderDirectedParticleEmitter
  83255. * @param radius the radius of the emission cylinder (1 by default)
  83256. * @param height the height of the emission cylinder (1 by default)
  83257. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  83258. * @param direction1 the min limit of the emission direction (up vector by default)
  83259. * @param direction2 the max limit of the emission direction (up vector by default)
  83260. */
  83261. constructor(radius?: number, height?: number, radiusRange?: number,
  83262. /**
  83263. * The min limit of the emission direction.
  83264. */
  83265. direction1?: Vector3,
  83266. /**
  83267. * The max limit of the emission direction.
  83268. */
  83269. direction2?: Vector3);
  83270. /**
  83271. * Called by the particle System when the direction is computed for the created particle.
  83272. * @param worldMatrix is the world matrix of the particle system
  83273. * @param directionToUpdate is the direction vector to update with the result
  83274. * @param particle is the particle we are computed the direction for
  83275. */
  83276. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  83277. /**
  83278. * Clones the current emitter and returns a copy of it
  83279. * @returns the new emitter
  83280. */
  83281. clone(): CylinderDirectedParticleEmitter;
  83282. /**
  83283. * Called by the GPUParticleSystem to setup the update shader
  83284. * @param effect defines the update shader
  83285. */
  83286. applyToShader(effect: Effect): void;
  83287. /**
  83288. * Returns a string to use to update the GPU particles update shader
  83289. * @returns a string containng the defines string
  83290. */
  83291. getEffectDefines(): string;
  83292. /**
  83293. * Returns the string "CylinderDirectedParticleEmitter"
  83294. * @returns a string containing the class name
  83295. */
  83296. getClassName(): string;
  83297. /**
  83298. * Serializes the particle system to a JSON object.
  83299. * @returns the JSON object
  83300. */
  83301. serialize(): any;
  83302. /**
  83303. * Parse properties from a JSON object
  83304. * @param serializationObject defines the JSON object
  83305. */
  83306. parse(serializationObject: any): void;
  83307. }
  83308. }
  83309. declare module BABYLON {
  83310. /**
  83311. * Particle emitter emitting particles from the inside of a hemisphere.
  83312. * It emits the particles alongside the hemisphere radius. The emission direction might be randomized.
  83313. */
  83314. export class HemisphericParticleEmitter implements IParticleEmitterType {
  83315. /**
  83316. * The radius of the emission hemisphere.
  83317. */
  83318. radius: number;
  83319. /**
  83320. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  83321. */
  83322. radiusRange: number;
  83323. /**
  83324. * How much to randomize the particle direction [0-1].
  83325. */
  83326. directionRandomizer: number;
  83327. /**
  83328. * Creates a new instance HemisphericParticleEmitter
  83329. * @param radius the radius of the emission hemisphere (1 by default)
  83330. * @param radiusRange the range of the emission hemisphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  83331. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  83332. */
  83333. constructor(
  83334. /**
  83335. * The radius of the emission hemisphere.
  83336. */
  83337. radius?: number,
  83338. /**
  83339. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  83340. */
  83341. radiusRange?: number,
  83342. /**
  83343. * How much to randomize the particle direction [0-1].
  83344. */
  83345. directionRandomizer?: number);
  83346. /**
  83347. * Called by the particle System when the direction is computed for the created particle.
  83348. * @param worldMatrix is the world matrix of the particle system
  83349. * @param directionToUpdate is the direction vector to update with the result
  83350. * @param particle is the particle we are computed the direction for
  83351. */
  83352. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  83353. /**
  83354. * Called by the particle System when the position is computed for the created particle.
  83355. * @param worldMatrix is the world matrix of the particle system
  83356. * @param positionToUpdate is the position vector to update with the result
  83357. * @param particle is the particle we are computed the position for
  83358. */
  83359. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  83360. /**
  83361. * Clones the current emitter and returns a copy of it
  83362. * @returns the new emitter
  83363. */
  83364. clone(): HemisphericParticleEmitter;
  83365. /**
  83366. * Called by the GPUParticleSystem to setup the update shader
  83367. * @param effect defines the update shader
  83368. */
  83369. applyToShader(effect: Effect): void;
  83370. /**
  83371. * Returns a string to use to update the GPU particles update shader
  83372. * @returns a string containng the defines string
  83373. */
  83374. getEffectDefines(): string;
  83375. /**
  83376. * Returns the string "HemisphericParticleEmitter"
  83377. * @returns a string containing the class name
  83378. */
  83379. getClassName(): string;
  83380. /**
  83381. * Serializes the particle system to a JSON object.
  83382. * @returns the JSON object
  83383. */
  83384. serialize(): any;
  83385. /**
  83386. * Parse properties from a JSON object
  83387. * @param serializationObject defines the JSON object
  83388. */
  83389. parse(serializationObject: any): void;
  83390. }
  83391. }
  83392. declare module BABYLON {
  83393. /**
  83394. * Particle emitter emitting particles from a point.
  83395. * It emits the particles randomly between 2 given directions.
  83396. */
  83397. export class PointParticleEmitter implements IParticleEmitterType {
  83398. /**
  83399. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  83400. */
  83401. direction1: Vector3;
  83402. /**
  83403. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  83404. */
  83405. direction2: Vector3;
  83406. /**
  83407. * Creates a new instance PointParticleEmitter
  83408. */
  83409. constructor();
  83410. /**
  83411. * Called by the particle System when the direction is computed for the created particle.
  83412. * @param worldMatrix is the world matrix of the particle system
  83413. * @param directionToUpdate is the direction vector to update with the result
  83414. * @param particle is the particle we are computed the direction for
  83415. */
  83416. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  83417. /**
  83418. * Called by the particle System when the position is computed for the created particle.
  83419. * @param worldMatrix is the world matrix of the particle system
  83420. * @param positionToUpdate is the position vector to update with the result
  83421. * @param particle is the particle we are computed the position for
  83422. */
  83423. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  83424. /**
  83425. * Clones the current emitter and returns a copy of it
  83426. * @returns the new emitter
  83427. */
  83428. clone(): PointParticleEmitter;
  83429. /**
  83430. * Called by the GPUParticleSystem to setup the update shader
  83431. * @param effect defines the update shader
  83432. */
  83433. applyToShader(effect: Effect): void;
  83434. /**
  83435. * Returns a string to use to update the GPU particles update shader
  83436. * @returns a string containng the defines string
  83437. */
  83438. getEffectDefines(): string;
  83439. /**
  83440. * Returns the string "PointParticleEmitter"
  83441. * @returns a string containing the class name
  83442. */
  83443. getClassName(): string;
  83444. /**
  83445. * Serializes the particle system to a JSON object.
  83446. * @returns the JSON object
  83447. */
  83448. serialize(): any;
  83449. /**
  83450. * Parse properties from a JSON object
  83451. * @param serializationObject defines the JSON object
  83452. */
  83453. parse(serializationObject: any): void;
  83454. }
  83455. }
  83456. declare module BABYLON {
  83457. /**
  83458. * Particle emitter emitting particles from the inside of a sphere.
  83459. * It emits the particles alongside the sphere radius. The emission direction might be randomized.
  83460. */
  83461. export class SphereParticleEmitter implements IParticleEmitterType {
  83462. /**
  83463. * The radius of the emission sphere.
  83464. */
  83465. radius: number;
  83466. /**
  83467. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  83468. */
  83469. radiusRange: number;
  83470. /**
  83471. * How much to randomize the particle direction [0-1].
  83472. */
  83473. directionRandomizer: number;
  83474. /**
  83475. * Creates a new instance SphereParticleEmitter
  83476. * @param radius the radius of the emission sphere (1 by default)
  83477. * @param radiusRange the range of the emission sphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  83478. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  83479. */
  83480. constructor(
  83481. /**
  83482. * The radius of the emission sphere.
  83483. */
  83484. radius?: number,
  83485. /**
  83486. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  83487. */
  83488. radiusRange?: number,
  83489. /**
  83490. * How much to randomize the particle direction [0-1].
  83491. */
  83492. directionRandomizer?: number);
  83493. /**
  83494. * Called by the particle System when the direction is computed for the created particle.
  83495. * @param worldMatrix is the world matrix of the particle system
  83496. * @param directionToUpdate is the direction vector to update with the result
  83497. * @param particle is the particle we are computed the direction for
  83498. */
  83499. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  83500. /**
  83501. * Called by the particle System when the position is computed for the created particle.
  83502. * @param worldMatrix is the world matrix of the particle system
  83503. * @param positionToUpdate is the position vector to update with the result
  83504. * @param particle is the particle we are computed the position for
  83505. */
  83506. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  83507. /**
  83508. * Clones the current emitter and returns a copy of it
  83509. * @returns the new emitter
  83510. */
  83511. clone(): SphereParticleEmitter;
  83512. /**
  83513. * Called by the GPUParticleSystem to setup the update shader
  83514. * @param effect defines the update shader
  83515. */
  83516. applyToShader(effect: Effect): void;
  83517. /**
  83518. * Returns a string to use to update the GPU particles update shader
  83519. * @returns a string containng the defines string
  83520. */
  83521. getEffectDefines(): string;
  83522. /**
  83523. * Returns the string "SphereParticleEmitter"
  83524. * @returns a string containing the class name
  83525. */
  83526. getClassName(): string;
  83527. /**
  83528. * Serializes the particle system to a JSON object.
  83529. * @returns the JSON object
  83530. */
  83531. serialize(): any;
  83532. /**
  83533. * Parse properties from a JSON object
  83534. * @param serializationObject defines the JSON object
  83535. */
  83536. parse(serializationObject: any): void;
  83537. }
  83538. /**
  83539. * Particle emitter emitting particles from the inside of a sphere.
  83540. * It emits the particles randomly between two vectors.
  83541. */
  83542. export class SphereDirectedParticleEmitter extends SphereParticleEmitter {
  83543. /**
  83544. * The min limit of the emission direction.
  83545. */
  83546. direction1: Vector3;
  83547. /**
  83548. * The max limit of the emission direction.
  83549. */
  83550. direction2: Vector3;
  83551. /**
  83552. * Creates a new instance SphereDirectedParticleEmitter
  83553. * @param radius the radius of the emission sphere (1 by default)
  83554. * @param direction1 the min limit of the emission direction (up vector by default)
  83555. * @param direction2 the max limit of the emission direction (up vector by default)
  83556. */
  83557. constructor(radius?: number,
  83558. /**
  83559. * The min limit of the emission direction.
  83560. */
  83561. direction1?: Vector3,
  83562. /**
  83563. * The max limit of the emission direction.
  83564. */
  83565. direction2?: Vector3);
  83566. /**
  83567. * Called by the particle System when the direction is computed for the created particle.
  83568. * @param worldMatrix is the world matrix of the particle system
  83569. * @param directionToUpdate is the direction vector to update with the result
  83570. * @param particle is the particle we are computed the direction for
  83571. */
  83572. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  83573. /**
  83574. * Clones the current emitter and returns a copy of it
  83575. * @returns the new emitter
  83576. */
  83577. clone(): SphereDirectedParticleEmitter;
  83578. /**
  83579. * Called by the GPUParticleSystem to setup the update shader
  83580. * @param effect defines the update shader
  83581. */
  83582. applyToShader(effect: Effect): void;
  83583. /**
  83584. * Returns a string to use to update the GPU particles update shader
  83585. * @returns a string containng the defines string
  83586. */
  83587. getEffectDefines(): string;
  83588. /**
  83589. * Returns the string "SphereDirectedParticleEmitter"
  83590. * @returns a string containing the class name
  83591. */
  83592. getClassName(): string;
  83593. /**
  83594. * Serializes the particle system to a JSON object.
  83595. * @returns the JSON object
  83596. */
  83597. serialize(): any;
  83598. /**
  83599. * Parse properties from a JSON object
  83600. * @param serializationObject defines the JSON object
  83601. */
  83602. parse(serializationObject: any): void;
  83603. }
  83604. }
  83605. declare module BABYLON {
  83606. /**
  83607. * Interface representing a particle system in Babylon.js.
  83608. * This groups the common functionalities that needs to be implemented in order to create a particle system.
  83609. * A particle system represents a way to manage particles from their emission to their animation and rendering.
  83610. */
  83611. export interface IParticleSystem {
  83612. /**
  83613. * List of animations used by the particle system.
  83614. */
  83615. animations: Animation[];
  83616. /**
  83617. * The id of the Particle system.
  83618. */
  83619. id: string;
  83620. /**
  83621. * The name of the Particle system.
  83622. */
  83623. name: string;
  83624. /**
  83625. * The emitter represents the Mesh or position we are attaching the particle system to.
  83626. */
  83627. emitter: Nullable<AbstractMesh | Vector3>;
  83628. /**
  83629. * Gets or sets a boolean indicating if the particles must be rendered as billboard or aligned with the direction
  83630. */
  83631. isBillboardBased: boolean;
  83632. /**
  83633. * The rendering group used by the Particle system to chose when to render.
  83634. */
  83635. renderingGroupId: number;
  83636. /**
  83637. * The layer mask we are rendering the particles through.
  83638. */
  83639. layerMask: number;
  83640. /**
  83641. * The overall motion speed (0.01 is default update speed, faster updates = faster animation)
  83642. */
  83643. updateSpeed: number;
  83644. /**
  83645. * The amount of time the particle system is running (depends of the overall update speed).
  83646. */
  83647. targetStopDuration: number;
  83648. /**
  83649. * The texture used to render each particle. (this can be a spritesheet)
  83650. */
  83651. particleTexture: Nullable<Texture>;
  83652. /**
  83653. * Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE, ParticleSystem.BLENDMODE_STANDARD or ParticleSystem.BLENDMODE_ADD.
  83654. */
  83655. blendMode: number;
  83656. /**
  83657. * Minimum life time of emitting particles.
  83658. */
  83659. minLifeTime: number;
  83660. /**
  83661. * Maximum life time of emitting particles.
  83662. */
  83663. maxLifeTime: number;
  83664. /**
  83665. * Minimum Size of emitting particles.
  83666. */
  83667. minSize: number;
  83668. /**
  83669. * Maximum Size of emitting particles.
  83670. */
  83671. maxSize: number;
  83672. /**
  83673. * Minimum scale of emitting particles on X axis.
  83674. */
  83675. minScaleX: number;
  83676. /**
  83677. * Maximum scale of emitting particles on X axis.
  83678. */
  83679. maxScaleX: number;
  83680. /**
  83681. * Minimum scale of emitting particles on Y axis.
  83682. */
  83683. minScaleY: number;
  83684. /**
  83685. * Maximum scale of emitting particles on Y axis.
  83686. */
  83687. maxScaleY: number;
  83688. /**
  83689. * Random color of each particle after it has been emitted, between color1 and color2 vectors.
  83690. */
  83691. color1: Color4;
  83692. /**
  83693. * Random color of each particle after it has been emitted, between color1 and color2 vectors.
  83694. */
  83695. color2: Color4;
  83696. /**
  83697. * Color the particle will have at the end of its lifetime.
  83698. */
  83699. colorDead: Color4;
  83700. /**
  83701. * The maximum number of particles to emit per frame until we reach the activeParticleCount value
  83702. */
  83703. emitRate: number;
  83704. /**
  83705. * You can use gravity if you want to give an orientation to your particles.
  83706. */
  83707. gravity: Vector3;
  83708. /**
  83709. * Minimum power of emitting particles.
  83710. */
  83711. minEmitPower: number;
  83712. /**
  83713. * Maximum power of emitting particles.
  83714. */
  83715. maxEmitPower: number;
  83716. /**
  83717. * Minimum angular speed of emitting particles (Z-axis rotation for each particle).
  83718. */
  83719. minAngularSpeed: number;
  83720. /**
  83721. * Maximum angular speed of emitting particles (Z-axis rotation for each particle).
  83722. */
  83723. maxAngularSpeed: number;
  83724. /**
  83725. * Gets or sets the minimal initial rotation in radians.
  83726. */
  83727. minInitialRotation: number;
  83728. /**
  83729. * Gets or sets the maximal initial rotation in radians.
  83730. */
  83731. maxInitialRotation: number;
  83732. /**
  83733. * The particle emitter type defines the emitter used by the particle system.
  83734. * It can be for example box, sphere, or cone...
  83735. */
  83736. particleEmitterType: Nullable<IParticleEmitterType>;
  83737. /**
  83738. * Defines the delay in milliseconds before starting the system (0 by default)
  83739. */
  83740. startDelay: number;
  83741. /**
  83742. * 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
  83743. */
  83744. preWarmCycles: number;
  83745. /**
  83746. * Gets or sets a value indicating the time step multiplier to use in pre-warm mode (default is 1)
  83747. */
  83748. preWarmStepOffset: number;
  83749. /**
  83750. * 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)
  83751. */
  83752. spriteCellChangeSpeed: number;
  83753. /**
  83754. * If using a spritesheet (isAnimationSheetEnabled) defines the first sprite cell to display
  83755. */
  83756. startSpriteCellID: number;
  83757. /**
  83758. * If using a spritesheet (isAnimationSheetEnabled) defines the last sprite cell to display
  83759. */
  83760. endSpriteCellID: number;
  83761. /**
  83762. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell width to use
  83763. */
  83764. spriteCellWidth: number;
  83765. /**
  83766. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell height to use
  83767. */
  83768. spriteCellHeight: number;
  83769. /**
  83770. * This allows the system to random pick the start cell ID between startSpriteCellID and endSpriteCellID
  83771. */
  83772. spriteRandomStartCell: boolean;
  83773. /**
  83774. * Gets or sets a boolean indicating if a spritesheet is used to animate the particles texture
  83775. */
  83776. isAnimationSheetEnabled: boolean;
  83777. /** Gets or sets a Vector2 used to move the pivot (by default (0,0)) */
  83778. translationPivot: Vector2;
  83779. /**
  83780. * Gets or sets a texture used to add random noise to particle positions
  83781. */
  83782. noiseTexture: Nullable<BaseTexture>;
  83783. /** Gets or sets the strength to apply to the noise value (default is (10, 10, 10)) */
  83784. noiseStrength: Vector3;
  83785. /**
  83786. * Gets or sets the billboard mode to use when isBillboardBased = true.
  83787. * Value can be: ParticleSystem.BILLBOARDMODE_ALL, ParticleSystem.BILLBOARDMODE_Y, ParticleSystem.BILLBOARDMODE_STRETCHED
  83788. */
  83789. billboardMode: number;
  83790. /** Gets or sets a value indicating the damping to apply if the limit velocity factor is reached */
  83791. limitVelocityDamping: number;
  83792. /**
  83793. * Gets or sets a boolean indicating that hosted animations (in the system.animations array) must be started when system.start() is called
  83794. */
  83795. beginAnimationOnStart: boolean;
  83796. /**
  83797. * Gets or sets the frame to start the animation from when beginAnimationOnStart is true
  83798. */
  83799. beginAnimationFrom: number;
  83800. /**
  83801. * Gets or sets the frame to end the animation on when beginAnimationOnStart is true
  83802. */
  83803. beginAnimationTo: number;
  83804. /**
  83805. * Gets or sets a boolean indicating if animations must loop when beginAnimationOnStart is true
  83806. */
  83807. beginAnimationLoop: boolean;
  83808. /**
  83809. * Specifies whether the particle system will be disposed once it reaches the end of the animation.
  83810. */
  83811. disposeOnStop: boolean;
  83812. /**
  83813. * Gets the maximum number of particles active at the same time.
  83814. * @returns The max number of active particles.
  83815. */
  83816. getCapacity(): number;
  83817. /**
  83818. * Gets if the system has been started. (Note: this will still be true after stop is called)
  83819. * @returns True if it has been started, otherwise false.
  83820. */
  83821. isStarted(): boolean;
  83822. /**
  83823. * Animates the particle system for this frame.
  83824. */
  83825. animate(): void;
  83826. /**
  83827. * Renders the particle system in its current state.
  83828. * @returns the current number of particles
  83829. */
  83830. render(): number;
  83831. /**
  83832. * Dispose the particle system and frees its associated resources.
  83833. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  83834. */
  83835. dispose(disposeTexture?: boolean): void;
  83836. /**
  83837. * Clones the particle system.
  83838. * @param name The name of the cloned object
  83839. * @param newEmitter The new emitter to use
  83840. * @returns the cloned particle system
  83841. */
  83842. clone(name: string, newEmitter: any): Nullable<IParticleSystem>;
  83843. /**
  83844. * Serializes the particle system to a JSON object.
  83845. * @returns the JSON object
  83846. */
  83847. serialize(): any;
  83848. /**
  83849. * Rebuild the particle system
  83850. */
  83851. rebuild(): void;
  83852. /**
  83853. * Starts the particle system and begins to emit
  83854. * @param delay defines the delay in milliseconds before starting the system (0 by default)
  83855. */
  83856. start(delay?: number): void;
  83857. /**
  83858. * Stops the particle system.
  83859. */
  83860. stop(): void;
  83861. /**
  83862. * Remove all active particles
  83863. */
  83864. reset(): void;
  83865. /**
  83866. * Is this system ready to be used/rendered
  83867. * @return true if the system is ready
  83868. */
  83869. isReady(): boolean;
  83870. /**
  83871. * Adds a new color gradient
  83872. * @param gradient defines the gradient to use (between 0 and 1)
  83873. * @param color1 defines the color to affect to the specified gradient
  83874. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  83875. * @returns the current particle system
  83876. */
  83877. addColorGradient(gradient: number, color1: Color4, color2?: Color4): IParticleSystem;
  83878. /**
  83879. * Remove a specific color gradient
  83880. * @param gradient defines the gradient to remove
  83881. * @returns the current particle system
  83882. */
  83883. removeColorGradient(gradient: number): IParticleSystem;
  83884. /**
  83885. * Adds a new size gradient
  83886. * @param gradient defines the gradient to use (between 0 and 1)
  83887. * @param factor defines the size factor to affect to the specified gradient
  83888. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  83889. * @returns the current particle system
  83890. */
  83891. addSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  83892. /**
  83893. * Remove a specific size gradient
  83894. * @param gradient defines the gradient to remove
  83895. * @returns the current particle system
  83896. */
  83897. removeSizeGradient(gradient: number): IParticleSystem;
  83898. /**
  83899. * Gets the current list of color gradients.
  83900. * You must use addColorGradient and removeColorGradient to udpate this list
  83901. * @returns the list of color gradients
  83902. */
  83903. getColorGradients(): Nullable<Array<ColorGradient>>;
  83904. /**
  83905. * Gets the current list of size gradients.
  83906. * You must use addSizeGradient and removeSizeGradient to udpate this list
  83907. * @returns the list of size gradients
  83908. */
  83909. getSizeGradients(): Nullable<Array<FactorGradient>>;
  83910. /**
  83911. * Gets the current list of angular speed gradients.
  83912. * You must use addAngularSpeedGradient and removeAngularSpeedGradient to udpate this list
  83913. * @returns the list of angular speed gradients
  83914. */
  83915. getAngularSpeedGradients(): Nullable<Array<FactorGradient>>;
  83916. /**
  83917. * Adds a new angular speed gradient
  83918. * @param gradient defines the gradient to use (between 0 and 1)
  83919. * @param factor defines the angular speed to affect to the specified gradient
  83920. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  83921. * @returns the current particle system
  83922. */
  83923. addAngularSpeedGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  83924. /**
  83925. * Remove a specific angular speed gradient
  83926. * @param gradient defines the gradient to remove
  83927. * @returns the current particle system
  83928. */
  83929. removeAngularSpeedGradient(gradient: number): IParticleSystem;
  83930. /**
  83931. * Gets the current list of velocity gradients.
  83932. * You must use addVelocityGradient and removeVelocityGradient to udpate this list
  83933. * @returns the list of velocity gradients
  83934. */
  83935. getVelocityGradients(): Nullable<Array<FactorGradient>>;
  83936. /**
  83937. * Adds a new velocity gradient
  83938. * @param gradient defines the gradient to use (between 0 and 1)
  83939. * @param factor defines the velocity to affect to the specified gradient
  83940. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  83941. * @returns the current particle system
  83942. */
  83943. addVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  83944. /**
  83945. * Remove a specific velocity gradient
  83946. * @param gradient defines the gradient to remove
  83947. * @returns the current particle system
  83948. */
  83949. removeVelocityGradient(gradient: number): IParticleSystem;
  83950. /**
  83951. * Gets the current list of limit velocity gradients.
  83952. * You must use addLimitVelocityGradient and removeLimitVelocityGradient to udpate this list
  83953. * @returns the list of limit velocity gradients
  83954. */
  83955. getLimitVelocityGradients(): Nullable<Array<FactorGradient>>;
  83956. /**
  83957. * Adds a new limit velocity gradient
  83958. * @param gradient defines the gradient to use (between 0 and 1)
  83959. * @param factor defines the limit velocity to affect to the specified gradient
  83960. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  83961. * @returns the current particle system
  83962. */
  83963. addLimitVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  83964. /**
  83965. * Remove a specific limit velocity gradient
  83966. * @param gradient defines the gradient to remove
  83967. * @returns the current particle system
  83968. */
  83969. removeLimitVelocityGradient(gradient: number): IParticleSystem;
  83970. /**
  83971. * Adds a new drag gradient
  83972. * @param gradient defines the gradient to use (between 0 and 1)
  83973. * @param factor defines the drag to affect to the specified gradient
  83974. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  83975. * @returns the current particle system
  83976. */
  83977. addDragGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  83978. /**
  83979. * Remove a specific drag gradient
  83980. * @param gradient defines the gradient to remove
  83981. * @returns the current particle system
  83982. */
  83983. removeDragGradient(gradient: number): IParticleSystem;
  83984. /**
  83985. * Gets the current list of drag gradients.
  83986. * You must use addDragGradient and removeDragGradient to udpate this list
  83987. * @returns the list of drag gradients
  83988. */
  83989. getDragGradients(): Nullable<Array<FactorGradient>>;
  83990. /**
  83991. * Adds a new emit rate gradient (please note that this will only work if you set the targetStopDuration property)
  83992. * @param gradient defines the gradient to use (between 0 and 1)
  83993. * @param factor defines the emit rate to affect to the specified gradient
  83994. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  83995. * @returns the current particle system
  83996. */
  83997. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  83998. /**
  83999. * Remove a specific emit rate gradient
  84000. * @param gradient defines the gradient to remove
  84001. * @returns the current particle system
  84002. */
  84003. removeEmitRateGradient(gradient: number): IParticleSystem;
  84004. /**
  84005. * Gets the current list of emit rate gradients.
  84006. * You must use addEmitRateGradient and removeEmitRateGradient to udpate this list
  84007. * @returns the list of emit rate gradients
  84008. */
  84009. getEmitRateGradients(): Nullable<Array<FactorGradient>>;
  84010. /**
  84011. * Adds a new start size gradient (please note that this will only work if you set the targetStopDuration property)
  84012. * @param gradient defines the gradient to use (between 0 and 1)
  84013. * @param factor defines the start size to affect to the specified gradient
  84014. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  84015. * @returns the current particle system
  84016. */
  84017. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  84018. /**
  84019. * Remove a specific start size gradient
  84020. * @param gradient defines the gradient to remove
  84021. * @returns the current particle system
  84022. */
  84023. removeStartSizeGradient(gradient: number): IParticleSystem;
  84024. /**
  84025. * Gets the current list of start size gradients.
  84026. * You must use addStartSizeGradient and removeStartSizeGradient to udpate this list
  84027. * @returns the list of start size gradients
  84028. */
  84029. getStartSizeGradients(): Nullable<Array<FactorGradient>>;
  84030. /**
  84031. * Adds a new life time gradient
  84032. * @param gradient defines the gradient to use (between 0 and 1)
  84033. * @param factor defines the life time factor to affect to the specified gradient
  84034. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  84035. * @returns the current particle system
  84036. */
  84037. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  84038. /**
  84039. * Remove a specific life time gradient
  84040. * @param gradient defines the gradient to remove
  84041. * @returns the current particle system
  84042. */
  84043. removeLifeTimeGradient(gradient: number): IParticleSystem;
  84044. /**
  84045. * Gets the current list of life time gradients.
  84046. * You must use addLifeTimeGradient and removeLifeTimeGradient to udpate this list
  84047. * @returns the list of life time gradients
  84048. */
  84049. getLifeTimeGradients(): Nullable<Array<FactorGradient>>;
  84050. /**
  84051. * Gets the current list of color gradients.
  84052. * You must use addColorGradient and removeColorGradient to udpate this list
  84053. * @returns the list of color gradients
  84054. */
  84055. getColorGradients(): Nullable<Array<ColorGradient>>;
  84056. /**
  84057. * Adds a new ramp gradient used to remap particle colors
  84058. * @param gradient defines the gradient to use (between 0 and 1)
  84059. * @param color defines the color to affect to the specified gradient
  84060. * @returns the current particle system
  84061. */
  84062. addRampGradient(gradient: number, color: Color3): IParticleSystem;
  84063. /**
  84064. * Gets the current list of ramp gradients.
  84065. * You must use addRampGradient and removeRampGradient to udpate this list
  84066. * @returns the list of ramp gradients
  84067. */
  84068. getRampGradients(): Nullable<Array<Color3Gradient>>;
  84069. /** Gets or sets a boolean indicating that ramp gradients must be used
  84070. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  84071. */
  84072. useRampGradients: boolean;
  84073. /**
  84074. * Adds a new color remap gradient
  84075. * @param gradient defines the gradient to use (between 0 and 1)
  84076. * @param min defines the color remap minimal range
  84077. * @param max defines the color remap maximal range
  84078. * @returns the current particle system
  84079. */
  84080. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  84081. /**
  84082. * Gets the current list of color remap gradients.
  84083. * You must use addColorRemapGradient and removeColorRemapGradient to udpate this list
  84084. * @returns the list of color remap gradients
  84085. */
  84086. getColorRemapGradients(): Nullable<Array<FactorGradient>>;
  84087. /**
  84088. * Adds a new alpha remap gradient
  84089. * @param gradient defines the gradient to use (between 0 and 1)
  84090. * @param min defines the alpha remap minimal range
  84091. * @param max defines the alpha remap maximal range
  84092. * @returns the current particle system
  84093. */
  84094. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  84095. /**
  84096. * Gets the current list of alpha remap gradients.
  84097. * You must use addAlphaRemapGradient and removeAlphaRemapGradient to udpate this list
  84098. * @returns the list of alpha remap gradients
  84099. */
  84100. getAlphaRemapGradients(): Nullable<Array<FactorGradient>>;
  84101. /**
  84102. * Creates a Point Emitter for the particle system (emits directly from the emitter position)
  84103. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  84104. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  84105. * @returns the emitter
  84106. */
  84107. createPointEmitter(direction1: Vector3, direction2: Vector3): PointParticleEmitter;
  84108. /**
  84109. * Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)
  84110. * @param radius The radius of the hemisphere to emit from
  84111. * @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  84112. * @returns the emitter
  84113. */
  84114. createHemisphericEmitter(radius: number, radiusRange: number): HemisphericParticleEmitter;
  84115. /**
  84116. * Creates a Sphere Emitter for the particle system (emits along the sphere radius)
  84117. * @param radius The radius of the sphere to emit from
  84118. * @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  84119. * @returns the emitter
  84120. */
  84121. createSphereEmitter(radius: number, radiusRange: number): SphereParticleEmitter;
  84122. /**
  84123. * Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)
  84124. * @param radius The radius of the sphere to emit from
  84125. * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere
  84126. * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere
  84127. * @returns the emitter
  84128. */
  84129. createDirectedSphereEmitter(radius: number, direction1: Vector3, direction2: Vector3): SphereDirectedParticleEmitter;
  84130. /**
  84131. * Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)
  84132. * @param radius The radius of the emission cylinder
  84133. * @param height The height of the emission cylinder
  84134. * @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius
  84135. * @param directionRandomizer How much to randomize the particle direction [0-1]
  84136. * @returns the emitter
  84137. */
  84138. createCylinderEmitter(radius: number, height: number, radiusRange: number, directionRandomizer: number): CylinderParticleEmitter;
  84139. /**
  84140. * Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)
  84141. * @param radius The radius of the cylinder to emit from
  84142. * @param height The height of the emission cylinder
  84143. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  84144. * @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder
  84145. * @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder
  84146. * @returns the emitter
  84147. */
  84148. createDirectedCylinderEmitter(radius: number, height: number, radiusRange: number, direction1: Vector3, direction2: Vector3): SphereDirectedParticleEmitter;
  84149. /**
  84150. * Creates a Cone Emitter for the particle system (emits from the cone to the particle position)
  84151. * @param radius The radius of the cone to emit from
  84152. * @param angle The base angle of the cone
  84153. * @returns the emitter
  84154. */
  84155. createConeEmitter(radius: number, angle: number): ConeParticleEmitter;
  84156. /**
  84157. * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)
  84158. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  84159. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  84160. * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  84161. * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  84162. * @returns the emitter
  84163. */
  84164. createBoxEmitter(direction1: Vector3, direction2: Vector3, minEmitBox: Vector3, maxEmitBox: Vector3): BoxParticleEmitter;
  84165. /**
  84166. * Get hosting scene
  84167. * @returns the scene
  84168. */
  84169. getScene(): Scene;
  84170. }
  84171. }
  84172. declare module BABYLON {
  84173. /**
  84174. * Creates an instance based on a source mesh.
  84175. */
  84176. export class InstancedMesh extends AbstractMesh {
  84177. private _sourceMesh;
  84178. private _currentLOD;
  84179. /** @hidden */
  84180. _indexInSourceMeshInstanceArray: number;
  84181. constructor(name: string, source: Mesh);
  84182. /**
  84183. * Returns the string "InstancedMesh".
  84184. */
  84185. getClassName(): string;
  84186. /** Gets the list of lights affecting that mesh */
  84187. readonly lightSources: Light[];
  84188. _resyncLightSources(): void;
  84189. _resyncLighSource(light: Light): void;
  84190. _removeLightSource(light: Light, dispose: boolean): void;
  84191. /**
  84192. * If the source mesh receives shadows
  84193. */
  84194. readonly receiveShadows: boolean;
  84195. /**
  84196. * The material of the source mesh
  84197. */
  84198. readonly material: Nullable<Material>;
  84199. /**
  84200. * Visibility of the source mesh
  84201. */
  84202. readonly visibility: number;
  84203. /**
  84204. * Skeleton of the source mesh
  84205. */
  84206. readonly skeleton: Nullable<Skeleton>;
  84207. /**
  84208. * Rendering ground id of the source mesh
  84209. */
  84210. renderingGroupId: number;
  84211. /**
  84212. * Returns the total number of vertices (integer).
  84213. */
  84214. getTotalVertices(): number;
  84215. /**
  84216. * Returns a positive integer : the total number of indices in this mesh geometry.
  84217. * @returns the numner of indices or zero if the mesh has no geometry.
  84218. */
  84219. getTotalIndices(): number;
  84220. /**
  84221. * The source mesh of the instance
  84222. */
  84223. readonly sourceMesh: Mesh;
  84224. /**
  84225. * Is this node ready to be used/rendered
  84226. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  84227. * @return {boolean} is it ready
  84228. */
  84229. isReady(completeCheck?: boolean): boolean;
  84230. /**
  84231. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  84232. * @param kind kind of verticies to retreive (eg. positons, normals, uvs, etc.)
  84233. * @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.
  84234. * @returns a float array or a Float32Array of the requested kind of data : positons, normals, uvs, etc.
  84235. */
  84236. getVerticesData(kind: string, copyWhenShared?: boolean): Nullable<FloatArray>;
  84237. /**
  84238. * Sets the vertex data of the mesh geometry for the requested `kind`.
  84239. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  84240. * The `data` are either a numeric array either a Float32Array.
  84241. * The parameter `updatable` is passed as is to the underlying Geometry object constructor (if initianilly none) or updater.
  84242. * 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).
  84243. * Note that a new underlying VertexBuffer object is created each call.
  84244. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  84245. *
  84246. * Possible `kind` values :
  84247. * - VertexBuffer.PositionKind
  84248. * - VertexBuffer.UVKind
  84249. * - VertexBuffer.UV2Kind
  84250. * - VertexBuffer.UV3Kind
  84251. * - VertexBuffer.UV4Kind
  84252. * - VertexBuffer.UV5Kind
  84253. * - VertexBuffer.UV6Kind
  84254. * - VertexBuffer.ColorKind
  84255. * - VertexBuffer.MatricesIndicesKind
  84256. * - VertexBuffer.MatricesIndicesExtraKind
  84257. * - VertexBuffer.MatricesWeightsKind
  84258. * - VertexBuffer.MatricesWeightsExtraKind
  84259. *
  84260. * Returns the Mesh.
  84261. */
  84262. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh;
  84263. /**
  84264. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  84265. * If the mesh has no geometry, it is simply returned as it is.
  84266. * The `data` are either a numeric array either a Float32Array.
  84267. * No new underlying VertexBuffer object is created.
  84268. * 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.
  84269. * If the parameter `makeItUnique` is true, a new global geometry is created from this positions and is set to the mesh.
  84270. *
  84271. * Possible `kind` values :
  84272. * - VertexBuffer.PositionKind
  84273. * - VertexBuffer.UVKind
  84274. * - VertexBuffer.UV2Kind
  84275. * - VertexBuffer.UV3Kind
  84276. * - VertexBuffer.UV4Kind
  84277. * - VertexBuffer.UV5Kind
  84278. * - VertexBuffer.UV6Kind
  84279. * - VertexBuffer.ColorKind
  84280. * - VertexBuffer.MatricesIndicesKind
  84281. * - VertexBuffer.MatricesIndicesExtraKind
  84282. * - VertexBuffer.MatricesWeightsKind
  84283. * - VertexBuffer.MatricesWeightsExtraKind
  84284. *
  84285. * Returns the Mesh.
  84286. */
  84287. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): Mesh;
  84288. /**
  84289. * Sets the mesh indices.
  84290. * Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array).
  84291. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  84292. * This method creates a new index buffer each call.
  84293. * Returns the Mesh.
  84294. */
  84295. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>): Mesh;
  84296. /**
  84297. * Boolean : True if the mesh owns the requested kind of data.
  84298. */
  84299. isVerticesDataPresent(kind: string): boolean;
  84300. /**
  84301. * Returns an array of indices (IndicesArray).
  84302. */
  84303. getIndices(): Nullable<IndicesArray>;
  84304. readonly _positions: Nullable<Vector3[]>;
  84305. /**
  84306. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  84307. * This means the mesh underlying bounding box and sphere are recomputed.
  84308. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  84309. * @returns the current mesh
  84310. */
  84311. refreshBoundingInfo(applySkeleton?: boolean): InstancedMesh;
  84312. /** @hidden */
  84313. _preActivate(): InstancedMesh;
  84314. /** @hidden */
  84315. _activate(renderId: number, intermediateRendering: boolean): boolean;
  84316. /** @hidden */
  84317. _postActivate(): void;
  84318. getWorldMatrix(): Matrix;
  84319. readonly isAnInstance: boolean;
  84320. /**
  84321. * Returns the current associated LOD AbstractMesh.
  84322. */
  84323. getLOD(camera: Camera): AbstractMesh;
  84324. /** @hidden */
  84325. _syncSubMeshes(): InstancedMesh;
  84326. /** @hidden */
  84327. _generatePointsArray(): boolean;
  84328. /**
  84329. * Creates a new InstancedMesh from the current mesh.
  84330. * - name (string) : the cloned mesh name
  84331. * - newParent (optional Node) : the optional Node to parent the clone to.
  84332. * - doNotCloneChildren (optional boolean, default `false`) : if `true` the model children aren't cloned.
  84333. *
  84334. * Returns the clone.
  84335. */
  84336. clone(name: string, newParent?: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<AbstractMesh>;
  84337. /**
  84338. * Disposes the InstancedMesh.
  84339. * Returns nothing.
  84340. */
  84341. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  84342. }
  84343. }
  84344. declare module BABYLON {
  84345. /**
  84346. * Defines the options associated with the creation of a shader material.
  84347. */
  84348. export interface IShaderMaterialOptions {
  84349. /**
  84350. * Does the material work in alpha blend mode
  84351. */
  84352. needAlphaBlending: boolean;
  84353. /**
  84354. * Does the material work in alpha test mode
  84355. */
  84356. needAlphaTesting: boolean;
  84357. /**
  84358. * The list of attribute names used in the shader
  84359. */
  84360. attributes: string[];
  84361. /**
  84362. * The list of unifrom names used in the shader
  84363. */
  84364. uniforms: string[];
  84365. /**
  84366. * The list of UBO names used in the shader
  84367. */
  84368. uniformBuffers: string[];
  84369. /**
  84370. * The list of sampler names used in the shader
  84371. */
  84372. samplers: string[];
  84373. /**
  84374. * The list of defines used in the shader
  84375. */
  84376. defines: string[];
  84377. }
  84378. /**
  84379. * 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.
  84380. *
  84381. * This returned material effects how the mesh will look based on the code in the shaders.
  84382. *
  84383. * @see http://doc.babylonjs.com/how_to/shader_material
  84384. */
  84385. export class ShaderMaterial extends Material {
  84386. private _shaderPath;
  84387. private _options;
  84388. private _textures;
  84389. private _textureArrays;
  84390. private _floats;
  84391. private _ints;
  84392. private _floatsArrays;
  84393. private _colors3;
  84394. private _colors3Arrays;
  84395. private _colors4;
  84396. private _colors4Arrays;
  84397. private _vectors2;
  84398. private _vectors3;
  84399. private _vectors4;
  84400. private _matrices;
  84401. private _matrices3x3;
  84402. private _matrices2x2;
  84403. private _vectors2Arrays;
  84404. private _vectors3Arrays;
  84405. private _vectors4Arrays;
  84406. private _cachedWorldViewMatrix;
  84407. private _cachedWorldViewProjectionMatrix;
  84408. private _renderId;
  84409. /**
  84410. * Instantiate a new shader material.
  84411. * 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.
  84412. * This returned material effects how the mesh will look based on the code in the shaders.
  84413. * @see http://doc.babylonjs.com/how_to/shader_material
  84414. * @param name Define the name of the material in the scene
  84415. * @param scene Define the scene the material belongs to
  84416. * @param shaderPath Defines the route to the shader code in one of three ways:
  84417. * * object: { vertex: "custom", fragment: "custom" }, used with Effect.ShadersStore["customVertexShader"] and Effect.ShadersStore["customFragmentShader"]
  84418. * * object: { vertexElement: "vertexShaderCode", fragmentElement: "fragmentShaderCode" }, used with shader code in script tags
  84419. * * object: { vertexSource: "vertex shader code string", fragmentSource: "fragment shader code string" } using with strings containing the shaders code
  84420. * * string: "./COMMON_NAME", used with external files COMMON_NAME.vertex.fx and COMMON_NAME.fragment.fx in index.html folder.
  84421. * @param options Define the options used to create the shader
  84422. */
  84423. constructor(name: string, scene: Scene, shaderPath: any, options?: Partial<IShaderMaterialOptions>);
  84424. /**
  84425. * Gets the options used to compile the shader.
  84426. * They can be modified to trigger a new compilation
  84427. */
  84428. readonly options: IShaderMaterialOptions;
  84429. /**
  84430. * Gets the current class name of the material e.g. "ShaderMaterial"
  84431. * Mainly use in serialization.
  84432. * @returns the class name
  84433. */
  84434. getClassName(): string;
  84435. /**
  84436. * Specifies if the material will require alpha blending
  84437. * @returns a boolean specifying if alpha blending is needed
  84438. */
  84439. needAlphaBlending(): boolean;
  84440. /**
  84441. * Specifies if this material should be rendered in alpha test mode
  84442. * @returns a boolean specifying if an alpha test is needed.
  84443. */
  84444. needAlphaTesting(): boolean;
  84445. private _checkUniform;
  84446. /**
  84447. * Set a texture in the shader.
  84448. * @param name Define the name of the uniform samplers as defined in the shader
  84449. * @param texture Define the texture to bind to this sampler
  84450. * @return the material itself allowing "fluent" like uniform updates
  84451. */
  84452. setTexture(name: string, texture: Texture): ShaderMaterial;
  84453. /**
  84454. * Set a texture array in the shader.
  84455. * @param name Define the name of the uniform sampler array as defined in the shader
  84456. * @param textures Define the list of textures to bind to this sampler
  84457. * @return the material itself allowing "fluent" like uniform updates
  84458. */
  84459. setTextureArray(name: string, textures: Texture[]): ShaderMaterial;
  84460. /**
  84461. * Set a float in the shader.
  84462. * @param name Define the name of the uniform as defined in the shader
  84463. * @param value Define the value to give to the uniform
  84464. * @return the material itself allowing "fluent" like uniform updates
  84465. */
  84466. setFloat(name: string, value: number): ShaderMaterial;
  84467. /**
  84468. * Set a int in the shader.
  84469. * @param name Define the name of the uniform as defined in the shader
  84470. * @param value Define the value to give to the uniform
  84471. * @return the material itself allowing "fluent" like uniform updates
  84472. */
  84473. setInt(name: string, value: number): ShaderMaterial;
  84474. /**
  84475. * Set an array of floats in the shader.
  84476. * @param name Define the name of the uniform as defined in the shader
  84477. * @param value Define the value to give to the uniform
  84478. * @return the material itself allowing "fluent" like uniform updates
  84479. */
  84480. setFloats(name: string, value: number[]): ShaderMaterial;
  84481. /**
  84482. * Set a vec3 in the shader from a Color3.
  84483. * @param name Define the name of the uniform as defined in the shader
  84484. * @param value Define the value to give to the uniform
  84485. * @return the material itself allowing "fluent" like uniform updates
  84486. */
  84487. setColor3(name: string, value: Color3): ShaderMaterial;
  84488. /**
  84489. * Set a vec3 array in the shader from a Color3 array.
  84490. * @param name Define the name of the uniform as defined in the shader
  84491. * @param value Define the value to give to the uniform
  84492. * @return the material itself allowing "fluent" like uniform updates
  84493. */
  84494. setColor3Array(name: string, value: Color3[]): ShaderMaterial;
  84495. /**
  84496. * Set a vec4 in the shader from a Color4.
  84497. * @param name Define the name of the uniform as defined in the shader
  84498. * @param value Define the value to give to the uniform
  84499. * @return the material itself allowing "fluent" like uniform updates
  84500. */
  84501. setColor4(name: string, value: Color4): ShaderMaterial;
  84502. /**
  84503. * Set a vec4 array in the shader from a Color4 array.
  84504. * @param name Define the name of the uniform as defined in the shader
  84505. * @param value Define the value to give to the uniform
  84506. * @return the material itself allowing "fluent" like uniform updates
  84507. */
  84508. setColor4Array(name: string, value: Color4[]): ShaderMaterial;
  84509. /**
  84510. * Set a vec2 in the shader from a Vector2.
  84511. * @param name Define the name of the uniform as defined in the shader
  84512. * @param value Define the value to give to the uniform
  84513. * @return the material itself allowing "fluent" like uniform updates
  84514. */
  84515. setVector2(name: string, value: Vector2): ShaderMaterial;
  84516. /**
  84517. * Set a vec3 in the shader from a Vector3.
  84518. * @param name Define the name of the uniform as defined in the shader
  84519. * @param value Define the value to give to the uniform
  84520. * @return the material itself allowing "fluent" like uniform updates
  84521. */
  84522. setVector3(name: string, value: Vector3): ShaderMaterial;
  84523. /**
  84524. * Set a vec4 in the shader from a Vector4.
  84525. * @param name Define the name of the uniform as defined in the shader
  84526. * @param value Define the value to give to the uniform
  84527. * @return the material itself allowing "fluent" like uniform updates
  84528. */
  84529. setVector4(name: string, value: Vector4): ShaderMaterial;
  84530. /**
  84531. * Set a mat4 in the shader from a Matrix.
  84532. * @param name Define the name of the uniform as defined in the shader
  84533. * @param value Define the value to give to the uniform
  84534. * @return the material itself allowing "fluent" like uniform updates
  84535. */
  84536. setMatrix(name: string, value: Matrix): ShaderMaterial;
  84537. /**
  84538. * Set a mat3 in the shader from a Float32Array.
  84539. * @param name Define the name of the uniform as defined in the shader
  84540. * @param value Define the value to give to the uniform
  84541. * @return the material itself allowing "fluent" like uniform updates
  84542. */
  84543. setMatrix3x3(name: string, value: Float32Array): ShaderMaterial;
  84544. /**
  84545. * Set a mat2 in the shader from a Float32Array.
  84546. * @param name Define the name of the uniform as defined in the shader
  84547. * @param value Define the value to give to the uniform
  84548. * @return the material itself allowing "fluent" like uniform updates
  84549. */
  84550. setMatrix2x2(name: string, value: Float32Array): ShaderMaterial;
  84551. /**
  84552. * Set a vec2 array in the shader from a number array.
  84553. * @param name Define the name of the uniform as defined in the shader
  84554. * @param value Define the value to give to the uniform
  84555. * @return the material itself allowing "fluent" like uniform updates
  84556. */
  84557. setArray2(name: string, value: number[]): ShaderMaterial;
  84558. /**
  84559. * Set a vec3 array in the shader from a number array.
  84560. * @param name Define the name of the uniform as defined in the shader
  84561. * @param value Define the value to give to the uniform
  84562. * @return the material itself allowing "fluent" like uniform updates
  84563. */
  84564. setArray3(name: string, value: number[]): ShaderMaterial;
  84565. /**
  84566. * Set a vec4 array in the shader from a number array.
  84567. * @param name Define the name of the uniform as defined in the shader
  84568. * @param value Define the value to give to the uniform
  84569. * @return the material itself allowing "fluent" like uniform updates
  84570. */
  84571. setArray4(name: string, value: number[]): ShaderMaterial;
  84572. private _checkCache;
  84573. /**
  84574. * Specifies that the submesh is ready to be used
  84575. * @param mesh defines the mesh to check
  84576. * @param subMesh defines which submesh to check
  84577. * @param useInstances specifies that instances should be used
  84578. * @returns a boolean indicating that the submesh is ready or not
  84579. */
  84580. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  84581. /**
  84582. * Checks if the material is ready to render the requested mesh
  84583. * @param mesh Define the mesh to render
  84584. * @param useInstances Define whether or not the material is used with instances
  84585. * @returns true if ready, otherwise false
  84586. */
  84587. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  84588. /**
  84589. * Binds the world matrix to the material
  84590. * @param world defines the world transformation matrix
  84591. */
  84592. bindOnlyWorldMatrix(world: Matrix): void;
  84593. /**
  84594. * Binds the material to the mesh
  84595. * @param world defines the world transformation matrix
  84596. * @param mesh defines the mesh to bind the material to
  84597. */
  84598. bind(world: Matrix, mesh?: Mesh): void;
  84599. /**
  84600. * Gets the active textures from the material
  84601. * @returns an array of textures
  84602. */
  84603. getActiveTextures(): BaseTexture[];
  84604. /**
  84605. * Specifies if the material uses a texture
  84606. * @param texture defines the texture to check against the material
  84607. * @returns a boolean specifying if the material uses the texture
  84608. */
  84609. hasTexture(texture: BaseTexture): boolean;
  84610. /**
  84611. * Makes a duplicate of the material, and gives it a new name
  84612. * @param name defines the new name for the duplicated material
  84613. * @returns the cloned material
  84614. */
  84615. clone(name: string): ShaderMaterial;
  84616. /**
  84617. * Disposes the material
  84618. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  84619. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  84620. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  84621. */
  84622. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  84623. /**
  84624. * Serializes this material in a JSON representation
  84625. * @returns the serialized material object
  84626. */
  84627. serialize(): any;
  84628. /**
  84629. * Creates a shader material from parsed shader material data
  84630. * @param source defines the JSON represnetation of the material
  84631. * @param scene defines the hosting scene
  84632. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  84633. * @returns a new material
  84634. */
  84635. static Parse(source: any, scene: Scene, rootUrl: string): ShaderMaterial;
  84636. }
  84637. }
  84638. declare module BABYLON {
  84639. /** @hidden */
  84640. export var colorPixelShader: {
  84641. name: string;
  84642. shader: string;
  84643. };
  84644. }
  84645. declare module BABYLON {
  84646. /** @hidden */
  84647. export var colorVertexShader: {
  84648. name: string;
  84649. shader: string;
  84650. };
  84651. }
  84652. declare module BABYLON {
  84653. /**
  84654. * Line mesh
  84655. * @see https://doc.babylonjs.com/babylon101/parametric_shapes
  84656. */
  84657. export class LinesMesh extends Mesh {
  84658. /**
  84659. * If vertex color should be applied to the mesh
  84660. */
  84661. readonly useVertexColor?: boolean | undefined;
  84662. /**
  84663. * If vertex alpha should be applied to the mesh
  84664. */
  84665. readonly useVertexAlpha?: boolean | undefined;
  84666. /**
  84667. * Color of the line (Default: White)
  84668. */
  84669. color: Color3;
  84670. /**
  84671. * Alpha of the line (Default: 1)
  84672. */
  84673. alpha: number;
  84674. /**
  84675. * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.
  84676. * This margin is expressed in world space coordinates, so its value may vary.
  84677. * Default value is 0.1
  84678. */
  84679. intersectionThreshold: number;
  84680. private _colorShader;
  84681. private color4;
  84682. /**
  84683. * Creates a new LinesMesh
  84684. * @param name defines the name
  84685. * @param scene defines the hosting scene
  84686. * @param parent defines the parent mesh if any
  84687. * @param source defines the optional source LinesMesh used to clone data from
  84688. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  84689. * When false, achieved by calling a clone(), also passing False.
  84690. * This will make creation of children, recursive.
  84691. * @param useVertexColor defines if this LinesMesh supports vertex color
  84692. * @param useVertexAlpha defines if this LinesMesh supports vertex alpha
  84693. */
  84694. constructor(name: string, scene?: Nullable<Scene>, parent?: Nullable<Node>, source?: Nullable<LinesMesh>, doNotCloneChildren?: boolean,
  84695. /**
  84696. * If vertex color should be applied to the mesh
  84697. */
  84698. useVertexColor?: boolean | undefined,
  84699. /**
  84700. * If vertex alpha should be applied to the mesh
  84701. */
  84702. useVertexAlpha?: boolean | undefined);
  84703. private _addClipPlaneDefine;
  84704. private _removeClipPlaneDefine;
  84705. isReady(): boolean;
  84706. /**
  84707. * Returns the string "LineMesh"
  84708. */
  84709. getClassName(): string;
  84710. /**
  84711. * @hidden
  84712. */
  84713. /**
  84714. * @hidden
  84715. */
  84716. material: Material;
  84717. /**
  84718. * @hidden
  84719. */
  84720. readonly checkCollisions: boolean;
  84721. /** @hidden */
  84722. _bind(subMesh: SubMesh, effect: Effect, fillMode: number): Mesh;
  84723. /** @hidden */
  84724. _draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): Mesh;
  84725. /**
  84726. * Disposes of the line mesh
  84727. * @param doNotRecurse If children should be disposed
  84728. */
  84729. dispose(doNotRecurse?: boolean): void;
  84730. /**
  84731. * Returns a new LineMesh object cloned from the current one.
  84732. */
  84733. clone(name: string, newParent?: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<AbstractMesh>;
  84734. /**
  84735. * Creates a new InstancedLinesMesh object from the mesh model.
  84736. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  84737. * @param name defines the name of the new instance
  84738. * @returns a new InstancedLinesMesh
  84739. */
  84740. createInstance(name: string): InstancedLinesMesh;
  84741. }
  84742. /**
  84743. * Creates an instance based on a source LinesMesh
  84744. */
  84745. export class InstancedLinesMesh extends InstancedMesh {
  84746. /**
  84747. * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.
  84748. * This margin is expressed in world space coordinates, so its value may vary.
  84749. * Initilized with the intersectionThreshold value of the source LinesMesh
  84750. */
  84751. intersectionThreshold: number;
  84752. constructor(name: string, source: LinesMesh);
  84753. /**
  84754. * Returns the string "InstancedLinesMesh".
  84755. */
  84756. getClassName(): string;
  84757. }
  84758. }
  84759. declare module BABYLON {
  84760. /** @hidden */
  84761. export var linePixelShader: {
  84762. name: string;
  84763. shader: string;
  84764. };
  84765. }
  84766. declare module BABYLON {
  84767. /** @hidden */
  84768. export var lineVertexShader: {
  84769. name: string;
  84770. shader: string;
  84771. };
  84772. }
  84773. declare module BABYLON {
  84774. interface AbstractMesh {
  84775. /**
  84776. * Gets the edgesRenderer associated with the mesh
  84777. */
  84778. edgesRenderer: Nullable<EdgesRenderer>;
  84779. }
  84780. interface LinesMesh {
  84781. /**
  84782. * Enables the edge rendering mode on the mesh.
  84783. * This mode makes the mesh edges visible
  84784. * @param epsilon defines the maximal distance between two angles to detect a face
  84785. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  84786. * @returns the currentAbstractMesh
  84787. * @see https://www.babylonjs-playground.com/#19O9TU#0
  84788. */
  84789. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): AbstractMesh;
  84790. }
  84791. interface InstancedLinesMesh {
  84792. /**
  84793. * Enables the edge rendering mode on the mesh.
  84794. * This mode makes the mesh edges visible
  84795. * @param epsilon defines the maximal distance between two angles to detect a face
  84796. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  84797. * @returns the current InstancedLinesMesh
  84798. * @see https://www.babylonjs-playground.com/#19O9TU#0
  84799. */
  84800. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): InstancedLinesMesh;
  84801. }
  84802. /**
  84803. * Defines the minimum contract an Edges renderer should follow.
  84804. */
  84805. export interface IEdgesRenderer extends IDisposable {
  84806. /**
  84807. * Gets or sets a boolean indicating if the edgesRenderer is active
  84808. */
  84809. isEnabled: boolean;
  84810. /**
  84811. * Renders the edges of the attached mesh,
  84812. */
  84813. render(): void;
  84814. /**
  84815. * Checks wether or not the edges renderer is ready to render.
  84816. * @return true if ready, otherwise false.
  84817. */
  84818. isReady(): boolean;
  84819. }
  84820. /**
  84821. * This class is used to generate edges of the mesh that could then easily be rendered in a scene.
  84822. */
  84823. export class EdgesRenderer implements IEdgesRenderer {
  84824. /**
  84825. * Define the size of the edges with an orthographic camera
  84826. */
  84827. edgesWidthScalerForOrthographic: number;
  84828. /**
  84829. * Define the size of the edges with a perspective camera
  84830. */
  84831. edgesWidthScalerForPerspective: number;
  84832. protected _source: AbstractMesh;
  84833. protected _linesPositions: number[];
  84834. protected _linesNormals: number[];
  84835. protected _linesIndices: number[];
  84836. protected _epsilon: number;
  84837. protected _indicesCount: number;
  84838. protected _lineShader: ShaderMaterial;
  84839. protected _ib: DataBuffer;
  84840. protected _buffers: {
  84841. [key: string]: Nullable<VertexBuffer>;
  84842. };
  84843. protected _checkVerticesInsteadOfIndices: boolean;
  84844. private _meshRebuildObserver;
  84845. private _meshDisposeObserver;
  84846. /** Gets or sets a boolean indicating if the edgesRenderer is active */
  84847. isEnabled: boolean;
  84848. /**
  84849. * Creates an instance of the EdgesRenderer. It is primarily use to display edges of a mesh.
  84850. * Beware when you use this class with complex objects as the adjacencies computation can be really long
  84851. * @param source Mesh used to create edges
  84852. * @param epsilon sum of angles in adjacency to check for edge
  84853. * @param checkVerticesInsteadOfIndices bases the edges detection on vertices vs indices
  84854. * @param generateEdgesLines - should generate Lines or only prepare resources.
  84855. */
  84856. constructor(source: AbstractMesh, epsilon?: number, checkVerticesInsteadOfIndices?: boolean, generateEdgesLines?: boolean);
  84857. protected _prepareRessources(): void;
  84858. /** @hidden */
  84859. _rebuild(): void;
  84860. /**
  84861. * Releases the required resources for the edges renderer
  84862. */
  84863. dispose(): void;
  84864. protected _processEdgeForAdjacencies(pa: number, pb: number, p0: number, p1: number, p2: number): number;
  84865. protected _processEdgeForAdjacenciesWithVertices(pa: Vector3, pb: Vector3, p0: Vector3, p1: Vector3, p2: Vector3): number;
  84866. /**
  84867. * Checks if the pair of p0 and p1 is en edge
  84868. * @param faceIndex
  84869. * @param edge
  84870. * @param faceNormals
  84871. * @param p0
  84872. * @param p1
  84873. * @private
  84874. */
  84875. protected _checkEdge(faceIndex: number, edge: number, faceNormals: Array<Vector3>, p0: Vector3, p1: Vector3): void;
  84876. /**
  84877. * push line into the position, normal and index buffer
  84878. * @protected
  84879. */
  84880. protected createLine(p0: Vector3, p1: Vector3, offset: number): void;
  84881. /**
  84882. * Generates lines edges from adjacencjes
  84883. * @private
  84884. */
  84885. _generateEdgesLines(): void;
  84886. /**
  84887. * Checks wether or not the edges renderer is ready to render.
  84888. * @return true if ready, otherwise false.
  84889. */
  84890. isReady(): boolean;
  84891. /**
  84892. * Renders the edges of the attached mesh,
  84893. */
  84894. render(): void;
  84895. }
  84896. /**
  84897. * LineEdgesRenderer for LineMeshes to remove unnecessary triangulation
  84898. */
  84899. export class LineEdgesRenderer extends EdgesRenderer {
  84900. /**
  84901. * This constructor turns off auto generating edges line in Edges Renderer to make it here.
  84902. * @param source LineMesh used to generate edges
  84903. * @param epsilon not important (specified angle for edge detection)
  84904. * @param checkVerticesInsteadOfIndices not important for LineMesh
  84905. */
  84906. constructor(source: AbstractMesh, epsilon?: number, checkVerticesInsteadOfIndices?: boolean);
  84907. /**
  84908. * Generate edges for each line in LinesMesh. Every Line should be rendered as edge.
  84909. */
  84910. _generateEdgesLines(): void;
  84911. }
  84912. }
  84913. declare module BABYLON {
  84914. /**
  84915. * This represents the object necessary to create a rendering group.
  84916. * This is exclusively used and created by the rendering manager.
  84917. * To modify the behavior, you use the available helpers in your scene or meshes.
  84918. * @hidden
  84919. */
  84920. export class RenderingGroup {
  84921. index: number;
  84922. private static _zeroVector;
  84923. private _scene;
  84924. private _opaqueSubMeshes;
  84925. private _transparentSubMeshes;
  84926. private _alphaTestSubMeshes;
  84927. private _depthOnlySubMeshes;
  84928. private _particleSystems;
  84929. private _spriteManagers;
  84930. private _opaqueSortCompareFn;
  84931. private _alphaTestSortCompareFn;
  84932. private _transparentSortCompareFn;
  84933. private _renderOpaque;
  84934. private _renderAlphaTest;
  84935. private _renderTransparent;
  84936. /** @hidden */
  84937. _edgesRenderers: SmartArray<IEdgesRenderer>;
  84938. onBeforeTransparentRendering: () => void;
  84939. /**
  84940. * Set the opaque sort comparison function.
  84941. * If null the sub meshes will be render in the order they were created
  84942. */
  84943. opaqueSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  84944. /**
  84945. * Set the alpha test sort comparison function.
  84946. * If null the sub meshes will be render in the order they were created
  84947. */
  84948. alphaTestSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  84949. /**
  84950. * Set the transparent sort comparison function.
  84951. * If null the sub meshes will be render in the order they were created
  84952. */
  84953. transparentSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  84954. /**
  84955. * Creates a new rendering group.
  84956. * @param index The rendering group index
  84957. * @param opaqueSortCompareFn The opaque sort comparison function. If null no order is applied
  84958. * @param alphaTestSortCompareFn The alpha test sort comparison function. If null no order is applied
  84959. * @param transparentSortCompareFn The transparent sort comparison function. If null back to front + alpha index sort is applied
  84960. */
  84961. 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>);
  84962. /**
  84963. * Render all the sub meshes contained in the group.
  84964. * @param customRenderFunction Used to override the default render behaviour of the group.
  84965. * @returns true if rendered some submeshes.
  84966. */
  84967. render(customRenderFunction: Nullable<(opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>) => void>, renderSprites: boolean, renderParticles: boolean, activeMeshes: Nullable<AbstractMesh[]>): void;
  84968. /**
  84969. * Renders the opaque submeshes in the order from the opaqueSortCompareFn.
  84970. * @param subMeshes The submeshes to render
  84971. */
  84972. private renderOpaqueSorted;
  84973. /**
  84974. * Renders the opaque submeshes in the order from the alphatestSortCompareFn.
  84975. * @param subMeshes The submeshes to render
  84976. */
  84977. private renderAlphaTestSorted;
  84978. /**
  84979. * Renders the opaque submeshes in the order from the transparentSortCompareFn.
  84980. * @param subMeshes The submeshes to render
  84981. */
  84982. private renderTransparentSorted;
  84983. /**
  84984. * Renders the submeshes in a specified order.
  84985. * @param subMeshes The submeshes to sort before render
  84986. * @param sortCompareFn The comparison function use to sort
  84987. * @param cameraPosition The camera position use to preprocess the submeshes to help sorting
  84988. * @param transparent Specifies to activate blending if true
  84989. */
  84990. private static renderSorted;
  84991. /**
  84992. * Renders the submeshes in the order they were dispatched (no sort applied).
  84993. * @param subMeshes The submeshes to render
  84994. */
  84995. private static renderUnsorted;
  84996. /**
  84997. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  84998. * are rendered back to front if in the same alpha index.
  84999. *
  85000. * @param a The first submesh
  85001. * @param b The second submesh
  85002. * @returns The result of the comparison
  85003. */
  85004. static defaultTransparentSortCompare(a: SubMesh, b: SubMesh): number;
  85005. /**
  85006. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  85007. * are rendered back to front.
  85008. *
  85009. * @param a The first submesh
  85010. * @param b The second submesh
  85011. * @returns The result of the comparison
  85012. */
  85013. static backToFrontSortCompare(a: SubMesh, b: SubMesh): number;
  85014. /**
  85015. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  85016. * are rendered front to back (prevent overdraw).
  85017. *
  85018. * @param a The first submesh
  85019. * @param b The second submesh
  85020. * @returns The result of the comparison
  85021. */
  85022. static frontToBackSortCompare(a: SubMesh, b: SubMesh): number;
  85023. /**
  85024. * Resets the different lists of submeshes to prepare a new frame.
  85025. */
  85026. prepare(): void;
  85027. dispose(): void;
  85028. /**
  85029. * Inserts the submesh in its correct queue depending on its material.
  85030. * @param subMesh The submesh to dispatch
  85031. * @param [mesh] Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  85032. * @param [material] Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  85033. */
  85034. dispatch(subMesh: SubMesh, mesh?: AbstractMesh, material?: Nullable<Material>): void;
  85035. dispatchSprites(spriteManager: ISpriteManager): void;
  85036. dispatchParticles(particleSystem: IParticleSystem): void;
  85037. private _renderParticles;
  85038. private _renderSprites;
  85039. }
  85040. }
  85041. declare module BABYLON {
  85042. /**
  85043. * Interface describing the different options available in the rendering manager
  85044. * regarding Auto Clear between groups.
  85045. */
  85046. export interface IRenderingManagerAutoClearSetup {
  85047. /**
  85048. * Defines whether or not autoclear is enable.
  85049. */
  85050. autoClear: boolean;
  85051. /**
  85052. * Defines whether or not to autoclear the depth buffer.
  85053. */
  85054. depth: boolean;
  85055. /**
  85056. * Defines whether or not to autoclear the stencil buffer.
  85057. */
  85058. stencil: boolean;
  85059. }
  85060. /**
  85061. * This class is used by the onRenderingGroupObservable
  85062. */
  85063. export class RenderingGroupInfo {
  85064. /**
  85065. * The Scene that being rendered
  85066. */
  85067. scene: Scene;
  85068. /**
  85069. * The camera currently used for the rendering pass
  85070. */
  85071. camera: Nullable<Camera>;
  85072. /**
  85073. * The ID of the renderingGroup being processed
  85074. */
  85075. renderingGroupId: number;
  85076. }
  85077. /**
  85078. * This is the manager responsible of all the rendering for meshes sprites and particles.
  85079. * It is enable to manage the different groups as well as the different necessary sort functions.
  85080. * This should not be used directly aside of the few static configurations
  85081. */
  85082. export class RenderingManager {
  85083. /**
  85084. * The max id used for rendering groups (not included)
  85085. */
  85086. static MAX_RENDERINGGROUPS: number;
  85087. /**
  85088. * The min id used for rendering groups (included)
  85089. */
  85090. static MIN_RENDERINGGROUPS: number;
  85091. /**
  85092. * Used to globally prevent autoclearing scenes.
  85093. */
  85094. static AUTOCLEAR: boolean;
  85095. /**
  85096. * @hidden
  85097. */
  85098. _useSceneAutoClearSetup: boolean;
  85099. private _scene;
  85100. private _renderingGroups;
  85101. private _depthStencilBufferAlreadyCleaned;
  85102. private _autoClearDepthStencil;
  85103. private _customOpaqueSortCompareFn;
  85104. private _customAlphaTestSortCompareFn;
  85105. private _customTransparentSortCompareFn;
  85106. private _renderingGroupInfo;
  85107. /**
  85108. * Instantiates a new rendering group for a particular scene
  85109. * @param scene Defines the scene the groups belongs to
  85110. */
  85111. constructor(scene: Scene);
  85112. private _clearDepthStencilBuffer;
  85113. /**
  85114. * Renders the entire managed groups. This is used by the scene or the different rennder targets.
  85115. * @hidden
  85116. */
  85117. render(customRenderFunction: Nullable<(opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>) => void>, activeMeshes: Nullable<AbstractMesh[]>, renderParticles: boolean, renderSprites: boolean): void;
  85118. /**
  85119. * Resets the different information of the group to prepare a new frame
  85120. * @hidden
  85121. */
  85122. reset(): void;
  85123. /**
  85124. * Dispose and release the group and its associated resources.
  85125. * @hidden
  85126. */
  85127. dispose(): void;
  85128. /**
  85129. * Clear the info related to rendering groups preventing retention points during dispose.
  85130. */
  85131. freeRenderingGroups(): void;
  85132. private _prepareRenderingGroup;
  85133. /**
  85134. * Add a sprite manager to the rendering manager in order to render it this frame.
  85135. * @param spriteManager Define the sprite manager to render
  85136. */
  85137. dispatchSprites(spriteManager: ISpriteManager): void;
  85138. /**
  85139. * Add a particle system to the rendering manager in order to render it this frame.
  85140. * @param particleSystem Define the particle system to render
  85141. */
  85142. dispatchParticles(particleSystem: IParticleSystem): void;
  85143. /**
  85144. * Add a submesh to the manager in order to render it this frame
  85145. * @param subMesh The submesh to dispatch
  85146. * @param mesh Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  85147. * @param material Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  85148. */
  85149. dispatch(subMesh: SubMesh, mesh?: AbstractMesh, material?: Nullable<Material>): void;
  85150. /**
  85151. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  85152. * This allowed control for front to back rendering or reversly depending of the special needs.
  85153. *
  85154. * @param renderingGroupId The rendering group id corresponding to its index
  85155. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  85156. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  85157. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  85158. */
  85159. 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;
  85160. /**
  85161. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  85162. *
  85163. * @param renderingGroupId The rendering group id corresponding to its index
  85164. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  85165. * @param depth Automatically clears depth between groups if true and autoClear is true.
  85166. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  85167. */
  85168. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean, depth?: boolean, stencil?: boolean): void;
  85169. /**
  85170. * Gets the current auto clear configuration for one rendering group of the rendering
  85171. * manager.
  85172. * @param index the rendering group index to get the information for
  85173. * @returns The auto clear setup for the requested rendering group
  85174. */
  85175. getAutoClearDepthStencilSetup(index: number): IRenderingManagerAutoClearSetup;
  85176. }
  85177. }
  85178. declare module BABYLON {
  85179. /**
  85180. * This Helps creating a texture that will be created from a camera in your scene.
  85181. * It is basically a dynamic texture that could be used to create special effects for instance.
  85182. * Actually, It is the base of lot of effects in the framework like post process, shadows, effect layers and rendering pipelines...
  85183. */
  85184. export class RenderTargetTexture extends Texture {
  85185. isCube: boolean;
  85186. /**
  85187. * The texture will only be rendered once which can be useful to improve performance if everything in your render is static for instance.
  85188. */
  85189. static readonly REFRESHRATE_RENDER_ONCE: number;
  85190. /**
  85191. * The texture will only be rendered rendered every frame and is recomended for dynamic contents.
  85192. */
  85193. static readonly REFRESHRATE_RENDER_ONEVERYFRAME: number;
  85194. /**
  85195. * The texture will be rendered every 2 frames which could be enough if your dynamic objects are not
  85196. * the central point of your effect and can save a lot of performances.
  85197. */
  85198. static readonly REFRESHRATE_RENDER_ONEVERYTWOFRAMES: number;
  85199. /**
  85200. * Use this predicate to dynamically define the list of mesh you want to render.
  85201. * If set, the renderList property will be overwritten.
  85202. */
  85203. renderListPredicate: (AbstractMesh: AbstractMesh) => boolean;
  85204. private _renderList;
  85205. /**
  85206. * Use this list to define the list of mesh you want to render.
  85207. */
  85208. renderList: Nullable<Array<AbstractMesh>>;
  85209. private _hookArray;
  85210. /**
  85211. * Define if particles should be rendered in your texture.
  85212. */
  85213. renderParticles: boolean;
  85214. /**
  85215. * Define if sprites should be rendered in your texture.
  85216. */
  85217. renderSprites: boolean;
  85218. /**
  85219. * Override the default coordinates mode to projection for RTT as it is the most common case for rendered textures.
  85220. */
  85221. coordinatesMode: number;
  85222. /**
  85223. * Define the camera used to render the texture.
  85224. */
  85225. activeCamera: Nullable<Camera>;
  85226. /**
  85227. * Override the render function of the texture with your own one.
  85228. */
  85229. customRenderFunction: (opaqueSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>, beforeTransparents?: () => void) => void;
  85230. /**
  85231. * Define if camera post processes should be use while rendering the texture.
  85232. */
  85233. useCameraPostProcesses: boolean;
  85234. /**
  85235. * Define if the camera viewport should be respected while rendering the texture or if the render should be done to the entire texture.
  85236. */
  85237. ignoreCameraViewport: boolean;
  85238. private _postProcessManager;
  85239. private _postProcesses;
  85240. private _resizeObserver;
  85241. /**
  85242. * An event triggered when the texture is unbind.
  85243. */
  85244. onBeforeBindObservable: Observable<RenderTargetTexture>;
  85245. /**
  85246. * An event triggered when the texture is unbind.
  85247. */
  85248. onAfterUnbindObservable: Observable<RenderTargetTexture>;
  85249. private _onAfterUnbindObserver;
  85250. /**
  85251. * Set a after unbind callback in the texture.
  85252. * This has been kept for backward compatibility and use of onAfterUnbindObservable is recommended.
  85253. */
  85254. onAfterUnbind: () => void;
  85255. /**
  85256. * An event triggered before rendering the texture
  85257. */
  85258. onBeforeRenderObservable: Observable<number>;
  85259. private _onBeforeRenderObserver;
  85260. /**
  85261. * Set a before render callback in the texture.
  85262. * This has been kept for backward compatibility and use of onBeforeRenderObservable is recommended.
  85263. */
  85264. onBeforeRender: (faceIndex: number) => void;
  85265. /**
  85266. * An event triggered after rendering the texture
  85267. */
  85268. onAfterRenderObservable: Observable<number>;
  85269. private _onAfterRenderObserver;
  85270. /**
  85271. * Set a after render callback in the texture.
  85272. * This has been kept for backward compatibility and use of onAfterRenderObservable is recommended.
  85273. */
  85274. onAfterRender: (faceIndex: number) => void;
  85275. /**
  85276. * An event triggered after the texture clear
  85277. */
  85278. onClearObservable: Observable<Engine>;
  85279. private _onClearObserver;
  85280. /**
  85281. * Set a clear callback in the texture.
  85282. * This has been kept for backward compatibility and use of onClearObservable is recommended.
  85283. */
  85284. onClear: (Engine: Engine) => void;
  85285. /**
  85286. * An event triggered when the texture is resized.
  85287. */
  85288. onResizeObservable: Observable<RenderTargetTexture>;
  85289. /**
  85290. * Define the clear color of the Render Target if it should be different from the scene.
  85291. */
  85292. clearColor: Color4;
  85293. protected _size: number | {
  85294. width: number;
  85295. height: number;
  85296. };
  85297. protected _initialSizeParameter: number | {
  85298. width: number;
  85299. height: number;
  85300. } | {
  85301. ratio: number;
  85302. };
  85303. protected _sizeRatio: Nullable<number>;
  85304. /** @hidden */
  85305. _generateMipMaps: boolean;
  85306. protected _renderingManager: RenderingManager;
  85307. /** @hidden */
  85308. _waitingRenderList: string[];
  85309. protected _doNotChangeAspectRatio: boolean;
  85310. protected _currentRefreshId: number;
  85311. protected _refreshRate: number;
  85312. protected _textureMatrix: Matrix;
  85313. protected _samples: number;
  85314. protected _renderTargetOptions: RenderTargetCreationOptions;
  85315. /**
  85316. * Gets render target creation options that were used.
  85317. */
  85318. readonly renderTargetOptions: RenderTargetCreationOptions;
  85319. protected _engine: Engine;
  85320. protected _onRatioRescale(): void;
  85321. /**
  85322. * Gets or sets the center of the bounding box associated with the texture (when in cube mode)
  85323. * It must define where the camera used to render the texture is set
  85324. */
  85325. boundingBoxPosition: Vector3;
  85326. private _boundingBoxSize;
  85327. /**
  85328. * Gets or sets the size of the bounding box associated with the texture (when in cube mode)
  85329. * When defined, the cubemap will switch to local mode
  85330. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  85331. * @example https://www.babylonjs-playground.com/#RNASML
  85332. */
  85333. boundingBoxSize: Vector3;
  85334. /**
  85335. * In case the RTT has been created with a depth texture, get the associated
  85336. * depth texture.
  85337. * Otherwise, return null.
  85338. */
  85339. depthStencilTexture: Nullable<InternalTexture>;
  85340. /**
  85341. * Instantiate a render target texture. This is mainly used to render of screen the scene to for instance apply post processse
  85342. * or used a shadow, depth texture...
  85343. * @param name The friendly name of the texture
  85344. * @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)
  85345. * @param scene The scene the RTT belongs to. The latest created scene will be used if not precised.
  85346. * @param generateMipMaps True if mip maps need to be generated after render.
  85347. * @param doNotChangeAspectRatio True to not change the aspect ratio of the scene in the RTT
  85348. * @param type The type of the buffer in the RTT (int, half float, float...)
  85349. * @param isCube True if a cube texture needs to be created
  85350. * @param samplingMode The sampling mode to be usedwith the render target (Linear, Nearest...)
  85351. * @param generateDepthBuffer True to generate a depth buffer
  85352. * @param generateStencilBuffer True to generate a stencil buffer
  85353. * @param isMulti True if multiple textures need to be created (Draw Buffers)
  85354. * @param format The internal format of the buffer in the RTT (RED, RG, RGB, RGBA, ALPHA...)
  85355. * @param delayAllocation if the texture allocation should be delayed (default: false)
  85356. */
  85357. constructor(name: string, size: number | {
  85358. width: number;
  85359. height: number;
  85360. } | {
  85361. ratio: number;
  85362. }, scene: Nullable<Scene>, generateMipMaps?: boolean, doNotChangeAspectRatio?: boolean, type?: number, isCube?: boolean, samplingMode?: number, generateDepthBuffer?: boolean, generateStencilBuffer?: boolean, isMulti?: boolean, format?: number, delayAllocation?: boolean);
  85363. /**
  85364. * Creates a depth stencil texture.
  85365. * This is only available in WebGL 2 or with the depth texture extension available.
  85366. * @param comparisonFunction Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode
  85367. * @param bilinearFiltering Specifies whether or not bilinear filtering is enable on the texture
  85368. * @param generateStencil Specifies whether or not a stencil should be allocated in the texture
  85369. */
  85370. createDepthStencilTexture(comparisonFunction?: number, bilinearFiltering?: boolean, generateStencil?: boolean): void;
  85371. private _processSizeParameter;
  85372. /**
  85373. * Define the number of samples to use in case of MSAA.
  85374. * It defaults to one meaning no MSAA has been enabled.
  85375. */
  85376. samples: number;
  85377. /**
  85378. * Resets the refresh counter of the texture and start bak from scratch.
  85379. * Could be useful to regenerate the texture if it is setup to render only once.
  85380. */
  85381. resetRefreshCounter(): void;
  85382. /**
  85383. * Define the refresh rate of the texture or the rendering frequency.
  85384. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  85385. */
  85386. refreshRate: number;
  85387. /**
  85388. * Adds a post process to the render target rendering passes.
  85389. * @param postProcess define the post process to add
  85390. */
  85391. addPostProcess(postProcess: PostProcess): void;
  85392. /**
  85393. * Clear all the post processes attached to the render target
  85394. * @param dispose define if the cleared post processesshould also be disposed (false by default)
  85395. */
  85396. clearPostProcesses(dispose?: boolean): void;
  85397. /**
  85398. * Remove one of the post process from the list of attached post processes to the texture
  85399. * @param postProcess define the post process to remove from the list
  85400. */
  85401. removePostProcess(postProcess: PostProcess): void;
  85402. /** @hidden */
  85403. _shouldRender(): boolean;
  85404. /**
  85405. * Gets the actual render size of the texture.
  85406. * @returns the width of the render size
  85407. */
  85408. getRenderSize(): number;
  85409. /**
  85410. * Gets the actual render width of the texture.
  85411. * @returns the width of the render size
  85412. */
  85413. getRenderWidth(): number;
  85414. /**
  85415. * Gets the actual render height of the texture.
  85416. * @returns the height of the render size
  85417. */
  85418. getRenderHeight(): number;
  85419. /**
  85420. * Get if the texture can be rescaled or not.
  85421. */
  85422. readonly canRescale: boolean;
  85423. /**
  85424. * Resize the texture using a ratio.
  85425. * @param ratio the ratio to apply to the texture size in order to compute the new target size
  85426. */
  85427. scale(ratio: number): void;
  85428. /**
  85429. * Get the texture reflection matrix used to rotate/transform the reflection.
  85430. * @returns the reflection matrix
  85431. */
  85432. getReflectionTextureMatrix(): Matrix;
  85433. /**
  85434. * Resize the texture to a new desired size.
  85435. * Be carrefull as it will recreate all the data in the new texture.
  85436. * @param size Define the new size. It can be:
  85437. * - a number for squared texture,
  85438. * - an object containing { width: number, height: number }
  85439. * - or an object containing a ratio { ratio: number }
  85440. */
  85441. resize(size: number | {
  85442. width: number;
  85443. height: number;
  85444. } | {
  85445. ratio: number;
  85446. }): void;
  85447. /**
  85448. * Renders all the objects from the render list into the texture.
  85449. * @param useCameraPostProcess Define if camera post processes should be used during the rendering
  85450. * @param dumpForDebug Define if the rendering result should be dumped (copied) for debugging purpose
  85451. */
  85452. render(useCameraPostProcess?: boolean, dumpForDebug?: boolean): void;
  85453. private _bestReflectionRenderTargetDimension;
  85454. /**
  85455. * @hidden
  85456. * @param faceIndex face index to bind to if this is a cubetexture
  85457. */
  85458. _bindFrameBuffer(faceIndex?: number): void;
  85459. protected unbindFrameBuffer(engine: Engine, faceIndex: number): void;
  85460. private renderToTarget;
  85461. /**
  85462. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  85463. * This allowed control for front to back rendering or reversly depending of the special needs.
  85464. *
  85465. * @param renderingGroupId The rendering group id corresponding to its index
  85466. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  85467. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  85468. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  85469. */
  85470. 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;
  85471. /**
  85472. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  85473. *
  85474. * @param renderingGroupId The rendering group id corresponding to its index
  85475. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  85476. */
  85477. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void;
  85478. /**
  85479. * Clones the texture.
  85480. * @returns the cloned texture
  85481. */
  85482. clone(): RenderTargetTexture;
  85483. /**
  85484. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  85485. * @returns The JSON representation of the texture
  85486. */
  85487. serialize(): any;
  85488. /**
  85489. * This will remove the attached framebuffer objects. The texture will not be able to be used as render target anymore
  85490. */
  85491. disposeFramebufferObjects(): void;
  85492. /**
  85493. * Dispose the texture and release its associated resources.
  85494. */
  85495. dispose(): void;
  85496. /** @hidden */
  85497. _rebuild(): void;
  85498. /**
  85499. * Clear the info related to rendering groups preventing retention point in material dispose.
  85500. */
  85501. freeRenderingGroups(): void;
  85502. /**
  85503. * Gets the number of views the corresponding to the texture (eg. a MultiviewRenderTarget will have > 1)
  85504. * @returns the view count
  85505. */
  85506. getViewCount(): number;
  85507. }
  85508. }
  85509. declare module BABYLON {
  85510. /**
  85511. * Base class for the main features of a material in Babylon.js
  85512. */
  85513. export class Material implements IAnimatable {
  85514. /**
  85515. * Returns the triangle fill mode
  85516. */
  85517. static readonly TriangleFillMode: number;
  85518. /**
  85519. * Returns the wireframe mode
  85520. */
  85521. static readonly WireFrameFillMode: number;
  85522. /**
  85523. * Returns the point fill mode
  85524. */
  85525. static readonly PointFillMode: number;
  85526. /**
  85527. * Returns the point list draw mode
  85528. */
  85529. static readonly PointListDrawMode: number;
  85530. /**
  85531. * Returns the line list draw mode
  85532. */
  85533. static readonly LineListDrawMode: number;
  85534. /**
  85535. * Returns the line loop draw mode
  85536. */
  85537. static readonly LineLoopDrawMode: number;
  85538. /**
  85539. * Returns the line strip draw mode
  85540. */
  85541. static readonly LineStripDrawMode: number;
  85542. /**
  85543. * Returns the triangle strip draw mode
  85544. */
  85545. static readonly TriangleStripDrawMode: number;
  85546. /**
  85547. * Returns the triangle fan draw mode
  85548. */
  85549. static readonly TriangleFanDrawMode: number;
  85550. /**
  85551. * Stores the clock-wise side orientation
  85552. */
  85553. static readonly ClockWiseSideOrientation: number;
  85554. /**
  85555. * Stores the counter clock-wise side orientation
  85556. */
  85557. static readonly CounterClockWiseSideOrientation: number;
  85558. /**
  85559. * The dirty texture flag value
  85560. */
  85561. static readonly TextureDirtyFlag: number;
  85562. /**
  85563. * The dirty light flag value
  85564. */
  85565. static readonly LightDirtyFlag: number;
  85566. /**
  85567. * The dirty fresnel flag value
  85568. */
  85569. static readonly FresnelDirtyFlag: number;
  85570. /**
  85571. * The dirty attribute flag value
  85572. */
  85573. static readonly AttributesDirtyFlag: number;
  85574. /**
  85575. * The dirty misc flag value
  85576. */
  85577. static readonly MiscDirtyFlag: number;
  85578. /**
  85579. * The all dirty flag value
  85580. */
  85581. static readonly AllDirtyFlag: number;
  85582. /**
  85583. * The ID of the material
  85584. */
  85585. id: string;
  85586. /**
  85587. * Gets or sets the unique id of the material
  85588. */
  85589. uniqueId: number;
  85590. /**
  85591. * The name of the material
  85592. */
  85593. name: string;
  85594. /**
  85595. * Gets or sets user defined metadata
  85596. */
  85597. metadata: any;
  85598. /**
  85599. * For internal use only. Please do not use.
  85600. */
  85601. reservedDataStore: any;
  85602. /**
  85603. * Specifies if the ready state should be checked on each call
  85604. */
  85605. checkReadyOnEveryCall: boolean;
  85606. /**
  85607. * Specifies if the ready state should be checked once
  85608. */
  85609. checkReadyOnlyOnce: boolean;
  85610. /**
  85611. * The state of the material
  85612. */
  85613. state: string;
  85614. /**
  85615. * The alpha value of the material
  85616. */
  85617. protected _alpha: number;
  85618. /**
  85619. * List of inspectable custom properties (used by the Inspector)
  85620. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  85621. */
  85622. inspectableCustomProperties: IInspectable[];
  85623. /**
  85624. * Sets the alpha value of the material
  85625. */
  85626. /**
  85627. * Gets the alpha value of the material
  85628. */
  85629. alpha: number;
  85630. /**
  85631. * Specifies if back face culling is enabled
  85632. */
  85633. protected _backFaceCulling: boolean;
  85634. /**
  85635. * Sets the back-face culling state
  85636. */
  85637. /**
  85638. * Gets the back-face culling state
  85639. */
  85640. backFaceCulling: boolean;
  85641. /**
  85642. * Stores the value for side orientation
  85643. */
  85644. sideOrientation: number;
  85645. /**
  85646. * Callback triggered when the material is compiled
  85647. */
  85648. onCompiled: Nullable<(effect: Effect) => void>;
  85649. /**
  85650. * Callback triggered when an error occurs
  85651. */
  85652. onError: Nullable<(effect: Effect, errors: string) => void>;
  85653. /**
  85654. * Callback triggered to get the render target textures
  85655. */
  85656. getRenderTargetTextures: Nullable<() => SmartArray<RenderTargetTexture>>;
  85657. /**
  85658. * Gets a boolean indicating that current material needs to register RTT
  85659. */
  85660. readonly hasRenderTargetTextures: boolean;
  85661. /**
  85662. * Specifies if the material should be serialized
  85663. */
  85664. doNotSerialize: boolean;
  85665. /**
  85666. * @hidden
  85667. */
  85668. _storeEffectOnSubMeshes: boolean;
  85669. /**
  85670. * Stores the animations for the material
  85671. */
  85672. animations: Nullable<Array<Animation>>;
  85673. /**
  85674. * An event triggered when the material is disposed
  85675. */
  85676. onDisposeObservable: Observable<Material>;
  85677. /**
  85678. * An observer which watches for dispose events
  85679. */
  85680. private _onDisposeObserver;
  85681. private _onUnBindObservable;
  85682. /**
  85683. * Called during a dispose event
  85684. */
  85685. onDispose: () => void;
  85686. private _onBindObservable;
  85687. /**
  85688. * An event triggered when the material is bound
  85689. */
  85690. readonly onBindObservable: Observable<AbstractMesh>;
  85691. /**
  85692. * An observer which watches for bind events
  85693. */
  85694. private _onBindObserver;
  85695. /**
  85696. * Called during a bind event
  85697. */
  85698. onBind: (Mesh: AbstractMesh) => void;
  85699. /**
  85700. * An event triggered when the material is unbound
  85701. */
  85702. readonly onUnBindObservable: Observable<Material>;
  85703. /**
  85704. * Stores the value of the alpha mode
  85705. */
  85706. private _alphaMode;
  85707. /**
  85708. * Sets the value of the alpha mode.
  85709. *
  85710. * | Value | Type | Description |
  85711. * | --- | --- | --- |
  85712. * | 0 | ALPHA_DISABLE | |
  85713. * | 1 | ALPHA_ADD | |
  85714. * | 2 | ALPHA_COMBINE | |
  85715. * | 3 | ALPHA_SUBTRACT | |
  85716. * | 4 | ALPHA_MULTIPLY | |
  85717. * | 5 | ALPHA_MAXIMIZED | |
  85718. * | 6 | ALPHA_ONEONE | |
  85719. * | 7 | ALPHA_PREMULTIPLIED | |
  85720. * | 8 | ALPHA_PREMULTIPLIED_PORTERDUFF | |
  85721. * | 9 | ALPHA_INTERPOLATE | |
  85722. * | 10 | ALPHA_SCREENMODE | |
  85723. *
  85724. */
  85725. /**
  85726. * Gets the value of the alpha mode
  85727. */
  85728. alphaMode: number;
  85729. /**
  85730. * Stores the state of the need depth pre-pass value
  85731. */
  85732. private _needDepthPrePass;
  85733. /**
  85734. * Sets the need depth pre-pass value
  85735. */
  85736. /**
  85737. * Gets the depth pre-pass value
  85738. */
  85739. needDepthPrePass: boolean;
  85740. /**
  85741. * Specifies if depth writing should be disabled
  85742. */
  85743. disableDepthWrite: boolean;
  85744. /**
  85745. * Specifies if depth writing should be forced
  85746. */
  85747. forceDepthWrite: boolean;
  85748. /**
  85749. * Specifies if there should be a separate pass for culling
  85750. */
  85751. separateCullingPass: boolean;
  85752. /**
  85753. * Stores the state specifing if fog should be enabled
  85754. */
  85755. private _fogEnabled;
  85756. /**
  85757. * Sets the state for enabling fog
  85758. */
  85759. /**
  85760. * Gets the value of the fog enabled state
  85761. */
  85762. fogEnabled: boolean;
  85763. /**
  85764. * Stores the size of points
  85765. */
  85766. pointSize: number;
  85767. /**
  85768. * Stores the z offset value
  85769. */
  85770. zOffset: number;
  85771. /**
  85772. * Gets a value specifying if wireframe mode is enabled
  85773. */
  85774. /**
  85775. * Sets the state of wireframe mode
  85776. */
  85777. wireframe: boolean;
  85778. /**
  85779. * Gets the value specifying if point clouds are enabled
  85780. */
  85781. /**
  85782. * Sets the state of point cloud mode
  85783. */
  85784. pointsCloud: boolean;
  85785. /**
  85786. * Gets the material fill mode
  85787. */
  85788. /**
  85789. * Sets the material fill mode
  85790. */
  85791. fillMode: number;
  85792. /**
  85793. * @hidden
  85794. * Stores the effects for the material
  85795. */
  85796. _effect: Nullable<Effect>;
  85797. /**
  85798. * @hidden
  85799. * Specifies if the material was previously ready
  85800. */
  85801. _wasPreviouslyReady: boolean;
  85802. /**
  85803. * Specifies if uniform buffers should be used
  85804. */
  85805. private _useUBO;
  85806. /**
  85807. * Stores a reference to the scene
  85808. */
  85809. private _scene;
  85810. /**
  85811. * Stores the fill mode state
  85812. */
  85813. private _fillMode;
  85814. /**
  85815. * Specifies if the depth write state should be cached
  85816. */
  85817. private _cachedDepthWriteState;
  85818. /**
  85819. * Stores the uniform buffer
  85820. */
  85821. protected _uniformBuffer: UniformBuffer;
  85822. /** @hidden */
  85823. _indexInSceneMaterialArray: number;
  85824. /** @hidden */
  85825. meshMap: Nullable<{
  85826. [id: string]: AbstractMesh | undefined;
  85827. }>;
  85828. /**
  85829. * Creates a material instance
  85830. * @param name defines the name of the material
  85831. * @param scene defines the scene to reference
  85832. * @param doNotAdd specifies if the material should be added to the scene
  85833. */
  85834. constructor(name: string, scene: Scene, doNotAdd?: boolean);
  85835. /**
  85836. * Returns a string representation of the current material
  85837. * @param fullDetails defines a boolean indicating which levels of logging is desired
  85838. * @returns a string with material information
  85839. */
  85840. toString(fullDetails?: boolean): string;
  85841. /**
  85842. * Gets the class name of the material
  85843. * @returns a string with the class name of the material
  85844. */
  85845. getClassName(): string;
  85846. /**
  85847. * Specifies if updates for the material been locked
  85848. */
  85849. readonly isFrozen: boolean;
  85850. /**
  85851. * Locks updates for the material
  85852. */
  85853. freeze(): void;
  85854. /**
  85855. * Unlocks updates for the material
  85856. */
  85857. unfreeze(): void;
  85858. /**
  85859. * Specifies if the material is ready to be used
  85860. * @param mesh defines the mesh to check
  85861. * @param useInstances specifies if instances should be used
  85862. * @returns a boolean indicating if the material is ready to be used
  85863. */
  85864. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  85865. /**
  85866. * Specifies that the submesh is ready to be used
  85867. * @param mesh defines the mesh to check
  85868. * @param subMesh defines which submesh to check
  85869. * @param useInstances specifies that instances should be used
  85870. * @returns a boolean indicating that the submesh is ready or not
  85871. */
  85872. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  85873. /**
  85874. * Returns the material effect
  85875. * @returns the effect associated with the material
  85876. */
  85877. getEffect(): Nullable<Effect>;
  85878. /**
  85879. * Returns the current scene
  85880. * @returns a Scene
  85881. */
  85882. getScene(): Scene;
  85883. /**
  85884. * Specifies if the material will require alpha blending
  85885. * @returns a boolean specifying if alpha blending is needed
  85886. */
  85887. needAlphaBlending(): boolean;
  85888. /**
  85889. * Specifies if the mesh will require alpha blending
  85890. * @param mesh defines the mesh to check
  85891. * @returns a boolean specifying if alpha blending is needed for the mesh
  85892. */
  85893. needAlphaBlendingForMesh(mesh: AbstractMesh): boolean;
  85894. /**
  85895. * Specifies if this material should be rendered in alpha test mode
  85896. * @returns a boolean specifying if an alpha test is needed.
  85897. */
  85898. needAlphaTesting(): boolean;
  85899. /**
  85900. * Gets the texture used for the alpha test
  85901. * @returns the texture to use for alpha testing
  85902. */
  85903. getAlphaTestTexture(): Nullable<BaseTexture>;
  85904. /**
  85905. * Marks the material to indicate that it needs to be re-calculated
  85906. */
  85907. markDirty(): void;
  85908. /** @hidden */
  85909. _preBind(effect?: Effect, overrideOrientation?: Nullable<number>): boolean;
  85910. /**
  85911. * Binds the material to the mesh
  85912. * @param world defines the world transformation matrix
  85913. * @param mesh defines the mesh to bind the material to
  85914. */
  85915. bind(world: Matrix, mesh?: Mesh): void;
  85916. /**
  85917. * Binds the submesh to the material
  85918. * @param world defines the world transformation matrix
  85919. * @param mesh defines the mesh containing the submesh
  85920. * @param subMesh defines the submesh to bind the material to
  85921. */
  85922. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  85923. /**
  85924. * Binds the world matrix to the material
  85925. * @param world defines the world transformation matrix
  85926. */
  85927. bindOnlyWorldMatrix(world: Matrix): void;
  85928. /**
  85929. * Binds the scene's uniform buffer to the effect.
  85930. * @param effect defines the effect to bind to the scene uniform buffer
  85931. * @param sceneUbo defines the uniform buffer storing scene data
  85932. */
  85933. bindSceneUniformBuffer(effect: Effect, sceneUbo: UniformBuffer): void;
  85934. /**
  85935. * Binds the view matrix to the effect
  85936. * @param effect defines the effect to bind the view matrix to
  85937. */
  85938. bindView(effect: Effect): void;
  85939. /**
  85940. * Binds the view projection matrix to the effect
  85941. * @param effect defines the effect to bind the view projection matrix to
  85942. */
  85943. bindViewProjection(effect: Effect): void;
  85944. /**
  85945. * Specifies if material alpha testing should be turned on for the mesh
  85946. * @param mesh defines the mesh to check
  85947. */
  85948. protected _shouldTurnAlphaTestOn(mesh: AbstractMesh): boolean;
  85949. /**
  85950. * Processes to execute after binding the material to a mesh
  85951. * @param mesh defines the rendered mesh
  85952. */
  85953. protected _afterBind(mesh?: Mesh): void;
  85954. /**
  85955. * Unbinds the material from the mesh
  85956. */
  85957. unbind(): void;
  85958. /**
  85959. * Gets the active textures from the material
  85960. * @returns an array of textures
  85961. */
  85962. getActiveTextures(): BaseTexture[];
  85963. /**
  85964. * Specifies if the material uses a texture
  85965. * @param texture defines the texture to check against the material
  85966. * @returns a boolean specifying if the material uses the texture
  85967. */
  85968. hasTexture(texture: BaseTexture): boolean;
  85969. /**
  85970. * Makes a duplicate of the material, and gives it a new name
  85971. * @param name defines the new name for the duplicated material
  85972. * @returns the cloned material
  85973. */
  85974. clone(name: string): Nullable<Material>;
  85975. /**
  85976. * Gets the meshes bound to the material
  85977. * @returns an array of meshes bound to the material
  85978. */
  85979. getBindedMeshes(): AbstractMesh[];
  85980. /**
  85981. * Force shader compilation
  85982. * @param mesh defines the mesh associated with this material
  85983. * @param onCompiled defines a function to execute once the material is compiled
  85984. * @param options defines the options to configure the compilation
  85985. */
  85986. forceCompilation(mesh: AbstractMesh, onCompiled?: (material: Material) => void, options?: Partial<{
  85987. clipPlane: boolean;
  85988. }>): void;
  85989. /**
  85990. * Force shader compilation
  85991. * @param mesh defines the mesh that will use this material
  85992. * @param options defines additional options for compiling the shaders
  85993. * @returns a promise that resolves when the compilation completes
  85994. */
  85995. forceCompilationAsync(mesh: AbstractMesh, options?: Partial<{
  85996. clipPlane: boolean;
  85997. }>): Promise<void>;
  85998. private static readonly _AllDirtyCallBack;
  85999. private static readonly _ImageProcessingDirtyCallBack;
  86000. private static readonly _TextureDirtyCallBack;
  86001. private static readonly _FresnelDirtyCallBack;
  86002. private static readonly _MiscDirtyCallBack;
  86003. private static readonly _LightsDirtyCallBack;
  86004. private static readonly _AttributeDirtyCallBack;
  86005. private static _FresnelAndMiscDirtyCallBack;
  86006. private static _TextureAndMiscDirtyCallBack;
  86007. private static readonly _DirtyCallbackArray;
  86008. private static readonly _RunDirtyCallBacks;
  86009. /**
  86010. * Marks a define in the material to indicate that it needs to be re-computed
  86011. * @param flag defines a flag used to determine which parts of the material have to be marked as dirty
  86012. */
  86013. markAsDirty(flag: number): void;
  86014. /**
  86015. * Marks all submeshes of a material to indicate that their material defines need to be re-calculated
  86016. * @param func defines a function which checks material defines against the submeshes
  86017. */
  86018. protected _markAllSubMeshesAsDirty(func: (defines: MaterialDefines) => void): void;
  86019. /**
  86020. * Indicates that we need to re-calculated for all submeshes
  86021. */
  86022. protected _markAllSubMeshesAsAllDirty(): void;
  86023. /**
  86024. * Indicates that image processing needs to be re-calculated for all submeshes
  86025. */
  86026. protected _markAllSubMeshesAsImageProcessingDirty(): void;
  86027. /**
  86028. * Indicates that textures need to be re-calculated for all submeshes
  86029. */
  86030. protected _markAllSubMeshesAsTexturesDirty(): void;
  86031. /**
  86032. * Indicates that fresnel needs to be re-calculated for all submeshes
  86033. */
  86034. protected _markAllSubMeshesAsFresnelDirty(): void;
  86035. /**
  86036. * Indicates that fresnel and misc need to be re-calculated for all submeshes
  86037. */
  86038. protected _markAllSubMeshesAsFresnelAndMiscDirty(): void;
  86039. /**
  86040. * Indicates that lights need to be re-calculated for all submeshes
  86041. */
  86042. protected _markAllSubMeshesAsLightsDirty(): void;
  86043. /**
  86044. * Indicates that attributes need to be re-calculated for all submeshes
  86045. */
  86046. protected _markAllSubMeshesAsAttributesDirty(): void;
  86047. /**
  86048. * Indicates that misc needs to be re-calculated for all submeshes
  86049. */
  86050. protected _markAllSubMeshesAsMiscDirty(): void;
  86051. /**
  86052. * Indicates that textures and misc need to be re-calculated for all submeshes
  86053. */
  86054. protected _markAllSubMeshesAsTexturesAndMiscDirty(): void;
  86055. /**
  86056. * Disposes the material
  86057. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  86058. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  86059. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  86060. */
  86061. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  86062. /** @hidden */
  86063. private releaseVertexArrayObject;
  86064. /**
  86065. * Serializes this material
  86066. * @returns the serialized material object
  86067. */
  86068. serialize(): any;
  86069. /**
  86070. * Creates a material from parsed material data
  86071. * @param parsedMaterial defines parsed material data
  86072. * @param scene defines the hosting scene
  86073. * @param rootUrl defines the root URL to use to load textures
  86074. * @returns a new material
  86075. */
  86076. static Parse(parsedMaterial: any, scene: Scene, rootUrl: string): Nullable<Material>;
  86077. }
  86078. }
  86079. declare module BABYLON {
  86080. /**
  86081. * A multi-material is used to apply different materials to different parts of the same object without the need of
  86082. * separate meshes. This can be use to improve performances.
  86083. * @see http://doc.babylonjs.com/how_to/multi_materials
  86084. */
  86085. export class MultiMaterial extends Material {
  86086. private _subMaterials;
  86087. /**
  86088. * Gets or Sets the list of Materials used within the multi material.
  86089. * They need to be ordered according to the submeshes order in the associated mesh
  86090. */
  86091. subMaterials: Nullable<Material>[];
  86092. /**
  86093. * Function used to align with Node.getChildren()
  86094. * @returns the list of Materials used within the multi material
  86095. */
  86096. getChildren(): Nullable<Material>[];
  86097. /**
  86098. * Instantiates a new Multi Material
  86099. * A multi-material is used to apply different materials to different parts of the same object without the need of
  86100. * separate meshes. This can be use to improve performances.
  86101. * @see http://doc.babylonjs.com/how_to/multi_materials
  86102. * @param name Define the name in the scene
  86103. * @param scene Define the scene the material belongs to
  86104. */
  86105. constructor(name: string, scene: Scene);
  86106. private _hookArray;
  86107. /**
  86108. * Get one of the submaterial by its index in the submaterials array
  86109. * @param index The index to look the sub material at
  86110. * @returns The Material if the index has been defined
  86111. */
  86112. getSubMaterial(index: number): Nullable<Material>;
  86113. /**
  86114. * Get the list of active textures for the whole sub materials list.
  86115. * @returns All the textures that will be used during the rendering
  86116. */
  86117. getActiveTextures(): BaseTexture[];
  86118. /**
  86119. * Gets the current class name of the material e.g. "MultiMaterial"
  86120. * Mainly use in serialization.
  86121. * @returns the class name
  86122. */
  86123. getClassName(): string;
  86124. /**
  86125. * Checks if the material is ready to render the requested sub mesh
  86126. * @param mesh Define the mesh the submesh belongs to
  86127. * @param subMesh Define the sub mesh to look readyness for
  86128. * @param useInstances Define whether or not the material is used with instances
  86129. * @returns true if ready, otherwise false
  86130. */
  86131. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  86132. /**
  86133. * Clones the current material and its related sub materials
  86134. * @param name Define the name of the newly cloned material
  86135. * @param cloneChildren Define if submaterial will be cloned or shared with the parent instance
  86136. * @returns the cloned material
  86137. */
  86138. clone(name: string, cloneChildren?: boolean): MultiMaterial;
  86139. /**
  86140. * Serializes the materials into a JSON representation.
  86141. * @returns the JSON representation
  86142. */
  86143. serialize(): any;
  86144. /**
  86145. * Dispose the material and release its associated resources
  86146. * @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)
  86147. * @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)
  86148. * @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)
  86149. */
  86150. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, forceDisposeChildren?: boolean): void;
  86151. /**
  86152. * Creates a MultiMaterial from parsed MultiMaterial data.
  86153. * @param parsedMultiMaterial defines parsed MultiMaterial data.
  86154. * @param scene defines the hosting scene
  86155. * @returns a new MultiMaterial
  86156. */
  86157. static ParseMultiMaterial(parsedMultiMaterial: any, scene: Scene): MultiMaterial;
  86158. }
  86159. }
  86160. declare module BABYLON {
  86161. /**
  86162. * Base class for submeshes
  86163. */
  86164. export class BaseSubMesh {
  86165. /** @hidden */
  86166. _materialDefines: Nullable<MaterialDefines>;
  86167. /** @hidden */
  86168. _materialEffect: Nullable<Effect>;
  86169. /**
  86170. * Gets associated effect
  86171. */
  86172. readonly effect: Nullable<Effect>;
  86173. /**
  86174. * Sets associated effect (effect used to render this submesh)
  86175. * @param effect defines the effect to associate with
  86176. * @param defines defines the set of defines used to compile this effect
  86177. */
  86178. setEffect(effect: Nullable<Effect>, defines?: Nullable<MaterialDefines>): void;
  86179. }
  86180. /**
  86181. * Defines a subdivision inside a mesh
  86182. */
  86183. export class SubMesh extends BaseSubMesh implements ICullable {
  86184. /** the material index to use */
  86185. materialIndex: number;
  86186. /** vertex index start */
  86187. verticesStart: number;
  86188. /** vertices count */
  86189. verticesCount: number;
  86190. /** index start */
  86191. indexStart: number;
  86192. /** indices count */
  86193. indexCount: number;
  86194. /** @hidden */
  86195. _linesIndexCount: number;
  86196. private _mesh;
  86197. private _renderingMesh;
  86198. private _boundingInfo;
  86199. private _linesIndexBuffer;
  86200. /** @hidden */
  86201. _lastColliderWorldVertices: Nullable<Vector3[]>;
  86202. /** @hidden */
  86203. _trianglePlanes: Plane[];
  86204. /** @hidden */
  86205. _lastColliderTransformMatrix: Nullable<Matrix>;
  86206. /** @hidden */
  86207. _renderId: number;
  86208. /** @hidden */
  86209. _alphaIndex: number;
  86210. /** @hidden */
  86211. _distanceToCamera: number;
  86212. /** @hidden */
  86213. _id: number;
  86214. private _currentMaterial;
  86215. /**
  86216. * Add a new submesh to a mesh
  86217. * @param materialIndex defines the material index to use
  86218. * @param verticesStart defines vertex index start
  86219. * @param verticesCount defines vertices count
  86220. * @param indexStart defines index start
  86221. * @param indexCount defines indices count
  86222. * @param mesh defines the parent mesh
  86223. * @param renderingMesh defines an optional rendering mesh
  86224. * @param createBoundingBox defines if bounding box should be created for this submesh
  86225. * @returns the new submesh
  86226. */
  86227. static AddToMesh(materialIndex: number, verticesStart: number, verticesCount: number, indexStart: number, indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh, createBoundingBox?: boolean): SubMesh;
  86228. /**
  86229. * Creates a new submesh
  86230. * @param materialIndex defines the material index to use
  86231. * @param verticesStart defines vertex index start
  86232. * @param verticesCount defines vertices count
  86233. * @param indexStart defines index start
  86234. * @param indexCount defines indices count
  86235. * @param mesh defines the parent mesh
  86236. * @param renderingMesh defines an optional rendering mesh
  86237. * @param createBoundingBox defines if bounding box should be created for this submesh
  86238. */
  86239. constructor(
  86240. /** the material index to use */
  86241. materialIndex: number,
  86242. /** vertex index start */
  86243. verticesStart: number,
  86244. /** vertices count */
  86245. verticesCount: number,
  86246. /** index start */
  86247. indexStart: number,
  86248. /** indices count */
  86249. indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh, createBoundingBox?: boolean);
  86250. /**
  86251. * Returns true if this submesh covers the entire parent mesh
  86252. * @ignorenaming
  86253. */
  86254. readonly IsGlobal: boolean;
  86255. /**
  86256. * Returns the submesh BoudingInfo object
  86257. * @returns current bounding info (or mesh's one if the submesh is global)
  86258. */
  86259. getBoundingInfo(): BoundingInfo;
  86260. /**
  86261. * Sets the submesh BoundingInfo
  86262. * @param boundingInfo defines the new bounding info to use
  86263. * @returns the SubMesh
  86264. */
  86265. setBoundingInfo(boundingInfo: BoundingInfo): SubMesh;
  86266. /**
  86267. * Returns the mesh of the current submesh
  86268. * @return the parent mesh
  86269. */
  86270. getMesh(): AbstractMesh;
  86271. /**
  86272. * Returns the rendering mesh of the submesh
  86273. * @returns the rendering mesh (could be different from parent mesh)
  86274. */
  86275. getRenderingMesh(): Mesh;
  86276. /**
  86277. * Returns the submesh material
  86278. * @returns null or the current material
  86279. */
  86280. getMaterial(): Nullable<Material>;
  86281. /**
  86282. * Sets a new updated BoundingInfo object to the submesh
  86283. * @param data defines an optional position array to use to determine the bounding info
  86284. * @returns the SubMesh
  86285. */
  86286. refreshBoundingInfo(data?: Nullable<FloatArray>): SubMesh;
  86287. /** @hidden */
  86288. _checkCollision(collider: Collider): boolean;
  86289. /**
  86290. * Updates the submesh BoundingInfo
  86291. * @param world defines the world matrix to use to update the bounding info
  86292. * @returns the submesh
  86293. */
  86294. updateBoundingInfo(world: DeepImmutable<Matrix>): SubMesh;
  86295. /**
  86296. * True is the submesh bounding box intersects the frustum defined by the passed array of planes.
  86297. * @param frustumPlanes defines the frustum planes
  86298. * @returns true if the submesh is intersecting with the frustum
  86299. */
  86300. isInFrustum(frustumPlanes: Plane[]): boolean;
  86301. /**
  86302. * True is the submesh bounding box is completely inside the frustum defined by the passed array of planes
  86303. * @param frustumPlanes defines the frustum planes
  86304. * @returns true if the submesh is inside the frustum
  86305. */
  86306. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  86307. /**
  86308. * Renders the submesh
  86309. * @param enableAlphaMode defines if alpha needs to be used
  86310. * @returns the submesh
  86311. */
  86312. render(enableAlphaMode: boolean): SubMesh;
  86313. /**
  86314. * @hidden
  86315. */
  86316. _getLinesIndexBuffer(indices: IndicesArray, engine: Engine): DataBuffer;
  86317. /**
  86318. * Checks if the submesh intersects with a ray
  86319. * @param ray defines the ray to test
  86320. * @returns true is the passed ray intersects the submesh bounding box
  86321. */
  86322. canIntersects(ray: Ray): boolean;
  86323. /**
  86324. * Intersects current submesh with a ray
  86325. * @param ray defines the ray to test
  86326. * @param positions defines mesh's positions array
  86327. * @param indices defines mesh's indices array
  86328. * @param fastCheck defines if only bounding info should be used
  86329. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  86330. * @returns intersection info or null if no intersection
  86331. */
  86332. intersects(ray: Ray, positions: Vector3[], indices: IndicesArray, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<IntersectionInfo>;
  86333. /** @hidden */
  86334. private _intersectLines;
  86335. /** @hidden */
  86336. private _intersectUnIndexedLines;
  86337. /** @hidden */
  86338. private _intersectTriangles;
  86339. /** @hidden */
  86340. private _intersectUnIndexedTriangles;
  86341. /** @hidden */
  86342. _rebuild(): void;
  86343. /**
  86344. * Creates a new submesh from the passed mesh
  86345. * @param newMesh defines the new hosting mesh
  86346. * @param newRenderingMesh defines an optional rendering mesh
  86347. * @returns the new submesh
  86348. */
  86349. clone(newMesh: AbstractMesh, newRenderingMesh?: Mesh): SubMesh;
  86350. /**
  86351. * Release associated resources
  86352. */
  86353. dispose(): void;
  86354. /**
  86355. * Gets the class name
  86356. * @returns the string "SubMesh".
  86357. */
  86358. getClassName(): string;
  86359. /**
  86360. * Creates a new submesh from indices data
  86361. * @param materialIndex the index of the main mesh material
  86362. * @param startIndex the index where to start the copy in the mesh indices array
  86363. * @param indexCount the number of indices to copy then from the startIndex
  86364. * @param mesh the main mesh to create the submesh from
  86365. * @param renderingMesh the optional rendering mesh
  86366. * @returns a new submesh
  86367. */
  86368. static CreateFromIndices(materialIndex: number, startIndex: number, indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh): SubMesh;
  86369. }
  86370. }
  86371. declare module BABYLON {
  86372. /**
  86373. * Class used to represent data loading progression
  86374. */
  86375. export class SceneLoaderFlags {
  86376. private static _ForceFullSceneLoadingForIncremental;
  86377. private static _ShowLoadingScreen;
  86378. private static _CleanBoneMatrixWeights;
  86379. private static _loggingLevel;
  86380. /**
  86381. * Gets or sets a boolean indicating if entire scene must be loaded even if scene contains incremental data
  86382. */
  86383. static ForceFullSceneLoadingForIncremental: boolean;
  86384. /**
  86385. * Gets or sets a boolean indicating if loading screen must be displayed while loading a scene
  86386. */
  86387. static ShowLoadingScreen: boolean;
  86388. /**
  86389. * Defines the current logging level (while loading the scene)
  86390. * @ignorenaming
  86391. */
  86392. static loggingLevel: number;
  86393. /**
  86394. * Gets or set a boolean indicating if matrix weights must be cleaned upon loading
  86395. */
  86396. static CleanBoneMatrixWeights: boolean;
  86397. }
  86398. }
  86399. declare module BABYLON {
  86400. /**
  86401. * Class used to store geometry data (vertex buffers + index buffer)
  86402. */
  86403. export class Geometry implements IGetSetVerticesData {
  86404. /**
  86405. * Gets or sets the ID of the geometry
  86406. */
  86407. id: string;
  86408. /**
  86409. * Gets or sets the unique ID of the geometry
  86410. */
  86411. uniqueId: number;
  86412. /**
  86413. * Gets the delay loading state of the geometry (none by default which means not delayed)
  86414. */
  86415. delayLoadState: number;
  86416. /**
  86417. * Gets the file containing the data to load when running in delay load state
  86418. */
  86419. delayLoadingFile: Nullable<string>;
  86420. /**
  86421. * Callback called when the geometry is updated
  86422. */
  86423. onGeometryUpdated: (geometry: Geometry, kind?: string) => void;
  86424. private _scene;
  86425. private _engine;
  86426. private _meshes;
  86427. private _totalVertices;
  86428. /** @hidden */
  86429. _indices: IndicesArray;
  86430. /** @hidden */
  86431. _vertexBuffers: {
  86432. [key: string]: VertexBuffer;
  86433. };
  86434. private _isDisposed;
  86435. private _extend;
  86436. private _boundingBias;
  86437. /** @hidden */
  86438. _delayInfo: Array<string>;
  86439. private _indexBuffer;
  86440. private _indexBufferIsUpdatable;
  86441. /** @hidden */
  86442. _boundingInfo: Nullable<BoundingInfo>;
  86443. /** @hidden */
  86444. _delayLoadingFunction: Nullable<(any: any, geometry: Geometry) => void>;
  86445. /** @hidden */
  86446. _softwareSkinningFrameId: number;
  86447. private _vertexArrayObjects;
  86448. private _updatable;
  86449. /** @hidden */
  86450. _positions: Nullable<Vector3[]>;
  86451. /**
  86452. * 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
  86453. */
  86454. /**
  86455. * 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
  86456. */
  86457. boundingBias: Vector2;
  86458. /**
  86459. * Static function used to attach a new empty geometry to a mesh
  86460. * @param mesh defines the mesh to attach the geometry to
  86461. * @returns the new Geometry
  86462. */
  86463. static CreateGeometryForMesh(mesh: Mesh): Geometry;
  86464. /**
  86465. * Creates a new geometry
  86466. * @param id defines the unique ID
  86467. * @param scene defines the hosting scene
  86468. * @param vertexData defines the VertexData used to get geometry data
  86469. * @param updatable defines if geometry must be updatable (false by default)
  86470. * @param mesh defines the mesh that will be associated with the geometry
  86471. */
  86472. constructor(id: string, scene: Scene, vertexData?: VertexData, updatable?: boolean, mesh?: Nullable<Mesh>);
  86473. /**
  86474. * Gets the current extend of the geometry
  86475. */
  86476. readonly extend: {
  86477. minimum: Vector3;
  86478. maximum: Vector3;
  86479. };
  86480. /**
  86481. * Gets the hosting scene
  86482. * @returns the hosting Scene
  86483. */
  86484. getScene(): Scene;
  86485. /**
  86486. * Gets the hosting engine
  86487. * @returns the hosting Engine
  86488. */
  86489. getEngine(): Engine;
  86490. /**
  86491. * Defines if the geometry is ready to use
  86492. * @returns true if the geometry is ready to be used
  86493. */
  86494. isReady(): boolean;
  86495. /**
  86496. * Gets a value indicating that the geometry should not be serialized
  86497. */
  86498. readonly doNotSerialize: boolean;
  86499. /** @hidden */
  86500. _rebuild(): void;
  86501. /**
  86502. * Affects all geometry data in one call
  86503. * @param vertexData defines the geometry data
  86504. * @param updatable defines if the geometry must be flagged as updatable (false as default)
  86505. */
  86506. setAllVerticesData(vertexData: VertexData, updatable?: boolean): void;
  86507. /**
  86508. * Set specific vertex data
  86509. * @param kind defines the data kind (Position, normal, etc...)
  86510. * @param data defines the vertex data to use
  86511. * @param updatable defines if the vertex must be flagged as updatable (false as default)
  86512. * @param stride defines the stride to use (0 by default). This value is deduced from the kind value if not specified
  86513. */
  86514. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): void;
  86515. /**
  86516. * Removes a specific vertex data
  86517. * @param kind defines the data kind (Position, normal, etc...)
  86518. */
  86519. removeVerticesData(kind: string): void;
  86520. /**
  86521. * Affect a vertex buffer to the geometry. the vertexBuffer.getKind() function is used to determine where to store the data
  86522. * @param buffer defines the vertex buffer to use
  86523. * @param totalVertices defines the total number of vertices for position kind (could be null)
  86524. */
  86525. setVerticesBuffer(buffer: VertexBuffer, totalVertices?: Nullable<number>): void;
  86526. /**
  86527. * Update a specific vertex buffer
  86528. * This function will directly update the underlying DataBuffer according to the passed numeric array or Float32Array
  86529. * It will do nothing if the buffer is not updatable
  86530. * @param kind defines the data kind (Position, normal, etc...)
  86531. * @param data defines the data to use
  86532. * @param offset defines the offset in the target buffer where to store the data
  86533. * @param useBytes set to true if the offset is in bytes
  86534. */
  86535. updateVerticesDataDirectly(kind: string, data: DataArray, offset: number, useBytes?: boolean): void;
  86536. /**
  86537. * Update a specific vertex buffer
  86538. * This function will create a new buffer if the current one is not updatable
  86539. * @param kind defines the data kind (Position, normal, etc...)
  86540. * @param data defines the data to use
  86541. * @param updateExtends defines if the geometry extends must be recomputed (false by default)
  86542. */
  86543. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean): void;
  86544. private _updateBoundingInfo;
  86545. /** @hidden */
  86546. _bind(effect: Nullable<Effect>, indexToBind?: Nullable<DataBuffer>): void;
  86547. /**
  86548. * Gets total number of vertices
  86549. * @returns the total number of vertices
  86550. */
  86551. getTotalVertices(): number;
  86552. /**
  86553. * Gets a specific vertex data attached to this geometry. Float data is constructed if the vertex buffer data cannot be returned directly.
  86554. * @param kind defines the data kind (Position, normal, etc...)
  86555. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  86556. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  86557. * @returns a float array containing vertex data
  86558. */
  86559. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  86560. /**
  86561. * Returns a boolean defining if the vertex data for the requested `kind` is updatable
  86562. * @param kind defines the data kind (Position, normal, etc...)
  86563. * @returns true if the vertex buffer with the specified kind is updatable
  86564. */
  86565. isVertexBufferUpdatable(kind: string): boolean;
  86566. /**
  86567. * Gets a specific vertex buffer
  86568. * @param kind defines the data kind (Position, normal, etc...)
  86569. * @returns a VertexBuffer
  86570. */
  86571. getVertexBuffer(kind: string): Nullable<VertexBuffer>;
  86572. /**
  86573. * Returns all vertex buffers
  86574. * @return an object holding all vertex buffers indexed by kind
  86575. */
  86576. getVertexBuffers(): Nullable<{
  86577. [key: string]: VertexBuffer;
  86578. }>;
  86579. /**
  86580. * Gets a boolean indicating if specific vertex buffer is present
  86581. * @param kind defines the data kind (Position, normal, etc...)
  86582. * @returns true if data is present
  86583. */
  86584. isVerticesDataPresent(kind: string): boolean;
  86585. /**
  86586. * Gets a list of all attached data kinds (Position, normal, etc...)
  86587. * @returns a list of string containing all kinds
  86588. */
  86589. getVerticesDataKinds(): string[];
  86590. /**
  86591. * Update index buffer
  86592. * @param indices defines the indices to store in the index buffer
  86593. * @param offset defines the offset in the target buffer where to store the data
  86594. * @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)
  86595. */
  86596. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): void;
  86597. /**
  86598. * Creates a new index buffer
  86599. * @param indices defines the indices to store in the index buffer
  86600. * @param totalVertices defines the total number of vertices (could be null)
  86601. * @param updatable defines if the index buffer must be flagged as updatable (false by default)
  86602. */
  86603. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>, updatable?: boolean): void;
  86604. /**
  86605. * Return the total number of indices
  86606. * @returns the total number of indices
  86607. */
  86608. getTotalIndices(): number;
  86609. /**
  86610. * Gets the index buffer array
  86611. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  86612. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  86613. * @returns the index buffer array
  86614. */
  86615. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  86616. /**
  86617. * Gets the index buffer
  86618. * @return the index buffer
  86619. */
  86620. getIndexBuffer(): Nullable<DataBuffer>;
  86621. /** @hidden */
  86622. _releaseVertexArrayObject(effect?: Nullable<Effect>): void;
  86623. /**
  86624. * Release the associated resources for a specific mesh
  86625. * @param mesh defines the source mesh
  86626. * @param shouldDispose defines if the geometry must be disposed if there is no more mesh pointing to it
  86627. */
  86628. releaseForMesh(mesh: Mesh, shouldDispose?: boolean): void;
  86629. /**
  86630. * Apply current geometry to a given mesh
  86631. * @param mesh defines the mesh to apply geometry to
  86632. */
  86633. applyToMesh(mesh: Mesh): void;
  86634. private _updateExtend;
  86635. private _applyToMesh;
  86636. private notifyUpdate;
  86637. /**
  86638. * Load the geometry if it was flagged as delay loaded
  86639. * @param scene defines the hosting scene
  86640. * @param onLoaded defines a callback called when the geometry is loaded
  86641. */
  86642. load(scene: Scene, onLoaded?: () => void): void;
  86643. private _queueLoad;
  86644. /**
  86645. * Invert the geometry to move from a right handed system to a left handed one.
  86646. */
  86647. toLeftHanded(): void;
  86648. /** @hidden */
  86649. _resetPointsArrayCache(): void;
  86650. /** @hidden */
  86651. _generatePointsArray(): boolean;
  86652. /**
  86653. * Gets a value indicating if the geometry is disposed
  86654. * @returns true if the geometry was disposed
  86655. */
  86656. isDisposed(): boolean;
  86657. private _disposeVertexArrayObjects;
  86658. /**
  86659. * Free all associated resources
  86660. */
  86661. dispose(): void;
  86662. /**
  86663. * Clone the current geometry into a new geometry
  86664. * @param id defines the unique ID of the new geometry
  86665. * @returns a new geometry object
  86666. */
  86667. copy(id: string): Geometry;
  86668. /**
  86669. * Serialize the current geometry info (and not the vertices data) into a JSON object
  86670. * @return a JSON representation of the current geometry data (without the vertices data)
  86671. */
  86672. serialize(): any;
  86673. private toNumberArray;
  86674. /**
  86675. * Serialize all vertices data into a JSON oject
  86676. * @returns a JSON representation of the current geometry data
  86677. */
  86678. serializeVerticeData(): any;
  86679. /**
  86680. * Extracts a clone of a mesh geometry
  86681. * @param mesh defines the source mesh
  86682. * @param id defines the unique ID of the new geometry object
  86683. * @returns the new geometry object
  86684. */
  86685. static ExtractFromMesh(mesh: Mesh, id: string): Nullable<Geometry>;
  86686. /**
  86687. * You should now use Tools.RandomId(), this method is still here for legacy reasons.
  86688. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  86689. * Be aware Math.random() could cause collisions, but:
  86690. * "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"
  86691. * @returns a string containing a new GUID
  86692. */
  86693. static RandomId(): string;
  86694. /** @hidden */
  86695. static _ImportGeometry(parsedGeometry: any, mesh: Mesh): void;
  86696. private static _CleanMatricesWeights;
  86697. /**
  86698. * Create a new geometry from persisted data (Using .babylon file format)
  86699. * @param parsedVertexData defines the persisted data
  86700. * @param scene defines the hosting scene
  86701. * @param rootUrl defines the root url to use to load assets (like delayed data)
  86702. * @returns the new geometry object
  86703. */
  86704. static Parse(parsedVertexData: any, scene: Scene, rootUrl: string): Nullable<Geometry>;
  86705. }
  86706. }
  86707. declare module BABYLON {
  86708. /**
  86709. * Define an interface for all classes that will get and set the data on vertices
  86710. */
  86711. export interface IGetSetVerticesData {
  86712. /**
  86713. * Gets a boolean indicating if specific vertex data is present
  86714. * @param kind defines the vertex data kind to use
  86715. * @returns true is data kind is present
  86716. */
  86717. isVerticesDataPresent(kind: string): boolean;
  86718. /**
  86719. * Gets a specific vertex data attached to this geometry. Float data is constructed if the vertex buffer data cannot be returned directly.
  86720. * @param kind defines the data kind (Position, normal, etc...)
  86721. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  86722. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  86723. * @returns a float array containing vertex data
  86724. */
  86725. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  86726. /**
  86727. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  86728. * @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.
  86729. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  86730. * @returns the indices array or an empty array if the mesh has no geometry
  86731. */
  86732. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  86733. /**
  86734. * Set specific vertex data
  86735. * @param kind defines the data kind (Position, normal, etc...)
  86736. * @param data defines the vertex data to use
  86737. * @param updatable defines if the vertex must be flagged as updatable (false as default)
  86738. * @param stride defines the stride to use (0 by default). This value is deduced from the kind value if not specified
  86739. */
  86740. setVerticesData(kind: string, data: FloatArray, updatable: boolean): void;
  86741. /**
  86742. * Update a specific associated vertex buffer
  86743. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  86744. * - VertexBuffer.PositionKind
  86745. * - VertexBuffer.UVKind
  86746. * - VertexBuffer.UV2Kind
  86747. * - VertexBuffer.UV3Kind
  86748. * - VertexBuffer.UV4Kind
  86749. * - VertexBuffer.UV5Kind
  86750. * - VertexBuffer.UV6Kind
  86751. * - VertexBuffer.ColorKind
  86752. * - VertexBuffer.MatricesIndicesKind
  86753. * - VertexBuffer.MatricesIndicesExtraKind
  86754. * - VertexBuffer.MatricesWeightsKind
  86755. * - VertexBuffer.MatricesWeightsExtraKind
  86756. * @param data defines the data source
  86757. * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for "position" kind
  86758. * @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)
  86759. */
  86760. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): void;
  86761. /**
  86762. * Creates a new index buffer
  86763. * @param indices defines the indices to store in the index buffer
  86764. * @param totalVertices defines the total number of vertices (could be null)
  86765. * @param updatable defines if the index buffer must be flagged as updatable (false by default)
  86766. */
  86767. setIndices(indices: IndicesArray, totalVertices: Nullable<number>, updatable?: boolean): void;
  86768. }
  86769. /**
  86770. * This class contains the various kinds of data on every vertex of a mesh used in determining its shape and appearance
  86771. */
  86772. export class VertexData {
  86773. /**
  86774. * Mesh side orientation : usually the external or front surface
  86775. */
  86776. static readonly FRONTSIDE: number;
  86777. /**
  86778. * Mesh side orientation : usually the internal or back surface
  86779. */
  86780. static readonly BACKSIDE: number;
  86781. /**
  86782. * Mesh side orientation : both internal and external or front and back surfaces
  86783. */
  86784. static readonly DOUBLESIDE: number;
  86785. /**
  86786. * Mesh side orientation : by default, `FRONTSIDE`
  86787. */
  86788. static readonly DEFAULTSIDE: number;
  86789. /**
  86790. * An array of the x, y, z position of each vertex [...., x, y, z, .....]
  86791. */
  86792. positions: Nullable<FloatArray>;
  86793. /**
  86794. * An array of the x, y, z normal vector of each vertex [...., x, y, z, .....]
  86795. */
  86796. normals: Nullable<FloatArray>;
  86797. /**
  86798. * An array of the x, y, z tangent vector of each vertex [...., x, y, z, .....]
  86799. */
  86800. tangents: Nullable<FloatArray>;
  86801. /**
  86802. * An array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  86803. */
  86804. uvs: Nullable<FloatArray>;
  86805. /**
  86806. * A second array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  86807. */
  86808. uvs2: Nullable<FloatArray>;
  86809. /**
  86810. * A third array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  86811. */
  86812. uvs3: Nullable<FloatArray>;
  86813. /**
  86814. * A fourth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  86815. */
  86816. uvs4: Nullable<FloatArray>;
  86817. /**
  86818. * A fifth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  86819. */
  86820. uvs5: Nullable<FloatArray>;
  86821. /**
  86822. * A sixth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  86823. */
  86824. uvs6: Nullable<FloatArray>;
  86825. /**
  86826. * An array of the r, g, b, a, color of each vertex [...., r, g, b, a, .....]
  86827. */
  86828. colors: Nullable<FloatArray>;
  86829. /**
  86830. * 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).
  86831. */
  86832. matricesIndices: Nullable<FloatArray>;
  86833. /**
  86834. * An array containing the list of weights defining the weight of each indexed matrix in the final computation
  86835. */
  86836. matricesWeights: Nullable<FloatArray>;
  86837. /**
  86838. * An array extending the number of possible indices
  86839. */
  86840. matricesIndicesExtra: Nullable<FloatArray>;
  86841. /**
  86842. * An array extending the number of possible weights when the number of indices is extended
  86843. */
  86844. matricesWeightsExtra: Nullable<FloatArray>;
  86845. /**
  86846. * An array of i, j, k the three vertex indices required for each triangular facet [...., i, j, k .....]
  86847. */
  86848. indices: Nullable<IndicesArray>;
  86849. /**
  86850. * Uses the passed data array to set the set the values for the specified kind of data
  86851. * @param data a linear array of floating numbers
  86852. * @param kind the type of data that is being set, eg positions, colors etc
  86853. */
  86854. set(data: FloatArray, kind: string): void;
  86855. /**
  86856. * Associates the vertexData to the passed Mesh.
  86857. * Sets it as updatable or not (default `false`)
  86858. * @param mesh the mesh the vertexData is applied to
  86859. * @param updatable when used and having the value true allows new data to update the vertexData
  86860. * @returns the VertexData
  86861. */
  86862. applyToMesh(mesh: Mesh, updatable?: boolean): VertexData;
  86863. /**
  86864. * Associates the vertexData to the passed Geometry.
  86865. * Sets it as updatable or not (default `false`)
  86866. * @param geometry the geometry the vertexData is applied to
  86867. * @param updatable when used and having the value true allows new data to update the vertexData
  86868. * @returns VertexData
  86869. */
  86870. applyToGeometry(geometry: Geometry, updatable?: boolean): VertexData;
  86871. /**
  86872. * Updates the associated mesh
  86873. * @param mesh the mesh to be updated
  86874. * @param updateExtends when true the mesh BoundingInfo will be renewed when and if position kind is updated, optional with default false
  86875. * @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
  86876. * @returns VertexData
  86877. */
  86878. updateMesh(mesh: Mesh): VertexData;
  86879. /**
  86880. * Updates the associated geometry
  86881. * @param geometry the geometry to be updated
  86882. * @param updateExtends when true BoundingInfo will be renewed when and if position kind is updated, optional with default false
  86883. * @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
  86884. * @returns VertexData.
  86885. */
  86886. updateGeometry(geometry: Geometry): VertexData;
  86887. private _applyTo;
  86888. private _update;
  86889. /**
  86890. * Transforms each position and each normal of the vertexData according to the passed Matrix
  86891. * @param matrix the transforming matrix
  86892. * @returns the VertexData
  86893. */
  86894. transform(matrix: Matrix): VertexData;
  86895. /**
  86896. * Merges the passed VertexData into the current one
  86897. * @param other the VertexData to be merged into the current one
  86898. * @param use32BitsIndices defines a boolean indicating if indices must be store in a 32 bits array
  86899. * @returns the modified VertexData
  86900. */
  86901. merge(other: VertexData, use32BitsIndices?: boolean): VertexData;
  86902. private _mergeElement;
  86903. private _validate;
  86904. /**
  86905. * Serializes the VertexData
  86906. * @returns a serialized object
  86907. */
  86908. serialize(): any;
  86909. /**
  86910. * Extracts the vertexData from a mesh
  86911. * @param mesh the mesh from which to extract the VertexData
  86912. * @param copyWhenShared defines if the VertexData must be cloned when shared between multiple meshes, optional, default false
  86913. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  86914. * @returns the object VertexData associated to the passed mesh
  86915. */
  86916. static ExtractFromMesh(mesh: Mesh, copyWhenShared?: boolean, forceCopy?: boolean): VertexData;
  86917. /**
  86918. * Extracts the vertexData from the geometry
  86919. * @param geometry the geometry from which to extract the VertexData
  86920. * @param copyWhenShared defines if the VertexData must be cloned when the geometrty is shared between multiple meshes, optional, default false
  86921. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  86922. * @returns the object VertexData associated to the passed mesh
  86923. */
  86924. static ExtractFromGeometry(geometry: Geometry, copyWhenShared?: boolean, forceCopy?: boolean): VertexData;
  86925. private static _ExtractFrom;
  86926. /**
  86927. * Creates the VertexData for a Ribbon
  86928. * @param options an object used to set the following optional parameters for the ribbon, required but can be empty
  86929. * * pathArray array of paths, each of which an array of successive Vector3
  86930. * * closeArray creates a seam between the first and the last paths of the pathArray, optional, default false
  86931. * * closePath creates a seam between the first and the last points of each path of the path array, optional, default false
  86932. * * 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
  86933. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  86934. * * 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)
  86935. * * 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)
  86936. * * invertUV swaps in the U and V coordinates when applying a texture, optional, default false
  86937. * * uvs a linear array, of length 2 * number of vertices, of custom UV values, optional
  86938. * * colors a linear array, of length 4 * number of vertices, of custom color values, optional
  86939. * @returns the VertexData of the ribbon
  86940. */
  86941. static CreateRibbon(options: {
  86942. pathArray: Vector3[][];
  86943. closeArray?: boolean;
  86944. closePath?: boolean;
  86945. offset?: number;
  86946. sideOrientation?: number;
  86947. frontUVs?: Vector4;
  86948. backUVs?: Vector4;
  86949. invertUV?: boolean;
  86950. uvs?: Vector2[];
  86951. colors?: Color4[];
  86952. }): VertexData;
  86953. /**
  86954. * Creates the VertexData for a box
  86955. * @param options an object used to set the following optional parameters for the box, required but can be empty
  86956. * * size sets the width, height and depth of the box to the value of size, optional default 1
  86957. * * width sets the width (x direction) of the box, overwrites the width set by size, optional, default size
  86958. * * height sets the height (y direction) of the box, overwrites the height set by size, optional, default size
  86959. * * depth sets the depth (z direction) of the box, overwrites the depth set by size, optional, default size
  86960. * * faceUV an array of 6 Vector4 elements used to set different images to each box side
  86961. * * faceColors an array of 6 Color3 elements used to set different colors to each box side
  86962. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  86963. * * 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)
  86964. * * 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)
  86965. * @returns the VertexData of the box
  86966. */
  86967. static CreateBox(options: {
  86968. size?: number;
  86969. width?: number;
  86970. height?: number;
  86971. depth?: number;
  86972. faceUV?: Vector4[];
  86973. faceColors?: Color4[];
  86974. sideOrientation?: number;
  86975. frontUVs?: Vector4;
  86976. backUVs?: Vector4;
  86977. }): VertexData;
  86978. /**
  86979. * Creates the VertexData for a tiled box
  86980. * @param options an object used to set the following optional parameters for the box, required but can be empty
  86981. * * faceTiles sets the pattern, tile size and number of tiles for a face
  86982. * * faceUV an array of 6 Vector4 elements used to set different images to each box side
  86983. * * faceColors an array of 6 Color3 elements used to set different colors to each box side
  86984. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  86985. * @returns the VertexData of the box
  86986. */
  86987. static CreateTiledBox(options: {
  86988. pattern?: number;
  86989. width?: number;
  86990. height?: number;
  86991. depth?: number;
  86992. tileSize?: number;
  86993. tileWidth?: number;
  86994. tileHeight?: number;
  86995. alignHorizontal?: number;
  86996. alignVertical?: number;
  86997. faceUV?: Vector4[];
  86998. faceColors?: Color4[];
  86999. sideOrientation?: number;
  87000. }): VertexData;
  87001. /**
  87002. * Creates the VertexData for a tiled plane
  87003. * @param options an object used to set the following optional parameters for the box, required but can be empty
  87004. * * pattern a limited pattern arrangement depending on the number
  87005. * * tileSize sets the width, height and depth of the tile to the value of size, optional default 1
  87006. * * tileWidth sets the width (x direction) of the tile, overwrites the width set by size, optional, default size
  87007. * * tileHeight sets the height (y direction) of the tile, overwrites the height set by size, optional, default size
  87008. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  87009. * * 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)
  87010. * * 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)
  87011. * @returns the VertexData of the tiled plane
  87012. */
  87013. static CreateTiledPlane(options: {
  87014. pattern?: number;
  87015. tileSize?: number;
  87016. tileWidth?: number;
  87017. tileHeight?: number;
  87018. size?: number;
  87019. width?: number;
  87020. height?: number;
  87021. alignHorizontal?: number;
  87022. alignVertical?: number;
  87023. sideOrientation?: number;
  87024. frontUVs?: Vector4;
  87025. backUVs?: Vector4;
  87026. }): VertexData;
  87027. /**
  87028. * Creates the VertexData for an ellipsoid, defaults to a sphere
  87029. * @param options an object used to set the following optional parameters for the box, required but can be empty
  87030. * * segments sets the number of horizontal strips optional, default 32
  87031. * * diameter sets the axes dimensions, diameterX, diameterY and diameterZ to the value of diameter, optional default 1
  87032. * * diameterX sets the diameterX (x direction) of the ellipsoid, overwrites the diameterX set by diameter, optional, default diameter
  87033. * * diameterY sets the diameterY (y direction) of the ellipsoid, overwrites the diameterY set by diameter, optional, default diameter
  87034. * * diameterZ sets the diameterZ (z direction) of the ellipsoid, overwrites the diameterZ set by diameter, optional, default diameter
  87035. * * 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
  87036. * * 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
  87037. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  87038. * * 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)
  87039. * * 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)
  87040. * @returns the VertexData of the ellipsoid
  87041. */
  87042. static CreateSphere(options: {
  87043. segments?: number;
  87044. diameter?: number;
  87045. diameterX?: number;
  87046. diameterY?: number;
  87047. diameterZ?: number;
  87048. arc?: number;
  87049. slice?: number;
  87050. sideOrientation?: number;
  87051. frontUVs?: Vector4;
  87052. backUVs?: Vector4;
  87053. }): VertexData;
  87054. /**
  87055. * Creates the VertexData for a cylinder, cone or prism
  87056. * @param options an object used to set the following optional parameters for the box, required but can be empty
  87057. * * height sets the height (y direction) of the cylinder, optional, default 2
  87058. * * diameterTop sets the diameter of the top of the cone, overwrites diameter, optional, default diameter
  87059. * * diameterBottom sets the diameter of the bottom of the cone, overwrites diameter, optional, default diameter
  87060. * * diameter sets the diameter of the top and bottom of the cone, optional default 1
  87061. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  87062. * * subdivisions` the number of rings along the cylinder height, optional, default 1
  87063. * * 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
  87064. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  87065. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  87066. * * hasRings when true makes each subdivision independantly treated as a face for faceUV and faceColors, optional, default false
  87067. * * enclose when true closes an open cylinder by adding extra flat faces between the height axis and vertical edges, think cut cake
  87068. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  87069. * * 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)
  87070. * * 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)
  87071. * @returns the VertexData of the cylinder, cone or prism
  87072. */
  87073. static CreateCylinder(options: {
  87074. height?: number;
  87075. diameterTop?: number;
  87076. diameterBottom?: number;
  87077. diameter?: number;
  87078. tessellation?: number;
  87079. subdivisions?: number;
  87080. arc?: number;
  87081. faceColors?: Color4[];
  87082. faceUV?: Vector4[];
  87083. hasRings?: boolean;
  87084. enclose?: boolean;
  87085. sideOrientation?: number;
  87086. frontUVs?: Vector4;
  87087. backUVs?: Vector4;
  87088. }): VertexData;
  87089. /**
  87090. * Creates the VertexData for a torus
  87091. * @param options an object used to set the following optional parameters for the box, required but can be empty
  87092. * * diameter the diameter of the torus, optional default 1
  87093. * * thickness the diameter of the tube forming the torus, optional default 0.5
  87094. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  87095. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  87096. * * 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)
  87097. * * 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)
  87098. * @returns the VertexData of the torus
  87099. */
  87100. static CreateTorus(options: {
  87101. diameter?: number;
  87102. thickness?: number;
  87103. tessellation?: number;
  87104. sideOrientation?: number;
  87105. frontUVs?: Vector4;
  87106. backUVs?: Vector4;
  87107. }): VertexData;
  87108. /**
  87109. * Creates the VertexData of the LineSystem
  87110. * @param options an object used to set the following optional parameters for the LineSystem, required but can be empty
  87111. * - lines an array of lines, each line being an array of successive Vector3
  87112. * - colors an array of line colors, each of the line colors being an array of successive Color4, one per line point
  87113. * @returns the VertexData of the LineSystem
  87114. */
  87115. static CreateLineSystem(options: {
  87116. lines: Vector3[][];
  87117. colors?: Nullable<Color4[][]>;
  87118. }): VertexData;
  87119. /**
  87120. * Create the VertexData for a DashedLines
  87121. * @param options an object used to set the following optional parameters for the DashedLines, required but can be empty
  87122. * - points an array successive Vector3
  87123. * - dashSize the size of the dashes relative to the dash number, optional, default 3
  87124. * - gapSize the size of the gap between two successive dashes relative to the dash number, optional, default 1
  87125. * - dashNb the intended total number of dashes, optional, default 200
  87126. * @returns the VertexData for the DashedLines
  87127. */
  87128. static CreateDashedLines(options: {
  87129. points: Vector3[];
  87130. dashSize?: number;
  87131. gapSize?: number;
  87132. dashNb?: number;
  87133. }): VertexData;
  87134. /**
  87135. * Creates the VertexData for a Ground
  87136. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  87137. * - width the width (x direction) of the ground, optional, default 1
  87138. * - height the height (z direction) of the ground, optional, default 1
  87139. * - subdivisions the number of subdivisions per side, optional, default 1
  87140. * @returns the VertexData of the Ground
  87141. */
  87142. static CreateGround(options: {
  87143. width?: number;
  87144. height?: number;
  87145. subdivisions?: number;
  87146. subdivisionsX?: number;
  87147. subdivisionsY?: number;
  87148. }): VertexData;
  87149. /**
  87150. * Creates the VertexData for a TiledGround by subdividing the ground into tiles
  87151. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  87152. * * xmin the ground minimum X coordinate, optional, default -1
  87153. * * zmin the ground minimum Z coordinate, optional, default -1
  87154. * * xmax the ground maximum X coordinate, optional, default 1
  87155. * * zmax the ground maximum Z coordinate, optional, default 1
  87156. * * 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}
  87157. * * 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}
  87158. * @returns the VertexData of the TiledGround
  87159. */
  87160. static CreateTiledGround(options: {
  87161. xmin: number;
  87162. zmin: number;
  87163. xmax: number;
  87164. zmax: number;
  87165. subdivisions?: {
  87166. w: number;
  87167. h: number;
  87168. };
  87169. precision?: {
  87170. w: number;
  87171. h: number;
  87172. };
  87173. }): VertexData;
  87174. /**
  87175. * Creates the VertexData of the Ground designed from a heightmap
  87176. * @param options an object used to set the following parameters for the Ground, required and provided by MeshBuilder.CreateGroundFromHeightMap
  87177. * * width the width (x direction) of the ground
  87178. * * height the height (z direction) of the ground
  87179. * * subdivisions the number of subdivisions per side
  87180. * * minHeight the minimum altitude on the ground, optional, default 0
  87181. * * maxHeight the maximum altitude on the ground, optional default 1
  87182. * * colorFilter the filter to apply to the image pixel colors to compute the height, optional Color3, default (0.3, 0.59, 0.11)
  87183. * * buffer the array holding the image color data
  87184. * * bufferWidth the width of image
  87185. * * bufferHeight the height of image
  87186. * * alphaFilter Remove any data where the alpha channel is below this value, defaults 0 (all data visible)
  87187. * @returns the VertexData of the Ground designed from a heightmap
  87188. */
  87189. static CreateGroundFromHeightMap(options: {
  87190. width: number;
  87191. height: number;
  87192. subdivisions: number;
  87193. minHeight: number;
  87194. maxHeight: number;
  87195. colorFilter: Color3;
  87196. buffer: Uint8Array;
  87197. bufferWidth: number;
  87198. bufferHeight: number;
  87199. alphaFilter: number;
  87200. }): VertexData;
  87201. /**
  87202. * Creates the VertexData for a Plane
  87203. * @param options an object used to set the following optional parameters for the plane, required but can be empty
  87204. * * size sets the width and height of the plane to the value of size, optional default 1
  87205. * * width sets the width (x direction) of the plane, overwrites the width set by size, optional, default size
  87206. * * height sets the height (y direction) of the plane, overwrites the height set by size, optional, default size
  87207. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  87208. * * 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)
  87209. * * 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)
  87210. * @returns the VertexData of the box
  87211. */
  87212. static CreatePlane(options: {
  87213. size?: number;
  87214. width?: number;
  87215. height?: number;
  87216. sideOrientation?: number;
  87217. frontUVs?: Vector4;
  87218. backUVs?: Vector4;
  87219. }): VertexData;
  87220. /**
  87221. * Creates the VertexData of the Disc or regular Polygon
  87222. * @param options an object used to set the following optional parameters for the disc, required but can be empty
  87223. * * radius the radius of the disc, optional default 0.5
  87224. * * tessellation the number of polygon sides, optional, default 64
  87225. * * 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
  87226. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  87227. * * 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)
  87228. * * 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)
  87229. * @returns the VertexData of the box
  87230. */
  87231. static CreateDisc(options: {
  87232. radius?: number;
  87233. tessellation?: number;
  87234. arc?: number;
  87235. sideOrientation?: number;
  87236. frontUVs?: Vector4;
  87237. backUVs?: Vector4;
  87238. }): VertexData;
  87239. /**
  87240. * Creates the VertexData for an irregular Polygon in the XoZ plane using a mesh built by polygonTriangulation.build()
  87241. * All parameters are provided by MeshBuilder.CreatePolygon as needed
  87242. * @param polygon a mesh built from polygonTriangulation.build()
  87243. * @param sideOrientation takes the values Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  87244. * @param fUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  87245. * @param fColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  87246. * @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)
  87247. * @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)
  87248. * @returns the VertexData of the Polygon
  87249. */
  87250. static CreatePolygon(polygon: Mesh, sideOrientation: number, fUV?: Vector4[], fColors?: Color4[], frontUVs?: Vector4, backUVs?: Vector4): VertexData;
  87251. /**
  87252. * Creates the VertexData of the IcoSphere
  87253. * @param options an object used to set the following optional parameters for the IcoSphere, required but can be empty
  87254. * * radius the radius of the IcoSphere, optional default 1
  87255. * * radiusX allows stretching in the x direction, optional, default radius
  87256. * * radiusY allows stretching in the y direction, optional, default radius
  87257. * * radiusZ allows stretching in the z direction, optional, default radius
  87258. * * flat when true creates a flat shaded mesh, optional, default true
  87259. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  87260. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  87261. * * 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)
  87262. * * 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)
  87263. * @returns the VertexData of the IcoSphere
  87264. */
  87265. static CreateIcoSphere(options: {
  87266. radius?: number;
  87267. radiusX?: number;
  87268. radiusY?: number;
  87269. radiusZ?: number;
  87270. flat?: boolean;
  87271. subdivisions?: number;
  87272. sideOrientation?: number;
  87273. frontUVs?: Vector4;
  87274. backUVs?: Vector4;
  87275. }): VertexData;
  87276. /**
  87277. * Creates the VertexData for a Polyhedron
  87278. * @param options an object used to set the following optional parameters for the polyhedron, required but can be empty
  87279. * * type provided types are:
  87280. * * 0 : Tetrahedron, 1 : Octahedron, 2 : Dodecahedron, 3 : Icosahedron, 4 : Rhombicuboctahedron, 5 : Triangular Prism, 6 : Pentagonal Prism, 7 : Hexagonal Prism, 8 : Square Pyramid (J1)
  87281. * * 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)
  87282. * * size the size of the IcoSphere, optional default 1
  87283. * * sizeX allows stretching in the x direction, optional, default size
  87284. * * sizeY allows stretching in the y direction, optional, default size
  87285. * * sizeZ allows stretching in the z direction, optional, default size
  87286. * * 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
  87287. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  87288. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  87289. * * flat when true creates a flat shaded mesh, optional, default true
  87290. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  87291. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  87292. * * 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)
  87293. * * 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)
  87294. * @returns the VertexData of the Polyhedron
  87295. */
  87296. static CreatePolyhedron(options: {
  87297. type?: number;
  87298. size?: number;
  87299. sizeX?: number;
  87300. sizeY?: number;
  87301. sizeZ?: number;
  87302. custom?: any;
  87303. faceUV?: Vector4[];
  87304. faceColors?: Color4[];
  87305. flat?: boolean;
  87306. sideOrientation?: number;
  87307. frontUVs?: Vector4;
  87308. backUVs?: Vector4;
  87309. }): VertexData;
  87310. /**
  87311. * Creates the VertexData for a TorusKnot
  87312. * @param options an object used to set the following optional parameters for the TorusKnot, required but can be empty
  87313. * * radius the radius of the torus knot, optional, default 2
  87314. * * tube the thickness of the tube, optional, default 0.5
  87315. * * radialSegments the number of sides on each tube segments, optional, default 32
  87316. * * tubularSegments the number of tubes to decompose the knot into, optional, default 32
  87317. * * p the number of windings around the z axis, optional, default 2
  87318. * * q the number of windings around the x axis, optional, default 3
  87319. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  87320. * * 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)
  87321. * * 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)
  87322. * @returns the VertexData of the Torus Knot
  87323. */
  87324. static CreateTorusKnot(options: {
  87325. radius?: number;
  87326. tube?: number;
  87327. radialSegments?: number;
  87328. tubularSegments?: number;
  87329. p?: number;
  87330. q?: number;
  87331. sideOrientation?: number;
  87332. frontUVs?: Vector4;
  87333. backUVs?: Vector4;
  87334. }): VertexData;
  87335. /**
  87336. * Compute normals for given positions and indices
  87337. * @param positions an array of vertex positions, [...., x, y, z, ......]
  87338. * @param indices an array of indices in groups of three for each triangular facet, [...., i, j, k, ......]
  87339. * @param normals an array of vertex normals, [...., x, y, z, ......]
  87340. * @param options an object used to set the following optional parameters for the TorusKnot, optional
  87341. * * facetNormals : optional array of facet normals (vector3)
  87342. * * facetPositions : optional array of facet positions (vector3)
  87343. * * facetPartitioning : optional partitioning array. facetPositions is required for facetPartitioning computation
  87344. * * ratio : optional partitioning ratio / bounding box, required for facetPartitioning computation
  87345. * * bInfo : optional bounding info, required for facetPartitioning computation
  87346. * * bbSize : optional bounding box size data, required for facetPartitioning computation
  87347. * * subDiv : optional partitioning data about subdivsions on each axis (int), required for facetPartitioning computation
  87348. * * useRightHandedSystem: optional boolean to for right handed system computation
  87349. * * depthSort : optional boolean to enable the facet depth sort computation
  87350. * * distanceTo : optional Vector3 to compute the facet depth from this location
  87351. * * depthSortedFacets : optional array of depthSortedFacets to store the facet distances from the reference location
  87352. */
  87353. static ComputeNormals(positions: any, indices: any, normals: any, options?: {
  87354. facetNormals?: any;
  87355. facetPositions?: any;
  87356. facetPartitioning?: any;
  87357. ratio?: number;
  87358. bInfo?: any;
  87359. bbSize?: Vector3;
  87360. subDiv?: any;
  87361. useRightHandedSystem?: boolean;
  87362. depthSort?: boolean;
  87363. distanceTo?: Vector3;
  87364. depthSortedFacets?: any;
  87365. }): void;
  87366. /** @hidden */
  87367. static _ComputeSides(sideOrientation: number, positions: FloatArray, indices: FloatArray, normals: FloatArray, uvs: FloatArray, frontUVs?: Vector4, backUVs?: Vector4): void;
  87368. /**
  87369. * Applies VertexData created from the imported parameters to the geometry
  87370. * @param parsedVertexData the parsed data from an imported file
  87371. * @param geometry the geometry to apply the VertexData to
  87372. */
  87373. static ImportVertexData(parsedVertexData: any, geometry: Geometry): void;
  87374. }
  87375. }
  87376. declare module BABYLON {
  87377. /**
  87378. * Defines a target to use with MorphTargetManager
  87379. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  87380. */
  87381. export class MorphTarget implements IAnimatable {
  87382. /** defines the name of the target */
  87383. name: string;
  87384. /**
  87385. * Gets or sets the list of animations
  87386. */
  87387. animations: Animation[];
  87388. private _scene;
  87389. private _positions;
  87390. private _normals;
  87391. private _tangents;
  87392. private _uvs;
  87393. private _influence;
  87394. /**
  87395. * Observable raised when the influence changes
  87396. */
  87397. onInfluenceChanged: Observable<boolean>;
  87398. /** @hidden */
  87399. _onDataLayoutChanged: Observable<void>;
  87400. /**
  87401. * Gets or sets the influence of this target (ie. its weight in the overall morphing)
  87402. */
  87403. influence: number;
  87404. /**
  87405. * Gets or sets the id of the morph Target
  87406. */
  87407. id: string;
  87408. private _animationPropertiesOverride;
  87409. /**
  87410. * Gets or sets the animation properties override
  87411. */
  87412. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  87413. /**
  87414. * Creates a new MorphTarget
  87415. * @param name defines the name of the target
  87416. * @param influence defines the influence to use
  87417. * @param scene defines the scene the morphtarget belongs to
  87418. */
  87419. constructor(
  87420. /** defines the name of the target */
  87421. name: string, influence?: number, scene?: Nullable<Scene>);
  87422. /**
  87423. * Gets a boolean defining if the target contains position data
  87424. */
  87425. readonly hasPositions: boolean;
  87426. /**
  87427. * Gets a boolean defining if the target contains normal data
  87428. */
  87429. readonly hasNormals: boolean;
  87430. /**
  87431. * Gets a boolean defining if the target contains tangent data
  87432. */
  87433. readonly hasTangents: boolean;
  87434. /**
  87435. * Gets a boolean defining if the target contains texture coordinates data
  87436. */
  87437. readonly hasUVs: boolean;
  87438. /**
  87439. * Affects position data to this target
  87440. * @param data defines the position data to use
  87441. */
  87442. setPositions(data: Nullable<FloatArray>): void;
  87443. /**
  87444. * Gets the position data stored in this target
  87445. * @returns a FloatArray containing the position data (or null if not present)
  87446. */
  87447. getPositions(): Nullable<FloatArray>;
  87448. /**
  87449. * Affects normal data to this target
  87450. * @param data defines the normal data to use
  87451. */
  87452. setNormals(data: Nullable<FloatArray>): void;
  87453. /**
  87454. * Gets the normal data stored in this target
  87455. * @returns a FloatArray containing the normal data (or null if not present)
  87456. */
  87457. getNormals(): Nullable<FloatArray>;
  87458. /**
  87459. * Affects tangent data to this target
  87460. * @param data defines the tangent data to use
  87461. */
  87462. setTangents(data: Nullable<FloatArray>): void;
  87463. /**
  87464. * Gets the tangent data stored in this target
  87465. * @returns a FloatArray containing the tangent data (or null if not present)
  87466. */
  87467. getTangents(): Nullable<FloatArray>;
  87468. /**
  87469. * Affects texture coordinates data to this target
  87470. * @param data defines the texture coordinates data to use
  87471. */
  87472. setUVs(data: Nullable<FloatArray>): void;
  87473. /**
  87474. * Gets the texture coordinates data stored in this target
  87475. * @returns a FloatArray containing the texture coordinates data (or null if not present)
  87476. */
  87477. getUVs(): Nullable<FloatArray>;
  87478. /**
  87479. * Serializes the current target into a Serialization object
  87480. * @returns the serialized object
  87481. */
  87482. serialize(): any;
  87483. /**
  87484. * Returns the string "MorphTarget"
  87485. * @returns "MorphTarget"
  87486. */
  87487. getClassName(): string;
  87488. /**
  87489. * Creates a new target from serialized data
  87490. * @param serializationObject defines the serialized data to use
  87491. * @returns a new MorphTarget
  87492. */
  87493. static Parse(serializationObject: any): MorphTarget;
  87494. /**
  87495. * Creates a MorphTarget from mesh data
  87496. * @param mesh defines the source mesh
  87497. * @param name defines the name to use for the new target
  87498. * @param influence defines the influence to attach to the target
  87499. * @returns a new MorphTarget
  87500. */
  87501. static FromMesh(mesh: AbstractMesh, name?: string, influence?: number): MorphTarget;
  87502. }
  87503. }
  87504. declare module BABYLON {
  87505. /**
  87506. * This class is used to deform meshes using morphing between different targets
  87507. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  87508. */
  87509. export class MorphTargetManager {
  87510. private _targets;
  87511. private _targetInfluenceChangedObservers;
  87512. private _targetDataLayoutChangedObservers;
  87513. private _activeTargets;
  87514. private _scene;
  87515. private _influences;
  87516. private _supportsNormals;
  87517. private _supportsTangents;
  87518. private _supportsUVs;
  87519. private _vertexCount;
  87520. private _uniqueId;
  87521. private _tempInfluences;
  87522. /**
  87523. * Gets or sets a boolean indicating if normals must be morphed
  87524. */
  87525. enableNormalMorphing: boolean;
  87526. /**
  87527. * Gets or sets a boolean indicating if tangents must be morphed
  87528. */
  87529. enableTangentMorphing: boolean;
  87530. /**
  87531. * Gets or sets a boolean indicating if UV must be morphed
  87532. */
  87533. enableUVMorphing: boolean;
  87534. /**
  87535. * Creates a new MorphTargetManager
  87536. * @param scene defines the current scene
  87537. */
  87538. constructor(scene?: Nullable<Scene>);
  87539. /**
  87540. * Gets the unique ID of this manager
  87541. */
  87542. readonly uniqueId: number;
  87543. /**
  87544. * Gets the number of vertices handled by this manager
  87545. */
  87546. readonly vertexCount: number;
  87547. /**
  87548. * Gets a boolean indicating if this manager supports morphing of normals
  87549. */
  87550. readonly supportsNormals: boolean;
  87551. /**
  87552. * Gets a boolean indicating if this manager supports morphing of tangents
  87553. */
  87554. readonly supportsTangents: boolean;
  87555. /**
  87556. * Gets a boolean indicating if this manager supports morphing of texture coordinates
  87557. */
  87558. readonly supportsUVs: boolean;
  87559. /**
  87560. * Gets the number of targets stored in this manager
  87561. */
  87562. readonly numTargets: number;
  87563. /**
  87564. * Gets the number of influencers (ie. the number of targets with influences > 0)
  87565. */
  87566. readonly numInfluencers: number;
  87567. /**
  87568. * Gets the list of influences (one per target)
  87569. */
  87570. readonly influences: Float32Array;
  87571. /**
  87572. * Gets the active target at specified index. An active target is a target with an influence > 0
  87573. * @param index defines the index to check
  87574. * @returns the requested target
  87575. */
  87576. getActiveTarget(index: number): MorphTarget;
  87577. /**
  87578. * Gets the target at specified index
  87579. * @param index defines the index to check
  87580. * @returns the requested target
  87581. */
  87582. getTarget(index: number): MorphTarget;
  87583. /**
  87584. * Add a new target to this manager
  87585. * @param target defines the target to add
  87586. */
  87587. addTarget(target: MorphTarget): void;
  87588. /**
  87589. * Removes a target from the manager
  87590. * @param target defines the target to remove
  87591. */
  87592. removeTarget(target: MorphTarget): void;
  87593. /**
  87594. * Serializes the current manager into a Serialization object
  87595. * @returns the serialized object
  87596. */
  87597. serialize(): any;
  87598. private _syncActiveTargets;
  87599. /**
  87600. * Syncrhonize the targets with all the meshes using this morph target manager
  87601. */
  87602. synchronize(): void;
  87603. /**
  87604. * Creates a new MorphTargetManager from serialized data
  87605. * @param serializationObject defines the serialized data
  87606. * @param scene defines the hosting scene
  87607. * @returns the new MorphTargetManager
  87608. */
  87609. static Parse(serializationObject: any, scene: Scene): MorphTargetManager;
  87610. }
  87611. }
  87612. declare module BABYLON {
  87613. /**
  87614. * Class used to represent a specific level of detail of a mesh
  87615. * @see http://doc.babylonjs.com/how_to/how_to_use_lod
  87616. */
  87617. export class MeshLODLevel {
  87618. /** Defines the distance where this level should start being displayed */
  87619. distance: number;
  87620. /** Defines the mesh to use to render this level */
  87621. mesh: Nullable<Mesh>;
  87622. /**
  87623. * Creates a new LOD level
  87624. * @param distance defines the distance where this level should star being displayed
  87625. * @param mesh defines the mesh to use to render this level
  87626. */
  87627. constructor(
  87628. /** Defines the distance where this level should start being displayed */
  87629. distance: number,
  87630. /** Defines the mesh to use to render this level */
  87631. mesh: Nullable<Mesh>);
  87632. }
  87633. }
  87634. declare module BABYLON {
  87635. /**
  87636. * Mesh representing the gorund
  87637. */
  87638. export class GroundMesh extends Mesh {
  87639. /** If octree should be generated */
  87640. generateOctree: boolean;
  87641. private _heightQuads;
  87642. /** @hidden */
  87643. _subdivisionsX: number;
  87644. /** @hidden */
  87645. _subdivisionsY: number;
  87646. /** @hidden */
  87647. _width: number;
  87648. /** @hidden */
  87649. _height: number;
  87650. /** @hidden */
  87651. _minX: number;
  87652. /** @hidden */
  87653. _maxX: number;
  87654. /** @hidden */
  87655. _minZ: number;
  87656. /** @hidden */
  87657. _maxZ: number;
  87658. constructor(name: string, scene: Scene);
  87659. /**
  87660. * "GroundMesh"
  87661. * @returns "GroundMesh"
  87662. */
  87663. getClassName(): string;
  87664. /**
  87665. * The minimum of x and y subdivisions
  87666. */
  87667. readonly subdivisions: number;
  87668. /**
  87669. * X subdivisions
  87670. */
  87671. readonly subdivisionsX: number;
  87672. /**
  87673. * Y subdivisions
  87674. */
  87675. readonly subdivisionsY: number;
  87676. /**
  87677. * This function will update an octree to help to select the right submeshes for rendering, picking and collision computations.
  87678. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  87679. * @param chunksCount the number of subdivisions for x and y
  87680. * @param octreeBlocksSize (Default: 32)
  87681. */
  87682. optimize(chunksCount: number, octreeBlocksSize?: number): void;
  87683. /**
  87684. * Returns a height (y) value in the Worl system :
  87685. * the ground altitude at the coordinates (x, z) expressed in the World system.
  87686. * @param x x coordinate
  87687. * @param z z coordinate
  87688. * @returns the ground y position if (x, z) are outside the ground surface.
  87689. */
  87690. getHeightAtCoordinates(x: number, z: number): number;
  87691. /**
  87692. * Returns a normalized vector (Vector3) orthogonal to the ground
  87693. * at the ground coordinates (x, z) expressed in the World system.
  87694. * @param x x coordinate
  87695. * @param z z coordinate
  87696. * @returns Vector3(0.0, 1.0, 0.0) if (x, z) are outside the ground surface.
  87697. */
  87698. getNormalAtCoordinates(x: number, z: number): Vector3;
  87699. /**
  87700. * Updates the Vector3 passed a reference with a normalized vector orthogonal to the ground
  87701. * at the ground coordinates (x, z) expressed in the World system.
  87702. * Doesn't uptade the reference Vector3 if (x, z) are outside the ground surface.
  87703. * @param x x coordinate
  87704. * @param z z coordinate
  87705. * @param ref vector to store the result
  87706. * @returns the GroundMesh.
  87707. */
  87708. getNormalAtCoordinatesToRef(x: number, z: number, ref: Vector3): GroundMesh;
  87709. /**
  87710. * Force the heights to be recomputed for getHeightAtCoordinates() or getNormalAtCoordinates()
  87711. * if the ground has been updated.
  87712. * This can be used in the render loop.
  87713. * @returns the GroundMesh.
  87714. */
  87715. updateCoordinateHeights(): GroundMesh;
  87716. private _getFacetAt;
  87717. private _initHeightQuads;
  87718. private _computeHeightQuads;
  87719. /**
  87720. * Serializes this ground mesh
  87721. * @param serializationObject object to write serialization to
  87722. */
  87723. serialize(serializationObject: any): void;
  87724. /**
  87725. * Parses a serialized ground mesh
  87726. * @param parsedMesh the serialized mesh
  87727. * @param scene the scene to create the ground mesh in
  87728. * @returns the created ground mesh
  87729. */
  87730. static Parse(parsedMesh: any, scene: Scene): GroundMesh;
  87731. }
  87732. }
  87733. declare module BABYLON {
  87734. /**
  87735. * Interface for Physics-Joint data
  87736. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  87737. */
  87738. export interface PhysicsJointData {
  87739. /**
  87740. * The main pivot of the joint
  87741. */
  87742. mainPivot?: Vector3;
  87743. /**
  87744. * The connected pivot of the joint
  87745. */
  87746. connectedPivot?: Vector3;
  87747. /**
  87748. * The main axis of the joint
  87749. */
  87750. mainAxis?: Vector3;
  87751. /**
  87752. * The connected axis of the joint
  87753. */
  87754. connectedAxis?: Vector3;
  87755. /**
  87756. * The collision of the joint
  87757. */
  87758. collision?: boolean;
  87759. /**
  87760. * Native Oimo/Cannon/Energy data
  87761. */
  87762. nativeParams?: any;
  87763. }
  87764. /**
  87765. * This is a holder class for the physics joint created by the physics plugin
  87766. * It holds a set of functions to control the underlying joint
  87767. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  87768. */
  87769. export class PhysicsJoint {
  87770. /**
  87771. * The type of the physics joint
  87772. */
  87773. type: number;
  87774. /**
  87775. * The data for the physics joint
  87776. */
  87777. jointData: PhysicsJointData;
  87778. private _physicsJoint;
  87779. protected _physicsPlugin: IPhysicsEnginePlugin;
  87780. /**
  87781. * Initializes the physics joint
  87782. * @param type The type of the physics joint
  87783. * @param jointData The data for the physics joint
  87784. */
  87785. constructor(
  87786. /**
  87787. * The type of the physics joint
  87788. */
  87789. type: number,
  87790. /**
  87791. * The data for the physics joint
  87792. */
  87793. jointData: PhysicsJointData);
  87794. /**
  87795. * Gets the physics joint
  87796. */
  87797. /**
  87798. * Sets the physics joint
  87799. */
  87800. physicsJoint: any;
  87801. /**
  87802. * Sets the physics plugin
  87803. */
  87804. physicsPlugin: IPhysicsEnginePlugin;
  87805. /**
  87806. * Execute a function that is physics-plugin specific.
  87807. * @param {Function} func the function that will be executed.
  87808. * It accepts two parameters: the physics world and the physics joint
  87809. */
  87810. executeNativeFunction(func: (world: any, physicsJoint: any) => void): void;
  87811. /**
  87812. * Distance-Joint type
  87813. */
  87814. static DistanceJoint: number;
  87815. /**
  87816. * Hinge-Joint type
  87817. */
  87818. static HingeJoint: number;
  87819. /**
  87820. * Ball-and-Socket joint type
  87821. */
  87822. static BallAndSocketJoint: number;
  87823. /**
  87824. * Wheel-Joint type
  87825. */
  87826. static WheelJoint: number;
  87827. /**
  87828. * Slider-Joint type
  87829. */
  87830. static SliderJoint: number;
  87831. /**
  87832. * Prismatic-Joint type
  87833. */
  87834. static PrismaticJoint: number;
  87835. /**
  87836. * Universal-Joint type
  87837. * ENERGY FTW! (compare with this - @see http://ode-wiki.org/wiki/index.php?title=Manual:_Joint_Types_and_Functions)
  87838. */
  87839. static UniversalJoint: number;
  87840. /**
  87841. * Hinge-Joint 2 type
  87842. */
  87843. static Hinge2Joint: number;
  87844. /**
  87845. * Point to Point Joint type. Similar to a Ball-Joint. Different in parameters
  87846. */
  87847. static PointToPointJoint: number;
  87848. /**
  87849. * Spring-Joint type
  87850. */
  87851. static SpringJoint: number;
  87852. /**
  87853. * Lock-Joint type
  87854. */
  87855. static LockJoint: number;
  87856. }
  87857. /**
  87858. * A class representing a physics distance joint
  87859. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  87860. */
  87861. export class DistanceJoint extends PhysicsJoint {
  87862. /**
  87863. *
  87864. * @param jointData The data for the Distance-Joint
  87865. */
  87866. constructor(jointData: DistanceJointData);
  87867. /**
  87868. * Update the predefined distance.
  87869. * @param maxDistance The maximum preferred distance
  87870. * @param minDistance The minimum preferred distance
  87871. */
  87872. updateDistance(maxDistance: number, minDistance?: number): void;
  87873. }
  87874. /**
  87875. * Represents a Motor-Enabled Joint
  87876. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  87877. */
  87878. export class MotorEnabledJoint extends PhysicsJoint implements IMotorEnabledJoint {
  87879. /**
  87880. * Initializes the Motor-Enabled Joint
  87881. * @param type The type of the joint
  87882. * @param jointData The physica joint data for the joint
  87883. */
  87884. constructor(type: number, jointData: PhysicsJointData);
  87885. /**
  87886. * Set the motor values.
  87887. * Attention, this function is plugin specific. Engines won't react 100% the same.
  87888. * @param force the force to apply
  87889. * @param maxForce max force for this motor.
  87890. */
  87891. setMotor(force?: number, maxForce?: number): void;
  87892. /**
  87893. * Set the motor's limits.
  87894. * Attention, this function is plugin specific. Engines won't react 100% the same.
  87895. * @param upperLimit The upper limit of the motor
  87896. * @param lowerLimit The lower limit of the motor
  87897. */
  87898. setLimit(upperLimit: number, lowerLimit?: number): void;
  87899. }
  87900. /**
  87901. * This class represents a single physics Hinge-Joint
  87902. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  87903. */
  87904. export class HingeJoint extends MotorEnabledJoint {
  87905. /**
  87906. * Initializes the Hinge-Joint
  87907. * @param jointData The joint data for the Hinge-Joint
  87908. */
  87909. constructor(jointData: PhysicsJointData);
  87910. /**
  87911. * Set the motor values.
  87912. * Attention, this function is plugin specific. Engines won't react 100% the same.
  87913. * @param {number} force the force to apply
  87914. * @param {number} maxForce max force for this motor.
  87915. */
  87916. setMotor(force?: number, maxForce?: number): void;
  87917. /**
  87918. * Set the motor's limits.
  87919. * Attention, this function is plugin specific. Engines won't react 100% the same.
  87920. * @param upperLimit The upper limit of the motor
  87921. * @param lowerLimit The lower limit of the motor
  87922. */
  87923. setLimit(upperLimit: number, lowerLimit?: number): void;
  87924. }
  87925. /**
  87926. * This class represents a dual hinge physics joint (same as wheel joint)
  87927. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  87928. */
  87929. export class Hinge2Joint extends MotorEnabledJoint {
  87930. /**
  87931. * Initializes the Hinge2-Joint
  87932. * @param jointData The joint data for the Hinge2-Joint
  87933. */
  87934. constructor(jointData: PhysicsJointData);
  87935. /**
  87936. * Set the motor values.
  87937. * Attention, this function is plugin specific. Engines won't react 100% the same.
  87938. * @param {number} targetSpeed the speed the motor is to reach
  87939. * @param {number} maxForce max force for this motor.
  87940. * @param {motorIndex} the motor's index, 0 or 1.
  87941. */
  87942. setMotor(targetSpeed?: number, maxForce?: number, motorIndex?: number): void;
  87943. /**
  87944. * Set the motor limits.
  87945. * Attention, this function is plugin specific. Engines won't react 100% the same.
  87946. * @param {number} upperLimit the upper limit
  87947. * @param {number} lowerLimit lower limit
  87948. * @param {motorIndex} the motor's index, 0 or 1.
  87949. */
  87950. setLimit(upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  87951. }
  87952. /**
  87953. * Interface for a motor enabled joint
  87954. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  87955. */
  87956. export interface IMotorEnabledJoint {
  87957. /**
  87958. * Physics joint
  87959. */
  87960. physicsJoint: any;
  87961. /**
  87962. * Sets the motor of the motor-enabled joint
  87963. * @param force The force of the motor
  87964. * @param maxForce The maximum force of the motor
  87965. * @param motorIndex The index of the motor
  87966. */
  87967. setMotor(force?: number, maxForce?: number, motorIndex?: number): void;
  87968. /**
  87969. * Sets the limit of the motor
  87970. * @param upperLimit The upper limit of the motor
  87971. * @param lowerLimit The lower limit of the motor
  87972. * @param motorIndex The index of the motor
  87973. */
  87974. setLimit(upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  87975. }
  87976. /**
  87977. * Joint data for a Distance-Joint
  87978. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  87979. */
  87980. export interface DistanceJointData extends PhysicsJointData {
  87981. /**
  87982. * Max distance the 2 joint objects can be apart
  87983. */
  87984. maxDistance: number;
  87985. }
  87986. /**
  87987. * Joint data from a spring joint
  87988. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  87989. */
  87990. export interface SpringJointData extends PhysicsJointData {
  87991. /**
  87992. * Length of the spring
  87993. */
  87994. length: number;
  87995. /**
  87996. * Stiffness of the spring
  87997. */
  87998. stiffness: number;
  87999. /**
  88000. * Damping of the spring
  88001. */
  88002. damping: number;
  88003. /** this callback will be called when applying the force to the impostors. */
  88004. forceApplicationCallback: () => void;
  88005. }
  88006. }
  88007. declare module BABYLON {
  88008. /**
  88009. * Holds the data for the raycast result
  88010. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  88011. */
  88012. export class PhysicsRaycastResult {
  88013. private _hasHit;
  88014. private _hitDistance;
  88015. private _hitNormalWorld;
  88016. private _hitPointWorld;
  88017. private _rayFromWorld;
  88018. private _rayToWorld;
  88019. /**
  88020. * Gets if there was a hit
  88021. */
  88022. readonly hasHit: boolean;
  88023. /**
  88024. * Gets the distance from the hit
  88025. */
  88026. readonly hitDistance: number;
  88027. /**
  88028. * Gets the hit normal/direction in the world
  88029. */
  88030. readonly hitNormalWorld: Vector3;
  88031. /**
  88032. * Gets the hit point in the world
  88033. */
  88034. readonly hitPointWorld: Vector3;
  88035. /**
  88036. * Gets the ray "start point" of the ray in the world
  88037. */
  88038. readonly rayFromWorld: Vector3;
  88039. /**
  88040. * Gets the ray "end point" of the ray in the world
  88041. */
  88042. readonly rayToWorld: Vector3;
  88043. /**
  88044. * Sets the hit data (normal & point in world space)
  88045. * @param hitNormalWorld defines the normal in world space
  88046. * @param hitPointWorld defines the point in world space
  88047. */
  88048. setHitData(hitNormalWorld: IXYZ, hitPointWorld: IXYZ): void;
  88049. /**
  88050. * Sets the distance from the start point to the hit point
  88051. * @param distance
  88052. */
  88053. setHitDistance(distance: number): void;
  88054. /**
  88055. * Calculates the distance manually
  88056. */
  88057. calculateHitDistance(): void;
  88058. /**
  88059. * Resets all the values to default
  88060. * @param from The from point on world space
  88061. * @param to The to point on world space
  88062. */
  88063. reset(from?: Vector3, to?: Vector3): void;
  88064. }
  88065. /**
  88066. * Interface for the size containing width and height
  88067. */
  88068. interface IXYZ {
  88069. /**
  88070. * X
  88071. */
  88072. x: number;
  88073. /**
  88074. * Y
  88075. */
  88076. y: number;
  88077. /**
  88078. * Z
  88079. */
  88080. z: number;
  88081. }
  88082. }
  88083. declare module BABYLON {
  88084. /**
  88085. * Interface used to describe a physics joint
  88086. */
  88087. export interface PhysicsImpostorJoint {
  88088. /** Defines the main impostor to which the joint is linked */
  88089. mainImpostor: PhysicsImpostor;
  88090. /** Defines the impostor that is connected to the main impostor using this joint */
  88091. connectedImpostor: PhysicsImpostor;
  88092. /** Defines the joint itself */
  88093. joint: PhysicsJoint;
  88094. }
  88095. /** @hidden */
  88096. export interface IPhysicsEnginePlugin {
  88097. world: any;
  88098. name: string;
  88099. setGravity(gravity: Vector3): void;
  88100. setTimeStep(timeStep: number): void;
  88101. getTimeStep(): number;
  88102. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  88103. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  88104. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  88105. generatePhysicsBody(impostor: PhysicsImpostor): void;
  88106. removePhysicsBody(impostor: PhysicsImpostor): void;
  88107. generateJoint(joint: PhysicsImpostorJoint): void;
  88108. removeJoint(joint: PhysicsImpostorJoint): void;
  88109. isSupported(): boolean;
  88110. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  88111. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  88112. setLinearVelocity(impostor: PhysicsImpostor, velocity: Nullable<Vector3>): void;
  88113. setAngularVelocity(impostor: PhysicsImpostor, velocity: Nullable<Vector3>): void;
  88114. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  88115. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  88116. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  88117. getBodyMass(impostor: PhysicsImpostor): number;
  88118. getBodyFriction(impostor: PhysicsImpostor): number;
  88119. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  88120. getBodyRestitution(impostor: PhysicsImpostor): number;
  88121. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  88122. getBodyPressure?(impostor: PhysicsImpostor): number;
  88123. setBodyPressure?(impostor: PhysicsImpostor, pressure: number): void;
  88124. getBodyStiffness?(impostor: PhysicsImpostor): number;
  88125. setBodyStiffness?(impostor: PhysicsImpostor, stiffness: number): void;
  88126. getBodyVelocityIterations?(impostor: PhysicsImpostor): number;
  88127. setBodyVelocityIterations?(impostor: PhysicsImpostor, velocityIterations: number): void;
  88128. getBodyPositionIterations?(impostor: PhysicsImpostor): number;
  88129. setBodyPositionIterations?(impostor: PhysicsImpostor, positionIterations: number): void;
  88130. appendAnchor?(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, width: number, height: number, influence: number, noCollisionBetweenLinkedBodies: boolean): void;
  88131. appendHook?(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, length: number, influence: number, noCollisionBetweenLinkedBodies: boolean): void;
  88132. sleepBody(impostor: PhysicsImpostor): void;
  88133. wakeUpBody(impostor: PhysicsImpostor): void;
  88134. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  88135. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  88136. setMotor(joint: IMotorEnabledJoint, speed: number, maxForce?: number, motorIndex?: number): void;
  88137. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  88138. getRadius(impostor: PhysicsImpostor): number;
  88139. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  88140. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  88141. dispose(): void;
  88142. }
  88143. /**
  88144. * Interface used to define a physics engine
  88145. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  88146. */
  88147. export interface IPhysicsEngine {
  88148. /**
  88149. * Gets the gravity vector used by the simulation
  88150. */
  88151. gravity: Vector3;
  88152. /**
  88153. * Sets the gravity vector used by the simulation
  88154. * @param gravity defines the gravity vector to use
  88155. */
  88156. setGravity(gravity: Vector3): void;
  88157. /**
  88158. * Set the time step of the physics engine.
  88159. * Default is 1/60.
  88160. * To slow it down, enter 1/600 for example.
  88161. * To speed it up, 1/30
  88162. * @param newTimeStep the new timestep to apply to this world.
  88163. */
  88164. setTimeStep(newTimeStep: number): void;
  88165. /**
  88166. * Get the time step of the physics engine.
  88167. * @returns the current time step
  88168. */
  88169. getTimeStep(): number;
  88170. /**
  88171. * Release all resources
  88172. */
  88173. dispose(): void;
  88174. /**
  88175. * Gets the name of the current physics plugin
  88176. * @returns the name of the plugin
  88177. */
  88178. getPhysicsPluginName(): string;
  88179. /**
  88180. * Adding a new impostor for the impostor tracking.
  88181. * This will be done by the impostor itself.
  88182. * @param impostor the impostor to add
  88183. */
  88184. addImpostor(impostor: PhysicsImpostor): void;
  88185. /**
  88186. * Remove an impostor from the engine.
  88187. * This impostor and its mesh will not longer be updated by the physics engine.
  88188. * @param impostor the impostor to remove
  88189. */
  88190. removeImpostor(impostor: PhysicsImpostor): void;
  88191. /**
  88192. * Add a joint to the physics engine
  88193. * @param mainImpostor defines the main impostor to which the joint is added.
  88194. * @param connectedImpostor defines the impostor that is connected to the main impostor using this joint
  88195. * @param joint defines the joint that will connect both impostors.
  88196. */
  88197. addJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  88198. /**
  88199. * Removes a joint from the simulation
  88200. * @param mainImpostor defines the impostor used with the joint
  88201. * @param connectedImpostor defines the other impostor connected to the main one by the joint
  88202. * @param joint defines the joint to remove
  88203. */
  88204. removeJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  88205. /**
  88206. * Gets the current plugin used to run the simulation
  88207. * @returns current plugin
  88208. */
  88209. getPhysicsPlugin(): IPhysicsEnginePlugin;
  88210. /**
  88211. * Gets the list of physic impostors
  88212. * @returns an array of PhysicsImpostor
  88213. */
  88214. getImpostors(): Array<PhysicsImpostor>;
  88215. /**
  88216. * Gets the impostor for a physics enabled object
  88217. * @param object defines the object impersonated by the impostor
  88218. * @returns the PhysicsImpostor or null if not found
  88219. */
  88220. getImpostorForPhysicsObject(object: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  88221. /**
  88222. * Gets the impostor for a physics body object
  88223. * @param body defines physics body used by the impostor
  88224. * @returns the PhysicsImpostor or null if not found
  88225. */
  88226. getImpostorWithPhysicsBody(body: any): Nullable<PhysicsImpostor>;
  88227. /**
  88228. * Does a raycast in the physics world
  88229. * @param from when should the ray start?
  88230. * @param to when should the ray end?
  88231. * @returns PhysicsRaycastResult
  88232. */
  88233. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  88234. /**
  88235. * Called by the scene. No need to call it.
  88236. * @param delta defines the timespam between frames
  88237. */
  88238. _step(delta: number): void;
  88239. }
  88240. }
  88241. declare module BABYLON {
  88242. /**
  88243. * The interface for the physics imposter parameters
  88244. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  88245. */
  88246. export interface PhysicsImpostorParameters {
  88247. /**
  88248. * The mass of the physics imposter
  88249. */
  88250. mass: number;
  88251. /**
  88252. * The friction of the physics imposter
  88253. */
  88254. friction?: number;
  88255. /**
  88256. * The coefficient of restitution of the physics imposter
  88257. */
  88258. restitution?: number;
  88259. /**
  88260. * The native options of the physics imposter
  88261. */
  88262. nativeOptions?: any;
  88263. /**
  88264. * Specifies if the parent should be ignored
  88265. */
  88266. ignoreParent?: boolean;
  88267. /**
  88268. * Specifies if bi-directional transformations should be disabled
  88269. */
  88270. disableBidirectionalTransformation?: boolean;
  88271. /**
  88272. * The pressure inside the physics imposter, soft object only
  88273. */
  88274. pressure?: number;
  88275. /**
  88276. * The stiffness the physics imposter, soft object only
  88277. */
  88278. stiffness?: number;
  88279. /**
  88280. * The number of iterations used in maintaining consistent vertex velocities, soft object only
  88281. */
  88282. velocityIterations?: number;
  88283. /**
  88284. * The number of iterations used in maintaining consistent vertex positions, soft object only
  88285. */
  88286. positionIterations?: number;
  88287. /**
  88288. * The number used to fix points on a cloth (0, 1, 2, 4, 8) or rope (0, 1, 2) only
  88289. * 0 None, 1, back left or top, 2, back right or bottom, 4, front left, 8, front right
  88290. * Add to fix multiple points
  88291. */
  88292. fixedPoints?: number;
  88293. /**
  88294. * The collision margin around a soft object
  88295. */
  88296. margin?: number;
  88297. /**
  88298. * The collision margin around a soft object
  88299. */
  88300. damping?: number;
  88301. /**
  88302. * The path for a rope based on an extrusion
  88303. */
  88304. path?: any;
  88305. /**
  88306. * The shape of an extrusion used for a rope based on an extrusion
  88307. */
  88308. shape?: any;
  88309. }
  88310. /**
  88311. * Interface for a physics-enabled object
  88312. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  88313. */
  88314. export interface IPhysicsEnabledObject {
  88315. /**
  88316. * The position of the physics-enabled object
  88317. */
  88318. position: Vector3;
  88319. /**
  88320. * The rotation of the physics-enabled object
  88321. */
  88322. rotationQuaternion: Nullable<Quaternion>;
  88323. /**
  88324. * The scale of the physics-enabled object
  88325. */
  88326. scaling: Vector3;
  88327. /**
  88328. * The rotation of the physics-enabled object
  88329. */
  88330. rotation?: Vector3;
  88331. /**
  88332. * The parent of the physics-enabled object
  88333. */
  88334. parent?: any;
  88335. /**
  88336. * The bounding info of the physics-enabled object
  88337. * @returns The bounding info of the physics-enabled object
  88338. */
  88339. getBoundingInfo(): BoundingInfo;
  88340. /**
  88341. * Computes the world matrix
  88342. * @param force Specifies if the world matrix should be computed by force
  88343. * @returns A world matrix
  88344. */
  88345. computeWorldMatrix(force: boolean): Matrix;
  88346. /**
  88347. * Gets the world matrix
  88348. * @returns A world matrix
  88349. */
  88350. getWorldMatrix?(): Matrix;
  88351. /**
  88352. * Gets the child meshes
  88353. * @param directDescendantsOnly Specifies if only direct-descendants should be obtained
  88354. * @returns An array of abstract meshes
  88355. */
  88356. getChildMeshes?(directDescendantsOnly?: boolean): Array<AbstractMesh>;
  88357. /**
  88358. * Gets the vertex data
  88359. * @param kind The type of vertex data
  88360. * @returns A nullable array of numbers, or a float32 array
  88361. */
  88362. getVerticesData(kind: string): Nullable<Array<number> | Float32Array>;
  88363. /**
  88364. * Gets the indices from the mesh
  88365. * @returns A nullable array of index arrays
  88366. */
  88367. getIndices?(): Nullable<IndicesArray>;
  88368. /**
  88369. * Gets the scene from the mesh
  88370. * @returns the indices array or null
  88371. */
  88372. getScene?(): Scene;
  88373. /**
  88374. * Gets the absolute position from the mesh
  88375. * @returns the absolute position
  88376. */
  88377. getAbsolutePosition(): Vector3;
  88378. /**
  88379. * Gets the absolute pivot point from the mesh
  88380. * @returns the absolute pivot point
  88381. */
  88382. getAbsolutePivotPoint(): Vector3;
  88383. /**
  88384. * Rotates the mesh
  88385. * @param axis The axis of rotation
  88386. * @param amount The amount of rotation
  88387. * @param space The space of the rotation
  88388. * @returns The rotation transform node
  88389. */
  88390. rotate(axis: Vector3, amount: number, space?: Space): TransformNode;
  88391. /**
  88392. * Translates the mesh
  88393. * @param axis The axis of translation
  88394. * @param distance The distance of translation
  88395. * @param space The space of the translation
  88396. * @returns The transform node
  88397. */
  88398. translate(axis: Vector3, distance: number, space?: Space): TransformNode;
  88399. /**
  88400. * Sets the absolute position of the mesh
  88401. * @param absolutePosition The absolute position of the mesh
  88402. * @returns The transform node
  88403. */
  88404. setAbsolutePosition(absolutePosition: Vector3): TransformNode;
  88405. /**
  88406. * Gets the class name of the mesh
  88407. * @returns The class name
  88408. */
  88409. getClassName(): string;
  88410. }
  88411. /**
  88412. * Represents a physics imposter
  88413. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  88414. */
  88415. export class PhysicsImpostor {
  88416. /**
  88417. * The physics-enabled object used as the physics imposter
  88418. */
  88419. object: IPhysicsEnabledObject;
  88420. /**
  88421. * The type of the physics imposter
  88422. */
  88423. type: number;
  88424. private _options;
  88425. private _scene?;
  88426. /**
  88427. * The default object size of the imposter
  88428. */
  88429. static DEFAULT_OBJECT_SIZE: Vector3;
  88430. /**
  88431. * The identity quaternion of the imposter
  88432. */
  88433. static IDENTITY_QUATERNION: Quaternion;
  88434. /** @hidden */
  88435. _pluginData: any;
  88436. private _physicsEngine;
  88437. private _physicsBody;
  88438. private _bodyUpdateRequired;
  88439. private _onBeforePhysicsStepCallbacks;
  88440. private _onAfterPhysicsStepCallbacks;
  88441. /** @hidden */
  88442. _onPhysicsCollideCallbacks: Array<{
  88443. callback: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor) => void;
  88444. otherImpostors: Array<PhysicsImpostor>;
  88445. }>;
  88446. private _deltaPosition;
  88447. private _deltaRotation;
  88448. private _deltaRotationConjugated;
  88449. /** @hidden */
  88450. _isFromLine: boolean;
  88451. private _parent;
  88452. private _isDisposed;
  88453. private static _tmpVecs;
  88454. private static _tmpQuat;
  88455. /**
  88456. * Specifies if the physics imposter is disposed
  88457. */
  88458. readonly isDisposed: boolean;
  88459. /**
  88460. * Gets the mass of the physics imposter
  88461. */
  88462. mass: number;
  88463. /**
  88464. * Gets the coefficient of friction
  88465. */
  88466. /**
  88467. * Sets the coefficient of friction
  88468. */
  88469. friction: number;
  88470. /**
  88471. * Gets the coefficient of restitution
  88472. */
  88473. /**
  88474. * Sets the coefficient of restitution
  88475. */
  88476. restitution: number;
  88477. /**
  88478. * Gets the pressure of a soft body; only supported by the AmmoJSPlugin
  88479. */
  88480. /**
  88481. * Sets the pressure of a soft body; only supported by the AmmoJSPlugin
  88482. */
  88483. pressure: number;
  88484. /**
  88485. * Gets the stiffness of a soft body; only supported by the AmmoJSPlugin
  88486. */
  88487. /**
  88488. * Sets the stiffness of a soft body; only supported by the AmmoJSPlugin
  88489. */
  88490. stiffness: number;
  88491. /**
  88492. * Gets the velocityIterations of a soft body; only supported by the AmmoJSPlugin
  88493. */
  88494. /**
  88495. * Sets the velocityIterations of a soft body; only supported by the AmmoJSPlugin
  88496. */
  88497. velocityIterations: number;
  88498. /**
  88499. * Gets the positionIterations of a soft body; only supported by the AmmoJSPlugin
  88500. */
  88501. /**
  88502. * Sets the positionIterations of a soft body; only supported by the AmmoJSPlugin
  88503. */
  88504. positionIterations: number;
  88505. /**
  88506. * The unique id of the physics imposter
  88507. * set by the physics engine when adding this impostor to the array
  88508. */
  88509. uniqueId: number;
  88510. /**
  88511. * @hidden
  88512. */
  88513. soft: boolean;
  88514. /**
  88515. * @hidden
  88516. */
  88517. segments: number;
  88518. private _joints;
  88519. /**
  88520. * Initializes the physics imposter
  88521. * @param object The physics-enabled object used as the physics imposter
  88522. * @param type The type of the physics imposter
  88523. * @param _options The options for the physics imposter
  88524. * @param _scene The Babylon scene
  88525. */
  88526. constructor(
  88527. /**
  88528. * The physics-enabled object used as the physics imposter
  88529. */
  88530. object: IPhysicsEnabledObject,
  88531. /**
  88532. * The type of the physics imposter
  88533. */
  88534. type: number, _options?: PhysicsImpostorParameters, _scene?: Scene | undefined);
  88535. /**
  88536. * This function will completly initialize this impostor.
  88537. * It will create a new body - but only if this mesh has no parent.
  88538. * If it has, this impostor will not be used other than to define the impostor
  88539. * of the child mesh.
  88540. * @hidden
  88541. */
  88542. _init(): void;
  88543. private _getPhysicsParent;
  88544. /**
  88545. * Should a new body be generated.
  88546. * @returns boolean specifying if body initialization is required
  88547. */
  88548. isBodyInitRequired(): boolean;
  88549. /**
  88550. * Sets the updated scaling
  88551. * @param updated Specifies if the scaling is updated
  88552. */
  88553. setScalingUpdated(): void;
  88554. /**
  88555. * Force a regeneration of this or the parent's impostor's body.
  88556. * Use under cautious - This will remove all joints already implemented.
  88557. */
  88558. forceUpdate(): void;
  88559. /**
  88560. * Gets the body that holds this impostor. Either its own, or its parent.
  88561. */
  88562. /**
  88563. * Set the physics body. Used mainly by the physics engine/plugin
  88564. */
  88565. physicsBody: any;
  88566. /**
  88567. * Get the parent of the physics imposter
  88568. * @returns Physics imposter or null
  88569. */
  88570. /**
  88571. * Sets the parent of the physics imposter
  88572. */
  88573. parent: Nullable<PhysicsImpostor>;
  88574. /**
  88575. * Resets the update flags
  88576. */
  88577. resetUpdateFlags(): void;
  88578. /**
  88579. * Gets the object extend size
  88580. * @returns the object extend size
  88581. */
  88582. getObjectExtendSize(): Vector3;
  88583. /**
  88584. * Gets the object center
  88585. * @returns The object center
  88586. */
  88587. getObjectCenter(): Vector3;
  88588. /**
  88589. * Get a specific parametes from the options parameter
  88590. * @param paramName The object parameter name
  88591. * @returns The object parameter
  88592. */
  88593. getParam(paramName: string): any;
  88594. /**
  88595. * Sets a specific parameter in the options given to the physics plugin
  88596. * @param paramName The parameter name
  88597. * @param value The value of the parameter
  88598. */
  88599. setParam(paramName: string, value: number): void;
  88600. /**
  88601. * Specifically change the body's mass option. Won't recreate the physics body object
  88602. * @param mass The mass of the physics imposter
  88603. */
  88604. setMass(mass: number): void;
  88605. /**
  88606. * Gets the linear velocity
  88607. * @returns linear velocity or null
  88608. */
  88609. getLinearVelocity(): Nullable<Vector3>;
  88610. /**
  88611. * Sets the linear velocity
  88612. * @param velocity linear velocity or null
  88613. */
  88614. setLinearVelocity(velocity: Nullable<Vector3>): void;
  88615. /**
  88616. * Gets the angular velocity
  88617. * @returns angular velocity or null
  88618. */
  88619. getAngularVelocity(): Nullable<Vector3>;
  88620. /**
  88621. * Sets the angular velocity
  88622. * @param velocity The velocity or null
  88623. */
  88624. setAngularVelocity(velocity: Nullable<Vector3>): void;
  88625. /**
  88626. * Execute a function with the physics plugin native code
  88627. * Provide a function the will have two variables - the world object and the physics body object
  88628. * @param func The function to execute with the physics plugin native code
  88629. */
  88630. executeNativeFunction(func: (world: any, physicsBody: any) => void): void;
  88631. /**
  88632. * Register a function that will be executed before the physics world is stepping forward
  88633. * @param func The function to execute before the physics world is stepped forward
  88634. */
  88635. registerBeforePhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  88636. /**
  88637. * Unregister a function that will be executed before the physics world is stepping forward
  88638. * @param func The function to execute before the physics world is stepped forward
  88639. */
  88640. unregisterBeforePhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  88641. /**
  88642. * Register a function that will be executed after the physics step
  88643. * @param func The function to execute after physics step
  88644. */
  88645. registerAfterPhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  88646. /**
  88647. * Unregisters a function that will be executed after the physics step
  88648. * @param func The function to execute after physics step
  88649. */
  88650. unregisterAfterPhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  88651. /**
  88652. * register a function that will be executed when this impostor collides against a different body
  88653. * @param collideAgainst Physics imposter, or array of physics imposters to collide against
  88654. * @param func Callback that is executed on collision
  88655. */
  88656. registerOnPhysicsCollide(collideAgainst: PhysicsImpostor | Array<PhysicsImpostor>, func: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor) => void): void;
  88657. /**
  88658. * Unregisters the physics imposter on contact
  88659. * @param collideAgainst The physics object to collide against
  88660. * @param func Callback to execute on collision
  88661. */
  88662. unregisterOnPhysicsCollide(collideAgainst: PhysicsImpostor | Array<PhysicsImpostor>, func: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor | Array<PhysicsImpostor>) => void): void;
  88663. private _tmpQuat;
  88664. private _tmpQuat2;
  88665. /**
  88666. * Get the parent rotation
  88667. * @returns The parent rotation
  88668. */
  88669. getParentsRotation(): Quaternion;
  88670. /**
  88671. * this function is executed by the physics engine.
  88672. */
  88673. beforeStep: () => void;
  88674. /**
  88675. * this function is executed by the physics engine
  88676. */
  88677. afterStep: () => void;
  88678. /**
  88679. * Legacy collision detection event support
  88680. */
  88681. onCollideEvent: Nullable<(collider: PhysicsImpostor, collidedWith: PhysicsImpostor) => void>;
  88682. /**
  88683. * event and body object due to cannon's event-based architecture.
  88684. */
  88685. onCollide: (e: {
  88686. body: any;
  88687. }) => void;
  88688. /**
  88689. * Apply a force
  88690. * @param force The force to apply
  88691. * @param contactPoint The contact point for the force
  88692. * @returns The physics imposter
  88693. */
  88694. applyForce(force: Vector3, contactPoint: Vector3): PhysicsImpostor;
  88695. /**
  88696. * Apply an impulse
  88697. * @param force The impulse force
  88698. * @param contactPoint The contact point for the impulse force
  88699. * @returns The physics imposter
  88700. */
  88701. applyImpulse(force: Vector3, contactPoint: Vector3): PhysicsImpostor;
  88702. /**
  88703. * A help function to create a joint
  88704. * @param otherImpostor A physics imposter used to create a joint
  88705. * @param jointType The type of joint
  88706. * @param jointData The data for the joint
  88707. * @returns The physics imposter
  88708. */
  88709. createJoint(otherImpostor: PhysicsImpostor, jointType: number, jointData: PhysicsJointData): PhysicsImpostor;
  88710. /**
  88711. * Add a joint to this impostor with a different impostor
  88712. * @param otherImpostor A physics imposter used to add a joint
  88713. * @param joint The joint to add
  88714. * @returns The physics imposter
  88715. */
  88716. addJoint(otherImpostor: PhysicsImpostor, joint: PhysicsJoint): PhysicsImpostor;
  88717. /**
  88718. * Add an anchor to a cloth impostor
  88719. * @param otherImpostor rigid impostor to anchor to
  88720. * @param width ratio across width from 0 to 1
  88721. * @param height ratio up height from 0 to 1
  88722. * @param influence the elasticity between cloth impostor and anchor from 0, very stretchy to 1, little strech
  88723. * @param noCollisionBetweenLinkedBodies when true collisions between cloth impostor and anchor are ignored; default false
  88724. * @returns impostor the soft imposter
  88725. */
  88726. addAnchor(otherImpostor: PhysicsImpostor, width: number, height: number, influence: number, noCollisionBetweenLinkedBodies: boolean): PhysicsImpostor;
  88727. /**
  88728. * Add a hook to a rope impostor
  88729. * @param otherImpostor rigid impostor to anchor to
  88730. * @param length ratio across rope from 0 to 1
  88731. * @param influence the elasticity between rope impostor and anchor from 0, very stretchy to 1, little strech
  88732. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  88733. * @returns impostor the rope imposter
  88734. */
  88735. addHook(otherImpostor: PhysicsImpostor, length: number, influence: number, noCollisionBetweenLinkedBodies: boolean): PhysicsImpostor;
  88736. /**
  88737. * Will keep this body still, in a sleep mode.
  88738. * @returns the physics imposter
  88739. */
  88740. sleep(): PhysicsImpostor;
  88741. /**
  88742. * Wake the body up.
  88743. * @returns The physics imposter
  88744. */
  88745. wakeUp(): PhysicsImpostor;
  88746. /**
  88747. * Clones the physics imposter
  88748. * @param newObject The physics imposter clones to this physics-enabled object
  88749. * @returns A nullable physics imposter
  88750. */
  88751. clone(newObject: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  88752. /**
  88753. * Disposes the physics imposter
  88754. */
  88755. dispose(): void;
  88756. /**
  88757. * Sets the delta position
  88758. * @param position The delta position amount
  88759. */
  88760. setDeltaPosition(position: Vector3): void;
  88761. /**
  88762. * Sets the delta rotation
  88763. * @param rotation The delta rotation amount
  88764. */
  88765. setDeltaRotation(rotation: Quaternion): void;
  88766. /**
  88767. * Gets the box size of the physics imposter and stores the result in the input parameter
  88768. * @param result Stores the box size
  88769. * @returns The physics imposter
  88770. */
  88771. getBoxSizeToRef(result: Vector3): PhysicsImpostor;
  88772. /**
  88773. * Gets the radius of the physics imposter
  88774. * @returns Radius of the physics imposter
  88775. */
  88776. getRadius(): number;
  88777. /**
  88778. * Sync a bone with this impostor
  88779. * @param bone The bone to sync to the impostor.
  88780. * @param boneMesh The mesh that the bone is influencing.
  88781. * @param jointPivot The pivot of the joint / bone in local space.
  88782. * @param distToJoint Optional distance from the impostor to the joint.
  88783. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  88784. */
  88785. syncBoneWithImpostor(bone: Bone, boneMesh: AbstractMesh, jointPivot: Vector3, distToJoint?: number, adjustRotation?: Quaternion): void;
  88786. /**
  88787. * Sync impostor to a bone
  88788. * @param bone The bone that the impostor will be synced to.
  88789. * @param boneMesh The mesh that the bone is influencing.
  88790. * @param jointPivot The pivot of the joint / bone in local space.
  88791. * @param distToJoint Optional distance from the impostor to the joint.
  88792. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  88793. * @param boneAxis Optional vector3 axis the bone is aligned with
  88794. */
  88795. syncImpostorWithBone(bone: Bone, boneMesh: AbstractMesh, jointPivot: Vector3, distToJoint?: number, adjustRotation?: Quaternion, boneAxis?: Vector3): void;
  88796. /**
  88797. * No-Imposter type
  88798. */
  88799. static NoImpostor: number;
  88800. /**
  88801. * Sphere-Imposter type
  88802. */
  88803. static SphereImpostor: number;
  88804. /**
  88805. * Box-Imposter type
  88806. */
  88807. static BoxImpostor: number;
  88808. /**
  88809. * Plane-Imposter type
  88810. */
  88811. static PlaneImpostor: number;
  88812. /**
  88813. * Mesh-imposter type
  88814. */
  88815. static MeshImpostor: number;
  88816. /**
  88817. * Capsule-Impostor type (Ammo.js plugin only)
  88818. */
  88819. static CapsuleImpostor: number;
  88820. /**
  88821. * Cylinder-Imposter type
  88822. */
  88823. static CylinderImpostor: number;
  88824. /**
  88825. * Particle-Imposter type
  88826. */
  88827. static ParticleImpostor: number;
  88828. /**
  88829. * Heightmap-Imposter type
  88830. */
  88831. static HeightmapImpostor: number;
  88832. /**
  88833. * ConvexHull-Impostor type (Ammo.js plugin only)
  88834. */
  88835. static ConvexHullImpostor: number;
  88836. /**
  88837. * Rope-Imposter type
  88838. */
  88839. static RopeImpostor: number;
  88840. /**
  88841. * Cloth-Imposter type
  88842. */
  88843. static ClothImpostor: number;
  88844. /**
  88845. * Softbody-Imposter type
  88846. */
  88847. static SoftbodyImpostor: number;
  88848. }
  88849. }
  88850. declare module BABYLON {
  88851. /**
  88852. * @hidden
  88853. **/
  88854. export class _CreationDataStorage {
  88855. closePath?: boolean;
  88856. closeArray?: boolean;
  88857. idx: number[];
  88858. dashSize: number;
  88859. gapSize: number;
  88860. path3D: Path3D;
  88861. pathArray: Vector3[][];
  88862. arc: number;
  88863. radius: number;
  88864. cap: number;
  88865. tessellation: number;
  88866. }
  88867. /**
  88868. * @hidden
  88869. **/
  88870. class _InstanceDataStorage {
  88871. visibleInstances: any;
  88872. batchCache: _InstancesBatch;
  88873. instancesBufferSize: number;
  88874. instancesBuffer: Nullable<Buffer>;
  88875. instancesData: Float32Array;
  88876. overridenInstanceCount: number;
  88877. isFrozen: boolean;
  88878. previousBatch: Nullable<_InstancesBatch>;
  88879. hardwareInstancedRendering: boolean;
  88880. sideOrientation: number;
  88881. }
  88882. /**
  88883. * @hidden
  88884. **/
  88885. export class _InstancesBatch {
  88886. mustReturn: boolean;
  88887. visibleInstances: Nullable<InstancedMesh[]>[];
  88888. renderSelf: boolean[];
  88889. hardwareInstancedRendering: boolean[];
  88890. }
  88891. /**
  88892. * Class used to represent renderable models
  88893. */
  88894. export class Mesh extends AbstractMesh implements IGetSetVerticesData {
  88895. /**
  88896. * Mesh side orientation : usually the external or front surface
  88897. */
  88898. static readonly FRONTSIDE: number;
  88899. /**
  88900. * Mesh side orientation : usually the internal or back surface
  88901. */
  88902. static readonly BACKSIDE: number;
  88903. /**
  88904. * Mesh side orientation : both internal and external or front and back surfaces
  88905. */
  88906. static readonly DOUBLESIDE: number;
  88907. /**
  88908. * Mesh side orientation : by default, `FRONTSIDE`
  88909. */
  88910. static readonly DEFAULTSIDE: number;
  88911. /**
  88912. * Mesh cap setting : no cap
  88913. */
  88914. static readonly NO_CAP: number;
  88915. /**
  88916. * Mesh cap setting : one cap at the beginning of the mesh
  88917. */
  88918. static readonly CAP_START: number;
  88919. /**
  88920. * Mesh cap setting : one cap at the end of the mesh
  88921. */
  88922. static readonly CAP_END: number;
  88923. /**
  88924. * Mesh cap setting : two caps, one at the beginning and one at the end of the mesh
  88925. */
  88926. static readonly CAP_ALL: number;
  88927. /**
  88928. * Mesh pattern setting : no flip or rotate
  88929. */
  88930. static readonly NO_FLIP: number;
  88931. /**
  88932. * Mesh pattern setting : flip (reflect in y axis) alternate tiles on each row or column
  88933. */
  88934. static readonly FLIP_TILE: number;
  88935. /**
  88936. * Mesh pattern setting : rotate (180degs) alternate tiles on each row or column
  88937. */
  88938. static readonly ROTATE_TILE: number;
  88939. /**
  88940. * Mesh pattern setting : flip (reflect in y axis) all tiles on alternate rows
  88941. */
  88942. static readonly FLIP_ROW: number;
  88943. /**
  88944. * Mesh pattern setting : rotate (180degs) all tiles on alternate rows
  88945. */
  88946. static readonly ROTATE_ROW: number;
  88947. /**
  88948. * Mesh pattern setting : flip and rotate alternate tiles on each row or column
  88949. */
  88950. static readonly FLIP_N_ROTATE_TILE: number;
  88951. /**
  88952. * Mesh pattern setting : rotate pattern and rotate
  88953. */
  88954. static readonly FLIP_N_ROTATE_ROW: number;
  88955. /**
  88956. * Mesh tile positioning : part tiles same on left/right or top/bottom
  88957. */
  88958. static readonly CENTER: number;
  88959. /**
  88960. * Mesh tile positioning : part tiles on left
  88961. */
  88962. static readonly LEFT: number;
  88963. /**
  88964. * Mesh tile positioning : part tiles on right
  88965. */
  88966. static readonly RIGHT: number;
  88967. /**
  88968. * Mesh tile positioning : part tiles on top
  88969. */
  88970. static readonly TOP: number;
  88971. /**
  88972. * Mesh tile positioning : part tiles on bottom
  88973. */
  88974. static readonly BOTTOM: number;
  88975. /**
  88976. * Gets the default side orientation.
  88977. * @param orientation the orientation to value to attempt to get
  88978. * @returns the default orientation
  88979. * @hidden
  88980. */
  88981. static _GetDefaultSideOrientation(orientation?: number): number;
  88982. private _internalMeshDataInfo;
  88983. /**
  88984. * An event triggered before rendering the mesh
  88985. */
  88986. readonly onBeforeRenderObservable: Observable<Mesh>;
  88987. /**
  88988. * An event triggered before binding the mesh
  88989. */
  88990. readonly onBeforeBindObservable: Observable<Mesh>;
  88991. /**
  88992. * An event triggered after rendering the mesh
  88993. */
  88994. readonly onAfterRenderObservable: Observable<Mesh>;
  88995. /**
  88996. * An event triggered before drawing the mesh
  88997. */
  88998. readonly onBeforeDrawObservable: Observable<Mesh>;
  88999. private _onBeforeDrawObserver;
  89000. /**
  89001. * Sets a callback to call before drawing the mesh. It is recommended to use onBeforeDrawObservable instead
  89002. */
  89003. onBeforeDraw: () => void;
  89004. readonly hasInstances: boolean;
  89005. /**
  89006. * Gets the delay loading state of the mesh (when delay loading is turned on)
  89007. * @see http://doc.babylonjs.com/how_to/using_the_incremental_loading_system
  89008. */
  89009. delayLoadState: number;
  89010. /**
  89011. * Gets the list of instances created from this mesh
  89012. * it is not supposed to be modified manually.
  89013. * Note also that the order of the InstancedMesh wihin the array is not significant and might change.
  89014. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  89015. */
  89016. instances: InstancedMesh[];
  89017. /**
  89018. * Gets the file containing delay loading data for this mesh
  89019. */
  89020. delayLoadingFile: string;
  89021. /** @hidden */
  89022. _binaryInfo: any;
  89023. /**
  89024. * User defined function used to change how LOD level selection is done
  89025. * @see http://doc.babylonjs.com/how_to/how_to_use_lod
  89026. */
  89027. onLODLevelSelection: (distance: number, mesh: Mesh, selectedLevel: Nullable<Mesh>) => void;
  89028. /**
  89029. * Gets or sets the morph target manager
  89030. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  89031. */
  89032. morphTargetManager: Nullable<MorphTargetManager>;
  89033. /** @hidden */
  89034. _creationDataStorage: Nullable<_CreationDataStorage>;
  89035. /** @hidden */
  89036. _geometry: Nullable<Geometry>;
  89037. /** @hidden */
  89038. _delayInfo: Array<string>;
  89039. /** @hidden */
  89040. _delayLoadingFunction: (any: any, mesh: Mesh) => void;
  89041. /** @hidden */
  89042. _instanceDataStorage: _InstanceDataStorage;
  89043. private _effectiveMaterial;
  89044. /** @hidden */
  89045. _shouldGenerateFlatShading: boolean;
  89046. /** @hidden */
  89047. _originalBuilderSideOrientation: number;
  89048. /**
  89049. * Use this property to change the original side orientation defined at construction time
  89050. */
  89051. overrideMaterialSideOrientation: Nullable<number>;
  89052. /**
  89053. * Gets the source mesh (the one used to clone this one from)
  89054. */
  89055. readonly source: Nullable<Mesh>;
  89056. /**
  89057. * Gets or sets a boolean indicating that this mesh does not use index buffer
  89058. */
  89059. isUnIndexed: boolean;
  89060. /**
  89061. * @constructor
  89062. * @param name The value used by scene.getMeshByName() to do a lookup.
  89063. * @param scene The scene to add this mesh to.
  89064. * @param parent The parent of this mesh, if it has one
  89065. * @param source An optional Mesh from which geometry is shared, cloned.
  89066. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  89067. * When false, achieved by calling a clone(), also passing False.
  89068. * This will make creation of children, recursive.
  89069. * @param clonePhysicsImpostor When cloning, include cloning mesh physics impostor, default True.
  89070. */
  89071. constructor(name: string, scene?: Nullable<Scene>, parent?: Nullable<Node>, source?: Nullable<Mesh>, doNotCloneChildren?: boolean, clonePhysicsImpostor?: boolean);
  89072. instantiateHierarychy(newParent?: Nullable<TransformNode>): Nullable<TransformNode>;
  89073. /**
  89074. * Gets the class name
  89075. * @returns the string "Mesh".
  89076. */
  89077. getClassName(): string;
  89078. /** @hidden */
  89079. readonly _isMesh: boolean;
  89080. /**
  89081. * Returns a description of this mesh
  89082. * @param fullDetails define if full details about this mesh must be used
  89083. * @returns a descriptive string representing this mesh
  89084. */
  89085. toString(fullDetails?: boolean): string;
  89086. /** @hidden */
  89087. _unBindEffect(): void;
  89088. /**
  89089. * Gets a boolean indicating if this mesh has LOD
  89090. */
  89091. readonly hasLODLevels: boolean;
  89092. /**
  89093. * Gets the list of MeshLODLevel associated with the current mesh
  89094. * @returns an array of MeshLODLevel
  89095. */
  89096. getLODLevels(): MeshLODLevel[];
  89097. private _sortLODLevels;
  89098. /**
  89099. * Add a mesh as LOD level triggered at the given distance.
  89100. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  89101. * @param distance The distance from the center of the object to show this level
  89102. * @param mesh The mesh to be added as LOD level (can be null)
  89103. * @return This mesh (for chaining)
  89104. */
  89105. addLODLevel(distance: number, mesh: Nullable<Mesh>): Mesh;
  89106. /**
  89107. * Returns the LOD level mesh at the passed distance or null if not found.
  89108. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  89109. * @param distance The distance from the center of the object to show this level
  89110. * @returns a Mesh or `null`
  89111. */
  89112. getLODLevelAtDistance(distance: number): Nullable<Mesh>;
  89113. /**
  89114. * Remove a mesh from the LOD array
  89115. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  89116. * @param mesh defines the mesh to be removed
  89117. * @return This mesh (for chaining)
  89118. */
  89119. removeLODLevel(mesh: Mesh): Mesh;
  89120. /**
  89121. * Returns the registered LOD mesh distant from the parameter `camera` position if any, else returns the current mesh.
  89122. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  89123. * @param camera defines the camera to use to compute distance
  89124. * @param boundingSphere defines a custom bounding sphere to use instead of the one from this mesh
  89125. * @return This mesh (for chaining)
  89126. */
  89127. getLOD(camera: Camera, boundingSphere?: BoundingSphere): Nullable<AbstractMesh>;
  89128. /**
  89129. * Gets the mesh internal Geometry object
  89130. */
  89131. readonly geometry: Nullable<Geometry>;
  89132. /**
  89133. * Returns the total number of vertices within the mesh geometry or zero if the mesh has no geometry.
  89134. * @returns the total number of vertices
  89135. */
  89136. getTotalVertices(): number;
  89137. /**
  89138. * Returns the content of an associated vertex buffer
  89139. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  89140. * - VertexBuffer.PositionKind
  89141. * - VertexBuffer.UVKind
  89142. * - VertexBuffer.UV2Kind
  89143. * - VertexBuffer.UV3Kind
  89144. * - VertexBuffer.UV4Kind
  89145. * - VertexBuffer.UV5Kind
  89146. * - VertexBuffer.UV6Kind
  89147. * - VertexBuffer.ColorKind
  89148. * - VertexBuffer.MatricesIndicesKind
  89149. * - VertexBuffer.MatricesIndicesExtraKind
  89150. * - VertexBuffer.MatricesWeightsKind
  89151. * - VertexBuffer.MatricesWeightsExtraKind
  89152. * @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
  89153. * @param forceCopy defines a boolean forcing the copy of the buffer no matter what the value of copyWhenShared is
  89154. * @returns a FloatArray or null if the mesh has no geometry or no vertex buffer for this kind.
  89155. */
  89156. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  89157. /**
  89158. * Returns the mesh VertexBuffer object from the requested `kind`
  89159. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  89160. * - VertexBuffer.PositionKind
  89161. * - VertexBuffer.NormalKind
  89162. * - VertexBuffer.UVKind
  89163. * - VertexBuffer.UV2Kind
  89164. * - VertexBuffer.UV3Kind
  89165. * - VertexBuffer.UV4Kind
  89166. * - VertexBuffer.UV5Kind
  89167. * - VertexBuffer.UV6Kind
  89168. * - VertexBuffer.ColorKind
  89169. * - VertexBuffer.MatricesIndicesKind
  89170. * - VertexBuffer.MatricesIndicesExtraKind
  89171. * - VertexBuffer.MatricesWeightsKind
  89172. * - VertexBuffer.MatricesWeightsExtraKind
  89173. * @returns a FloatArray or null if the mesh has no vertex buffer for this kind.
  89174. */
  89175. getVertexBuffer(kind: string): Nullable<VertexBuffer>;
  89176. /**
  89177. * Tests if a specific vertex buffer is associated with this mesh
  89178. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  89179. * - VertexBuffer.PositionKind
  89180. * - VertexBuffer.NormalKind
  89181. * - VertexBuffer.UVKind
  89182. * - VertexBuffer.UV2Kind
  89183. * - VertexBuffer.UV3Kind
  89184. * - VertexBuffer.UV4Kind
  89185. * - VertexBuffer.UV5Kind
  89186. * - VertexBuffer.UV6Kind
  89187. * - VertexBuffer.ColorKind
  89188. * - VertexBuffer.MatricesIndicesKind
  89189. * - VertexBuffer.MatricesIndicesExtraKind
  89190. * - VertexBuffer.MatricesWeightsKind
  89191. * - VertexBuffer.MatricesWeightsExtraKind
  89192. * @returns a boolean
  89193. */
  89194. isVerticesDataPresent(kind: string): boolean;
  89195. /**
  89196. * Returns a boolean defining if the vertex data for the requested `kind` is updatable.
  89197. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  89198. * - VertexBuffer.PositionKind
  89199. * - VertexBuffer.UVKind
  89200. * - VertexBuffer.UV2Kind
  89201. * - VertexBuffer.UV3Kind
  89202. * - VertexBuffer.UV4Kind
  89203. * - VertexBuffer.UV5Kind
  89204. * - VertexBuffer.UV6Kind
  89205. * - VertexBuffer.ColorKind
  89206. * - VertexBuffer.MatricesIndicesKind
  89207. * - VertexBuffer.MatricesIndicesExtraKind
  89208. * - VertexBuffer.MatricesWeightsKind
  89209. * - VertexBuffer.MatricesWeightsExtraKind
  89210. * @returns a boolean
  89211. */
  89212. isVertexBufferUpdatable(kind: string): boolean;
  89213. /**
  89214. * Returns a string which contains the list of existing `kinds` of Vertex Data associated with this mesh.
  89215. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  89216. * - VertexBuffer.PositionKind
  89217. * - VertexBuffer.NormalKind
  89218. * - VertexBuffer.UVKind
  89219. * - VertexBuffer.UV2Kind
  89220. * - VertexBuffer.UV3Kind
  89221. * - VertexBuffer.UV4Kind
  89222. * - VertexBuffer.UV5Kind
  89223. * - VertexBuffer.UV6Kind
  89224. * - VertexBuffer.ColorKind
  89225. * - VertexBuffer.MatricesIndicesKind
  89226. * - VertexBuffer.MatricesIndicesExtraKind
  89227. * - VertexBuffer.MatricesWeightsKind
  89228. * - VertexBuffer.MatricesWeightsExtraKind
  89229. * @returns an array of strings
  89230. */
  89231. getVerticesDataKinds(): string[];
  89232. /**
  89233. * Returns a positive integer : the total number of indices in this mesh geometry.
  89234. * @returns the numner of indices or zero if the mesh has no geometry.
  89235. */
  89236. getTotalIndices(): number;
  89237. /**
  89238. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  89239. * @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.
  89240. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  89241. * @returns the indices array or an empty array if the mesh has no geometry
  89242. */
  89243. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  89244. readonly isBlocked: boolean;
  89245. /**
  89246. * Determine if the current mesh is ready to be rendered
  89247. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  89248. * @param forceInstanceSupport will check if the mesh will be ready when used with instances (false by default)
  89249. * @returns true if all associated assets are ready (material, textures, shaders)
  89250. */
  89251. isReady(completeCheck?: boolean, forceInstanceSupport?: boolean): boolean;
  89252. /**
  89253. * 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.
  89254. */
  89255. readonly areNormalsFrozen: boolean;
  89256. /**
  89257. * 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.
  89258. * @returns the current mesh
  89259. */
  89260. freezeNormals(): Mesh;
  89261. /**
  89262. * 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
  89263. * @returns the current mesh
  89264. */
  89265. unfreezeNormals(): Mesh;
  89266. /**
  89267. * Sets a value overriding the instance count. Only applicable when custom instanced InterleavedVertexBuffer are used rather than InstancedMeshs
  89268. */
  89269. overridenInstanceCount: number;
  89270. /** @hidden */
  89271. _preActivate(): Mesh;
  89272. /** @hidden */
  89273. _preActivateForIntermediateRendering(renderId: number): Mesh;
  89274. /** @hidden */
  89275. _registerInstanceForRenderId(instance: InstancedMesh, renderId: number): Mesh;
  89276. /**
  89277. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  89278. * This means the mesh underlying bounding box and sphere are recomputed.
  89279. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  89280. * @returns the current mesh
  89281. */
  89282. refreshBoundingInfo(applySkeleton?: boolean): Mesh;
  89283. /** @hidden */
  89284. _createGlobalSubMesh(force: boolean): Nullable<SubMesh>;
  89285. /**
  89286. * This function will subdivide the mesh into multiple submeshes
  89287. * @param count defines the expected number of submeshes
  89288. */
  89289. subdivide(count: number): void;
  89290. /**
  89291. * Copy a FloatArray into a specific associated vertex buffer
  89292. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  89293. * - VertexBuffer.PositionKind
  89294. * - VertexBuffer.UVKind
  89295. * - VertexBuffer.UV2Kind
  89296. * - VertexBuffer.UV3Kind
  89297. * - VertexBuffer.UV4Kind
  89298. * - VertexBuffer.UV5Kind
  89299. * - VertexBuffer.UV6Kind
  89300. * - VertexBuffer.ColorKind
  89301. * - VertexBuffer.MatricesIndicesKind
  89302. * - VertexBuffer.MatricesIndicesExtraKind
  89303. * - VertexBuffer.MatricesWeightsKind
  89304. * - VertexBuffer.MatricesWeightsExtraKind
  89305. * @param data defines the data source
  89306. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  89307. * @param stride defines the data stride size (can be null)
  89308. * @returns the current mesh
  89309. */
  89310. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh;
  89311. /**
  89312. * Flags an associated vertex buffer as updatable
  89313. * @param kind defines which buffer to use (positions, indices, normals, etc). Possible `kind` values :
  89314. * - VertexBuffer.PositionKind
  89315. * - VertexBuffer.UVKind
  89316. * - VertexBuffer.UV2Kind
  89317. * - VertexBuffer.UV3Kind
  89318. * - VertexBuffer.UV4Kind
  89319. * - VertexBuffer.UV5Kind
  89320. * - VertexBuffer.UV6Kind
  89321. * - VertexBuffer.ColorKind
  89322. * - VertexBuffer.MatricesIndicesKind
  89323. * - VertexBuffer.MatricesIndicesExtraKind
  89324. * - VertexBuffer.MatricesWeightsKind
  89325. * - VertexBuffer.MatricesWeightsExtraKind
  89326. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  89327. */
  89328. markVerticesDataAsUpdatable(kind: string, updatable?: boolean): void;
  89329. /**
  89330. * Sets the mesh global Vertex Buffer
  89331. * @param buffer defines the buffer to use
  89332. * @returns the current mesh
  89333. */
  89334. setVerticesBuffer(buffer: VertexBuffer): Mesh;
  89335. /**
  89336. * Update a specific associated vertex buffer
  89337. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  89338. * - VertexBuffer.PositionKind
  89339. * - VertexBuffer.UVKind
  89340. * - VertexBuffer.UV2Kind
  89341. * - VertexBuffer.UV3Kind
  89342. * - VertexBuffer.UV4Kind
  89343. * - VertexBuffer.UV5Kind
  89344. * - VertexBuffer.UV6Kind
  89345. * - VertexBuffer.ColorKind
  89346. * - VertexBuffer.MatricesIndicesKind
  89347. * - VertexBuffer.MatricesIndicesExtraKind
  89348. * - VertexBuffer.MatricesWeightsKind
  89349. * - VertexBuffer.MatricesWeightsExtraKind
  89350. * @param data defines the data source
  89351. * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for "position" kind
  89352. * @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)
  89353. * @returns the current mesh
  89354. */
  89355. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): AbstractMesh;
  89356. /**
  89357. * This method updates the vertex positions of an updatable mesh according to the `positionFunction` returned values.
  89358. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#other-shapes-updatemeshpositions
  89359. * @param positionFunction is a simple JS function what is passed the mesh `positions` array. It doesn't need to return anything
  89360. * @param computeNormals is a boolean (default true) to enable/disable the mesh normal recomputation after the vertex position update
  89361. * @returns the current mesh
  89362. */
  89363. updateMeshPositions(positionFunction: (data: FloatArray) => void, computeNormals?: boolean): Mesh;
  89364. /**
  89365. * Creates a un-shared specific occurence of the geometry for the mesh.
  89366. * @returns the current mesh
  89367. */
  89368. makeGeometryUnique(): Mesh;
  89369. /**
  89370. * Set the index buffer of this mesh
  89371. * @param indices defines the source data
  89372. * @param totalVertices defines the total number of vertices referenced by this index data (can be null)
  89373. * @param updatable defines if the updated index buffer must be flagged as updatable (default is false)
  89374. * @returns the current mesh
  89375. */
  89376. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>, updatable?: boolean): AbstractMesh;
  89377. /**
  89378. * Update the current index buffer
  89379. * @param indices defines the source data
  89380. * @param offset defines the offset in the index buffer where to store the new data (can be null)
  89381. * @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)
  89382. * @returns the current mesh
  89383. */
  89384. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): AbstractMesh;
  89385. /**
  89386. * Invert the geometry to move from a right handed system to a left handed one.
  89387. * @returns the current mesh
  89388. */
  89389. toLeftHanded(): Mesh;
  89390. /** @hidden */
  89391. _bind(subMesh: SubMesh, effect: Effect, fillMode: number): Mesh;
  89392. /** @hidden */
  89393. _draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): Mesh;
  89394. /**
  89395. * Registers for this mesh a javascript function called just before the rendering process
  89396. * @param func defines the function to call before rendering this mesh
  89397. * @returns the current mesh
  89398. */
  89399. registerBeforeRender(func: (mesh: AbstractMesh) => void): Mesh;
  89400. /**
  89401. * Disposes a previously registered javascript function called before the rendering
  89402. * @param func defines the function to remove
  89403. * @returns the current mesh
  89404. */
  89405. unregisterBeforeRender(func: (mesh: AbstractMesh) => void): Mesh;
  89406. /**
  89407. * Registers for this mesh a javascript function called just after the rendering is complete
  89408. * @param func defines the function to call after rendering this mesh
  89409. * @returns the current mesh
  89410. */
  89411. registerAfterRender(func: (mesh: AbstractMesh) => void): Mesh;
  89412. /**
  89413. * Disposes a previously registered javascript function called after the rendering.
  89414. * @param func defines the function to remove
  89415. * @returns the current mesh
  89416. */
  89417. unregisterAfterRender(func: (mesh: AbstractMesh) => void): Mesh;
  89418. /** @hidden */
  89419. _getInstancesRenderList(subMeshId: number): _InstancesBatch;
  89420. /** @hidden */
  89421. _renderWithInstances(subMesh: SubMesh, fillMode: number, batch: _InstancesBatch, effect: Effect, engine: Engine): Mesh;
  89422. /** @hidden */
  89423. _processRendering(subMesh: SubMesh, effect: Effect, fillMode: number, batch: _InstancesBatch, hardwareInstancedRendering: boolean, onBeforeDraw: (isInstance: boolean, world: Matrix, effectiveMaterial?: Material) => void, effectiveMaterial?: Material): Mesh;
  89424. /** @hidden */
  89425. _rebuild(): void;
  89426. /** @hidden */
  89427. _freeze(): void;
  89428. /** @hidden */
  89429. _unFreeze(): void;
  89430. /**
  89431. * 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
  89432. * @param subMesh defines the subMesh to render
  89433. * @param enableAlphaMode defines if alpha mode can be changed
  89434. * @returns the current mesh
  89435. */
  89436. render(subMesh: SubMesh, enableAlphaMode: boolean): Mesh;
  89437. private _onBeforeDraw;
  89438. /**
  89439. * Renormalize the mesh and patch it up if there are no weights
  89440. * Similar to normalization by adding the weights compute the reciprocal and multiply all elements, this wil ensure that everything adds to 1.
  89441. * However in the case of zero weights then we set just a single influence to 1.
  89442. * We check in the function for extra's present and if so we use the normalizeSkinWeightsWithExtras rather than the FourWeights version.
  89443. */
  89444. cleanMatrixWeights(): void;
  89445. private normalizeSkinFourWeights;
  89446. private normalizeSkinWeightsAndExtra;
  89447. /**
  89448. * ValidateSkinning is used to determine that a mesh has valid skinning data along with skin metrics, if missing weights,
  89449. * or not normalized it is returned as invalid mesh the string can be used for console logs, or on screen messages to let
  89450. * the user know there was an issue with importing the mesh
  89451. * @returns a validation object with skinned, valid and report string
  89452. */
  89453. validateSkinning(): {
  89454. skinned: boolean;
  89455. valid: boolean;
  89456. report: string;
  89457. };
  89458. /** @hidden */
  89459. _checkDelayState(): Mesh;
  89460. private _queueLoad;
  89461. /**
  89462. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  89463. * A mesh is in the frustum if its bounding box intersects the frustum
  89464. * @param frustumPlanes defines the frustum to test
  89465. * @returns true if the mesh is in the frustum planes
  89466. */
  89467. isInFrustum(frustumPlanes: Plane[]): boolean;
  89468. /**
  89469. * Sets the mesh material by the material or multiMaterial `id` property
  89470. * @param id is a string identifying the material or the multiMaterial
  89471. * @returns the current mesh
  89472. */
  89473. setMaterialByID(id: string): Mesh;
  89474. /**
  89475. * Returns as a new array populated with the mesh material and/or skeleton, if any.
  89476. * @returns an array of IAnimatable
  89477. */
  89478. getAnimatables(): IAnimatable[];
  89479. /**
  89480. * Modifies the mesh geometry according to the passed transformation matrix.
  89481. * This method returns nothing but it really modifies the mesh even if it's originally not set as updatable.
  89482. * The mesh normals are modified using the same transformation.
  89483. * Note that, under the hood, this method sets a new VertexBuffer each call.
  89484. * @param transform defines the transform matrix to use
  89485. * @see http://doc.babylonjs.com/resources/baking_transformations
  89486. * @returns the current mesh
  89487. */
  89488. bakeTransformIntoVertices(transform: Matrix): Mesh;
  89489. /**
  89490. * Modifies the mesh geometry according to its own current World Matrix.
  89491. * The mesh World Matrix is then reset.
  89492. * This method returns nothing but really modifies the mesh even if it's originally not set as updatable.
  89493. * Note that, under the hood, this method sets a new VertexBuffer each call.
  89494. * @see http://doc.babylonjs.com/resources/baking_transformations
  89495. * @returns the current mesh
  89496. */
  89497. bakeCurrentTransformIntoVertices(): Mesh;
  89498. /** @hidden */
  89499. readonly _positions: Nullable<Vector3[]>;
  89500. /** @hidden */
  89501. _resetPointsArrayCache(): Mesh;
  89502. /** @hidden */
  89503. _generatePointsArray(): boolean;
  89504. /**
  89505. * Returns a new Mesh object generated from the current mesh properties.
  89506. * This method must not get confused with createInstance()
  89507. * @param name is a string, the name given to the new mesh
  89508. * @param newParent can be any Node object (default `null`)
  89509. * @param doNotCloneChildren allows/denies the recursive cloning of the original mesh children if any (default `false`)
  89510. * @param clonePhysicsImpostor allows/denies the cloning in the same time of the original mesh `body` used by the physics engine, if any (default `true`)
  89511. * @returns a new mesh
  89512. */
  89513. clone(name?: string, newParent?: Nullable<Node>, doNotCloneChildren?: boolean, clonePhysicsImpostor?: boolean): Nullable<AbstractMesh>;
  89514. /**
  89515. * Releases resources associated with this mesh.
  89516. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  89517. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  89518. */
  89519. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  89520. /**
  89521. * Modifies the mesh geometry according to a displacement map.
  89522. * 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.
  89523. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  89524. * @param url is a string, the URL from the image file is to be downloaded.
  89525. * @param minHeight is the lower limit of the displacement.
  89526. * @param maxHeight is the upper limit of the displacement.
  89527. * @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.
  89528. * @param uvOffset is an optional vector2 used to offset UV.
  89529. * @param uvScale is an optional vector2 used to scale UV.
  89530. * @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.
  89531. * @returns the Mesh.
  89532. */
  89533. applyDisplacementMap(url: string, minHeight: number, maxHeight: number, onSuccess?: (mesh: Mesh) => void, uvOffset?: Vector2, uvScale?: Vector2, forceUpdate?: boolean): Mesh;
  89534. /**
  89535. * Modifies the mesh geometry according to a displacementMap buffer.
  89536. * 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.
  89537. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  89538. * @param buffer is a `Uint8Array` buffer containing series of `Uint8` lower than 255, the red, green, blue and alpha values of each successive pixel.
  89539. * @param heightMapWidth is the width of the buffer image.
  89540. * @param heightMapHeight is the height of the buffer image.
  89541. * @param minHeight is the lower limit of the displacement.
  89542. * @param maxHeight is the upper limit of the displacement.
  89543. * @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.
  89544. * @param uvOffset is an optional vector2 used to offset UV.
  89545. * @param uvScale is an optional vector2 used to scale UV.
  89546. * @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.
  89547. * @returns the Mesh.
  89548. */
  89549. applyDisplacementMapFromBuffer(buffer: Uint8Array, heightMapWidth: number, heightMapHeight: number, minHeight: number, maxHeight: number, uvOffset?: Vector2, uvScale?: Vector2, forceUpdate?: boolean): Mesh;
  89550. /**
  89551. * Modify the mesh to get a flat shading rendering.
  89552. * This means each mesh facet will then have its own normals. Usually new vertices are added in the mesh geometry to get this result.
  89553. * Warning : the mesh is really modified even if not set originally as updatable and, under the hood, a new VertexBuffer is allocated.
  89554. * @returns current mesh
  89555. */
  89556. convertToFlatShadedMesh(): Mesh;
  89557. /**
  89558. * This method removes all the mesh indices and add new vertices (duplication) in order to unfold facets into buffers.
  89559. * In other words, more vertices, no more indices and a single bigger VBO.
  89560. * The mesh is really modified even if not set originally as updatable. Under the hood, a new VertexBuffer is allocated.
  89561. * @returns current mesh
  89562. */
  89563. convertToUnIndexedMesh(): Mesh;
  89564. /**
  89565. * Inverses facet orientations.
  89566. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  89567. * @param flipNormals will also inverts the normals
  89568. * @returns current mesh
  89569. */
  89570. flipFaces(flipNormals?: boolean): Mesh;
  89571. /**
  89572. * Increase the number of facets and hence vertices in a mesh
  89573. * Vertex normals are interpolated from existing vertex normals
  89574. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  89575. * @param numberPerEdge the number of new vertices to add to each edge of a facet, optional default 1
  89576. */
  89577. increaseVertices(numberPerEdge: number): void;
  89578. /**
  89579. * Force adjacent facets to share vertices and remove any facets that have all vertices in a line
  89580. * This will undo any application of covertToFlatShadedMesh
  89581. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  89582. */
  89583. forceSharedVertices(): void;
  89584. /** @hidden */
  89585. static _instancedMeshFactory(name: string, mesh: Mesh): InstancedMesh;
  89586. /** @hidden */
  89587. static _PhysicsImpostorParser(scene: Scene, physicObject: IPhysicsEnabledObject, jsonObject: any): PhysicsImpostor;
  89588. /**
  89589. * Creates a new InstancedMesh object from the mesh model.
  89590. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  89591. * @param name defines the name of the new instance
  89592. * @returns a new InstancedMesh
  89593. */
  89594. createInstance(name: string): InstancedMesh;
  89595. /**
  89596. * Synchronises all the mesh instance submeshes to the current mesh submeshes, if any.
  89597. * After this call, all the mesh instances have the same submeshes than the current mesh.
  89598. * @returns the current mesh
  89599. */
  89600. synchronizeInstances(): Mesh;
  89601. /**
  89602. * Optimization of the mesh's indices, in case a mesh has duplicated vertices.
  89603. * The function will only reorder the indices and will not remove unused vertices to avoid problems with submeshes.
  89604. * This should be used together with the simplification to avoid disappearing triangles.
  89605. * @param successCallback an optional success callback to be called after the optimization finished.
  89606. * @returns the current mesh
  89607. */
  89608. optimizeIndices(successCallback?: (mesh?: Mesh) => void): Mesh;
  89609. /**
  89610. * Serialize current mesh
  89611. * @param serializationObject defines the object which will receive the serialization data
  89612. */
  89613. serialize(serializationObject: any): void;
  89614. /** @hidden */
  89615. _syncGeometryWithMorphTargetManager(): void;
  89616. /** @hidden */
  89617. static _GroundMeshParser: (parsedMesh: any, scene: Scene) => Mesh;
  89618. /**
  89619. * Returns a new Mesh object parsed from the source provided.
  89620. * @param parsedMesh is the source
  89621. * @param scene defines the hosting scene
  89622. * @param rootUrl is the root URL to prefix the `delayLoadingFile` property with
  89623. * @returns a new Mesh
  89624. */
  89625. static Parse(parsedMesh: any, scene: Scene, rootUrl: string): Mesh;
  89626. /**
  89627. * Creates a ribbon mesh. Please consider using the same method from the MeshBuilder class instead
  89628. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  89629. * @param name defines the name of the mesh to create
  89630. * @param pathArray is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry.
  89631. * @param closeArray creates a seam between the first and the last paths of the path array (default is false)
  89632. * @param closePath creates a seam between the first and the last points of each path of the path array
  89633. * @param offset is taken in account only if the `pathArray` is containing a single path
  89634. * @param scene defines the hosting scene
  89635. * @param updatable defines if the mesh must be flagged as updatable
  89636. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  89637. * @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)
  89638. * @returns a new Mesh
  89639. */
  89640. static CreateRibbon(name: string, pathArray: Vector3[][], closeArray: boolean, closePath: boolean, offset: number, scene?: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  89641. /**
  89642. * Creates a plane polygonal mesh. By default, this is a disc. Please consider using the same method from the MeshBuilder class instead
  89643. * @param name defines the name of the mesh to create
  89644. * @param radius sets the radius size (float) of the polygon (default 0.5)
  89645. * @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
  89646. * @param scene defines the hosting scene
  89647. * @param updatable defines if the mesh must be flagged as updatable
  89648. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  89649. * @returns a new Mesh
  89650. */
  89651. static CreateDisc(name: string, radius: number, tessellation: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number): Mesh;
  89652. /**
  89653. * Creates a box mesh. Please consider using the same method from the MeshBuilder class instead
  89654. * @param name defines the name of the mesh to create
  89655. * @param size sets the size (float) of each box side (default 1)
  89656. * @param scene defines the hosting scene
  89657. * @param updatable defines if the mesh must be flagged as updatable
  89658. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  89659. * @returns a new Mesh
  89660. */
  89661. static CreateBox(name: string, size: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number): Mesh;
  89662. /**
  89663. * Creates a sphere mesh. Please consider using the same method from the MeshBuilder class instead
  89664. * @param name defines the name of the mesh to create
  89665. * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)
  89666. * @param diameter sets the diameter size (float) of the sphere (default 1)
  89667. * @param scene defines the hosting scene
  89668. * @param updatable defines if the mesh must be flagged as updatable
  89669. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  89670. * @returns a new Mesh
  89671. */
  89672. static CreateSphere(name: string, segments: number, diameter: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  89673. /**
  89674. * Creates a hemisphere mesh. Please consider using the same method from the MeshBuilder class instead
  89675. * @param name defines the name of the mesh to create
  89676. * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)
  89677. * @param diameter sets the diameter size (float) of the sphere (default 1)
  89678. * @param scene defines the hosting scene
  89679. * @returns a new Mesh
  89680. */
  89681. static CreateHemisphere(name: string, segments: number, diameter: number, scene?: Scene): Mesh;
  89682. /**
  89683. * Creates a cylinder or a cone mesh. Please consider using the same method from the MeshBuilder class instead
  89684. * @param name defines the name of the mesh to create
  89685. * @param height sets the height size (float) of the cylinder/cone (float, default 2)
  89686. * @param diameterTop set the top cap diameter (floats, default 1)
  89687. * @param diameterBottom set the bottom cap diameter (floats, default 1). This value can't be zero
  89688. * @param tessellation sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance
  89689. * @param subdivisions sets the number of rings along the cylinder height (positive integer, default 1)
  89690. * @param scene defines the hosting scene
  89691. * @param updatable defines if the mesh must be flagged as updatable
  89692. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  89693. * @returns a new Mesh
  89694. */
  89695. static CreateCylinder(name: string, height: number, diameterTop: number, diameterBottom: number, tessellation: number, subdivisions: any, scene?: Scene, updatable?: any, sideOrientation?: number): Mesh;
  89696. /**
  89697. * Creates a torus mesh. Please consider using the same method from the MeshBuilder class instead
  89698. * @param name defines the name of the mesh to create
  89699. * @param diameter sets the diameter size (float) of the torus (default 1)
  89700. * @param thickness sets the diameter size of the tube of the torus (float, default 0.5)
  89701. * @param tessellation sets the number of torus sides (postive integer, default 16)
  89702. * @param scene defines the hosting scene
  89703. * @param updatable defines if the mesh must be flagged as updatable
  89704. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  89705. * @returns a new Mesh
  89706. */
  89707. static CreateTorus(name: string, diameter: number, thickness: number, tessellation: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  89708. /**
  89709. * Creates a torus knot mesh. Please consider using the same method from the MeshBuilder class instead
  89710. * @param name defines the name of the mesh to create
  89711. * @param radius sets the global radius size (float) of the torus knot (default 2)
  89712. * @param tube sets the diameter size of the tube of the torus (float, default 0.5)
  89713. * @param radialSegments sets the number of sides on each tube segments (positive integer, default 32)
  89714. * @param tubularSegments sets the number of tubes to decompose the knot into (positive integer, default 32)
  89715. * @param p the number of windings on X axis (positive integers, default 2)
  89716. * @param q the number of windings on Y axis (positive integers, default 3)
  89717. * @param scene defines the hosting scene
  89718. * @param updatable defines if the mesh must be flagged as updatable
  89719. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  89720. * @returns a new Mesh
  89721. */
  89722. static CreateTorusKnot(name: string, radius: number, tube: number, radialSegments: number, tubularSegments: number, p: number, q: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  89723. /**
  89724. * Creates a line mesh. Please consider using the same method from the MeshBuilder class instead.
  89725. * @param name defines the name of the mesh to create
  89726. * @param points is an array successive Vector3
  89727. * @param scene defines the hosting scene
  89728. * @param updatable defines if the mesh must be flagged as updatable
  89729. * @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).
  89730. * @returns a new Mesh
  89731. */
  89732. static CreateLines(name: string, points: Vector3[], scene?: Nullable<Scene>, updatable?: boolean, instance?: Nullable<LinesMesh>): LinesMesh;
  89733. /**
  89734. * Creates a dashed line mesh. Please consider using the same method from the MeshBuilder class instead
  89735. * @param name defines the name of the mesh to create
  89736. * @param points is an array successive Vector3
  89737. * @param dashSize is the size of the dashes relatively the dash number (positive float, default 3)
  89738. * @param gapSize is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  89739. * @param dashNb is the intended total number of dashes (positive integer, default 200)
  89740. * @param scene defines the hosting scene
  89741. * @param updatable defines if the mesh must be flagged as updatable
  89742. * @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)
  89743. * @returns a new Mesh
  89744. */
  89745. static CreateDashedLines(name: string, points: Vector3[], dashSize: number, gapSize: number, dashNb: number, scene?: Nullable<Scene>, updatable?: boolean, instance?: LinesMesh): LinesMesh;
  89746. /**
  89747. * Creates a polygon mesh.Please consider using the same method from the MeshBuilder class instead
  89748. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh.
  89749. * 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.
  89750. * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  89751. * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  89752. * Remember you can only change the shape positions, not their number when updating a polygon.
  89753. * @see http://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  89754. * @param name defines the name of the mesh to create
  89755. * @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
  89756. * @param scene defines the hosting scene
  89757. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  89758. * @param updatable defines if the mesh must be flagged as updatable
  89759. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  89760. * @param earcutInjection can be used to inject your own earcut reference
  89761. * @returns a new Mesh
  89762. */
  89763. static CreatePolygon(name: string, shape: Vector3[], scene: Scene, holes?: Vector3[][], updatable?: boolean, sideOrientation?: number, earcutInjection?: any): Mesh;
  89764. /**
  89765. * Creates an extruded polygon mesh, with depth in the Y direction. Please consider using the same method from the MeshBuilder class instead.
  89766. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-non-regular-polygon
  89767. * @param name defines the name of the mesh to create
  89768. * @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
  89769. * @param depth defines the height of extrusion
  89770. * @param scene defines the hosting scene
  89771. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  89772. * @param updatable defines if the mesh must be flagged as updatable
  89773. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  89774. * @param earcutInjection can be used to inject your own earcut reference
  89775. * @returns a new Mesh
  89776. */
  89777. static ExtrudePolygon(name: string, shape: Vector3[], depth: number, scene: Scene, holes?: Vector3[][], updatable?: boolean, sideOrientation?: number, earcutInjection?: any): Mesh;
  89778. /**
  89779. * Creates an extruded shape mesh.
  89780. * 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
  89781. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  89782. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  89783. * @param name defines the name of the mesh to create
  89784. * @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
  89785. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  89786. * @param scale is the value to scale the shape
  89787. * @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
  89788. * @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
  89789. * @param scene defines the hosting scene
  89790. * @param updatable defines if the mesh must be flagged as updatable
  89791. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  89792. * @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)
  89793. * @returns a new Mesh
  89794. */
  89795. static ExtrudeShape(name: string, shape: Vector3[], path: Vector3[], scale: number, rotation: number, cap: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  89796. /**
  89797. * Creates an custom extruded shape mesh.
  89798. * The custom extrusion is a parametric shape.
  89799. * It has no predefined shape. Its final shape will depend on the input parameters.
  89800. * Please consider using the same method from the MeshBuilder class instead
  89801. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  89802. * @param name defines the name of the mesh to create
  89803. * @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
  89804. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  89805. * @param scaleFunction is a custom Javascript function called on each path point
  89806. * @param rotationFunction is a custom Javascript function called on each path point
  89807. * @param ribbonCloseArray forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  89808. * @param ribbonClosePath forces the extrusion underlying ribbon to close its `pathArray`
  89809. * @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
  89810. * @param scene defines the hosting scene
  89811. * @param updatable defines if the mesh must be flagged as updatable
  89812. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  89813. * @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)
  89814. * @returns a new Mesh
  89815. */
  89816. 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;
  89817. /**
  89818. * Creates lathe mesh.
  89819. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe.
  89820. * Please consider using the same method from the MeshBuilder class instead
  89821. * @param name defines the name of the mesh to create
  89822. * @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
  89823. * @param radius is the radius value of the lathe
  89824. * @param tessellation is the side number of the lathe.
  89825. * @param scene defines the hosting scene
  89826. * @param updatable defines if the mesh must be flagged as updatable
  89827. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  89828. * @returns a new Mesh
  89829. */
  89830. static CreateLathe(name: string, shape: Vector3[], radius: number, tessellation: number, scene: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  89831. /**
  89832. * Creates a plane mesh. Please consider using the same method from the MeshBuilder class instead
  89833. * @param name defines the name of the mesh to create
  89834. * @param size sets the size (float) of both sides of the plane at once (default 1)
  89835. * @param scene defines the hosting scene
  89836. * @param updatable defines if the mesh must be flagged as updatable
  89837. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  89838. * @returns a new Mesh
  89839. */
  89840. static CreatePlane(name: string, size: number, scene: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  89841. /**
  89842. * Creates a ground mesh.
  89843. * Please consider using the same method from the MeshBuilder class instead
  89844. * @param name defines the name of the mesh to create
  89845. * @param width set the width of the ground
  89846. * @param height set the height of the ground
  89847. * @param subdivisions sets the number of subdivisions per side
  89848. * @param scene defines the hosting scene
  89849. * @param updatable defines if the mesh must be flagged as updatable
  89850. * @returns a new Mesh
  89851. */
  89852. static CreateGround(name: string, width: number, height: number, subdivisions: number, scene?: Scene, updatable?: boolean): Mesh;
  89853. /**
  89854. * Creates a tiled ground mesh.
  89855. * Please consider using the same method from the MeshBuilder class instead
  89856. * @param name defines the name of the mesh to create
  89857. * @param xmin set the ground minimum X coordinate
  89858. * @param zmin set the ground minimum Y coordinate
  89859. * @param xmax set the ground maximum X coordinate
  89860. * @param zmax set the ground maximum Z coordinate
  89861. * @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
  89862. * @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
  89863. * @param scene defines the hosting scene
  89864. * @param updatable defines if the mesh must be flagged as updatable
  89865. * @returns a new Mesh
  89866. */
  89867. static CreateTiledGround(name: string, xmin: number, zmin: number, xmax: number, zmax: number, subdivisions: {
  89868. w: number;
  89869. h: number;
  89870. }, precision: {
  89871. w: number;
  89872. h: number;
  89873. }, scene: Scene, updatable?: boolean): Mesh;
  89874. /**
  89875. * Creates a ground mesh from a height map.
  89876. * Please consider using the same method from the MeshBuilder class instead
  89877. * @see http://doc.babylonjs.com/babylon101/height_map
  89878. * @param name defines the name of the mesh to create
  89879. * @param url sets the URL of the height map image resource
  89880. * @param width set the ground width size
  89881. * @param height set the ground height size
  89882. * @param subdivisions sets the number of subdivision per side
  89883. * @param minHeight is the minimum altitude on the ground
  89884. * @param maxHeight is the maximum altitude on the ground
  89885. * @param scene defines the hosting scene
  89886. * @param updatable defines if the mesh must be flagged as updatable
  89887. * @param onReady is a callback function that will be called once the mesh is built (the height map download can last some time)
  89888. * @param alphaFilter will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  89889. * @returns a new Mesh
  89890. */
  89891. 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;
  89892. /**
  89893. * Creates a tube mesh.
  89894. * The tube is a parametric shape.
  89895. * It has no predefined shape. Its final shape will depend on the input parameters.
  89896. * Please consider using the same method from the MeshBuilder class instead
  89897. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  89898. * @param name defines the name of the mesh to create
  89899. * @param path is a required array of successive Vector3. It is the curve used as the axis of the tube
  89900. * @param radius sets the tube radius size
  89901. * @param tessellation is the number of sides on the tubular surface
  89902. * @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
  89903. * @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
  89904. * @param scene defines the hosting scene
  89905. * @param updatable defines if the mesh must be flagged as updatable
  89906. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  89907. * @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)
  89908. * @returns a new Mesh
  89909. */
  89910. static CreateTube(name: string, path: Vector3[], radius: number, tessellation: number, radiusFunction: {
  89911. (i: number, distance: number): number;
  89912. }, cap: number, scene: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  89913. /**
  89914. * Creates a polyhedron mesh.
  89915. * Please consider using the same method from the MeshBuilder class instead.
  89916. * * 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
  89917. * * The parameter `size` (positive float, default 1) sets the polygon size
  89918. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  89919. * * 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`
  89920. * * 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
  89921. * * 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)`)
  89922. * * 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
  89923. * * 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
  89924. * * You can also set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  89925. * * 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
  89926. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  89927. * @param name defines the name of the mesh to create
  89928. * @param options defines the options used to create the mesh
  89929. * @param scene defines the hosting scene
  89930. * @returns a new Mesh
  89931. */
  89932. static CreatePolyhedron(name: string, options: {
  89933. type?: number;
  89934. size?: number;
  89935. sizeX?: number;
  89936. sizeY?: number;
  89937. sizeZ?: number;
  89938. custom?: any;
  89939. faceUV?: Vector4[];
  89940. faceColors?: Color4[];
  89941. updatable?: boolean;
  89942. sideOrientation?: number;
  89943. }, scene: Scene): Mesh;
  89944. /**
  89945. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  89946. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  89947. * * 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`)
  89948. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  89949. * * 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
  89950. * * You can also set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  89951. * * 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
  89952. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  89953. * @param name defines the name of the mesh
  89954. * @param options defines the options used to create the mesh
  89955. * @param scene defines the hosting scene
  89956. * @returns a new Mesh
  89957. * @see http://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  89958. */
  89959. static CreateIcoSphere(name: string, options: {
  89960. radius?: number;
  89961. flat?: boolean;
  89962. subdivisions?: number;
  89963. sideOrientation?: number;
  89964. updatable?: boolean;
  89965. }, scene: Scene): Mesh;
  89966. /**
  89967. * Creates a decal mesh.
  89968. * Please consider using the same method from the MeshBuilder class instead.
  89969. * A decal is a mesh usually applied as a model onto the surface of another mesh
  89970. * @param name defines the name of the mesh
  89971. * @param sourceMesh defines the mesh receiving the decal
  89972. * @param position sets the position of the decal in world coordinates
  89973. * @param normal sets the normal of the mesh where the decal is applied onto in world coordinates
  89974. * @param size sets the decal scaling
  89975. * @param angle sets the angle to rotate the decal
  89976. * @returns a new Mesh
  89977. */
  89978. static CreateDecal(name: string, sourceMesh: AbstractMesh, position: Vector3, normal: Vector3, size: Vector3, angle: number): Mesh;
  89979. /**
  89980. * Prepare internal position array for software CPU skinning
  89981. * @returns original positions used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh
  89982. */
  89983. setPositionsForCPUSkinning(): Float32Array;
  89984. /**
  89985. * Prepare internal normal array for software CPU skinning
  89986. * @returns original normals used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh.
  89987. */
  89988. setNormalsForCPUSkinning(): Float32Array;
  89989. /**
  89990. * Updates the vertex buffer by applying transformation from the bones
  89991. * @param skeleton defines the skeleton to apply to current mesh
  89992. * @returns the current mesh
  89993. */
  89994. applySkeleton(skeleton: Skeleton): Mesh;
  89995. /**
  89996. * 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
  89997. * @param meshes defines the list of meshes to scan
  89998. * @returns an object `{min:` Vector3`, max:` Vector3`}`
  89999. */
  90000. static MinMax(meshes: AbstractMesh[]): {
  90001. min: Vector3;
  90002. max: Vector3;
  90003. };
  90004. /**
  90005. * Returns the center of the `{min:` Vector3`, max:` Vector3`}` or the center of MinMax vector3 computed from a mesh array
  90006. * @param meshesOrMinMaxVector could be an array of meshes or a `{min:` Vector3`, max:` Vector3`}` object
  90007. * @returns a vector3
  90008. */
  90009. static Center(meshesOrMinMaxVector: {
  90010. min: Vector3;
  90011. max: Vector3;
  90012. } | AbstractMesh[]): Vector3;
  90013. /**
  90014. * Merge the array of meshes into a single mesh for performance reasons.
  90015. * @param meshes defines he vertices source. They should all be of the same material. Entries can empty
  90016. * @param disposeSource when true (default), dispose of the vertices from the source meshes
  90017. * @param allow32BitsIndices when the sum of the vertices > 64k, this must be set to true
  90018. * @param meshSubclass when set, vertices inserted into this Mesh. Meshes can then be merged into a Mesh sub-class.
  90019. * @param subdivideWithSubMeshes when true (false default), subdivide mesh to his subMesh array with meshes source.
  90020. * @param multiMultiMaterials when true (false default), subdivide mesh and accept multiple multi materials, ignores subdivideWithSubMeshes.
  90021. * @returns a new mesh
  90022. */
  90023. static MergeMeshes(meshes: Array<Mesh>, disposeSource?: boolean, allow32BitsIndices?: boolean, meshSubclass?: Mesh, subdivideWithSubMeshes?: boolean, multiMultiMaterials?: boolean): Nullable<Mesh>;
  90024. /** @hidden */
  90025. addInstance(instance: InstancedMesh): void;
  90026. /** @hidden */
  90027. removeInstance(instance: InstancedMesh): void;
  90028. }
  90029. }
  90030. declare module BABYLON {
  90031. /**
  90032. * This is the base class of all the camera used in the application.
  90033. * @see http://doc.babylonjs.com/features/cameras
  90034. */
  90035. export class Camera extends Node {
  90036. /** @hidden */
  90037. static _createDefaultParsedCamera: (name: string, scene: Scene) => Camera;
  90038. /**
  90039. * This is the default projection mode used by the cameras.
  90040. * It helps recreating a feeling of perspective and better appreciate depth.
  90041. * This is the best way to simulate real life cameras.
  90042. */
  90043. static readonly PERSPECTIVE_CAMERA: number;
  90044. /**
  90045. * This helps creating camera with an orthographic mode.
  90046. * 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.
  90047. */
  90048. static readonly ORTHOGRAPHIC_CAMERA: number;
  90049. /**
  90050. * This is the default FOV mode for perspective cameras.
  90051. * This setting aligns the upper and lower bounds of the viewport to the upper and lower bounds of the camera frustum.
  90052. */
  90053. static readonly FOVMODE_VERTICAL_FIXED: number;
  90054. /**
  90055. * This setting aligns the left and right bounds of the viewport to the left and right bounds of the camera frustum.
  90056. */
  90057. static readonly FOVMODE_HORIZONTAL_FIXED: number;
  90058. /**
  90059. * This specifies ther is no need for a camera rig.
  90060. * Basically only one eye is rendered corresponding to the camera.
  90061. */
  90062. static readonly RIG_MODE_NONE: number;
  90063. /**
  90064. * Simulates a camera Rig with one blue eye and one red eye.
  90065. * This can be use with 3d blue and red glasses.
  90066. */
  90067. static readonly RIG_MODE_STEREOSCOPIC_ANAGLYPH: number;
  90068. /**
  90069. * Defines that both eyes of the camera will be rendered side by side with a parallel target.
  90070. */
  90071. static readonly RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL: number;
  90072. /**
  90073. * Defines that both eyes of the camera will be rendered side by side with a none parallel target.
  90074. */
  90075. static readonly RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED: number;
  90076. /**
  90077. * Defines that both eyes of the camera will be rendered over under each other.
  90078. */
  90079. static readonly RIG_MODE_STEREOSCOPIC_OVERUNDER: number;
  90080. /**
  90081. * Defines that both eyes of the camera should be renderered in a VR mode (carbox).
  90082. */
  90083. static readonly RIG_MODE_VR: number;
  90084. /**
  90085. * Defines that both eyes of the camera should be renderered in a VR mode (webVR).
  90086. */
  90087. static readonly RIG_MODE_WEBVR: number;
  90088. /**
  90089. * Custom rig mode allowing rig cameras to be populated manually with any number of cameras
  90090. */
  90091. static readonly RIG_MODE_CUSTOM: number;
  90092. /**
  90093. * Defines if by default attaching controls should prevent the default javascript event to continue.
  90094. */
  90095. static ForceAttachControlToAlwaysPreventDefault: boolean;
  90096. /**
  90097. * Define the input manager associated with the camera.
  90098. */
  90099. inputs: CameraInputsManager<Camera>;
  90100. /** @hidden */
  90101. _position: Vector3;
  90102. /**
  90103. * Define the current local position of the camera in the scene
  90104. */
  90105. position: Vector3;
  90106. /**
  90107. * The vector the camera should consider as up.
  90108. * (default is Vector3(0, 1, 0) aka Vector3.Up())
  90109. */
  90110. upVector: Vector3;
  90111. /**
  90112. * Define the current limit on the left side for an orthographic camera
  90113. * In scene unit
  90114. */
  90115. orthoLeft: Nullable<number>;
  90116. /**
  90117. * Define the current limit on the right side for an orthographic camera
  90118. * In scene unit
  90119. */
  90120. orthoRight: Nullable<number>;
  90121. /**
  90122. * Define the current limit on the bottom side for an orthographic camera
  90123. * In scene unit
  90124. */
  90125. orthoBottom: Nullable<number>;
  90126. /**
  90127. * Define the current limit on the top side for an orthographic camera
  90128. * In scene unit
  90129. */
  90130. orthoTop: Nullable<number>;
  90131. /**
  90132. * Field Of View is set in Radians. (default is 0.8)
  90133. */
  90134. fov: number;
  90135. /**
  90136. * Define the minimum distance the camera can see from.
  90137. * This is important to note that the depth buffer are not infinite and the closer it starts
  90138. * the more your scene might encounter depth fighting issue.
  90139. */
  90140. minZ: number;
  90141. /**
  90142. * Define the maximum distance the camera can see to.
  90143. * This is important to note that the depth buffer are not infinite and the further it end
  90144. * the more your scene might encounter depth fighting issue.
  90145. */
  90146. maxZ: number;
  90147. /**
  90148. * Define the default inertia of the camera.
  90149. * This helps giving a smooth feeling to the camera movement.
  90150. */
  90151. inertia: number;
  90152. /**
  90153. * Define the mode of the camera (Camera.PERSPECTIVE_CAMERA or Camera.ORTHOGRAPHIC_CAMERA)
  90154. */
  90155. mode: number;
  90156. /**
  90157. * Define wether the camera is intermediate.
  90158. * This is useful to not present the output directly to the screen in case of rig without post process for instance
  90159. */
  90160. isIntermediate: boolean;
  90161. /**
  90162. * Define the viewport of the camera.
  90163. * This correspond to the portion of the screen the camera will render to in normalized 0 to 1 unit.
  90164. */
  90165. viewport: Viewport;
  90166. /**
  90167. * Restricts the camera to viewing objects with the same layerMask.
  90168. * A camera with a layerMask of 1 will render mesh.layerMask & camera.layerMask!== 0
  90169. */
  90170. layerMask: number;
  90171. /**
  90172. * fovMode sets the camera frustum bounds to the viewport bounds. (default is FOVMODE_VERTICAL_FIXED)
  90173. */
  90174. fovMode: number;
  90175. /**
  90176. * Rig mode of the camera.
  90177. * This is useful to create the camera with two "eyes" instead of one to create VR or stereoscopic scenes.
  90178. * This is normally controlled byt the camera themselves as internal use.
  90179. */
  90180. cameraRigMode: number;
  90181. /**
  90182. * Defines the distance between both "eyes" in case of a RIG
  90183. */
  90184. interaxialDistance: number;
  90185. /**
  90186. * Defines if stereoscopic rendering is done side by side or over under.
  90187. */
  90188. isStereoscopicSideBySide: boolean;
  90189. /**
  90190. * 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
  90191. * This is pretty helpfull if you wish to make a camera render to a texture you could reuse somewhere
  90192. * else in the scene. (Eg. security camera)
  90193. *
  90194. * 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)
  90195. */
  90196. customRenderTargets: RenderTargetTexture[];
  90197. /**
  90198. * When set, the camera will render to this render target instead of the default canvas
  90199. *
  90200. * If the desire is to use the output of a camera as a texture in the scene consider using camera.customRenderTargets instead
  90201. */
  90202. outputRenderTarget: Nullable<RenderTargetTexture>;
  90203. /**
  90204. * Observable triggered when the camera view matrix has changed.
  90205. */
  90206. onViewMatrixChangedObservable: Observable<Camera>;
  90207. /**
  90208. * Observable triggered when the camera Projection matrix has changed.
  90209. */
  90210. onProjectionMatrixChangedObservable: Observable<Camera>;
  90211. /**
  90212. * Observable triggered when the inputs have been processed.
  90213. */
  90214. onAfterCheckInputsObservable: Observable<Camera>;
  90215. /**
  90216. * Observable triggered when reset has been called and applied to the camera.
  90217. */
  90218. onRestoreStateObservable: Observable<Camera>;
  90219. /** @hidden */
  90220. _cameraRigParams: any;
  90221. /** @hidden */
  90222. _rigCameras: Camera[];
  90223. /** @hidden */
  90224. _rigPostProcess: Nullable<PostProcess>;
  90225. protected _webvrViewMatrix: Matrix;
  90226. /** @hidden */
  90227. _skipRendering: boolean;
  90228. /** @hidden */
  90229. _projectionMatrix: Matrix;
  90230. /** @hidden */
  90231. _postProcesses: Nullable<PostProcess>[];
  90232. /** @hidden */
  90233. _activeMeshes: SmartArray<AbstractMesh>;
  90234. protected _globalPosition: Vector3;
  90235. /** @hidden */
  90236. _computedViewMatrix: Matrix;
  90237. private _doNotComputeProjectionMatrix;
  90238. private _transformMatrix;
  90239. private _frustumPlanes;
  90240. private _refreshFrustumPlanes;
  90241. private _storedFov;
  90242. private _stateStored;
  90243. /**
  90244. * Instantiates a new camera object.
  90245. * This should not be used directly but through the inherited cameras: ArcRotate, Free...
  90246. * @see http://doc.babylonjs.com/features/cameras
  90247. * @param name Defines the name of the camera in the scene
  90248. * @param position Defines the position of the camera
  90249. * @param scene Defines the scene the camera belongs too
  90250. * @param setActiveOnSceneIfNoneActive Defines if the camera should be set as active after creation if no other camera have been defined in the scene
  90251. */
  90252. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  90253. /**
  90254. * Store current camera state (fov, position, etc..)
  90255. * @returns the camera
  90256. */
  90257. storeState(): Camera;
  90258. /**
  90259. * Restores the camera state values if it has been stored. You must call storeState() first
  90260. */
  90261. protected _restoreStateValues(): boolean;
  90262. /**
  90263. * Restored camera state. You must call storeState() first.
  90264. * @returns true if restored and false otherwise
  90265. */
  90266. restoreState(): boolean;
  90267. /**
  90268. * Gets the class name of the camera.
  90269. * @returns the class name
  90270. */
  90271. getClassName(): string;
  90272. /** @hidden */
  90273. readonly _isCamera: boolean;
  90274. /**
  90275. * Gets a string representation of the camera useful for debug purpose.
  90276. * @param fullDetails Defines that a more verboe level of logging is required
  90277. * @returns the string representation
  90278. */
  90279. toString(fullDetails?: boolean): string;
  90280. /**
  90281. * Gets the current world space position of the camera.
  90282. */
  90283. readonly globalPosition: Vector3;
  90284. /**
  90285. * Gets the list of active meshes this frame (meshes no culled or excluded by lod s in the frame)
  90286. * @returns the active meshe list
  90287. */
  90288. getActiveMeshes(): SmartArray<AbstractMesh>;
  90289. /**
  90290. * Check wether a mesh is part of the current active mesh list of the camera
  90291. * @param mesh Defines the mesh to check
  90292. * @returns true if active, false otherwise
  90293. */
  90294. isActiveMesh(mesh: Mesh): boolean;
  90295. /**
  90296. * Is this camera ready to be used/rendered
  90297. * @param completeCheck defines if a complete check (including post processes) has to be done (false by default)
  90298. * @return true if the camera is ready
  90299. */
  90300. isReady(completeCheck?: boolean): boolean;
  90301. /** @hidden */
  90302. _initCache(): void;
  90303. /** @hidden */
  90304. _updateCache(ignoreParentClass?: boolean): void;
  90305. /** @hidden */
  90306. _isSynchronized(): boolean;
  90307. /** @hidden */
  90308. _isSynchronizedViewMatrix(): boolean;
  90309. /** @hidden */
  90310. _isSynchronizedProjectionMatrix(): boolean;
  90311. /**
  90312. * Attach the input controls to a specific dom element to get the input from.
  90313. * @param element Defines the element the controls should be listened from
  90314. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  90315. */
  90316. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  90317. /**
  90318. * Detach the current controls from the specified dom element.
  90319. * @param element Defines the element to stop listening the inputs from
  90320. */
  90321. detachControl(element: HTMLElement): void;
  90322. /**
  90323. * Update the camera state according to the different inputs gathered during the frame.
  90324. */
  90325. update(): void;
  90326. /** @hidden */
  90327. _checkInputs(): void;
  90328. /** @hidden */
  90329. readonly rigCameras: Camera[];
  90330. /**
  90331. * Gets the post process used by the rig cameras
  90332. */
  90333. readonly rigPostProcess: Nullable<PostProcess>;
  90334. /**
  90335. * Internal, gets the first post proces.
  90336. * @returns the first post process to be run on this camera.
  90337. */
  90338. _getFirstPostProcess(): Nullable<PostProcess>;
  90339. private _cascadePostProcessesToRigCams;
  90340. /**
  90341. * Attach a post process to the camera.
  90342. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  90343. * @param postProcess The post process to attach to the camera
  90344. * @param insertAt The position of the post process in case several of them are in use in the scene
  90345. * @returns the position the post process has been inserted at
  90346. */
  90347. attachPostProcess(postProcess: PostProcess, insertAt?: Nullable<number>): number;
  90348. /**
  90349. * Detach a post process to the camera.
  90350. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  90351. * @param postProcess The post process to detach from the camera
  90352. */
  90353. detachPostProcess(postProcess: PostProcess): void;
  90354. /**
  90355. * Gets the current world matrix of the camera
  90356. */
  90357. getWorldMatrix(): Matrix;
  90358. /** @hidden */
  90359. _getViewMatrix(): Matrix;
  90360. /**
  90361. * Gets the current view matrix of the camera.
  90362. * @param force forces the camera to recompute the matrix without looking at the cached state
  90363. * @returns the view matrix
  90364. */
  90365. getViewMatrix(force?: boolean): Matrix;
  90366. /**
  90367. * Freeze the projection matrix.
  90368. * It will prevent the cache check of the camera projection compute and can speed up perf
  90369. * if no parameter of the camera are meant to change
  90370. * @param projection Defines manually a projection if necessary
  90371. */
  90372. freezeProjectionMatrix(projection?: Matrix): void;
  90373. /**
  90374. * Unfreeze the projection matrix if it has previously been freezed by freezeProjectionMatrix.
  90375. */
  90376. unfreezeProjectionMatrix(): void;
  90377. /**
  90378. * Gets the current projection matrix of the camera.
  90379. * @param force forces the camera to recompute the matrix without looking at the cached state
  90380. * @returns the projection matrix
  90381. */
  90382. getProjectionMatrix(force?: boolean): Matrix;
  90383. /**
  90384. * Gets the transformation matrix (ie. the multiplication of view by projection matrices)
  90385. * @returns a Matrix
  90386. */
  90387. getTransformationMatrix(): Matrix;
  90388. private _updateFrustumPlanes;
  90389. /**
  90390. * Checks if a cullable object (mesh...) is in the camera frustum
  90391. * This checks the bounding box center. See isCompletelyInFrustum for a full bounding check
  90392. * @param target The object to check
  90393. * @param checkRigCameras If the rig cameras should be checked (eg. with webVR camera both eyes should be checked) (Default: false)
  90394. * @returns true if the object is in frustum otherwise false
  90395. */
  90396. isInFrustum(target: ICullable, checkRigCameras?: boolean): boolean;
  90397. /**
  90398. * Checks if a cullable object (mesh...) is in the camera frustum
  90399. * Unlike isInFrustum this cheks the full bounding box
  90400. * @param target The object to check
  90401. * @returns true if the object is in frustum otherwise false
  90402. */
  90403. isCompletelyInFrustum(target: ICullable): boolean;
  90404. /**
  90405. * Gets a ray in the forward direction from the camera.
  90406. * @param length Defines the length of the ray to create
  90407. * @param transform Defines the transform to apply to the ray, by default the world matrx is used to create a workd space ray
  90408. * @param origin Defines the start point of the ray which defaults to the camera position
  90409. * @returns the forward ray
  90410. */
  90411. getForwardRay(length?: number, transform?: Matrix, origin?: Vector3): Ray;
  90412. /**
  90413. * Releases resources associated with this node.
  90414. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  90415. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  90416. */
  90417. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  90418. /** @hidden */
  90419. _isLeftCamera: boolean;
  90420. /**
  90421. * Gets the left camera of a rig setup in case of Rigged Camera
  90422. */
  90423. readonly isLeftCamera: boolean;
  90424. /** @hidden */
  90425. _isRightCamera: boolean;
  90426. /**
  90427. * Gets the right camera of a rig setup in case of Rigged Camera
  90428. */
  90429. readonly isRightCamera: boolean;
  90430. /**
  90431. * Gets the left camera of a rig setup in case of Rigged Camera
  90432. */
  90433. readonly leftCamera: Nullable<FreeCamera>;
  90434. /**
  90435. * Gets the right camera of a rig setup in case of Rigged Camera
  90436. */
  90437. readonly rightCamera: Nullable<FreeCamera>;
  90438. /**
  90439. * Gets the left camera target of a rig setup in case of Rigged Camera
  90440. * @returns the target position
  90441. */
  90442. getLeftTarget(): Nullable<Vector3>;
  90443. /**
  90444. * Gets the right camera target of a rig setup in case of Rigged Camera
  90445. * @returns the target position
  90446. */
  90447. getRightTarget(): Nullable<Vector3>;
  90448. /**
  90449. * @hidden
  90450. */
  90451. setCameraRigMode(mode: number, rigParams: any): void;
  90452. /** @hidden */
  90453. static _setStereoscopicRigMode(camera: Camera): void;
  90454. /** @hidden */
  90455. static _setStereoscopicAnaglyphRigMode(camera: Camera): void;
  90456. /** @hidden */
  90457. static _setVRRigMode(camera: Camera, rigParams: any): void;
  90458. /** @hidden */
  90459. static _setWebVRRigMode(camera: Camera, rigParams: any): void;
  90460. /** @hidden */
  90461. _getVRProjectionMatrix(): Matrix;
  90462. protected _updateCameraRotationMatrix(): void;
  90463. protected _updateWebVRCameraRotationMatrix(): void;
  90464. /**
  90465. * This function MUST be overwritten by the different WebVR cameras available.
  90466. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  90467. * @hidden
  90468. */
  90469. _getWebVRProjectionMatrix(): Matrix;
  90470. /**
  90471. * This function MUST be overwritten by the different WebVR cameras available.
  90472. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  90473. * @hidden
  90474. */
  90475. _getWebVRViewMatrix(): Matrix;
  90476. /** @hidden */
  90477. setCameraRigParameter(name: string, value: any): void;
  90478. /**
  90479. * needs to be overridden by children so sub has required properties to be copied
  90480. * @hidden
  90481. */
  90482. createRigCamera(name: string, cameraIndex: number): Nullable<Camera>;
  90483. /**
  90484. * May need to be overridden by children
  90485. * @hidden
  90486. */
  90487. _updateRigCameras(): void;
  90488. /** @hidden */
  90489. _setupInputs(): void;
  90490. /**
  90491. * Serialiaze the camera setup to a json represention
  90492. * @returns the JSON representation
  90493. */
  90494. serialize(): any;
  90495. /**
  90496. * Clones the current camera.
  90497. * @param name The cloned camera name
  90498. * @returns the cloned camera
  90499. */
  90500. clone(name: string): Camera;
  90501. /**
  90502. * Gets the direction of the camera relative to a given local axis.
  90503. * @param localAxis Defines the reference axis to provide a relative direction.
  90504. * @return the direction
  90505. */
  90506. getDirection(localAxis: Vector3): Vector3;
  90507. /**
  90508. * Gets the direction of the camera relative to a given local axis into a passed vector.
  90509. * @param localAxis Defines the reference axis to provide a relative direction.
  90510. * @param result Defines the vector to store the result in
  90511. */
  90512. getDirectionToRef(localAxis: Vector3, result: Vector3): void;
  90513. /**
  90514. * Gets a camera constructor for a given camera type
  90515. * @param type The type of the camera to construct (should be equal to one of the camera class name)
  90516. * @param name The name of the camera the result will be able to instantiate
  90517. * @param scene The scene the result will construct the camera in
  90518. * @param interaxial_distance In case of stereoscopic setup, the distance between both eyes
  90519. * @param isStereoscopicSideBySide In case of stereoscopic setup, should the sereo be side b side
  90520. * @returns a factory method to construc the camera
  90521. */
  90522. static GetConstructorFromName(type: string, name: string, scene: Scene, interaxial_distance?: number, isStereoscopicSideBySide?: boolean): () => Camera;
  90523. /**
  90524. * Compute the world matrix of the camera.
  90525. * @returns the camera workd matrix
  90526. */
  90527. computeWorldMatrix(): Matrix;
  90528. /**
  90529. * Parse a JSON and creates the camera from the parsed information
  90530. * @param parsedCamera The JSON to parse
  90531. * @param scene The scene to instantiate the camera in
  90532. * @returns the newly constructed camera
  90533. */
  90534. static Parse(parsedCamera: any, scene: Scene): Camera;
  90535. }
  90536. }
  90537. declare module BABYLON {
  90538. /**
  90539. * Class containing static functions to help procedurally build meshes
  90540. */
  90541. export class DiscBuilder {
  90542. /**
  90543. * Creates a plane polygonal mesh. By default, this is a disc
  90544. * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)
  90545. * * 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
  90546. * * 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
  90547. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  90548. * * 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
  90549. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  90550. * @param name defines the name of the mesh
  90551. * @param options defines the options used to create the mesh
  90552. * @param scene defines the hosting scene
  90553. * @returns the plane polygonal mesh
  90554. * @see https://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  90555. */
  90556. static CreateDisc(name: string, options: {
  90557. radius?: number;
  90558. tessellation?: number;
  90559. arc?: number;
  90560. updatable?: boolean;
  90561. sideOrientation?: number;
  90562. frontUVs?: Vector4;
  90563. backUVs?: Vector4;
  90564. }, scene?: Nullable<Scene>): Mesh;
  90565. }
  90566. }
  90567. declare module BABYLON {
  90568. /**
  90569. * The SPS is a single updatable mesh. The solid particles are simply separate parts or faces fo this big mesh.
  90570. *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.
  90571. * The SPS is also a particle system. It provides some methods to manage the particles.
  90572. * However it is behavior agnostic. This means it has no emitter, no particle physics, no particle recycler. You have to implement your own behavior.
  90573. *
  90574. * Full documentation here : http://doc.babylonjs.com/how_to/Solid_Particle_System
  90575. */
  90576. export class SolidParticleSystem implements IDisposable {
  90577. /**
  90578. * The SPS array of Solid Particle objects. Just access each particle as with any classic array.
  90579. * Example : var p = SPS.particles[i];
  90580. */
  90581. particles: SolidParticle[];
  90582. /**
  90583. * The SPS total number of particles. Read only. Use SPS.counter instead if you need to set your own value.
  90584. */
  90585. nbParticles: number;
  90586. /**
  90587. * If the particles must ever face the camera (default false). Useful for planar particles.
  90588. */
  90589. billboard: boolean;
  90590. /**
  90591. * Recompute normals when adding a shape
  90592. */
  90593. recomputeNormals: boolean;
  90594. /**
  90595. * This a counter ofr your own usage. It's not set by any SPS functions.
  90596. */
  90597. counter: number;
  90598. /**
  90599. * The SPS name. This name is also given to the underlying mesh.
  90600. */
  90601. name: string;
  90602. /**
  90603. * The SPS mesh. It's a standard BJS Mesh, so all the methods from the Mesh class are avalaible.
  90604. */
  90605. mesh: Mesh;
  90606. /**
  90607. * This empty object is intended to store some SPS specific or temporary values in order to lower the Garbage Collector activity.
  90608. * Please read : http://doc.babylonjs.com/how_to/Solid_Particle_System#garbage-collector-concerns
  90609. */
  90610. vars: any;
  90611. /**
  90612. * This array is populated when the SPS is set as 'pickable'.
  90613. * Each key of this array is a `faceId` value that you can get from a pickResult object.
  90614. * Each element of this array is an object `{idx: int, faceId: int}`.
  90615. * `idx` is the picked particle index in the `SPS.particles` array
  90616. * `faceId` is the picked face index counted within this particle.
  90617. * Please read : http://doc.babylonjs.com/how_to/Solid_Particle_System#pickable-particles
  90618. */
  90619. pickedParticles: {
  90620. idx: number;
  90621. faceId: number;
  90622. }[];
  90623. /**
  90624. * This array is populated when `enableDepthSort` is set to true.
  90625. * Each element of this array is an instance of the class DepthSortedParticle.
  90626. */
  90627. depthSortedParticles: DepthSortedParticle[];
  90628. /**
  90629. * If the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster). (Internal use only)
  90630. * @hidden
  90631. */
  90632. _bSphereOnly: boolean;
  90633. /**
  90634. * A number to multiply the boundind sphere radius by in order to reduce it for instance. (Internal use only)
  90635. * @hidden
  90636. */
  90637. _bSphereRadiusFactor: number;
  90638. private _scene;
  90639. private _positions;
  90640. private _indices;
  90641. private _normals;
  90642. private _colors;
  90643. private _uvs;
  90644. private _indices32;
  90645. private _positions32;
  90646. private _normals32;
  90647. private _fixedNormal32;
  90648. private _colors32;
  90649. private _uvs32;
  90650. private _index;
  90651. private _updatable;
  90652. private _pickable;
  90653. private _isVisibilityBoxLocked;
  90654. private _alwaysVisible;
  90655. private _depthSort;
  90656. private _shapeCounter;
  90657. private _copy;
  90658. private _color;
  90659. private _computeParticleColor;
  90660. private _computeParticleTexture;
  90661. private _computeParticleRotation;
  90662. private _computeParticleVertex;
  90663. private _computeBoundingBox;
  90664. private _depthSortParticles;
  90665. private _camera;
  90666. private _mustUnrotateFixedNormals;
  90667. private _particlesIntersect;
  90668. private _needs32Bits;
  90669. /**
  90670. * Creates a SPS (Solid Particle System) object.
  90671. * @param name (String) is the SPS name, this will be the underlying mesh name.
  90672. * @param scene (Scene) is the scene in which the SPS is added.
  90673. * @param options defines the options of the sps e.g.
  90674. * * updatable (optional boolean, default true) : if the SPS must be updatable or immutable.
  90675. * * isPickable (optional boolean, default false) : if the solid particles must be pickable.
  90676. * * enableDepthSort (optional boolean, default false) : if the solid particles must be sorted in the geometry according to their distance to the camera.
  90677. * * particleIntersection (optional boolean, default false) : if the solid particle intersections must be computed.
  90678. * * boundingSphereOnly (optional boolean, default false) : if the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster).
  90679. * * bSphereRadiusFactor (optional float, default 1.0) : a number to multiply the boundind sphere radius by in order to reduce it for instance.
  90680. * @example bSphereRadiusFactor = 1.0 / Math.sqrt(3.0) => the bounding sphere exactly matches a spherical mesh.
  90681. */
  90682. constructor(name: string, scene: Scene, options?: {
  90683. updatable?: boolean;
  90684. isPickable?: boolean;
  90685. enableDepthSort?: boolean;
  90686. particleIntersection?: boolean;
  90687. boundingSphereOnly?: boolean;
  90688. bSphereRadiusFactor?: number;
  90689. });
  90690. /**
  90691. * Builds the SPS underlying mesh. Returns a standard Mesh.
  90692. * If no model shape was added to the SPS, the returned mesh is just a single triangular plane.
  90693. * @returns the created mesh
  90694. */
  90695. buildMesh(): Mesh;
  90696. /**
  90697. * Digests the mesh and generates as many solid particles in the system as wanted. Returns the SPS.
  90698. * These particles will have the same geometry than the mesh parts and will be positioned at the same localisation than the mesh original places.
  90699. * Thus the particles generated from `digest()` have their property `position` set yet.
  90700. * @param mesh ( Mesh ) is the mesh to be digested
  90701. * @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
  90702. * {delta} (optional integer, default 0) is the random extra number of facets per particle , each particle will have between `facetNb` and `facetNb + delta` facets
  90703. * {number} (optional positive integer) is the wanted number of particles : each particle is built with `mesh_total_facets / number` facets
  90704. * @returns the current SPS
  90705. */
  90706. digest(mesh: Mesh, options?: {
  90707. facetNb?: number;
  90708. number?: number;
  90709. delta?: number;
  90710. }): SolidParticleSystem;
  90711. private _unrotateFixedNormals;
  90712. private _resetCopy;
  90713. private _meshBuilder;
  90714. private _posToShape;
  90715. private _uvsToShapeUV;
  90716. private _addParticle;
  90717. /**
  90718. * Adds some particles to the SPS from the model shape. Returns the shape id.
  90719. * Please read the doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#create-an-immutable-sps
  90720. * @param mesh is any Mesh object that will be used as a model for the solid particles.
  90721. * @param nb (positive integer) the number of particles to be created from this model
  90722. * @param options {positionFunction} is an optional javascript function to called for each particle on SPS creation.
  90723. * {vertexFunction} is an optional javascript function to called for each vertex of each particle on SPS creation
  90724. * @returns the number of shapes in the system
  90725. */
  90726. addShape(mesh: Mesh, nb: number, options?: {
  90727. positionFunction?: any;
  90728. vertexFunction?: any;
  90729. }): number;
  90730. private _rebuildParticle;
  90731. /**
  90732. * Rebuilds the whole mesh and updates the VBO : custom positions and vertices are recomputed if needed.
  90733. * @returns the SPS.
  90734. */
  90735. rebuildMesh(): SolidParticleSystem;
  90736. /**
  90737. * Sets all the particles : this method actually really updates the mesh according to the particle positions, rotations, colors, textures, etc.
  90738. * This method calls `updateParticle()` for each particle of the SPS.
  90739. * For an animated SPS, it is usually called within the render loop.
  90740. * @param start The particle index in the particle array where to start to compute the particle property values _(default 0)_
  90741. * @param end The particle index in the particle array where to stop to compute the particle property values _(default nbParticle - 1)_
  90742. * @param update If the mesh must be finally updated on this call after all the particle computations _(default true)_
  90743. * @returns the SPS.
  90744. */
  90745. setParticles(start?: number, end?: number, update?: boolean): SolidParticleSystem;
  90746. /**
  90747. * Disposes the SPS.
  90748. */
  90749. dispose(): void;
  90750. /**
  90751. * Visibilty helper : Recomputes the visible size according to the mesh bounding box
  90752. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  90753. * @returns the SPS.
  90754. */
  90755. refreshVisibleSize(): SolidParticleSystem;
  90756. /**
  90757. * Visibility helper : Sets the size of a visibility box, this sets the underlying mesh bounding box.
  90758. * @param size the size (float) of the visibility box
  90759. * note : this doesn't lock the SPS mesh bounding box.
  90760. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  90761. */
  90762. setVisibilityBox(size: number): void;
  90763. /**
  90764. * Gets whether the SPS as always visible or not
  90765. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  90766. */
  90767. /**
  90768. * Sets the SPS as always visible or not
  90769. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  90770. */
  90771. isAlwaysVisible: boolean;
  90772. /**
  90773. * Sets the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  90774. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  90775. */
  90776. /**
  90777. * Gets if the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  90778. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  90779. */
  90780. isVisibilityBoxLocked: boolean;
  90781. /**
  90782. * Tells to `setParticles()` to compute the particle rotations or not.
  90783. * Default value : true. The SPS is faster when it's set to false.
  90784. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  90785. */
  90786. /**
  90787. * Gets if `setParticles()` computes the particle rotations or not.
  90788. * Default value : true. The SPS is faster when it's set to false.
  90789. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  90790. */
  90791. computeParticleRotation: boolean;
  90792. /**
  90793. * Tells to `setParticles()` to compute the particle colors or not.
  90794. * Default value : true. The SPS is faster when it's set to false.
  90795. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  90796. */
  90797. /**
  90798. * Gets if `setParticles()` computes the particle colors or not.
  90799. * Default value : true. The SPS is faster when it's set to false.
  90800. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  90801. */
  90802. computeParticleColor: boolean;
  90803. /**
  90804. * Gets if `setParticles()` computes the particle textures or not.
  90805. * Default value : true. The SPS is faster when it's set to false.
  90806. * Note : the particle textures are stored values, so setting `computeParticleTexture` to false will keep yet the last colors set.
  90807. */
  90808. computeParticleTexture: boolean;
  90809. /**
  90810. * Tells to `setParticles()` to call the vertex function for each vertex of each particle, or not.
  90811. * Default value : false. The SPS is faster when it's set to false.
  90812. * Note : the particle custom vertex positions aren't stored values.
  90813. */
  90814. /**
  90815. * Gets if `setParticles()` calls the vertex function for each vertex of each particle, or not.
  90816. * Default value : false. The SPS is faster when it's set to false.
  90817. * Note : the particle custom vertex positions aren't stored values.
  90818. */
  90819. computeParticleVertex: boolean;
  90820. /**
  90821. * Tells to `setParticles()` to compute or not the mesh bounding box when computing the particle positions.
  90822. */
  90823. /**
  90824. * Gets if `setParticles()` computes or not the mesh bounding box when computing the particle positions.
  90825. */
  90826. computeBoundingBox: boolean;
  90827. /**
  90828. * Tells to `setParticles()` to sort or not the distance between each particle and the camera.
  90829. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  90830. * Default : `true`
  90831. */
  90832. /**
  90833. * Gets if `setParticles()` sorts or not the distance between each particle and the camera.
  90834. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  90835. * Default : `true`
  90836. */
  90837. depthSortParticles: boolean;
  90838. /**
  90839. * This function does nothing. It may be overwritten to set all the particle first values.
  90840. * The SPS doesn't call this function, you may have to call it by your own.
  90841. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  90842. */
  90843. initParticles(): void;
  90844. /**
  90845. * This function does nothing. It may be overwritten to recycle a particle.
  90846. * The SPS doesn't call this function, you may have to call it by your own.
  90847. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  90848. * @param particle The particle to recycle
  90849. * @returns the recycled particle
  90850. */
  90851. recycleParticle(particle: SolidParticle): SolidParticle;
  90852. /**
  90853. * Updates a particle : this function should be overwritten by the user.
  90854. * It is called on each particle by `setParticles()`. This is the place to code each particle behavior.
  90855. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  90856. * @example : just set a particle position or velocity and recycle conditions
  90857. * @param particle The particle to update
  90858. * @returns the updated particle
  90859. */
  90860. updateParticle(particle: SolidParticle): SolidParticle;
  90861. /**
  90862. * Updates a vertex of a particle : it can be overwritten by the user.
  90863. * This will be called on each vertex particle by `setParticles()` if `computeParticleVertex` is set to true only.
  90864. * @param particle the current particle
  90865. * @param vertex the current index of the current particle
  90866. * @param pt the index of the current vertex in the particle shape
  90867. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#update-each-particle-shape
  90868. * @example : just set a vertex particle position
  90869. * @returns the updated vertex
  90870. */
  90871. updateParticleVertex(particle: SolidParticle, vertex: Vector3, pt: number): Vector3;
  90872. /**
  90873. * This will be called before any other treatment by `setParticles()` and will be passed three parameters.
  90874. * This does nothing and may be overwritten by the user.
  90875. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  90876. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  90877. * @param update the boolean update value actually passed to setParticles()
  90878. */
  90879. beforeUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  90880. /**
  90881. * This will be called by `setParticles()` after all the other treatments and just before the actual mesh update.
  90882. * This will be passed three parameters.
  90883. * This does nothing and may be overwritten by the user.
  90884. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  90885. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  90886. * @param update the boolean update value actually passed to setParticles()
  90887. */
  90888. afterUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  90889. }
  90890. }
  90891. declare module BABYLON {
  90892. /**
  90893. * Represents one particle of a solid particle system.
  90894. */
  90895. export class SolidParticle {
  90896. /**
  90897. * particle global index
  90898. */
  90899. idx: number;
  90900. /**
  90901. * The color of the particle
  90902. */
  90903. color: Nullable<Color4>;
  90904. /**
  90905. * The world space position of the particle.
  90906. */
  90907. position: Vector3;
  90908. /**
  90909. * The world space rotation of the particle. (Not use if rotationQuaternion is set)
  90910. */
  90911. rotation: Vector3;
  90912. /**
  90913. * The world space rotation quaternion of the particle.
  90914. */
  90915. rotationQuaternion: Nullable<Quaternion>;
  90916. /**
  90917. * The scaling of the particle.
  90918. */
  90919. scaling: Vector3;
  90920. /**
  90921. * The uvs of the particle.
  90922. */
  90923. uvs: Vector4;
  90924. /**
  90925. * The current speed of the particle.
  90926. */
  90927. velocity: Vector3;
  90928. /**
  90929. * The pivot point in the particle local space.
  90930. */
  90931. pivot: Vector3;
  90932. /**
  90933. * Must the particle be translated from its pivot point in its local space ?
  90934. * In this case, the pivot point is set at the origin of the particle local space and the particle is translated.
  90935. * Default : false
  90936. */
  90937. translateFromPivot: boolean;
  90938. /**
  90939. * Is the particle active or not ?
  90940. */
  90941. alive: boolean;
  90942. /**
  90943. * Is the particle visible or not ?
  90944. */
  90945. isVisible: boolean;
  90946. /**
  90947. * Index of this particle in the global "positions" array (Internal use)
  90948. * @hidden
  90949. */
  90950. _pos: number;
  90951. /**
  90952. * @hidden Index of this particle in the global "indices" array (Internal use)
  90953. */
  90954. _ind: number;
  90955. /**
  90956. * @hidden ModelShape of this particle (Internal use)
  90957. */
  90958. _model: ModelShape;
  90959. /**
  90960. * ModelShape id of this particle
  90961. */
  90962. shapeId: number;
  90963. /**
  90964. * Index of the particle in its shape id
  90965. */
  90966. idxInShape: number;
  90967. /**
  90968. * @hidden Reference to the shape model BoundingInfo object (Internal use)
  90969. */
  90970. _modelBoundingInfo: BoundingInfo;
  90971. /**
  90972. * @hidden Particle BoundingInfo object (Internal use)
  90973. */
  90974. _boundingInfo: BoundingInfo;
  90975. /**
  90976. * @hidden Reference to the SPS what the particle belongs to (Internal use)
  90977. */
  90978. _sps: SolidParticleSystem;
  90979. /**
  90980. * @hidden Still set as invisible in order to skip useless computations (Internal use)
  90981. */
  90982. _stillInvisible: boolean;
  90983. /**
  90984. * @hidden Last computed particle rotation matrix
  90985. */
  90986. _rotationMatrix: number[];
  90987. /**
  90988. * Parent particle Id, if any.
  90989. * Default null.
  90990. */
  90991. parentId: Nullable<number>;
  90992. /**
  90993. * The culling strategy to use to check whether the solid particle must be culled or not when using isInFrustum().
  90994. * The possible values are :
  90995. * - AbstractMesh.CULLINGSTRATEGY_STANDARD
  90996. * - AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  90997. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION
  90998. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY
  90999. * The default value for solid particles is AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  91000. * Please read each static variable documentation in the class AbstractMesh to get details about the culling process.
  91001. * */
  91002. cullingStrategy: number;
  91003. /**
  91004. * @hidden Internal global position in the SPS.
  91005. */
  91006. _globalPosition: Vector3;
  91007. /**
  91008. * Creates a Solid Particle object.
  91009. * Don't create particles manually, use instead the Solid Particle System internal tools like _addParticle()
  91010. * @param particleIndex (integer) is the particle index in the Solid Particle System pool. It's also the particle identifier.
  91011. * @param positionIndex (integer) is the starting index of the particle vertices in the SPS "positions" array.
  91012. * @param indiceIndex (integer) is the starting index of the particle indices in the SPS "indices" array.
  91013. * @param model (ModelShape) is a reference to the model shape on what the particle is designed.
  91014. * @param shapeId (integer) is the model shape identifier in the SPS.
  91015. * @param idxInShape (integer) is the index of the particle in the current model (ex: the 10th box of addShape(box, 30))
  91016. * @param sps defines the sps it is associated to
  91017. * @param modelBoundingInfo is the reference to the model BoundingInfo used for intersection computations.
  91018. */
  91019. constructor(particleIndex: number, positionIndex: number, indiceIndex: number, model: Nullable<ModelShape>, shapeId: number, idxInShape: number, sps: SolidParticleSystem, modelBoundingInfo?: Nullable<BoundingInfo>);
  91020. /**
  91021. * Legacy support, changed scale to scaling
  91022. */
  91023. /**
  91024. * Legacy support, changed scale to scaling
  91025. */
  91026. scale: Vector3;
  91027. /**
  91028. * Legacy support, changed quaternion to rotationQuaternion
  91029. */
  91030. /**
  91031. * Legacy support, changed quaternion to rotationQuaternion
  91032. */
  91033. quaternion: Nullable<Quaternion>;
  91034. /**
  91035. * Returns a boolean. True if the particle intersects another particle or another mesh, else false.
  91036. * The intersection is computed on the particle bounding sphere and Axis Aligned Bounding Box (AABB)
  91037. * @param target is the object (solid particle or mesh) what the intersection is computed against.
  91038. * @returns true if it intersects
  91039. */
  91040. intersectsMesh(target: Mesh | SolidParticle): boolean;
  91041. /**
  91042. * Returns `true` if the solid particle is within the frustum defined by the passed array of planes.
  91043. * A particle is in the frustum if its bounding box intersects the frustum
  91044. * @param frustumPlanes defines the frustum to test
  91045. * @returns true if the particle is in the frustum planes
  91046. */
  91047. isInFrustum(frustumPlanes: Plane[]): boolean;
  91048. /**
  91049. * get the rotation matrix of the particle
  91050. * @hidden
  91051. */
  91052. getRotationMatrix(m: Matrix): void;
  91053. }
  91054. /**
  91055. * Represents the shape of the model used by one particle of a solid particle system.
  91056. * SPS internal tool, don't use it manually.
  91057. */
  91058. export class ModelShape {
  91059. /**
  91060. * The shape id
  91061. * @hidden
  91062. */
  91063. shapeID: number;
  91064. /**
  91065. * flat array of model positions (internal use)
  91066. * @hidden
  91067. */
  91068. _shape: Vector3[];
  91069. /**
  91070. * flat array of model UVs (internal use)
  91071. * @hidden
  91072. */
  91073. _shapeUV: number[];
  91074. /**
  91075. * length of the shape in the model indices array (internal use)
  91076. * @hidden
  91077. */
  91078. _indicesLength: number;
  91079. /**
  91080. * Custom position function (internal use)
  91081. * @hidden
  91082. */
  91083. _positionFunction: Nullable<(particle: SolidParticle, i: number, s: number) => void>;
  91084. /**
  91085. * Custom vertex function (internal use)
  91086. * @hidden
  91087. */
  91088. _vertexFunction: Nullable<(particle: SolidParticle, vertex: Vector3, i: number) => void>;
  91089. /**
  91090. * 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.
  91091. * SPS internal tool, don't use it manually.
  91092. * @hidden
  91093. */
  91094. constructor(id: number, shape: Vector3[], indicesLength: number, shapeUV: number[], posFunction: Nullable<(particle: SolidParticle, i: number, s: number) => void>, vtxFunction: Nullable<(particle: SolidParticle, vertex: Vector3, i: number) => void>);
  91095. }
  91096. /**
  91097. * Represents a Depth Sorted Particle in the solid particle system.
  91098. */
  91099. export class DepthSortedParticle {
  91100. /**
  91101. * Index of the particle in the "indices" array
  91102. */
  91103. ind: number;
  91104. /**
  91105. * Length of the particle shape in the "indices" array
  91106. */
  91107. indicesLength: number;
  91108. /**
  91109. * Squared distance from the particle to the camera
  91110. */
  91111. sqDistance: number;
  91112. }
  91113. }
  91114. declare module BABYLON {
  91115. /**
  91116. * @hidden
  91117. */
  91118. export class _MeshCollisionData {
  91119. _checkCollisions: boolean;
  91120. _collisionMask: number;
  91121. _collisionGroup: number;
  91122. _collider: Nullable<Collider>;
  91123. _oldPositionForCollisions: Vector3;
  91124. _diffPositionForCollisions: Vector3;
  91125. _onCollideObserver: Nullable<Observer<AbstractMesh>>;
  91126. _onCollisionPositionChangeObserver: Nullable<Observer<Vector3>>;
  91127. }
  91128. }
  91129. declare module BABYLON {
  91130. /** @hidden */
  91131. class _FacetDataStorage {
  91132. facetPositions: Vector3[];
  91133. facetNormals: Vector3[];
  91134. facetPartitioning: number[][];
  91135. facetNb: number;
  91136. partitioningSubdivisions: number;
  91137. partitioningBBoxRatio: number;
  91138. facetDataEnabled: boolean;
  91139. facetParameters: any;
  91140. bbSize: Vector3;
  91141. subDiv: {
  91142. max: number;
  91143. X: number;
  91144. Y: number;
  91145. Z: number;
  91146. };
  91147. facetDepthSort: boolean;
  91148. facetDepthSortEnabled: boolean;
  91149. depthSortedIndices: IndicesArray;
  91150. depthSortedFacets: {
  91151. ind: number;
  91152. sqDistance: number;
  91153. }[];
  91154. facetDepthSortFunction: (f1: {
  91155. ind: number;
  91156. sqDistance: number;
  91157. }, f2: {
  91158. ind: number;
  91159. sqDistance: number;
  91160. }) => number;
  91161. facetDepthSortFrom: Vector3;
  91162. facetDepthSortOrigin: Vector3;
  91163. invertedMatrix: Matrix;
  91164. }
  91165. /**
  91166. * @hidden
  91167. **/
  91168. class _InternalAbstractMeshDataInfo {
  91169. _hasVertexAlpha: boolean;
  91170. _useVertexColors: boolean;
  91171. _numBoneInfluencers: number;
  91172. _applyFog: boolean;
  91173. _receiveShadows: boolean;
  91174. _facetData: _FacetDataStorage;
  91175. _visibility: number;
  91176. _skeleton: Nullable<Skeleton>;
  91177. _layerMask: number;
  91178. _computeBonesUsingShaders: boolean;
  91179. _isActive: boolean;
  91180. _onlyForInstances: boolean;
  91181. _isActiveIntermediate: boolean;
  91182. _onlyForInstancesIntermediate: boolean;
  91183. }
  91184. /**
  91185. * Class used to store all common mesh properties
  91186. */
  91187. export class AbstractMesh extends TransformNode implements IDisposable, ICullable, IGetSetVerticesData {
  91188. /** No occlusion */
  91189. static OCCLUSION_TYPE_NONE: number;
  91190. /** Occlusion set to optimisitic */
  91191. static OCCLUSION_TYPE_OPTIMISTIC: number;
  91192. /** Occlusion set to strict */
  91193. static OCCLUSION_TYPE_STRICT: number;
  91194. /** Use an accurante occlusion algorithm */
  91195. static OCCLUSION_ALGORITHM_TYPE_ACCURATE: number;
  91196. /** Use a conservative occlusion algorithm */
  91197. static OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE: number;
  91198. /** Default culling strategy : this is an exclusion test and it's the more accurate.
  91199. * Test order :
  91200. * Is the bounding sphere outside the frustum ?
  91201. * If not, are the bounding box vertices outside the frustum ?
  91202. * It not, then the cullable object is in the frustum.
  91203. */
  91204. static readonly CULLINGSTRATEGY_STANDARD: number;
  91205. /** Culling strategy : Bounding Sphere Only.
  91206. * This is an exclusion test. It's faster than the standard strategy because the bounding box is not tested.
  91207. * It's also less accurate than the standard because some not visible objects can still be selected.
  91208. * Test : is the bounding sphere outside the frustum ?
  91209. * If not, then the cullable object is in the frustum.
  91210. */
  91211. static readonly CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY: number;
  91212. /** Culling strategy : Optimistic Inclusion.
  91213. * This in an inclusion test first, then the standard exclusion test.
  91214. * This can be faster when a cullable object is expected to be almost always in the camera frustum.
  91215. * 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.
  91216. * Anyway, it's as accurate as the standard strategy.
  91217. * Test :
  91218. * Is the cullable object bounding sphere center in the frustum ?
  91219. * If not, apply the default culling strategy.
  91220. */
  91221. static readonly CULLINGSTRATEGY_OPTIMISTIC_INCLUSION: number;
  91222. /** Culling strategy : Optimistic Inclusion then Bounding Sphere Only.
  91223. * This in an inclusion test first, then the bounding sphere only exclusion test.
  91224. * This can be the fastest test when a cullable object is expected to be almost always in the camera frustum.
  91225. * 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.
  91226. * It's less accurate than the standard strategy and as accurate as the BoundingSphereOnly strategy.
  91227. * Test :
  91228. * Is the cullable object bounding sphere center in the frustum ?
  91229. * If not, apply the Bounding Sphere Only strategy. No Bounding Box is tested here.
  91230. */
  91231. static readonly CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY: number;
  91232. /**
  91233. * No billboard
  91234. */
  91235. static readonly BILLBOARDMODE_NONE: number;
  91236. /** Billboard on X axis */
  91237. static readonly BILLBOARDMODE_X: number;
  91238. /** Billboard on Y axis */
  91239. static readonly BILLBOARDMODE_Y: number;
  91240. /** Billboard on Z axis */
  91241. static readonly BILLBOARDMODE_Z: number;
  91242. /** Billboard on all axes */
  91243. static readonly BILLBOARDMODE_ALL: number;
  91244. /** Billboard on using position instead of orientation */
  91245. static readonly BILLBOARDMODE_USE_POSITION: number;
  91246. /** @hidden */
  91247. _internalAbstractMeshDataInfo: _InternalAbstractMeshDataInfo;
  91248. /**
  91249. * The culling strategy to use to check whether the mesh must be rendered or not.
  91250. * This value can be changed at any time and will be used on the next render mesh selection.
  91251. * The possible values are :
  91252. * - AbstractMesh.CULLINGSTRATEGY_STANDARD
  91253. * - AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  91254. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION
  91255. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY
  91256. * Please read each static variable documentation to get details about the culling process.
  91257. * */
  91258. cullingStrategy: number;
  91259. /**
  91260. * Gets the number of facets in the mesh
  91261. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  91262. */
  91263. readonly facetNb: number;
  91264. /**
  91265. * Gets or set the number (integer) of subdivisions per axis in the partioning space
  91266. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  91267. */
  91268. partitioningSubdivisions: number;
  91269. /**
  91270. * The ratio (float) to apply to the bouding box size to set to the partioning space.
  91271. * Ex : 1.01 (default) the partioning space is 1% bigger than the bounding box
  91272. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  91273. */
  91274. partitioningBBoxRatio: number;
  91275. /**
  91276. * Gets or sets a boolean indicating that the facets must be depth sorted on next call to `updateFacetData()`.
  91277. * Works only for updatable meshes.
  91278. * Doesn't work with multi-materials
  91279. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  91280. */
  91281. mustDepthSortFacets: boolean;
  91282. /**
  91283. * The location (Vector3) where the facet depth sort must be computed from.
  91284. * By default, the active camera position.
  91285. * Used only when facet depth sort is enabled
  91286. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  91287. */
  91288. facetDepthSortFrom: Vector3;
  91289. /**
  91290. * gets a boolean indicating if facetData is enabled
  91291. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  91292. */
  91293. readonly isFacetDataEnabled: boolean;
  91294. /** @hidden */
  91295. _updateNonUniformScalingState(value: boolean): boolean;
  91296. /**
  91297. * An event triggered when this mesh collides with another one
  91298. */
  91299. onCollideObservable: Observable<AbstractMesh>;
  91300. /** Set a function to call when this mesh collides with another one */
  91301. onCollide: () => void;
  91302. /**
  91303. * An event triggered when the collision's position changes
  91304. */
  91305. onCollisionPositionChangeObservable: Observable<Vector3>;
  91306. /** Set a function to call when the collision's position changes */
  91307. onCollisionPositionChange: () => void;
  91308. /**
  91309. * An event triggered when material is changed
  91310. */
  91311. onMaterialChangedObservable: Observable<AbstractMesh>;
  91312. /**
  91313. * Gets or sets the orientation for POV movement & rotation
  91314. */
  91315. definedFacingForward: boolean;
  91316. /** @hidden */
  91317. _occlusionQuery: Nullable<WebGLQuery>;
  91318. /** @hidden */
  91319. _renderingGroup: Nullable<RenderingGroup>;
  91320. /**
  91321. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  91322. */
  91323. /**
  91324. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  91325. */
  91326. visibility: number;
  91327. /** Gets or sets the alpha index used to sort transparent meshes
  91328. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#alpha-index
  91329. */
  91330. alphaIndex: number;
  91331. /**
  91332. * Gets or sets a boolean indicating if the mesh is visible (renderable). Default is true
  91333. */
  91334. isVisible: boolean;
  91335. /**
  91336. * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true
  91337. */
  91338. isPickable: boolean;
  91339. /** Gets or sets a boolean indicating that bounding boxes of subMeshes must be rendered as well (false by default) */
  91340. showSubMeshesBoundingBox: boolean;
  91341. /** Gets or sets a boolean indicating if the mesh must be considered as a ray blocker for lens flares (false by default)
  91342. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  91343. */
  91344. isBlocker: boolean;
  91345. /**
  91346. * Gets or sets a boolean indicating that pointer move events must be supported on this mesh (false by default)
  91347. */
  91348. enablePointerMoveEvents: boolean;
  91349. /**
  91350. * Specifies the rendering group id for this mesh (0 by default)
  91351. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-groups
  91352. */
  91353. renderingGroupId: number;
  91354. private _material;
  91355. /** Gets or sets current material */
  91356. material: Nullable<Material>;
  91357. /**
  91358. * Gets or sets a boolean indicating that this mesh can receive realtime shadows
  91359. * @see http://doc.babylonjs.com/babylon101/shadows
  91360. */
  91361. receiveShadows: boolean;
  91362. /** Defines color to use when rendering outline */
  91363. outlineColor: Color3;
  91364. /** Define width to use when rendering outline */
  91365. outlineWidth: number;
  91366. /** Defines color to use when rendering overlay */
  91367. overlayColor: Color3;
  91368. /** Defines alpha to use when rendering overlay */
  91369. overlayAlpha: number;
  91370. /** Gets or sets a boolean indicating that this mesh contains vertex color data with alpha values */
  91371. hasVertexAlpha: boolean;
  91372. /** 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) */
  91373. useVertexColors: boolean;
  91374. /**
  91375. * Gets or sets a boolean indicating that bone animations must be computed by the CPU (false by default)
  91376. */
  91377. computeBonesUsingShaders: boolean;
  91378. /** Gets or sets the number of allowed bone influences per vertex (4 by default) */
  91379. numBoneInfluencers: number;
  91380. /** Gets or sets a boolean indicating that this mesh will allow fog to be rendered on it (true by default) */
  91381. applyFog: boolean;
  91382. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes selection (true by default) */
  91383. useOctreeForRenderingSelection: boolean;
  91384. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes picking (true by default) */
  91385. useOctreeForPicking: boolean;
  91386. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes collision (true by default) */
  91387. useOctreeForCollisions: boolean;
  91388. /**
  91389. * Gets or sets the current layer mask (default is 0x0FFFFFFF)
  91390. * @see http://doc.babylonjs.com/how_to/layermasks_and_multi-cam_textures
  91391. */
  91392. layerMask: number;
  91393. /**
  91394. * True if the mesh must be rendered in any case (this will shortcut the frustum clipping phase)
  91395. */
  91396. alwaysSelectAsActiveMesh: boolean;
  91397. /**
  91398. * Gets or sets a boolean indicating that the bounding info does not need to be kept in sync (for performance reason)
  91399. */
  91400. doNotSyncBoundingInfo: boolean;
  91401. /**
  91402. * Gets or sets the current action manager
  91403. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  91404. */
  91405. actionManager: Nullable<AbstractActionManager>;
  91406. private _meshCollisionData;
  91407. /**
  91408. * Gets or sets the ellipsoid used to impersonate this mesh when using collision engine (default is (0.5, 1, 0.5))
  91409. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  91410. */
  91411. ellipsoid: Vector3;
  91412. /**
  91413. * Gets or sets the ellipsoid offset used to impersonate this mesh when using collision engine (default is (0, 0, 0))
  91414. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  91415. */
  91416. ellipsoidOffset: Vector3;
  91417. /**
  91418. * Gets or sets a collision mask used to mask collisions (default is -1).
  91419. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  91420. */
  91421. collisionMask: number;
  91422. /**
  91423. * Gets or sets the current collision group mask (-1 by default).
  91424. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  91425. */
  91426. collisionGroup: number;
  91427. /**
  91428. * Defines edge width used when edgesRenderer is enabled
  91429. * @see https://www.babylonjs-playground.com/#10OJSG#13
  91430. */
  91431. edgesWidth: number;
  91432. /**
  91433. * Defines edge color used when edgesRenderer is enabled
  91434. * @see https://www.babylonjs-playground.com/#10OJSG#13
  91435. */
  91436. edgesColor: Color4;
  91437. /** @hidden */
  91438. _edgesRenderer: Nullable<IEdgesRenderer>;
  91439. /** @hidden */
  91440. _masterMesh: Nullable<AbstractMesh>;
  91441. /** @hidden */
  91442. _boundingInfo: Nullable<BoundingInfo>;
  91443. /** @hidden */
  91444. _renderId: number;
  91445. /**
  91446. * Gets or sets the list of subMeshes
  91447. * @see http://doc.babylonjs.com/how_to/multi_materials
  91448. */
  91449. subMeshes: SubMesh[];
  91450. /** @hidden */
  91451. _intersectionsInProgress: AbstractMesh[];
  91452. /** @hidden */
  91453. _unIndexed: boolean;
  91454. /** @hidden */
  91455. _lightSources: Light[];
  91456. /** Gets the list of lights affecting that mesh */
  91457. readonly lightSources: Light[];
  91458. /** @hidden */
  91459. readonly _positions: Nullable<Vector3[]>;
  91460. /** @hidden */
  91461. _waitingData: {
  91462. lods: Nullable<any>;
  91463. actions: Nullable<any>;
  91464. freezeWorldMatrix: Nullable<boolean>;
  91465. };
  91466. /** @hidden */
  91467. _bonesTransformMatrices: Nullable<Float32Array>;
  91468. /** @hidden */
  91469. _transformMatrixTexture: Nullable<RawTexture>;
  91470. /**
  91471. * Gets or sets a skeleton to apply skining transformations
  91472. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  91473. */
  91474. skeleton: Nullable<Skeleton>;
  91475. /**
  91476. * An event triggered when the mesh is rebuilt.
  91477. */
  91478. onRebuildObservable: Observable<AbstractMesh>;
  91479. /**
  91480. * Creates a new AbstractMesh
  91481. * @param name defines the name of the mesh
  91482. * @param scene defines the hosting scene
  91483. */
  91484. constructor(name: string, scene?: Nullable<Scene>);
  91485. /**
  91486. * Returns the string "AbstractMesh"
  91487. * @returns "AbstractMesh"
  91488. */
  91489. getClassName(): string;
  91490. /**
  91491. * Gets a string representation of the current mesh
  91492. * @param fullDetails defines a boolean indicating if full details must be included
  91493. * @returns a string representation of the current mesh
  91494. */
  91495. toString(fullDetails?: boolean): string;
  91496. /**
  91497. * @hidden
  91498. */
  91499. protected _getEffectiveParent(): Nullable<Node>;
  91500. /** @hidden */
  91501. _getActionManagerForTrigger(trigger?: number, initialCall?: boolean): Nullable<AbstractActionManager>;
  91502. /** @hidden */
  91503. _rebuild(): void;
  91504. /** @hidden */
  91505. _resyncLightSources(): void;
  91506. /** @hidden */
  91507. _resyncLighSource(light: Light): void;
  91508. /** @hidden */
  91509. _unBindEffect(): void;
  91510. /** @hidden */
  91511. _removeLightSource(light: Light, dispose: boolean): void;
  91512. private _markSubMeshesAsDirty;
  91513. /** @hidden */
  91514. _markSubMeshesAsLightDirty(dispose?: boolean): void;
  91515. /** @hidden */
  91516. _markSubMeshesAsAttributesDirty(): void;
  91517. /** @hidden */
  91518. _markSubMeshesAsMiscDirty(): void;
  91519. /**
  91520. * Gets or sets a Vector3 depicting the mesh scaling along each local axis X, Y, Z. Default is (1.0, 1.0, 1.0)
  91521. */
  91522. scaling: Vector3;
  91523. /**
  91524. * Returns true if the mesh is blocked. Implemented by child classes
  91525. */
  91526. readonly isBlocked: boolean;
  91527. /**
  91528. * Returns the mesh itself by default. Implemented by child classes
  91529. * @param camera defines the camera to use to pick the right LOD level
  91530. * @returns the currentAbstractMesh
  91531. */
  91532. getLOD(camera: Camera): Nullable<AbstractMesh>;
  91533. /**
  91534. * Returns 0 by default. Implemented by child classes
  91535. * @returns an integer
  91536. */
  91537. getTotalVertices(): number;
  91538. /**
  91539. * Returns a positive integer : the total number of indices in this mesh geometry.
  91540. * @returns the numner of indices or zero if the mesh has no geometry.
  91541. */
  91542. getTotalIndices(): number;
  91543. /**
  91544. * Returns null by default. Implemented by child classes
  91545. * @returns null
  91546. */
  91547. getIndices(): Nullable<IndicesArray>;
  91548. /**
  91549. * Returns the array of the requested vertex data kind. Implemented by child classes
  91550. * @param kind defines the vertex data kind to use
  91551. * @returns null
  91552. */
  91553. getVerticesData(kind: string): Nullable<FloatArray>;
  91554. /**
  91555. * Sets the vertex data of the mesh geometry for the requested `kind`.
  91556. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  91557. * Note that a new underlying VertexBuffer object is created each call.
  91558. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  91559. * @param kind defines vertex data kind:
  91560. * * VertexBuffer.PositionKind
  91561. * * VertexBuffer.UVKind
  91562. * * VertexBuffer.UV2Kind
  91563. * * VertexBuffer.UV3Kind
  91564. * * VertexBuffer.UV4Kind
  91565. * * VertexBuffer.UV5Kind
  91566. * * VertexBuffer.UV6Kind
  91567. * * VertexBuffer.ColorKind
  91568. * * VertexBuffer.MatricesIndicesKind
  91569. * * VertexBuffer.MatricesIndicesExtraKind
  91570. * * VertexBuffer.MatricesWeightsKind
  91571. * * VertexBuffer.MatricesWeightsExtraKind
  91572. * @param data defines the data source
  91573. * @param updatable defines if the data must be flagged as updatable (or static)
  91574. * @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
  91575. * @returns the current mesh
  91576. */
  91577. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh;
  91578. /**
  91579. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  91580. * If the mesh has no geometry, it is simply returned as it is.
  91581. * @param kind defines vertex data kind:
  91582. * * VertexBuffer.PositionKind
  91583. * * VertexBuffer.UVKind
  91584. * * VertexBuffer.UV2Kind
  91585. * * VertexBuffer.UV3Kind
  91586. * * VertexBuffer.UV4Kind
  91587. * * VertexBuffer.UV5Kind
  91588. * * VertexBuffer.UV6Kind
  91589. * * VertexBuffer.ColorKind
  91590. * * VertexBuffer.MatricesIndicesKind
  91591. * * VertexBuffer.MatricesIndicesExtraKind
  91592. * * VertexBuffer.MatricesWeightsKind
  91593. * * VertexBuffer.MatricesWeightsExtraKind
  91594. * @param data defines the data source
  91595. * @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
  91596. * @param makeItUnique If true, a new global geometry is created from this data and is set to the mesh
  91597. * @returns the current mesh
  91598. */
  91599. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): AbstractMesh;
  91600. /**
  91601. * Sets the mesh indices,
  91602. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  91603. * @param indices Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array)
  91604. * @param totalVertices Defines the total number of vertices
  91605. * @returns the current mesh
  91606. */
  91607. setIndices(indices: IndicesArray, totalVertices: Nullable<number>): AbstractMesh;
  91608. /**
  91609. * Gets a boolean indicating if specific vertex data is present
  91610. * @param kind defines the vertex data kind to use
  91611. * @returns true is data kind is present
  91612. */
  91613. isVerticesDataPresent(kind: string): boolean;
  91614. /**
  91615. * Returns the mesh BoundingInfo object or creates a new one and returns if it was undefined.
  91616. * Note that it returns a shallow bounding of the mesh (i.e. it does not include children).
  91617. * To get the full bounding of all children, call `getHierarchyBoundingVectors` instead.
  91618. * @returns a BoundingInfo
  91619. */
  91620. getBoundingInfo(): BoundingInfo;
  91621. /**
  91622. * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)
  91623. * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box. Default is false
  91624. * @param ignoreRotation ignore rotation when computing the scale (ie. object will be axis aligned). Default is false
  91625. * @param predicate predicate that is passed in to getHierarchyBoundingVectors when selecting which object should be included when scaling
  91626. * @returns the current mesh
  91627. */
  91628. normalizeToUnitCube(includeDescendants?: boolean, ignoreRotation?: boolean, predicate?: Nullable<(node: AbstractMesh) => boolean>): AbstractMesh;
  91629. /**
  91630. * Overwrite the current bounding info
  91631. * @param boundingInfo defines the new bounding info
  91632. * @returns the current mesh
  91633. */
  91634. setBoundingInfo(boundingInfo: BoundingInfo): AbstractMesh;
  91635. /** Gets a boolean indicating if this mesh has skinning data and an attached skeleton */
  91636. readonly useBones: boolean;
  91637. /** @hidden */
  91638. _preActivate(): void;
  91639. /** @hidden */
  91640. _preActivateForIntermediateRendering(renderId: number): void;
  91641. /** @hidden */
  91642. _activate(renderId: number, intermediateRendering: boolean): boolean;
  91643. /** @hidden */
  91644. _postActivate(): void;
  91645. /** @hidden */
  91646. _freeze(): void;
  91647. /** @hidden */
  91648. _unFreeze(): void;
  91649. /**
  91650. * Gets the current world matrix
  91651. * @returns a Matrix
  91652. */
  91653. getWorldMatrix(): Matrix;
  91654. /** @hidden */
  91655. _getWorldMatrixDeterminant(): number;
  91656. /**
  91657. * Gets a boolean indicating if this mesh is an instance or a regular mesh
  91658. */
  91659. readonly isAnInstance: boolean;
  91660. /**
  91661. * Gets a boolean indicating if this mesh has instances
  91662. */
  91663. readonly hasInstances: boolean;
  91664. /**
  91665. * Perform relative position change from the point of view of behind the front of the mesh.
  91666. * This is performed taking into account the meshes current rotation, so you do not have to care.
  91667. * Supports definition of mesh facing forward or backward
  91668. * @param amountRight defines the distance on the right axis
  91669. * @param amountUp defines the distance on the up axis
  91670. * @param amountForward defines the distance on the forward axis
  91671. * @returns the current mesh
  91672. */
  91673. movePOV(amountRight: number, amountUp: number, amountForward: number): AbstractMesh;
  91674. /**
  91675. * Calculate relative position change from the point of view of behind the front of the mesh.
  91676. * This is performed taking into account the meshes current rotation, so you do not have to care.
  91677. * Supports definition of mesh facing forward or backward
  91678. * @param amountRight defines the distance on the right axis
  91679. * @param amountUp defines the distance on the up axis
  91680. * @param amountForward defines the distance on the forward axis
  91681. * @returns the new displacement vector
  91682. */
  91683. calcMovePOV(amountRight: number, amountUp: number, amountForward: number): Vector3;
  91684. /**
  91685. * Perform relative rotation change from the point of view of behind the front of the mesh.
  91686. * Supports definition of mesh facing forward or backward
  91687. * @param flipBack defines the flip
  91688. * @param twirlClockwise defines the twirl
  91689. * @param tiltRight defines the tilt
  91690. * @returns the current mesh
  91691. */
  91692. rotatePOV(flipBack: number, twirlClockwise: number, tiltRight: number): AbstractMesh;
  91693. /**
  91694. * Calculate relative rotation change from the point of view of behind the front of the mesh.
  91695. * Supports definition of mesh facing forward or backward.
  91696. * @param flipBack defines the flip
  91697. * @param twirlClockwise defines the twirl
  91698. * @param tiltRight defines the tilt
  91699. * @returns the new rotation vector
  91700. */
  91701. calcRotatePOV(flipBack: number, twirlClockwise: number, tiltRight: number): Vector3;
  91702. /**
  91703. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  91704. * This means the mesh underlying bounding box and sphere are recomputed.
  91705. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  91706. * @returns the current mesh
  91707. */
  91708. refreshBoundingInfo(applySkeleton?: boolean): AbstractMesh;
  91709. /** @hidden */
  91710. _refreshBoundingInfo(data: Nullable<FloatArray>, bias: Nullable<Vector2>): void;
  91711. /** @hidden */
  91712. _getPositionData(applySkeleton: boolean): Nullable<FloatArray>;
  91713. /** @hidden */
  91714. _updateBoundingInfo(): AbstractMesh;
  91715. /** @hidden */
  91716. _updateSubMeshesBoundingInfo(matrix: DeepImmutable<Matrix>): AbstractMesh;
  91717. /** @hidden */
  91718. protected _afterComputeWorldMatrix(): void;
  91719. /** @hidden */
  91720. readonly _effectiveMesh: AbstractMesh;
  91721. /**
  91722. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  91723. * A mesh is in the frustum if its bounding box intersects the frustum
  91724. * @param frustumPlanes defines the frustum to test
  91725. * @returns true if the mesh is in the frustum planes
  91726. */
  91727. isInFrustum(frustumPlanes: Plane[]): boolean;
  91728. /**
  91729. * Returns `true` if the mesh is completely in the frustum defined be the passed array of planes.
  91730. * A mesh is completely in the frustum if its bounding box it completely inside the frustum.
  91731. * @param frustumPlanes defines the frustum to test
  91732. * @returns true if the mesh is completely in the frustum planes
  91733. */
  91734. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  91735. /**
  91736. * True if the mesh intersects another mesh or a SolidParticle object
  91737. * @param mesh defines a target mesh or SolidParticle to test
  91738. * @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)
  91739. * @param includeDescendants Can be set to true to test if the mesh defined in parameters intersects with the current mesh or any child meshes
  91740. * @returns true if there is an intersection
  91741. */
  91742. intersectsMesh(mesh: AbstractMesh | SolidParticle, precise?: boolean, includeDescendants?: boolean): boolean;
  91743. /**
  91744. * Returns true if the passed point (Vector3) is inside the mesh bounding box
  91745. * @param point defines the point to test
  91746. * @returns true if there is an intersection
  91747. */
  91748. intersectsPoint(point: Vector3): boolean;
  91749. /**
  91750. * Gets or sets a boolean indicating that this mesh can be used in the collision engine
  91751. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  91752. */
  91753. checkCollisions: boolean;
  91754. /**
  91755. * Gets Collider object used to compute collisions (not physics)
  91756. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  91757. */
  91758. readonly collider: Nullable<Collider>;
  91759. /**
  91760. * Move the mesh using collision engine
  91761. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  91762. * @param displacement defines the requested displacement vector
  91763. * @returns the current mesh
  91764. */
  91765. moveWithCollisions(displacement: Vector3): AbstractMesh;
  91766. private _onCollisionPositionChange;
  91767. /** @hidden */
  91768. _collideForSubMesh(subMesh: SubMesh, transformMatrix: Matrix, collider: Collider): AbstractMesh;
  91769. /** @hidden */
  91770. _processCollisionsForSubMeshes(collider: Collider, transformMatrix: Matrix): AbstractMesh;
  91771. /** @hidden */
  91772. _checkCollision(collider: Collider): AbstractMesh;
  91773. /** @hidden */
  91774. _generatePointsArray(): boolean;
  91775. /**
  91776. * Checks if the passed Ray intersects with the mesh
  91777. * @param ray defines the ray to use
  91778. * @param fastCheck defines if fast mode (but less precise) must be used (false by default)
  91779. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  91780. * @returns the picking info
  91781. * @see http://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  91782. */
  91783. intersects(ray: Ray, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): PickingInfo;
  91784. /**
  91785. * Clones the current mesh
  91786. * @param name defines the mesh name
  91787. * @param newParent defines the new mesh parent
  91788. * @param doNotCloneChildren defines a boolean indicating that children must not be cloned (false by default)
  91789. * @returns the new mesh
  91790. */
  91791. clone(name: string, newParent: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<AbstractMesh>;
  91792. /**
  91793. * Disposes all the submeshes of the current meshnp
  91794. * @returns the current mesh
  91795. */
  91796. releaseSubMeshes(): AbstractMesh;
  91797. /**
  91798. * Releases resources associated with this abstract mesh.
  91799. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  91800. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  91801. */
  91802. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  91803. /**
  91804. * Adds the passed mesh as a child to the current mesh
  91805. * @param mesh defines the child mesh
  91806. * @returns the current mesh
  91807. */
  91808. addChild(mesh: AbstractMesh): AbstractMesh;
  91809. /**
  91810. * Removes the passed mesh from the current mesh children list
  91811. * @param mesh defines the child mesh
  91812. * @returns the current mesh
  91813. */
  91814. removeChild(mesh: AbstractMesh): AbstractMesh;
  91815. /** @hidden */
  91816. private _initFacetData;
  91817. /**
  91818. * Updates the mesh facetData arrays and the internal partitioning when the mesh is morphed or updated.
  91819. * This method can be called within the render loop.
  91820. * 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
  91821. * @returns the current mesh
  91822. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  91823. */
  91824. updateFacetData(): AbstractMesh;
  91825. /**
  91826. * Returns the facetLocalNormals array.
  91827. * The normals are expressed in the mesh local spac
  91828. * @returns an array of Vector3
  91829. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  91830. */
  91831. getFacetLocalNormals(): Vector3[];
  91832. /**
  91833. * Returns the facetLocalPositions array.
  91834. * The facet positions are expressed in the mesh local space
  91835. * @returns an array of Vector3
  91836. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  91837. */
  91838. getFacetLocalPositions(): Vector3[];
  91839. /**
  91840. * Returns the facetLocalPartioning array
  91841. * @returns an array of array of numbers
  91842. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  91843. */
  91844. getFacetLocalPartitioning(): number[][];
  91845. /**
  91846. * Returns the i-th facet position in the world system.
  91847. * This method allocates a new Vector3 per call
  91848. * @param i defines the facet index
  91849. * @returns a new Vector3
  91850. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  91851. */
  91852. getFacetPosition(i: number): Vector3;
  91853. /**
  91854. * Sets the reference Vector3 with the i-th facet position in the world system
  91855. * @param i defines the facet index
  91856. * @param ref defines the target vector
  91857. * @returns the current mesh
  91858. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  91859. */
  91860. getFacetPositionToRef(i: number, ref: Vector3): AbstractMesh;
  91861. /**
  91862. * Returns the i-th facet normal in the world system.
  91863. * This method allocates a new Vector3 per call
  91864. * @param i defines the facet index
  91865. * @returns a new Vector3
  91866. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  91867. */
  91868. getFacetNormal(i: number): Vector3;
  91869. /**
  91870. * Sets the reference Vector3 with the i-th facet normal in the world system
  91871. * @param i defines the facet index
  91872. * @param ref defines the target vector
  91873. * @returns the current mesh
  91874. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  91875. */
  91876. getFacetNormalToRef(i: number, ref: Vector3): this;
  91877. /**
  91878. * 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)
  91879. * @param x defines x coordinate
  91880. * @param y defines y coordinate
  91881. * @param z defines z coordinate
  91882. * @returns the array of facet indexes
  91883. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  91884. */
  91885. getFacetsAtLocalCoordinates(x: number, y: number, z: number): Nullable<number[]>;
  91886. /**
  91887. * Returns the closest mesh facet index at (x,y,z) World coordinates, null if not found
  91888. * @param projected sets as the (x,y,z) world projection on the facet
  91889. * @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
  91890. * @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
  91891. * @param x defines x coordinate
  91892. * @param y defines y coordinate
  91893. * @param z defines z coordinate
  91894. * @returns the face index if found (or null instead)
  91895. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  91896. */
  91897. getClosestFacetAtCoordinates(x: number, y: number, z: number, projected?: Vector3, checkFace?: boolean, facing?: boolean): Nullable<number>;
  91898. /**
  91899. * Returns the closest mesh facet index at (x,y,z) local coordinates, null if not found
  91900. * @param projected sets as the (x,y,z) local projection on the facet
  91901. * @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
  91902. * @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
  91903. * @param x defines x coordinate
  91904. * @param y defines y coordinate
  91905. * @param z defines z coordinate
  91906. * @returns the face index if found (or null instead)
  91907. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  91908. */
  91909. getClosestFacetAtLocalCoordinates(x: number, y: number, z: number, projected?: Vector3, checkFace?: boolean, facing?: boolean): Nullable<number>;
  91910. /**
  91911. * Returns the object "parameter" set with all the expected parameters for facetData computation by ComputeNormals()
  91912. * @returns the parameters
  91913. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  91914. */
  91915. getFacetDataParameters(): any;
  91916. /**
  91917. * Disables the feature FacetData and frees the related memory
  91918. * @returns the current mesh
  91919. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  91920. */
  91921. disableFacetData(): AbstractMesh;
  91922. /**
  91923. * Updates the AbstractMesh indices array
  91924. * @param indices defines the data source
  91925. * @param offset defines the offset in the index buffer where to store the new data (can be null)
  91926. * @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)
  91927. * @returns the current mesh
  91928. */
  91929. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): AbstractMesh;
  91930. /**
  91931. * Creates new normals data for the mesh
  91932. * @param updatable defines if the normal vertex buffer must be flagged as updatable
  91933. * @returns the current mesh
  91934. */
  91935. createNormals(updatable: boolean): AbstractMesh;
  91936. /**
  91937. * Align the mesh with a normal
  91938. * @param normal defines the normal to use
  91939. * @param upDirection can be used to redefined the up vector to use (will use the (0, 1, 0) by default)
  91940. * @returns the current mesh
  91941. */
  91942. alignWithNormal(normal: Vector3, upDirection?: Vector3): AbstractMesh;
  91943. /** @hidden */
  91944. _checkOcclusionQuery(): boolean;
  91945. /**
  91946. * Disables the mesh edge rendering mode
  91947. * @returns the currentAbstractMesh
  91948. */
  91949. disableEdgesRendering(): AbstractMesh;
  91950. /**
  91951. * Enables the edge rendering mode on the mesh.
  91952. * This mode makes the mesh edges visible
  91953. * @param epsilon defines the maximal distance between two angles to detect a face
  91954. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  91955. * @returns the currentAbstractMesh
  91956. * @see https://www.babylonjs-playground.com/#19O9TU#0
  91957. */
  91958. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): AbstractMesh;
  91959. }
  91960. }
  91961. declare module BABYLON {
  91962. /**
  91963. * Interface used to define ActionEvent
  91964. */
  91965. export interface IActionEvent {
  91966. /** The mesh or sprite that triggered the action */
  91967. source: any;
  91968. /** The X mouse cursor position at the time of the event */
  91969. pointerX: number;
  91970. /** The Y mouse cursor position at the time of the event */
  91971. pointerY: number;
  91972. /** The mesh that is currently pointed at (can be null) */
  91973. meshUnderPointer: Nullable<AbstractMesh>;
  91974. /** the original (browser) event that triggered the ActionEvent */
  91975. sourceEvent?: any;
  91976. /** additional data for the event */
  91977. additionalData?: any;
  91978. }
  91979. /**
  91980. * ActionEvent is the event being sent when an action is triggered.
  91981. */
  91982. export class ActionEvent implements IActionEvent {
  91983. /** The mesh or sprite that triggered the action */
  91984. source: any;
  91985. /** The X mouse cursor position at the time of the event */
  91986. pointerX: number;
  91987. /** The Y mouse cursor position at the time of the event */
  91988. pointerY: number;
  91989. /** The mesh that is currently pointed at (can be null) */
  91990. meshUnderPointer: Nullable<AbstractMesh>;
  91991. /** the original (browser) event that triggered the ActionEvent */
  91992. sourceEvent?: any;
  91993. /** additional data for the event */
  91994. additionalData?: any;
  91995. /**
  91996. * Creates a new ActionEvent
  91997. * @param source The mesh or sprite that triggered the action
  91998. * @param pointerX The X mouse cursor position at the time of the event
  91999. * @param pointerY The Y mouse cursor position at the time of the event
  92000. * @param meshUnderPointer The mesh that is currently pointed at (can be null)
  92001. * @param sourceEvent the original (browser) event that triggered the ActionEvent
  92002. * @param additionalData additional data for the event
  92003. */
  92004. constructor(
  92005. /** The mesh or sprite that triggered the action */
  92006. source: any,
  92007. /** The X mouse cursor position at the time of the event */
  92008. pointerX: number,
  92009. /** The Y mouse cursor position at the time of the event */
  92010. pointerY: number,
  92011. /** The mesh that is currently pointed at (can be null) */
  92012. meshUnderPointer: Nullable<AbstractMesh>,
  92013. /** the original (browser) event that triggered the ActionEvent */
  92014. sourceEvent?: any,
  92015. /** additional data for the event */
  92016. additionalData?: any);
  92017. /**
  92018. * Helper function to auto-create an ActionEvent from a source mesh.
  92019. * @param source The source mesh that triggered the event
  92020. * @param evt The original (browser) event
  92021. * @param additionalData additional data for the event
  92022. * @returns the new ActionEvent
  92023. */
  92024. static CreateNew(source: AbstractMesh, evt?: Event, additionalData?: any): ActionEvent;
  92025. /**
  92026. * Helper function to auto-create an ActionEvent from a source sprite
  92027. * @param source The source sprite that triggered the event
  92028. * @param scene Scene associated with the sprite
  92029. * @param evt The original (browser) event
  92030. * @param additionalData additional data for the event
  92031. * @returns the new ActionEvent
  92032. */
  92033. static CreateNewFromSprite(source: Sprite, scene: Scene, evt?: Event, additionalData?: any): ActionEvent;
  92034. /**
  92035. * Helper function to auto-create an ActionEvent from a scene. If triggered by a mesh use ActionEvent.CreateNew
  92036. * @param scene the scene where the event occurred
  92037. * @param evt The original (browser) event
  92038. * @returns the new ActionEvent
  92039. */
  92040. static CreateNewFromScene(scene: Scene, evt: Event): ActionEvent;
  92041. /**
  92042. * Helper function to auto-create an ActionEvent from a primitive
  92043. * @param prim defines the target primitive
  92044. * @param pointerPos defines the pointer position
  92045. * @param evt The original (browser) event
  92046. * @param additionalData additional data for the event
  92047. * @returns the new ActionEvent
  92048. */
  92049. static CreateNewFromPrimitive(prim: any, pointerPos: Vector2, evt?: Event, additionalData?: any): ActionEvent;
  92050. }
  92051. }
  92052. declare module BABYLON {
  92053. /**
  92054. * Abstract class used to decouple action Manager from scene and meshes.
  92055. * Do not instantiate.
  92056. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  92057. */
  92058. export abstract class AbstractActionManager implements IDisposable {
  92059. /** Gets the list of active triggers */
  92060. static Triggers: {
  92061. [key: string]: number;
  92062. };
  92063. /** Gets the cursor to use when hovering items */
  92064. hoverCursor: string;
  92065. /** Gets the list of actions */
  92066. actions: IAction[];
  92067. /**
  92068. * Gets or sets a boolean indicating that the manager is recursive meaning that it can trigger action from children
  92069. */
  92070. isRecursive: boolean;
  92071. /**
  92072. * Releases all associated resources
  92073. */
  92074. abstract dispose(): void;
  92075. /**
  92076. * Does this action manager has pointer triggers
  92077. */
  92078. abstract readonly hasPointerTriggers: boolean;
  92079. /**
  92080. * Does this action manager has pick triggers
  92081. */
  92082. abstract readonly hasPickTriggers: boolean;
  92083. /**
  92084. * Process a specific trigger
  92085. * @param trigger defines the trigger to process
  92086. * @param evt defines the event details to be processed
  92087. */
  92088. abstract processTrigger(trigger: number, evt?: IActionEvent): void;
  92089. /**
  92090. * Does this action manager handles actions of any of the given triggers
  92091. * @param triggers defines the triggers to be tested
  92092. * @return a boolean indicating whether one (or more) of the triggers is handled
  92093. */
  92094. abstract hasSpecificTriggers(triggers: number[]): boolean;
  92095. /**
  92096. * Does this action manager handles actions of any of the given triggers. This function takes two arguments for
  92097. * speed.
  92098. * @param triggerA defines the trigger to be tested
  92099. * @param triggerB defines the trigger to be tested
  92100. * @return a boolean indicating whether one (or more) of the triggers is handled
  92101. */
  92102. abstract hasSpecificTriggers2(triggerA: number, triggerB: number): boolean;
  92103. /**
  92104. * Does this action manager handles actions of a given trigger
  92105. * @param trigger defines the trigger to be tested
  92106. * @param parameterPredicate defines an optional predicate to filter triggers by parameter
  92107. * @return whether the trigger is handled
  92108. */
  92109. abstract hasSpecificTrigger(trigger: number, parameterPredicate?: (parameter: any) => boolean): boolean;
  92110. /**
  92111. * Serialize this manager to a JSON object
  92112. * @param name defines the property name to store this manager
  92113. * @returns a JSON representation of this manager
  92114. */
  92115. abstract serialize(name: string): any;
  92116. /**
  92117. * Registers an action to this action manager
  92118. * @param action defines the action to be registered
  92119. * @return the action amended (prepared) after registration
  92120. */
  92121. abstract registerAction(action: IAction): Nullable<IAction>;
  92122. /**
  92123. * Unregisters an action to this action manager
  92124. * @param action defines the action to be unregistered
  92125. * @return a boolean indicating whether the action has been unregistered
  92126. */
  92127. abstract unregisterAction(action: IAction): Boolean;
  92128. /**
  92129. * Does exist one action manager with at least one trigger
  92130. **/
  92131. static readonly HasTriggers: boolean;
  92132. /**
  92133. * Does exist one action manager with at least one pick trigger
  92134. **/
  92135. static readonly HasPickTriggers: boolean;
  92136. /**
  92137. * Does exist one action manager that handles actions of a given trigger
  92138. * @param trigger defines the trigger to be tested
  92139. * @return a boolean indicating whether the trigger is handeled by at least one action manager
  92140. **/
  92141. static HasSpecificTrigger(trigger: number): boolean;
  92142. }
  92143. }
  92144. declare module BABYLON {
  92145. /**
  92146. * Defines how a node can be built from a string name.
  92147. */
  92148. export type NodeConstructor = (name: string, scene: Scene, options?: any) => () => Node;
  92149. /**
  92150. * Node is the basic class for all scene objects (Mesh, Light, Camera.)
  92151. */
  92152. export class Node implements IBehaviorAware<Node> {
  92153. /** @hidden */
  92154. static _AnimationRangeFactory: (name: string, from: number, to: number) => AnimationRange;
  92155. private static _NodeConstructors;
  92156. /**
  92157. * Add a new node constructor
  92158. * @param type defines the type name of the node to construct
  92159. * @param constructorFunc defines the constructor function
  92160. */
  92161. static AddNodeConstructor(type: string, constructorFunc: NodeConstructor): void;
  92162. /**
  92163. * Returns a node constructor based on type name
  92164. * @param type defines the type name
  92165. * @param name defines the new node name
  92166. * @param scene defines the hosting scene
  92167. * @param options defines optional options to transmit to constructors
  92168. * @returns the new constructor or null
  92169. */
  92170. static Construct(type: string, name: string, scene: Scene, options?: any): Nullable<() => Node>;
  92171. /**
  92172. * Gets or sets the name of the node
  92173. */
  92174. name: string;
  92175. /**
  92176. * Gets or sets the id of the node
  92177. */
  92178. id: string;
  92179. /**
  92180. * Gets or sets the unique id of the node
  92181. */
  92182. uniqueId: number;
  92183. /**
  92184. * Gets or sets a string used to store user defined state for the node
  92185. */
  92186. state: string;
  92187. /**
  92188. * Gets or sets an object used to store user defined information for the node
  92189. */
  92190. metadata: any;
  92191. /**
  92192. * For internal use only. Please do not use.
  92193. */
  92194. reservedDataStore: any;
  92195. /**
  92196. * List of inspectable custom properties (used by the Inspector)
  92197. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  92198. */
  92199. inspectableCustomProperties: IInspectable[];
  92200. /**
  92201. * Gets or sets a boolean used to define if the node must be serialized
  92202. */
  92203. doNotSerialize: boolean;
  92204. /** @hidden */
  92205. _isDisposed: boolean;
  92206. /**
  92207. * Gets a list of Animations associated with the node
  92208. */
  92209. animations: Animation[];
  92210. protected _ranges: {
  92211. [name: string]: Nullable<AnimationRange>;
  92212. };
  92213. /**
  92214. * Callback raised when the node is ready to be used
  92215. */
  92216. onReady: Nullable<(node: Node) => void>;
  92217. private _isEnabled;
  92218. private _isParentEnabled;
  92219. private _isReady;
  92220. /** @hidden */
  92221. _currentRenderId: number;
  92222. private _parentUpdateId;
  92223. /** @hidden */
  92224. _childUpdateId: number;
  92225. /** @hidden */
  92226. _waitingParentId: Nullable<string>;
  92227. /** @hidden */
  92228. _scene: Scene;
  92229. /** @hidden */
  92230. _cache: any;
  92231. private _parentNode;
  92232. private _children;
  92233. /** @hidden */
  92234. _worldMatrix: Matrix;
  92235. /** @hidden */
  92236. _worldMatrixDeterminant: number;
  92237. /** @hidden */
  92238. _worldMatrixDeterminantIsDirty: boolean;
  92239. /** @hidden */
  92240. private _sceneRootNodesIndex;
  92241. /**
  92242. * Gets a boolean indicating if the node has been disposed
  92243. * @returns true if the node was disposed
  92244. */
  92245. isDisposed(): boolean;
  92246. /**
  92247. * Gets or sets the parent of the node (without keeping the current position in the scene)
  92248. * @see https://doc.babylonjs.com/how_to/parenting
  92249. */
  92250. parent: Nullable<Node>;
  92251. private addToSceneRootNodes;
  92252. private removeFromSceneRootNodes;
  92253. private _animationPropertiesOverride;
  92254. /**
  92255. * Gets or sets the animation properties override
  92256. */
  92257. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  92258. /**
  92259. * Gets a string idenfifying the name of the class
  92260. * @returns "Node" string
  92261. */
  92262. getClassName(): string;
  92263. /** @hidden */
  92264. readonly _isNode: boolean;
  92265. /**
  92266. * An event triggered when the mesh is disposed
  92267. */
  92268. onDisposeObservable: Observable<Node>;
  92269. private _onDisposeObserver;
  92270. /**
  92271. * Sets a callback that will be raised when the node will be disposed
  92272. */
  92273. onDispose: () => void;
  92274. /**
  92275. * Creates a new Node
  92276. * @param name the name and id to be given to this node
  92277. * @param scene the scene this node will be added to
  92278. * @param addToRootNodes the node will be added to scene.rootNodes
  92279. */
  92280. constructor(name: string, scene?: Nullable<Scene>, addToRootNodes?: boolean);
  92281. /**
  92282. * Gets the scene of the node
  92283. * @returns a scene
  92284. */
  92285. getScene(): Scene;
  92286. /**
  92287. * Gets the engine of the node
  92288. * @returns a Engine
  92289. */
  92290. getEngine(): Engine;
  92291. private _behaviors;
  92292. /**
  92293. * Attach a behavior to the node
  92294. * @see http://doc.babylonjs.com/features/behaviour
  92295. * @param behavior defines the behavior to attach
  92296. * @param attachImmediately defines that the behavior must be attached even if the scene is still loading
  92297. * @returns the current Node
  92298. */
  92299. addBehavior(behavior: Behavior<Node>, attachImmediately?: boolean): Node;
  92300. /**
  92301. * Remove an attached behavior
  92302. * @see http://doc.babylonjs.com/features/behaviour
  92303. * @param behavior defines the behavior to attach
  92304. * @returns the current Node
  92305. */
  92306. removeBehavior(behavior: Behavior<Node>): Node;
  92307. /**
  92308. * Gets the list of attached behaviors
  92309. * @see http://doc.babylonjs.com/features/behaviour
  92310. */
  92311. readonly behaviors: Behavior<Node>[];
  92312. /**
  92313. * Gets an attached behavior by name
  92314. * @param name defines the name of the behavior to look for
  92315. * @see http://doc.babylonjs.com/features/behaviour
  92316. * @returns null if behavior was not found else the requested behavior
  92317. */
  92318. getBehaviorByName(name: string): Nullable<Behavior<Node>>;
  92319. /**
  92320. * Returns the latest update of the World matrix
  92321. * @returns a Matrix
  92322. */
  92323. getWorldMatrix(): Matrix;
  92324. /** @hidden */
  92325. _getWorldMatrixDeterminant(): number;
  92326. /**
  92327. * Returns directly the latest state of the mesh World matrix.
  92328. * A Matrix is returned.
  92329. */
  92330. readonly worldMatrixFromCache: Matrix;
  92331. /** @hidden */
  92332. _initCache(): void;
  92333. /** @hidden */
  92334. updateCache(force?: boolean): void;
  92335. /** @hidden */
  92336. _getActionManagerForTrigger(trigger?: number, initialCall?: boolean): Nullable<AbstractActionManager>;
  92337. /** @hidden */
  92338. _updateCache(ignoreParentClass?: boolean): void;
  92339. /** @hidden */
  92340. _isSynchronized(): boolean;
  92341. /** @hidden */
  92342. _markSyncedWithParent(): void;
  92343. /** @hidden */
  92344. isSynchronizedWithParent(): boolean;
  92345. /** @hidden */
  92346. isSynchronized(): boolean;
  92347. /**
  92348. * Is this node ready to be used/rendered
  92349. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  92350. * @return true if the node is ready
  92351. */
  92352. isReady(completeCheck?: boolean): boolean;
  92353. /**
  92354. * Is this node enabled?
  92355. * 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
  92356. * @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
  92357. * @return whether this node (and its parent) is enabled
  92358. */
  92359. isEnabled(checkAncestors?: boolean): boolean;
  92360. /** @hidden */
  92361. protected _syncParentEnabledState(): void;
  92362. /**
  92363. * Set the enabled state of this node
  92364. * @param value defines the new enabled state
  92365. */
  92366. setEnabled(value: boolean): void;
  92367. /**
  92368. * Is this node a descendant of the given node?
  92369. * The function will iterate up the hierarchy until the ancestor was found or no more parents defined
  92370. * @param ancestor defines the parent node to inspect
  92371. * @returns a boolean indicating if this node is a descendant of the given node
  92372. */
  92373. isDescendantOf(ancestor: Node): boolean;
  92374. /** @hidden */
  92375. _getDescendants(results: Node[], directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): void;
  92376. /**
  92377. * Will return all nodes that have this node as ascendant
  92378. * @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
  92379. * @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
  92380. * @return all children nodes of all types
  92381. */
  92382. getDescendants(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): Node[];
  92383. /**
  92384. * Get all child-meshes of this node
  92385. * @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)
  92386. * @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
  92387. * @returns an array of AbstractMesh
  92388. */
  92389. getChildMeshes(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): AbstractMesh[];
  92390. /**
  92391. * Get all direct children of this node
  92392. * @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
  92393. * @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)
  92394. * @returns an array of Node
  92395. */
  92396. getChildren(predicate?: (node: Node) => boolean, directDescendantsOnly?: boolean): Node[];
  92397. /** @hidden */
  92398. _setReady(state: boolean): void;
  92399. /**
  92400. * Get an animation by name
  92401. * @param name defines the name of the animation to look for
  92402. * @returns null if not found else the requested animation
  92403. */
  92404. getAnimationByName(name: string): Nullable<Animation>;
  92405. /**
  92406. * Creates an animation range for this node
  92407. * @param name defines the name of the range
  92408. * @param from defines the starting key
  92409. * @param to defines the end key
  92410. */
  92411. createAnimationRange(name: string, from: number, to: number): void;
  92412. /**
  92413. * Delete a specific animation range
  92414. * @param name defines the name of the range to delete
  92415. * @param deleteFrames defines if animation frames from the range must be deleted as well
  92416. */
  92417. deleteAnimationRange(name: string, deleteFrames?: boolean): void;
  92418. /**
  92419. * Get an animation range by name
  92420. * @param name defines the name of the animation range to look for
  92421. * @returns null if not found else the requested animation range
  92422. */
  92423. getAnimationRange(name: string): Nullable<AnimationRange>;
  92424. /**
  92425. * Gets the list of all animation ranges defined on this node
  92426. * @returns an array
  92427. */
  92428. getAnimationRanges(): Nullable<AnimationRange>[];
  92429. /**
  92430. * Will start the animation sequence
  92431. * @param name defines the range frames for animation sequence
  92432. * @param loop defines if the animation should loop (false by default)
  92433. * @param speedRatio defines the speed factor in which to run the animation (1 by default)
  92434. * @param onAnimationEnd defines a function to be executed when the animation ended (undefined by default)
  92435. * @returns the object created for this animation. If range does not exist, it will return null
  92436. */
  92437. beginAnimation(name: string, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): Nullable<Animatable>;
  92438. /**
  92439. * Serialize animation ranges into a JSON compatible object
  92440. * @returns serialization object
  92441. */
  92442. serializeAnimationRanges(): any;
  92443. /**
  92444. * Computes the world matrix of the node
  92445. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  92446. * @returns the world matrix
  92447. */
  92448. computeWorldMatrix(force?: boolean): Matrix;
  92449. /**
  92450. * Releases resources associated with this node.
  92451. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  92452. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  92453. */
  92454. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  92455. /**
  92456. * Parse animation range data from a serialization object and store them into a given node
  92457. * @param node defines where to store the animation ranges
  92458. * @param parsedNode defines the serialization object to read data from
  92459. * @param scene defines the hosting scene
  92460. */
  92461. static ParseAnimationRanges(node: Node, parsedNode: any, scene: Scene): void;
  92462. /**
  92463. * Return the minimum and maximum world vectors of the entire hierarchy under current node
  92464. * @param includeDescendants Include bounding info from descendants as well (true by default)
  92465. * @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
  92466. * @returns the new bounding vectors
  92467. */
  92468. getHierarchyBoundingVectors(includeDescendants?: boolean, predicate?: Nullable<(abstractMesh: AbstractMesh) => boolean>): {
  92469. min: Vector3;
  92470. max: Vector3;
  92471. };
  92472. }
  92473. }
  92474. declare module BABYLON {
  92475. /**
  92476. * @hidden
  92477. */
  92478. export class _IAnimationState {
  92479. key: number;
  92480. repeatCount: number;
  92481. workValue?: any;
  92482. loopMode?: number;
  92483. offsetValue?: any;
  92484. highLimitValue?: any;
  92485. }
  92486. /**
  92487. * Class used to store any kind of animation
  92488. */
  92489. export class Animation {
  92490. /**Name of the animation */
  92491. name: string;
  92492. /**Property to animate */
  92493. targetProperty: string;
  92494. /**The frames per second of the animation */
  92495. framePerSecond: number;
  92496. /**The data type of the animation */
  92497. dataType: number;
  92498. /**The loop mode of the animation */
  92499. loopMode?: number | undefined;
  92500. /**Specifies if blending should be enabled */
  92501. enableBlending?: boolean | undefined;
  92502. /**
  92503. * Use matrix interpolation instead of using direct key value when animating matrices
  92504. */
  92505. static AllowMatricesInterpolation: boolean;
  92506. /**
  92507. * When matrix interpolation is enabled, this boolean forces the system to use Matrix.DecomposeLerp instead of Matrix.Lerp. Interpolation is more precise but slower
  92508. */
  92509. static AllowMatrixDecomposeForInterpolation: boolean;
  92510. /**
  92511. * Stores the key frames of the animation
  92512. */
  92513. private _keys;
  92514. /**
  92515. * Stores the easing function of the animation
  92516. */
  92517. private _easingFunction;
  92518. /**
  92519. * @hidden Internal use only
  92520. */
  92521. _runtimeAnimations: RuntimeAnimation[];
  92522. /**
  92523. * The set of event that will be linked to this animation
  92524. */
  92525. private _events;
  92526. /**
  92527. * Stores an array of target property paths
  92528. */
  92529. targetPropertyPath: string[];
  92530. /**
  92531. * Stores the blending speed of the animation
  92532. */
  92533. blendingSpeed: number;
  92534. /**
  92535. * Stores the animation ranges for the animation
  92536. */
  92537. private _ranges;
  92538. /**
  92539. * @hidden Internal use
  92540. */
  92541. static _PrepareAnimation(name: string, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction): Nullable<Animation>;
  92542. /**
  92543. * Sets up an animation
  92544. * @param property The property to animate
  92545. * @param animationType The animation type to apply
  92546. * @param framePerSecond The frames per second of the animation
  92547. * @param easingFunction The easing function used in the animation
  92548. * @returns The created animation
  92549. */
  92550. static CreateAnimation(property: string, animationType: number, framePerSecond: number, easingFunction: EasingFunction): Animation;
  92551. /**
  92552. * Create and start an animation on a node
  92553. * @param name defines the name of the global animation that will be run on all nodes
  92554. * @param node defines the root node where the animation will take place
  92555. * @param targetProperty defines property to animate
  92556. * @param framePerSecond defines the number of frame per second yo use
  92557. * @param totalFrame defines the number of frames in total
  92558. * @param from defines the initial value
  92559. * @param to defines the final value
  92560. * @param loopMode defines which loop mode you want to use (off by default)
  92561. * @param easingFunction defines the easing function to use (linear by default)
  92562. * @param onAnimationEnd defines the callback to call when animation end
  92563. * @returns the animatable created for this animation
  92564. */
  92565. static CreateAndStartAnimation(name: string, node: Node, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Nullable<Animatable>;
  92566. /**
  92567. * Create and start an animation on a node and its descendants
  92568. * @param name defines the name of the global animation that will be run on all nodes
  92569. * @param node defines the root node where the animation will take place
  92570. * @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
  92571. * @param targetProperty defines property to animate
  92572. * @param framePerSecond defines the number of frame per second to use
  92573. * @param totalFrame defines the number of frames in total
  92574. * @param from defines the initial value
  92575. * @param to defines the final value
  92576. * @param loopMode defines which loop mode you want to use (off by default)
  92577. * @param easingFunction defines the easing function to use (linear by default)
  92578. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  92579. * @returns the list of animatables created for all nodes
  92580. * @example https://www.babylonjs-playground.com/#MH0VLI
  92581. */
  92582. 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[]>;
  92583. /**
  92584. * Creates a new animation, merges it with the existing animations and starts it
  92585. * @param name Name of the animation
  92586. * @param node Node which contains the scene that begins the animations
  92587. * @param targetProperty Specifies which property to animate
  92588. * @param framePerSecond The frames per second of the animation
  92589. * @param totalFrame The total number of frames
  92590. * @param from The frame at the beginning of the animation
  92591. * @param to The frame at the end of the animation
  92592. * @param loopMode Specifies the loop mode of the animation
  92593. * @param easingFunction (Optional) The easing function of the animation, which allow custom mathematical formulas for animations
  92594. * @param onAnimationEnd Callback to run once the animation is complete
  92595. * @returns Nullable animation
  92596. */
  92597. static CreateMergeAndStartAnimation(name: string, node: Node, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Nullable<Animatable>;
  92598. /**
  92599. * Transition property of an host to the target Value
  92600. * @param property The property to transition
  92601. * @param targetValue The target Value of the property
  92602. * @param host The object where the property to animate belongs
  92603. * @param scene Scene used to run the animation
  92604. * @param frameRate Framerate (in frame/s) to use
  92605. * @param transition The transition type we want to use
  92606. * @param duration The duration of the animation, in milliseconds
  92607. * @param onAnimationEnd Callback trigger at the end of the animation
  92608. * @returns Nullable animation
  92609. */
  92610. static TransitionTo(property: string, targetValue: any, host: any, scene: Scene, frameRate: number, transition: Animation, duration: number, onAnimationEnd?: Nullable<() => void>): Nullable<Animatable>;
  92611. /**
  92612. * Return the array of runtime animations currently using this animation
  92613. */
  92614. readonly runtimeAnimations: RuntimeAnimation[];
  92615. /**
  92616. * Specifies if any of the runtime animations are currently running
  92617. */
  92618. readonly hasRunningRuntimeAnimations: boolean;
  92619. /**
  92620. * Initializes the animation
  92621. * @param name Name of the animation
  92622. * @param targetProperty Property to animate
  92623. * @param framePerSecond The frames per second of the animation
  92624. * @param dataType The data type of the animation
  92625. * @param loopMode The loop mode of the animation
  92626. * @param enableBlending Specifies if blending should be enabled
  92627. */
  92628. constructor(
  92629. /**Name of the animation */
  92630. name: string,
  92631. /**Property to animate */
  92632. targetProperty: string,
  92633. /**The frames per second of the animation */
  92634. framePerSecond: number,
  92635. /**The data type of the animation */
  92636. dataType: number,
  92637. /**The loop mode of the animation */
  92638. loopMode?: number | undefined,
  92639. /**Specifies if blending should be enabled */
  92640. enableBlending?: boolean | undefined);
  92641. /**
  92642. * Converts the animation to a string
  92643. * @param fullDetails support for multiple levels of logging within scene loading
  92644. * @returns String form of the animation
  92645. */
  92646. toString(fullDetails?: boolean): string;
  92647. /**
  92648. * Add an event to this animation
  92649. * @param event Event to add
  92650. */
  92651. addEvent(event: AnimationEvent): void;
  92652. /**
  92653. * Remove all events found at the given frame
  92654. * @param frame The frame to remove events from
  92655. */
  92656. removeEvents(frame: number): void;
  92657. /**
  92658. * Retrieves all the events from the animation
  92659. * @returns Events from the animation
  92660. */
  92661. getEvents(): AnimationEvent[];
  92662. /**
  92663. * Creates an animation range
  92664. * @param name Name of the animation range
  92665. * @param from Starting frame of the animation range
  92666. * @param to Ending frame of the animation
  92667. */
  92668. createRange(name: string, from: number, to: number): void;
  92669. /**
  92670. * Deletes an animation range by name
  92671. * @param name Name of the animation range to delete
  92672. * @param deleteFrames Specifies if the key frames for the range should also be deleted (true) or not (false)
  92673. */
  92674. deleteRange(name: string, deleteFrames?: boolean): void;
  92675. /**
  92676. * Gets the animation range by name, or null if not defined
  92677. * @param name Name of the animation range
  92678. * @returns Nullable animation range
  92679. */
  92680. getRange(name: string): Nullable<AnimationRange>;
  92681. /**
  92682. * Gets the key frames from the animation
  92683. * @returns The key frames of the animation
  92684. */
  92685. getKeys(): Array<IAnimationKey>;
  92686. /**
  92687. * Gets the highest frame rate of the animation
  92688. * @returns Highest frame rate of the animation
  92689. */
  92690. getHighestFrame(): number;
  92691. /**
  92692. * Gets the easing function of the animation
  92693. * @returns Easing function of the animation
  92694. */
  92695. getEasingFunction(): IEasingFunction;
  92696. /**
  92697. * Sets the easing function of the animation
  92698. * @param easingFunction A custom mathematical formula for animation
  92699. */
  92700. setEasingFunction(easingFunction: EasingFunction): void;
  92701. /**
  92702. * Interpolates a scalar linearly
  92703. * @param startValue Start value of the animation curve
  92704. * @param endValue End value of the animation curve
  92705. * @param gradient Scalar amount to interpolate
  92706. * @returns Interpolated scalar value
  92707. */
  92708. floatInterpolateFunction(startValue: number, endValue: number, gradient: number): number;
  92709. /**
  92710. * Interpolates a scalar cubically
  92711. * @param startValue Start value of the animation curve
  92712. * @param outTangent End tangent of the animation
  92713. * @param endValue End value of the animation curve
  92714. * @param inTangent Start tangent of the animation curve
  92715. * @param gradient Scalar amount to interpolate
  92716. * @returns Interpolated scalar value
  92717. */
  92718. floatInterpolateFunctionWithTangents(startValue: number, outTangent: number, endValue: number, inTangent: number, gradient: number): number;
  92719. /**
  92720. * Interpolates a quaternion using a spherical linear interpolation
  92721. * @param startValue Start value of the animation curve
  92722. * @param endValue End value of the animation curve
  92723. * @param gradient Scalar amount to interpolate
  92724. * @returns Interpolated quaternion value
  92725. */
  92726. quaternionInterpolateFunction(startValue: Quaternion, endValue: Quaternion, gradient: number): Quaternion;
  92727. /**
  92728. * Interpolates a quaternion cubically
  92729. * @param startValue Start value of the animation curve
  92730. * @param outTangent End tangent of the animation curve
  92731. * @param endValue End value of the animation curve
  92732. * @param inTangent Start tangent of the animation curve
  92733. * @param gradient Scalar amount to interpolate
  92734. * @returns Interpolated quaternion value
  92735. */
  92736. quaternionInterpolateFunctionWithTangents(startValue: Quaternion, outTangent: Quaternion, endValue: Quaternion, inTangent: Quaternion, gradient: number): Quaternion;
  92737. /**
  92738. * Interpolates a Vector3 linearl
  92739. * @param startValue Start value of the animation curve
  92740. * @param endValue End value of the animation curve
  92741. * @param gradient Scalar amount to interpolate
  92742. * @returns Interpolated scalar value
  92743. */
  92744. vector3InterpolateFunction(startValue: Vector3, endValue: Vector3, gradient: number): Vector3;
  92745. /**
  92746. * Interpolates a Vector3 cubically
  92747. * @param startValue Start value of the animation curve
  92748. * @param outTangent End tangent of the animation
  92749. * @param endValue End value of the animation curve
  92750. * @param inTangent Start tangent of the animation curve
  92751. * @param gradient Scalar amount to interpolate
  92752. * @returns InterpolatedVector3 value
  92753. */
  92754. vector3InterpolateFunctionWithTangents(startValue: Vector3, outTangent: Vector3, endValue: Vector3, inTangent: Vector3, gradient: number): Vector3;
  92755. /**
  92756. * Interpolates a Vector2 linearly
  92757. * @param startValue Start value of the animation curve
  92758. * @param endValue End value of the animation curve
  92759. * @param gradient Scalar amount to interpolate
  92760. * @returns Interpolated Vector2 value
  92761. */
  92762. vector2InterpolateFunction(startValue: Vector2, endValue: Vector2, gradient: number): Vector2;
  92763. /**
  92764. * Interpolates a Vector2 cubically
  92765. * @param startValue Start value of the animation curve
  92766. * @param outTangent End tangent of the animation
  92767. * @param endValue End value of the animation curve
  92768. * @param inTangent Start tangent of the animation curve
  92769. * @param gradient Scalar amount to interpolate
  92770. * @returns Interpolated Vector2 value
  92771. */
  92772. vector2InterpolateFunctionWithTangents(startValue: Vector2, outTangent: Vector2, endValue: Vector2, inTangent: Vector2, gradient: number): Vector2;
  92773. /**
  92774. * Interpolates a size linearly
  92775. * @param startValue Start value of the animation curve
  92776. * @param endValue End value of the animation curve
  92777. * @param gradient Scalar amount to interpolate
  92778. * @returns Interpolated Size value
  92779. */
  92780. sizeInterpolateFunction(startValue: Size, endValue: Size, gradient: number): Size;
  92781. /**
  92782. * Interpolates a Color3 linearly
  92783. * @param startValue Start value of the animation curve
  92784. * @param endValue End value of the animation curve
  92785. * @param gradient Scalar amount to interpolate
  92786. * @returns Interpolated Color3 value
  92787. */
  92788. color3InterpolateFunction(startValue: Color3, endValue: Color3, gradient: number): Color3;
  92789. /**
  92790. * @hidden Internal use only
  92791. */
  92792. _getKeyValue(value: any): any;
  92793. /**
  92794. * @hidden Internal use only
  92795. */
  92796. _interpolate(currentFrame: number, state: _IAnimationState): any;
  92797. /**
  92798. * Defines the function to use to interpolate matrices
  92799. * @param startValue defines the start matrix
  92800. * @param endValue defines the end matrix
  92801. * @param gradient defines the gradient between both matrices
  92802. * @param result defines an optional target matrix where to store the interpolation
  92803. * @returns the interpolated matrix
  92804. */
  92805. matrixInterpolateFunction(startValue: Matrix, endValue: Matrix, gradient: number, result?: Matrix): Matrix;
  92806. /**
  92807. * Makes a copy of the animation
  92808. * @returns Cloned animation
  92809. */
  92810. clone(): Animation;
  92811. /**
  92812. * Sets the key frames of the animation
  92813. * @param values The animation key frames to set
  92814. */
  92815. setKeys(values: Array<IAnimationKey>): void;
  92816. /**
  92817. * Serializes the animation to an object
  92818. * @returns Serialized object
  92819. */
  92820. serialize(): any;
  92821. /**
  92822. * Float animation type
  92823. */
  92824. private static _ANIMATIONTYPE_FLOAT;
  92825. /**
  92826. * Vector3 animation type
  92827. */
  92828. private static _ANIMATIONTYPE_VECTOR3;
  92829. /**
  92830. * Quaternion animation type
  92831. */
  92832. private static _ANIMATIONTYPE_QUATERNION;
  92833. /**
  92834. * Matrix animation type
  92835. */
  92836. private static _ANIMATIONTYPE_MATRIX;
  92837. /**
  92838. * Color3 animation type
  92839. */
  92840. private static _ANIMATIONTYPE_COLOR3;
  92841. /**
  92842. * Vector2 animation type
  92843. */
  92844. private static _ANIMATIONTYPE_VECTOR2;
  92845. /**
  92846. * Size animation type
  92847. */
  92848. private static _ANIMATIONTYPE_SIZE;
  92849. /**
  92850. * Relative Loop Mode
  92851. */
  92852. private static _ANIMATIONLOOPMODE_RELATIVE;
  92853. /**
  92854. * Cycle Loop Mode
  92855. */
  92856. private static _ANIMATIONLOOPMODE_CYCLE;
  92857. /**
  92858. * Constant Loop Mode
  92859. */
  92860. private static _ANIMATIONLOOPMODE_CONSTANT;
  92861. /**
  92862. * Get the float animation type
  92863. */
  92864. static readonly ANIMATIONTYPE_FLOAT: number;
  92865. /**
  92866. * Get the Vector3 animation type
  92867. */
  92868. static readonly ANIMATIONTYPE_VECTOR3: number;
  92869. /**
  92870. * Get the Vector2 animation type
  92871. */
  92872. static readonly ANIMATIONTYPE_VECTOR2: number;
  92873. /**
  92874. * Get the Size animation type
  92875. */
  92876. static readonly ANIMATIONTYPE_SIZE: number;
  92877. /**
  92878. * Get the Quaternion animation type
  92879. */
  92880. static readonly ANIMATIONTYPE_QUATERNION: number;
  92881. /**
  92882. * Get the Matrix animation type
  92883. */
  92884. static readonly ANIMATIONTYPE_MATRIX: number;
  92885. /**
  92886. * Get the Color3 animation type
  92887. */
  92888. static readonly ANIMATIONTYPE_COLOR3: number;
  92889. /**
  92890. * Get the Relative Loop Mode
  92891. */
  92892. static readonly ANIMATIONLOOPMODE_RELATIVE: number;
  92893. /**
  92894. * Get the Cycle Loop Mode
  92895. */
  92896. static readonly ANIMATIONLOOPMODE_CYCLE: number;
  92897. /**
  92898. * Get the Constant Loop Mode
  92899. */
  92900. static readonly ANIMATIONLOOPMODE_CONSTANT: number;
  92901. /** @hidden */
  92902. static _UniversalLerp(left: any, right: any, amount: number): any;
  92903. /**
  92904. * Parses an animation object and creates an animation
  92905. * @param parsedAnimation Parsed animation object
  92906. * @returns Animation object
  92907. */
  92908. static Parse(parsedAnimation: any): Animation;
  92909. /**
  92910. * Appends the serialized animations from the source animations
  92911. * @param source Source containing the animations
  92912. * @param destination Target to store the animations
  92913. */
  92914. static AppendSerializedAnimations(source: IAnimatable, destination: any): void;
  92915. }
  92916. }
  92917. declare module BABYLON {
  92918. /**
  92919. * Interface containing an array of animations
  92920. */
  92921. export interface IAnimatable {
  92922. /**
  92923. * Array of animations
  92924. */
  92925. animations: Nullable<Array<Animation>>;
  92926. }
  92927. }
  92928. declare module BABYLON {
  92929. /**
  92930. * This represents all the required information to add a fresnel effect on a material:
  92931. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  92932. */
  92933. export class FresnelParameters {
  92934. private _isEnabled;
  92935. /**
  92936. * Define if the fresnel effect is enable or not.
  92937. */
  92938. isEnabled: boolean;
  92939. /**
  92940. * Define the color used on edges (grazing angle)
  92941. */
  92942. leftColor: Color3;
  92943. /**
  92944. * Define the color used on center
  92945. */
  92946. rightColor: Color3;
  92947. /**
  92948. * Define bias applied to computed fresnel term
  92949. */
  92950. bias: number;
  92951. /**
  92952. * Defined the power exponent applied to fresnel term
  92953. */
  92954. power: number;
  92955. /**
  92956. * Clones the current fresnel and its valuues
  92957. * @returns a clone fresnel configuration
  92958. */
  92959. clone(): FresnelParameters;
  92960. /**
  92961. * Serializes the current fresnel parameters to a JSON representation.
  92962. * @return the JSON serialization
  92963. */
  92964. serialize(): any;
  92965. /**
  92966. * Parse a JSON object and deserialize it to a new Fresnel parameter object.
  92967. * @param parsedFresnelParameters Define the JSON representation
  92968. * @returns the parsed parameters
  92969. */
  92970. static Parse(parsedFresnelParameters: any): FresnelParameters;
  92971. }
  92972. }
  92973. declare module BABYLON {
  92974. export function expandToProperty(callback: string, targetKey?: Nullable<string>): (target: any, propertyKey: string) => void;
  92975. export function serialize(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  92976. export function serializeAsTexture(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  92977. export function serializeAsColor3(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  92978. export function serializeAsFresnelParameters(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  92979. export function serializeAsVector2(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  92980. export function serializeAsVector3(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  92981. export function serializeAsMeshReference(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  92982. export function serializeAsColorCurves(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  92983. export function serializeAsColor4(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  92984. export function serializeAsImageProcessingConfiguration(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  92985. export function serializeAsQuaternion(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  92986. export function serializeAsMatrix(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  92987. /**
  92988. * Decorator used to define property that can be serialized as reference to a camera
  92989. * @param sourceName defines the name of the property to decorate
  92990. */
  92991. export function serializeAsCameraReference(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  92992. /**
  92993. * Class used to help serialization objects
  92994. */
  92995. export class SerializationHelper {
  92996. /** @hidden */
  92997. static _ImageProcessingConfigurationParser: (sourceProperty: any) => ImageProcessingConfiguration;
  92998. /** @hidden */
  92999. static _FresnelParametersParser: (sourceProperty: any) => FresnelParameters;
  93000. /** @hidden */
  93001. static _ColorCurvesParser: (sourceProperty: any) => ColorCurves;
  93002. /** @hidden */
  93003. static _TextureParser: (sourceProperty: any, scene: Scene, rootUrl: string) => Nullable<BaseTexture>;
  93004. /**
  93005. * Appends the serialized animations from the source animations
  93006. * @param source Source containing the animations
  93007. * @param destination Target to store the animations
  93008. */
  93009. static AppendSerializedAnimations(source: IAnimatable, destination: any): void;
  93010. /**
  93011. * Static function used to serialized a specific entity
  93012. * @param entity defines the entity to serialize
  93013. * @param serializationObject defines the optional target obecjt where serialization data will be stored
  93014. * @returns a JSON compatible object representing the serialization of the entity
  93015. */
  93016. static Serialize<T>(entity: T, serializationObject?: any): any;
  93017. /**
  93018. * Creates a new entity from a serialization data object
  93019. * @param creationFunction defines a function used to instanciated the new entity
  93020. * @param source defines the source serialization data
  93021. * @param scene defines the hosting scene
  93022. * @param rootUrl defines the root url for resources
  93023. * @returns a new entity
  93024. */
  93025. static Parse<T>(creationFunction: () => T, source: any, scene: Nullable<Scene>, rootUrl?: Nullable<string>): T;
  93026. /**
  93027. * Clones an object
  93028. * @param creationFunction defines the function used to instanciate the new object
  93029. * @param source defines the source object
  93030. * @returns the cloned object
  93031. */
  93032. static Clone<T>(creationFunction: () => T, source: T): T;
  93033. /**
  93034. * Instanciates a new object based on a source one (some data will be shared between both object)
  93035. * @param creationFunction defines the function used to instanciate the new object
  93036. * @param source defines the source object
  93037. * @returns the new object
  93038. */
  93039. static Instanciate<T>(creationFunction: () => T, source: T): T;
  93040. }
  93041. }
  93042. declare module BABYLON {
  93043. /**
  93044. * CubeMap information grouping all the data for each faces as well as the cubemap size.
  93045. */
  93046. export interface CubeMapInfo {
  93047. /**
  93048. * The pixel array for the front face.
  93049. * This is stored in format, left to right, up to down format.
  93050. */
  93051. front: Nullable<ArrayBufferView>;
  93052. /**
  93053. * The pixel array for the back face.
  93054. * This is stored in format, left to right, up to down format.
  93055. */
  93056. back: Nullable<ArrayBufferView>;
  93057. /**
  93058. * The pixel array for the left face.
  93059. * This is stored in format, left to right, up to down format.
  93060. */
  93061. left: Nullable<ArrayBufferView>;
  93062. /**
  93063. * The pixel array for the right face.
  93064. * This is stored in format, left to right, up to down format.
  93065. */
  93066. right: Nullable<ArrayBufferView>;
  93067. /**
  93068. * The pixel array for the up face.
  93069. * This is stored in format, left to right, up to down format.
  93070. */
  93071. up: Nullable<ArrayBufferView>;
  93072. /**
  93073. * The pixel array for the down face.
  93074. * This is stored in format, left to right, up to down format.
  93075. */
  93076. down: Nullable<ArrayBufferView>;
  93077. /**
  93078. * The size of the cubemap stored.
  93079. *
  93080. * Each faces will be size * size pixels.
  93081. */
  93082. size: number;
  93083. /**
  93084. * The format of the texture.
  93085. *
  93086. * RGBA, RGB.
  93087. */
  93088. format: number;
  93089. /**
  93090. * The type of the texture data.
  93091. *
  93092. * UNSIGNED_INT, FLOAT.
  93093. */
  93094. type: number;
  93095. /**
  93096. * Specifies whether the texture is in gamma space.
  93097. */
  93098. gammaSpace: boolean;
  93099. }
  93100. /**
  93101. * Helper class useful to convert panorama picture to their cubemap representation in 6 faces.
  93102. */
  93103. export class PanoramaToCubeMapTools {
  93104. private static FACE_FRONT;
  93105. private static FACE_BACK;
  93106. private static FACE_RIGHT;
  93107. private static FACE_LEFT;
  93108. private static FACE_DOWN;
  93109. private static FACE_UP;
  93110. /**
  93111. * Converts a panorma stored in RGB right to left up to down format into a cubemap (6 faces).
  93112. *
  93113. * @param float32Array The source data.
  93114. * @param inputWidth The width of the input panorama.
  93115. * @param inputHeight The height of the input panorama.
  93116. * @param size The willing size of the generated cubemap (each faces will be size * size pixels)
  93117. * @return The cubemap data
  93118. */
  93119. static ConvertPanoramaToCubemap(float32Array: Float32Array, inputWidth: number, inputHeight: number, size: number): CubeMapInfo;
  93120. private static CreateCubemapTexture;
  93121. private static CalcProjectionSpherical;
  93122. }
  93123. }
  93124. declare module BABYLON {
  93125. /**
  93126. * Helper class dealing with the extraction of spherical polynomial dataArray
  93127. * from a cube map.
  93128. */
  93129. export class CubeMapToSphericalPolynomialTools {
  93130. private static FileFaces;
  93131. /**
  93132. * Converts a texture to the according Spherical Polynomial data.
  93133. * This extracts the first 3 orders only as they are the only one used in the lighting.
  93134. *
  93135. * @param texture The texture to extract the information from.
  93136. * @return The Spherical Polynomial data.
  93137. */
  93138. static ConvertCubeMapTextureToSphericalPolynomial(texture: BaseTexture): Nullable<SphericalPolynomial>;
  93139. /**
  93140. * Converts a cubemap to the according Spherical Polynomial data.
  93141. * This extracts the first 3 orders only as they are the only one used in the lighting.
  93142. *
  93143. * @param cubeInfo The Cube map to extract the information from.
  93144. * @return The Spherical Polynomial data.
  93145. */
  93146. static ConvertCubeMapToSphericalPolynomial(cubeInfo: CubeMapInfo): SphericalPolynomial;
  93147. }
  93148. }
  93149. declare module BABYLON {
  93150. /**
  93151. * Class used to manipulate GUIDs
  93152. */
  93153. export class GUID {
  93154. /**
  93155. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  93156. * Be aware Math.random() could cause collisions, but:
  93157. * "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"
  93158. * @returns a pseudo random id
  93159. */
  93160. static RandomId(): string;
  93161. }
  93162. }
  93163. declare module BABYLON {
  93164. /**
  93165. * Base class of all the textures in babylon.
  93166. * It groups all the common properties the materials, post process, lights... might need
  93167. * in order to make a correct use of the texture.
  93168. */
  93169. export class BaseTexture implements IAnimatable {
  93170. /**
  93171. * Default anisotropic filtering level for the application.
  93172. * It is set to 4 as a good tradeoff between perf and quality.
  93173. */
  93174. static DEFAULT_ANISOTROPIC_FILTERING_LEVEL: number;
  93175. /**
  93176. * Gets or sets the unique id of the texture
  93177. */
  93178. uniqueId: number;
  93179. /**
  93180. * Define the name of the texture.
  93181. */
  93182. name: string;
  93183. /**
  93184. * Gets or sets an object used to store user defined information.
  93185. */
  93186. metadata: any;
  93187. /**
  93188. * For internal use only. Please do not use.
  93189. */
  93190. reservedDataStore: any;
  93191. private _hasAlpha;
  93192. /**
  93193. * Define if the texture is having a usable alpha value (can be use for transparency or glossiness for instance).
  93194. */
  93195. hasAlpha: boolean;
  93196. /**
  93197. * Defines if the alpha value should be determined via the rgb values.
  93198. * If true the luminance of the pixel might be used to find the corresponding alpha value.
  93199. */
  93200. getAlphaFromRGB: boolean;
  93201. /**
  93202. * Intensity or strength of the texture.
  93203. * It is commonly used by materials to fine tune the intensity of the texture
  93204. */
  93205. level: number;
  93206. /**
  93207. * Define the UV chanel to use starting from 0 and defaulting to 0.
  93208. * This is part of the texture as textures usually maps to one uv set.
  93209. */
  93210. coordinatesIndex: number;
  93211. private _coordinatesMode;
  93212. /**
  93213. * How a texture is mapped.
  93214. *
  93215. * | Value | Type | Description |
  93216. * | ----- | ----------------------------------- | ----------- |
  93217. * | 0 | EXPLICIT_MODE | |
  93218. * | 1 | SPHERICAL_MODE | |
  93219. * | 2 | PLANAR_MODE | |
  93220. * | 3 | CUBIC_MODE | |
  93221. * | 4 | PROJECTION_MODE | |
  93222. * | 5 | SKYBOX_MODE | |
  93223. * | 6 | INVCUBIC_MODE | |
  93224. * | 7 | EQUIRECTANGULAR_MODE | |
  93225. * | 8 | FIXED_EQUIRECTANGULAR_MODE | |
  93226. * | 9 | FIXED_EQUIRECTANGULAR_MIRRORED_MODE | |
  93227. */
  93228. coordinatesMode: number;
  93229. /**
  93230. * | Value | Type | Description |
  93231. * | ----- | ------------------ | ----------- |
  93232. * | 0 | CLAMP_ADDRESSMODE | |
  93233. * | 1 | WRAP_ADDRESSMODE | |
  93234. * | 2 | MIRROR_ADDRESSMODE | |
  93235. */
  93236. wrapU: number;
  93237. /**
  93238. * | Value | Type | Description |
  93239. * | ----- | ------------------ | ----------- |
  93240. * | 0 | CLAMP_ADDRESSMODE | |
  93241. * | 1 | WRAP_ADDRESSMODE | |
  93242. * | 2 | MIRROR_ADDRESSMODE | |
  93243. */
  93244. wrapV: number;
  93245. /**
  93246. * | Value | Type | Description |
  93247. * | ----- | ------------------ | ----------- |
  93248. * | 0 | CLAMP_ADDRESSMODE | |
  93249. * | 1 | WRAP_ADDRESSMODE | |
  93250. * | 2 | MIRROR_ADDRESSMODE | |
  93251. */
  93252. wrapR: number;
  93253. /**
  93254. * With compliant hardware and browser (supporting anisotropic filtering)
  93255. * this defines the level of anisotropic filtering in the texture.
  93256. * The higher the better but the slower. This defaults to 4 as it seems to be the best tradeoff.
  93257. */
  93258. anisotropicFilteringLevel: number;
  93259. /**
  93260. * Define if the texture is a cube texture or if false a 2d texture.
  93261. */
  93262. isCube: boolean;
  93263. /**
  93264. * Define if the texture is a 3d texture (webgl 2) or if false a 2d texture.
  93265. */
  93266. is3D: boolean;
  93267. /**
  93268. * Define if the texture contains data in gamma space (most of the png/jpg aside bump).
  93269. * HDR texture are usually stored in linear space.
  93270. * This only impacts the PBR and Background materials
  93271. */
  93272. gammaSpace: boolean;
  93273. /**
  93274. * Gets or sets whether or not the texture contains RGBD data.
  93275. */
  93276. isRGBD: boolean;
  93277. /**
  93278. * Is Z inverted in the texture (useful in a cube texture).
  93279. */
  93280. invertZ: boolean;
  93281. /**
  93282. * Are mip maps generated for this texture or not.
  93283. */
  93284. readonly noMipmap: boolean;
  93285. /**
  93286. * @hidden
  93287. */
  93288. lodLevelInAlpha: boolean;
  93289. /**
  93290. * With prefiltered texture, defined the offset used during the prefiltering steps.
  93291. */
  93292. lodGenerationOffset: number;
  93293. /**
  93294. * With prefiltered texture, defined the scale used during the prefiltering steps.
  93295. */
  93296. lodGenerationScale: number;
  93297. /**
  93298. * With prefiltered texture, defined if the specular generation is based on a linear ramp.
  93299. * By default we are using a log2 of the linear roughness helping to keep a better resolution for
  93300. * average roughness values.
  93301. */
  93302. linearSpecularLOD: boolean;
  93303. /**
  93304. * In case a better definition than spherical harmonics is required for the diffuse part of the environment.
  93305. * You can set the irradiance texture to rely on a texture instead of the spherical approach.
  93306. * This texture need to have the same characteristics than its parent (Cube vs 2d, coordinates mode, Gamma/Linear, RGBD).
  93307. */
  93308. irradianceTexture: Nullable<BaseTexture>;
  93309. /**
  93310. * Define if the texture is a render target.
  93311. */
  93312. isRenderTarget: boolean;
  93313. /**
  93314. * Define the unique id of the texture in the scene.
  93315. */
  93316. readonly uid: string;
  93317. /**
  93318. * Return a string representation of the texture.
  93319. * @returns the texture as a string
  93320. */
  93321. toString(): string;
  93322. /**
  93323. * Get the class name of the texture.
  93324. * @returns "BaseTexture"
  93325. */
  93326. getClassName(): string;
  93327. /**
  93328. * Define the list of animation attached to the texture.
  93329. */
  93330. animations: Animation[];
  93331. /**
  93332. * An event triggered when the texture is disposed.
  93333. */
  93334. onDisposeObservable: Observable<BaseTexture>;
  93335. private _onDisposeObserver;
  93336. /**
  93337. * Callback triggered when the texture has been disposed.
  93338. * Kept for back compatibility, you can use the onDisposeObservable instead.
  93339. */
  93340. onDispose: () => void;
  93341. /**
  93342. * Define the current state of the loading sequence when in delayed load mode.
  93343. */
  93344. delayLoadState: number;
  93345. private _scene;
  93346. /** @hidden */
  93347. _texture: Nullable<InternalTexture>;
  93348. private _uid;
  93349. /**
  93350. * Define if the texture is preventinga material to render or not.
  93351. * If not and the texture is not ready, the engine will use a default black texture instead.
  93352. */
  93353. readonly isBlocking: boolean;
  93354. /**
  93355. * Instantiates a new BaseTexture.
  93356. * Base class of all the textures in babylon.
  93357. * It groups all the common properties the materials, post process, lights... might need
  93358. * in order to make a correct use of the texture.
  93359. * @param scene Define the scene the texture blongs to
  93360. */
  93361. constructor(scene: Nullable<Scene>);
  93362. /**
  93363. * Get the scene the texture belongs to.
  93364. * @returns the scene or null if undefined
  93365. */
  93366. getScene(): Nullable<Scene>;
  93367. /**
  93368. * Get the texture transform matrix used to offset tile the texture for istance.
  93369. * @returns the transformation matrix
  93370. */
  93371. getTextureMatrix(): Matrix;
  93372. /**
  93373. * Get the texture reflection matrix used to rotate/transform the reflection.
  93374. * @returns the reflection matrix
  93375. */
  93376. getReflectionTextureMatrix(): Matrix;
  93377. /**
  93378. * Get the underlying lower level texture from Babylon.
  93379. * @returns the insternal texture
  93380. */
  93381. getInternalTexture(): Nullable<InternalTexture>;
  93382. /**
  93383. * Get if the texture is ready to be consumed (either it is ready or it is not blocking)
  93384. * @returns true if ready or not blocking
  93385. */
  93386. isReadyOrNotBlocking(): boolean;
  93387. /**
  93388. * Get if the texture is ready to be used (downloaded, converted, mip mapped...).
  93389. * @returns true if fully ready
  93390. */
  93391. isReady(): boolean;
  93392. private _cachedSize;
  93393. /**
  93394. * Get the size of the texture.
  93395. * @returns the texture size.
  93396. */
  93397. getSize(): ISize;
  93398. /**
  93399. * Get the base size of the texture.
  93400. * It can be different from the size if the texture has been resized for POT for instance
  93401. * @returns the base size
  93402. */
  93403. getBaseSize(): ISize;
  93404. /**
  93405. * Update the sampling mode of the texture.
  93406. * Default is Trilinear mode.
  93407. *
  93408. * | Value | Type | Description |
  93409. * | ----- | ------------------ | ----------- |
  93410. * | 1 | NEAREST_SAMPLINGMODE or NEAREST_NEAREST_MIPLINEAR | Nearest is: mag = nearest, min = nearest, mip = linear |
  93411. * | 2 | BILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPNEAREST | Bilinear is: mag = linear, min = linear, mip = nearest |
  93412. * | 3 | TRILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPLINEAR | Trilinear is: mag = linear, min = linear, mip = linear |
  93413. * | 4 | NEAREST_NEAREST_MIPNEAREST | |
  93414. * | 5 | NEAREST_LINEAR_MIPNEAREST | |
  93415. * | 6 | NEAREST_LINEAR_MIPLINEAR | |
  93416. * | 7 | NEAREST_LINEAR | |
  93417. * | 8 | NEAREST_NEAREST | |
  93418. * | 9 | LINEAR_NEAREST_MIPNEAREST | |
  93419. * | 10 | LINEAR_NEAREST_MIPLINEAR | |
  93420. * | 11 | LINEAR_LINEAR | |
  93421. * | 12 | LINEAR_NEAREST | |
  93422. *
  93423. * > _mag_: magnification filter (close to the viewer)
  93424. * > _min_: minification filter (far from the viewer)
  93425. * > _mip_: filter used between mip map levels
  93426. *@param samplingMode Define the new sampling mode of the texture
  93427. */
  93428. updateSamplingMode(samplingMode: number): void;
  93429. /**
  93430. * Scales the texture if is `canRescale()`
  93431. * @param ratio the resize factor we want to use to rescale
  93432. */
  93433. scale(ratio: number): void;
  93434. /**
  93435. * Get if the texture can rescale.
  93436. */
  93437. readonly canRescale: boolean;
  93438. /** @hidden */
  93439. _getFromCache(url: Nullable<string>, noMipmap: boolean, sampling?: number, invertY?: boolean): Nullable<InternalTexture>;
  93440. /** @hidden */
  93441. _rebuild(): void;
  93442. /**
  93443. * Triggers the load sequence in delayed load mode.
  93444. */
  93445. delayLoad(): void;
  93446. /**
  93447. * Clones the texture.
  93448. * @returns the cloned texture
  93449. */
  93450. clone(): Nullable<BaseTexture>;
  93451. /**
  93452. * Get the texture underlying type (INT, FLOAT...)
  93453. */
  93454. readonly textureType: number;
  93455. /**
  93456. * Get the texture underlying format (RGB, RGBA...)
  93457. */
  93458. readonly textureFormat: number;
  93459. /**
  93460. * Reads the pixels stored in the webgl texture and returns them as an ArrayBuffer.
  93461. * This will returns an RGBA array buffer containing either in values (0-255) or
  93462. * float values (0-1) depending of the underlying buffer type.
  93463. * @param faceIndex defines the face of the texture to read (in case of cube texture)
  93464. * @param level defines the LOD level of the texture to read (in case of Mip Maps)
  93465. * @param buffer defines a user defined buffer to fill with data (can be null)
  93466. * @returns The Array buffer containing the pixels data.
  93467. */
  93468. readPixels(faceIndex?: number, level?: number, buffer?: Nullable<ArrayBufferView>): Nullable<ArrayBufferView>;
  93469. /**
  93470. * Release and destroy the underlying lower level texture aka internalTexture.
  93471. */
  93472. releaseInternalTexture(): void;
  93473. /**
  93474. * Get the polynomial representation of the texture data.
  93475. * This is mainly use as a fast way to recover IBL Diffuse irradiance data.
  93476. * @see https://learnopengl.com/PBR/IBL/Diffuse-irradiance
  93477. */
  93478. sphericalPolynomial: Nullable<SphericalPolynomial>;
  93479. /** @hidden */
  93480. readonly _lodTextureHigh: Nullable<BaseTexture>;
  93481. /** @hidden */
  93482. readonly _lodTextureMid: Nullable<BaseTexture>;
  93483. /** @hidden */
  93484. readonly _lodTextureLow: Nullable<BaseTexture>;
  93485. /**
  93486. * Dispose the texture and release its associated resources.
  93487. */
  93488. dispose(): void;
  93489. /**
  93490. * Serialize the texture into a JSON representation that can be parsed later on.
  93491. * @returns the JSON representation of the texture
  93492. */
  93493. serialize(): any;
  93494. /**
  93495. * Helper function to be called back once a list of texture contains only ready textures.
  93496. * @param textures Define the list of textures to wait for
  93497. * @param callback Define the callback triggered once the entire list will be ready
  93498. */
  93499. static WhenAllReady(textures: BaseTexture[], callback: () => void): void;
  93500. }
  93501. }
  93502. declare module BABYLON {
  93503. /**
  93504. * Class used to store data associated with WebGL texture data for the engine
  93505. * This class should not be used directly
  93506. */
  93507. export class InternalTexture {
  93508. /** @hidden */
  93509. static _UpdateRGBDAsync: (internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number) => Promise<void>;
  93510. /**
  93511. * The source of the texture data is unknown
  93512. */
  93513. static DATASOURCE_UNKNOWN: number;
  93514. /**
  93515. * Texture data comes from an URL
  93516. */
  93517. static DATASOURCE_URL: number;
  93518. /**
  93519. * Texture data is only used for temporary storage
  93520. */
  93521. static DATASOURCE_TEMP: number;
  93522. /**
  93523. * Texture data comes from raw data (ArrayBuffer)
  93524. */
  93525. static DATASOURCE_RAW: number;
  93526. /**
  93527. * Texture content is dynamic (video or dynamic texture)
  93528. */
  93529. static DATASOURCE_DYNAMIC: number;
  93530. /**
  93531. * Texture content is generated by rendering to it
  93532. */
  93533. static DATASOURCE_RENDERTARGET: number;
  93534. /**
  93535. * Texture content is part of a multi render target process
  93536. */
  93537. static DATASOURCE_MULTIRENDERTARGET: number;
  93538. /**
  93539. * Texture data comes from a cube data file
  93540. */
  93541. static DATASOURCE_CUBE: number;
  93542. /**
  93543. * Texture data comes from a raw cube data
  93544. */
  93545. static DATASOURCE_CUBERAW: number;
  93546. /**
  93547. * Texture data come from a prefiltered cube data file
  93548. */
  93549. static DATASOURCE_CUBEPREFILTERED: number;
  93550. /**
  93551. * Texture content is raw 3D data
  93552. */
  93553. static DATASOURCE_RAW3D: number;
  93554. /**
  93555. * Texture content is a depth texture
  93556. */
  93557. static DATASOURCE_DEPTHTEXTURE: number;
  93558. /**
  93559. * Texture data comes from a raw cube data encoded with RGBD
  93560. */
  93561. static DATASOURCE_CUBERAW_RGBD: number;
  93562. /**
  93563. * Defines if the texture is ready
  93564. */
  93565. isReady: boolean;
  93566. /**
  93567. * Defines if the texture is a cube texture
  93568. */
  93569. isCube: boolean;
  93570. /**
  93571. * Defines if the texture contains 3D data
  93572. */
  93573. is3D: boolean;
  93574. /**
  93575. * Defines if the texture contains multiview data
  93576. */
  93577. isMultiview: boolean;
  93578. /**
  93579. * Gets the URL used to load this texture
  93580. */
  93581. url: string;
  93582. /**
  93583. * Gets the sampling mode of the texture
  93584. */
  93585. samplingMode: number;
  93586. /**
  93587. * Gets a boolean indicating if the texture needs mipmaps generation
  93588. */
  93589. generateMipMaps: boolean;
  93590. /**
  93591. * Gets the number of samples used by the texture (WebGL2+ only)
  93592. */
  93593. samples: number;
  93594. /**
  93595. * Gets the type of the texture (int, float...)
  93596. */
  93597. type: number;
  93598. /**
  93599. * Gets the format of the texture (RGB, RGBA...)
  93600. */
  93601. format: number;
  93602. /**
  93603. * Observable called when the texture is loaded
  93604. */
  93605. onLoadedObservable: Observable<InternalTexture>;
  93606. /**
  93607. * Gets the width of the texture
  93608. */
  93609. width: number;
  93610. /**
  93611. * Gets the height of the texture
  93612. */
  93613. height: number;
  93614. /**
  93615. * Gets the depth of the texture
  93616. */
  93617. depth: number;
  93618. /**
  93619. * Gets the initial width of the texture (It could be rescaled if the current system does not support non power of two textures)
  93620. */
  93621. baseWidth: number;
  93622. /**
  93623. * Gets the initial height of the texture (It could be rescaled if the current system does not support non power of two textures)
  93624. */
  93625. baseHeight: number;
  93626. /**
  93627. * Gets the initial depth of the texture (It could be rescaled if the current system does not support non power of two textures)
  93628. */
  93629. baseDepth: number;
  93630. /**
  93631. * Gets a boolean indicating if the texture is inverted on Y axis
  93632. */
  93633. invertY: boolean;
  93634. /** @hidden */
  93635. _invertVScale: boolean;
  93636. /** @hidden */
  93637. _associatedChannel: number;
  93638. /** @hidden */
  93639. _dataSource: number;
  93640. /** @hidden */
  93641. _buffer: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob>;
  93642. /** @hidden */
  93643. _bufferView: Nullable<ArrayBufferView>;
  93644. /** @hidden */
  93645. _bufferViewArray: Nullable<ArrayBufferView[]>;
  93646. /** @hidden */
  93647. _bufferViewArrayArray: Nullable<ArrayBufferView[][]>;
  93648. /** @hidden */
  93649. _size: number;
  93650. /** @hidden */
  93651. _extension: string;
  93652. /** @hidden */
  93653. _files: Nullable<string[]>;
  93654. /** @hidden */
  93655. _workingCanvas: Nullable<HTMLCanvasElement>;
  93656. /** @hidden */
  93657. _workingContext: Nullable<CanvasRenderingContext2D>;
  93658. /** @hidden */
  93659. _framebuffer: Nullable<WebGLFramebuffer>;
  93660. /** @hidden */
  93661. _depthStencilBuffer: Nullable<WebGLRenderbuffer>;
  93662. /** @hidden */
  93663. _MSAAFramebuffer: Nullable<WebGLFramebuffer>;
  93664. /** @hidden */
  93665. _MSAARenderBuffer: Nullable<WebGLRenderbuffer>;
  93666. /** @hidden */
  93667. _attachments: Nullable<number[]>;
  93668. /** @hidden */
  93669. _cachedCoordinatesMode: Nullable<number>;
  93670. /** @hidden */
  93671. _cachedWrapU: Nullable<number>;
  93672. /** @hidden */
  93673. _cachedWrapV: Nullable<number>;
  93674. /** @hidden */
  93675. _cachedWrapR: Nullable<number>;
  93676. /** @hidden */
  93677. _cachedAnisotropicFilteringLevel: Nullable<number>;
  93678. /** @hidden */
  93679. _isDisabled: boolean;
  93680. /** @hidden */
  93681. _compression: Nullable<string>;
  93682. /** @hidden */
  93683. _generateStencilBuffer: boolean;
  93684. /** @hidden */
  93685. _generateDepthBuffer: boolean;
  93686. /** @hidden */
  93687. _comparisonFunction: number;
  93688. /** @hidden */
  93689. _sphericalPolynomial: Nullable<SphericalPolynomial>;
  93690. /** @hidden */
  93691. _lodGenerationScale: number;
  93692. /** @hidden */
  93693. _lodGenerationOffset: number;
  93694. /** @hidden */
  93695. _colorTextureArray: Nullable<WebGLTexture>;
  93696. /** @hidden */
  93697. _depthStencilTextureArray: Nullable<WebGLTexture>;
  93698. /** @hidden */
  93699. _lodTextureHigh: Nullable<BaseTexture>;
  93700. /** @hidden */
  93701. _lodTextureMid: Nullable<BaseTexture>;
  93702. /** @hidden */
  93703. _lodTextureLow: Nullable<BaseTexture>;
  93704. /** @hidden */
  93705. _isRGBD: boolean;
  93706. /** @hidden */
  93707. _linearSpecularLOD: boolean;
  93708. /** @hidden */
  93709. _irradianceTexture: Nullable<BaseTexture>;
  93710. /** @hidden */
  93711. _webGLTexture: Nullable<WebGLTexture>;
  93712. /** @hidden */
  93713. _references: number;
  93714. private _engine;
  93715. /**
  93716. * Gets the Engine the texture belongs to.
  93717. * @returns The babylon engine
  93718. */
  93719. getEngine(): Engine;
  93720. /**
  93721. * Gets the data source type of the texture (can be one of the InternalTexture.DATASOURCE_XXXX)
  93722. */
  93723. readonly dataSource: number;
  93724. /**
  93725. * Creates a new InternalTexture
  93726. * @param engine defines the engine to use
  93727. * @param dataSource defines the type of data that will be used
  93728. * @param delayAllocation if the texture allocation should be delayed (default: false)
  93729. */
  93730. constructor(engine: Engine, dataSource: number, delayAllocation?: boolean);
  93731. /**
  93732. * Increments the number of references (ie. the number of Texture that point to it)
  93733. */
  93734. incrementReferences(): void;
  93735. /**
  93736. * Change the size of the texture (not the size of the content)
  93737. * @param width defines the new width
  93738. * @param height defines the new height
  93739. * @param depth defines the new depth (1 by default)
  93740. */
  93741. updateSize(width: int, height: int, depth?: int): void;
  93742. /** @hidden */
  93743. _rebuild(): void;
  93744. /** @hidden */
  93745. _swapAndDie(target: InternalTexture): void;
  93746. /**
  93747. * Dispose the current allocated resources
  93748. */
  93749. dispose(): void;
  93750. }
  93751. }
  93752. declare module BABYLON {
  93753. /**
  93754. * EffectFallbacks can be used to add fallbacks (properties to disable) to certain properties when desired to improve performance.
  93755. * (Eg. Start at high quality with reflection and fog, if fps is low, remove reflection, if still low remove fog)
  93756. */
  93757. export class EffectFallbacks {
  93758. private _defines;
  93759. private _currentRank;
  93760. private _maxRank;
  93761. private _mesh;
  93762. /**
  93763. * Removes the fallback from the bound mesh.
  93764. */
  93765. unBindMesh(): void;
  93766. /**
  93767. * Adds a fallback on the specified property.
  93768. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  93769. * @param define The name of the define in the shader
  93770. */
  93771. addFallback(rank: number, define: string): void;
  93772. /**
  93773. * Sets the mesh to use CPU skinning when needing to fallback.
  93774. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  93775. * @param mesh The mesh to use the fallbacks.
  93776. */
  93777. addCPUSkinningFallback(rank: number, mesh: AbstractMesh): void;
  93778. /**
  93779. * Checks to see if more fallbacks are still availible.
  93780. */
  93781. readonly hasMoreFallbacks: boolean;
  93782. /**
  93783. * Removes the defines that should be removed when falling back.
  93784. * @param currentDefines defines the current define statements for the shader.
  93785. * @param effect defines the current effect we try to compile
  93786. * @returns The resulting defines with defines of the current rank removed.
  93787. */
  93788. reduce(currentDefines: string, effect: Effect): string;
  93789. }
  93790. /**
  93791. * Options to be used when creating an effect.
  93792. */
  93793. export class EffectCreationOptions {
  93794. /**
  93795. * Atrributes that will be used in the shader.
  93796. */
  93797. attributes: string[];
  93798. /**
  93799. * Uniform varible names that will be set in the shader.
  93800. */
  93801. uniformsNames: string[];
  93802. /**
  93803. * Uniform buffer varible names that will be set in the shader.
  93804. */
  93805. uniformBuffersNames: string[];
  93806. /**
  93807. * Sampler texture variable names that will be set in the shader.
  93808. */
  93809. samplers: string[];
  93810. /**
  93811. * Define statements that will be set in the shader.
  93812. */
  93813. defines: any;
  93814. /**
  93815. * Possible fallbacks for this effect to improve performance when needed.
  93816. */
  93817. fallbacks: Nullable<EffectFallbacks>;
  93818. /**
  93819. * Callback that will be called when the shader is compiled.
  93820. */
  93821. onCompiled: Nullable<(effect: Effect) => void>;
  93822. /**
  93823. * Callback that will be called if an error occurs during shader compilation.
  93824. */
  93825. onError: Nullable<(effect: Effect, errors: string) => void>;
  93826. /**
  93827. * Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})
  93828. */
  93829. indexParameters: any;
  93830. /**
  93831. * Max number of lights that can be used in the shader.
  93832. */
  93833. maxSimultaneousLights: number;
  93834. /**
  93835. * See https://developer.mozilla.org/en-US/docs/Web/API/WebGL2RenderingContext/transformFeedbackVaryings
  93836. */
  93837. transformFeedbackVaryings: Nullable<string[]>;
  93838. }
  93839. /**
  93840. * Effect containing vertex and fragment shader that can be executed on an object.
  93841. */
  93842. export class Effect implements IDisposable {
  93843. /**
  93844. * Gets or sets the relative url used to load shaders if using the engine in non-minified mode
  93845. */
  93846. static ShadersRepository: string;
  93847. /**
  93848. * Name of the effect.
  93849. */
  93850. name: any;
  93851. /**
  93852. * String container all the define statements that should be set on the shader.
  93853. */
  93854. defines: string;
  93855. /**
  93856. * Callback that will be called when the shader is compiled.
  93857. */
  93858. onCompiled: Nullable<(effect: Effect) => void>;
  93859. /**
  93860. * Callback that will be called if an error occurs during shader compilation.
  93861. */
  93862. onError: Nullable<(effect: Effect, errors: string) => void>;
  93863. /**
  93864. * Callback that will be called when effect is bound.
  93865. */
  93866. onBind: Nullable<(effect: Effect) => void>;
  93867. /**
  93868. * Unique ID of the effect.
  93869. */
  93870. uniqueId: number;
  93871. /**
  93872. * Observable that will be called when the shader is compiled.
  93873. * It is recommended to use executeWhenCompile() or to make sure that scene.isReady() is called to get this observable raised.
  93874. */
  93875. onCompileObservable: Observable<Effect>;
  93876. /**
  93877. * Observable that will be called if an error occurs during shader compilation.
  93878. */
  93879. onErrorObservable: Observable<Effect>;
  93880. /** @hidden */
  93881. _onBindObservable: Nullable<Observable<Effect>>;
  93882. /**
  93883. * Observable that will be called when effect is bound.
  93884. */
  93885. readonly onBindObservable: Observable<Effect>;
  93886. /** @hidden */
  93887. _bonesComputationForcedToCPU: boolean;
  93888. private static _uniqueIdSeed;
  93889. private _engine;
  93890. private _uniformBuffersNames;
  93891. private _uniformsNames;
  93892. private _samplerList;
  93893. private _samplers;
  93894. private _isReady;
  93895. private _compilationError;
  93896. private _attributesNames;
  93897. private _attributes;
  93898. private _uniforms;
  93899. /**
  93900. * Key for the effect.
  93901. * @hidden
  93902. */
  93903. _key: string;
  93904. private _indexParameters;
  93905. private _fallbacks;
  93906. private _vertexSourceCode;
  93907. private _fragmentSourceCode;
  93908. private _vertexSourceCodeOverride;
  93909. private _fragmentSourceCodeOverride;
  93910. private _transformFeedbackVaryings;
  93911. /**
  93912. * Compiled shader to webGL program.
  93913. * @hidden
  93914. */
  93915. _pipelineContext: Nullable<IPipelineContext>;
  93916. private _valueCache;
  93917. private static _baseCache;
  93918. /**
  93919. * Instantiates an effect.
  93920. * An effect can be used to create/manage/execute vertex and fragment shaders.
  93921. * @param baseName Name of the effect.
  93922. * @param attributesNamesOrOptions List of attribute names that will be passed to the shader or set of all options to create the effect.
  93923. * @param uniformsNamesOrEngine List of uniform variable names that will be passed to the shader or the engine that will be used to render effect.
  93924. * @param samplers List of sampler variables that will be passed to the shader.
  93925. * @param engine Engine to be used to render the effect
  93926. * @param defines Define statements to be added to the shader.
  93927. * @param fallbacks Possible fallbacks for this effect to improve performance when needed.
  93928. * @param onCompiled Callback that will be called when the shader is compiled.
  93929. * @param onError Callback that will be called if an error occurs during shader compilation.
  93930. * @param indexParameters Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})
  93931. */
  93932. constructor(baseName: any, attributesNamesOrOptions: string[] | EffectCreationOptions, uniformsNamesOrEngine: string[] | Engine, samplers?: Nullable<string[]>, engine?: Engine, defines?: Nullable<string>, fallbacks?: Nullable<EffectFallbacks>, onCompiled?: Nullable<(effect: Effect) => void>, onError?: Nullable<(effect: Effect, errors: string) => void>, indexParameters?: any);
  93933. private _useFinalCode;
  93934. /**
  93935. * Unique key for this effect
  93936. */
  93937. readonly key: string;
  93938. /**
  93939. * If the effect has been compiled and prepared.
  93940. * @returns if the effect is compiled and prepared.
  93941. */
  93942. isReady(): boolean;
  93943. private _isReadyInternal;
  93944. /**
  93945. * The engine the effect was initialized with.
  93946. * @returns the engine.
  93947. */
  93948. getEngine(): Engine;
  93949. /**
  93950. * The pipeline context for this effect
  93951. * @returns the associated pipeline context
  93952. */
  93953. getPipelineContext(): Nullable<IPipelineContext>;
  93954. /**
  93955. * The set of names of attribute variables for the shader.
  93956. * @returns An array of attribute names.
  93957. */
  93958. getAttributesNames(): string[];
  93959. /**
  93960. * Returns the attribute at the given index.
  93961. * @param index The index of the attribute.
  93962. * @returns The location of the attribute.
  93963. */
  93964. getAttributeLocation(index: number): number;
  93965. /**
  93966. * Returns the attribute based on the name of the variable.
  93967. * @param name of the attribute to look up.
  93968. * @returns the attribute location.
  93969. */
  93970. getAttributeLocationByName(name: string): number;
  93971. /**
  93972. * The number of attributes.
  93973. * @returns the numnber of attributes.
  93974. */
  93975. getAttributesCount(): number;
  93976. /**
  93977. * Gets the index of a uniform variable.
  93978. * @param uniformName of the uniform to look up.
  93979. * @returns the index.
  93980. */
  93981. getUniformIndex(uniformName: string): number;
  93982. /**
  93983. * Returns the attribute based on the name of the variable.
  93984. * @param uniformName of the uniform to look up.
  93985. * @returns the location of the uniform.
  93986. */
  93987. getUniform(uniformName: string): Nullable<WebGLUniformLocation>;
  93988. /**
  93989. * Returns an array of sampler variable names
  93990. * @returns The array of sampler variable neames.
  93991. */
  93992. getSamplers(): string[];
  93993. /**
  93994. * The error from the last compilation.
  93995. * @returns the error string.
  93996. */
  93997. getCompilationError(): string;
  93998. /**
  93999. * Adds a callback to the onCompiled observable and call the callback imediatly if already ready.
  94000. * @param func The callback to be used.
  94001. */
  94002. executeWhenCompiled(func: (effect: Effect) => void): void;
  94003. private _checkIsReady;
  94004. /** @hidden */
  94005. _loadVertexShader(vertex: any, callback: (data: any) => void): void;
  94006. /** @hidden */
  94007. _loadFragmentShader(fragment: any, callback: (data: any) => void): void;
  94008. /** @hidden */
  94009. _dumpShadersSource(vertexCode: string, fragmentCode: string, defines: string): void;
  94010. /**
  94011. * Recompiles the webGL program
  94012. * @param vertexSourceCode The source code for the vertex shader.
  94013. * @param fragmentSourceCode The source code for the fragment shader.
  94014. * @param onCompiled Callback called when completed.
  94015. * @param onError Callback called on error.
  94016. * @hidden
  94017. */
  94018. _rebuildProgram(vertexSourceCode: string, fragmentSourceCode: string, onCompiled: (pipelineContext: IPipelineContext) => void, onError: (message: string) => void): void;
  94019. /**
  94020. * Prepares the effect
  94021. * @hidden
  94022. */
  94023. _prepareEffect(): void;
  94024. private _processCompilationErrors;
  94025. /**
  94026. * Checks if the effect is supported. (Must be called after compilation)
  94027. */
  94028. readonly isSupported: boolean;
  94029. /**
  94030. * Binds a texture to the engine to be used as output of the shader.
  94031. * @param channel Name of the output variable.
  94032. * @param texture Texture to bind.
  94033. * @hidden
  94034. */
  94035. _bindTexture(channel: string, texture: InternalTexture): void;
  94036. /**
  94037. * Sets a texture on the engine to be used in the shader.
  94038. * @param channel Name of the sampler variable.
  94039. * @param texture Texture to set.
  94040. */
  94041. setTexture(channel: string, texture: Nullable<BaseTexture>): void;
  94042. /**
  94043. * Sets a depth stencil texture from a render target on the engine to be used in the shader.
  94044. * @param channel Name of the sampler variable.
  94045. * @param texture Texture to set.
  94046. */
  94047. setDepthStencilTexture(channel: string, texture: Nullable<RenderTargetTexture>): void;
  94048. /**
  94049. * Sets an array of textures on the engine to be used in the shader.
  94050. * @param channel Name of the variable.
  94051. * @param textures Textures to set.
  94052. */
  94053. setTextureArray(channel: string, textures: BaseTexture[]): void;
  94054. /**
  94055. * 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)
  94056. * @param channel Name of the sampler variable.
  94057. * @param postProcess Post process to get the input texture from.
  94058. */
  94059. setTextureFromPostProcess(channel: string, postProcess: Nullable<PostProcess>): void;
  94060. /**
  94061. * (Warning! setTextureFromPostProcessOutput may be desired instead)
  94062. * 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)
  94063. * @param channel Name of the sampler variable.
  94064. * @param postProcess Post process to get the output texture from.
  94065. */
  94066. setTextureFromPostProcessOutput(channel: string, postProcess: Nullable<PostProcess>): void;
  94067. /** @hidden */
  94068. _cacheMatrix(uniformName: string, matrix: IMatrixLike): boolean;
  94069. /** @hidden */
  94070. _cacheFloat2(uniformName: string, x: number, y: number): boolean;
  94071. /** @hidden */
  94072. _cacheFloat3(uniformName: string, x: number, y: number, z: number): boolean;
  94073. /** @hidden */
  94074. _cacheFloat4(uniformName: string, x: number, y: number, z: number, w: number): boolean;
  94075. /**
  94076. * Binds a buffer to a uniform.
  94077. * @param buffer Buffer to bind.
  94078. * @param name Name of the uniform variable to bind to.
  94079. */
  94080. bindUniformBuffer(buffer: DataBuffer, name: string): void;
  94081. /**
  94082. * Binds block to a uniform.
  94083. * @param blockName Name of the block to bind.
  94084. * @param index Index to bind.
  94085. */
  94086. bindUniformBlock(blockName: string, index: number): void;
  94087. /**
  94088. * Sets an interger value on a uniform variable.
  94089. * @param uniformName Name of the variable.
  94090. * @param value Value to be set.
  94091. * @returns this effect.
  94092. */
  94093. setInt(uniformName: string, value: number): Effect;
  94094. /**
  94095. * Sets an int array on a uniform variable.
  94096. * @param uniformName Name of the variable.
  94097. * @param array array to be set.
  94098. * @returns this effect.
  94099. */
  94100. setIntArray(uniformName: string, array: Int32Array): Effect;
  94101. /**
  94102. * 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)
  94103. * @param uniformName Name of the variable.
  94104. * @param array array to be set.
  94105. * @returns this effect.
  94106. */
  94107. setIntArray2(uniformName: string, array: Int32Array): Effect;
  94108. /**
  94109. * 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)
  94110. * @param uniformName Name of the variable.
  94111. * @param array array to be set.
  94112. * @returns this effect.
  94113. */
  94114. setIntArray3(uniformName: string, array: Int32Array): Effect;
  94115. /**
  94116. * 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)
  94117. * @param uniformName Name of the variable.
  94118. * @param array array to be set.
  94119. * @returns this effect.
  94120. */
  94121. setIntArray4(uniformName: string, array: Int32Array): Effect;
  94122. /**
  94123. * Sets an float array on a uniform variable.
  94124. * @param uniformName Name of the variable.
  94125. * @param array array to be set.
  94126. * @returns this effect.
  94127. */
  94128. setFloatArray(uniformName: string, array: Float32Array): Effect;
  94129. /**
  94130. * 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)
  94131. * @param uniformName Name of the variable.
  94132. * @param array array to be set.
  94133. * @returns this effect.
  94134. */
  94135. setFloatArray2(uniformName: string, array: Float32Array): Effect;
  94136. /**
  94137. * 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)
  94138. * @param uniformName Name of the variable.
  94139. * @param array array to be set.
  94140. * @returns this effect.
  94141. */
  94142. setFloatArray3(uniformName: string, array: Float32Array): Effect;
  94143. /**
  94144. * 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)
  94145. * @param uniformName Name of the variable.
  94146. * @param array array to be set.
  94147. * @returns this effect.
  94148. */
  94149. setFloatArray4(uniformName: string, array: Float32Array): Effect;
  94150. /**
  94151. * Sets an array on a uniform variable.
  94152. * @param uniformName Name of the variable.
  94153. * @param array array to be set.
  94154. * @returns this effect.
  94155. */
  94156. setArray(uniformName: string, array: number[]): Effect;
  94157. /**
  94158. * 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)
  94159. * @param uniformName Name of the variable.
  94160. * @param array array to be set.
  94161. * @returns this effect.
  94162. */
  94163. setArray2(uniformName: string, array: number[]): Effect;
  94164. /**
  94165. * 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)
  94166. * @param uniformName Name of the variable.
  94167. * @param array array to be set.
  94168. * @returns this effect.
  94169. */
  94170. setArray3(uniformName: string, array: number[]): Effect;
  94171. /**
  94172. * 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)
  94173. * @param uniformName Name of the variable.
  94174. * @param array array to be set.
  94175. * @returns this effect.
  94176. */
  94177. setArray4(uniformName: string, array: number[]): Effect;
  94178. /**
  94179. * Sets matrices on a uniform variable.
  94180. * @param uniformName Name of the variable.
  94181. * @param matrices matrices to be set.
  94182. * @returns this effect.
  94183. */
  94184. setMatrices(uniformName: string, matrices: Float32Array): Effect;
  94185. /**
  94186. * Sets matrix on a uniform variable.
  94187. * @param uniformName Name of the variable.
  94188. * @param matrix matrix to be set.
  94189. * @returns this effect.
  94190. */
  94191. setMatrix(uniformName: string, matrix: IMatrixLike): Effect;
  94192. /**
  94193. * 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)
  94194. * @param uniformName Name of the variable.
  94195. * @param matrix matrix to be set.
  94196. * @returns this effect.
  94197. */
  94198. setMatrix3x3(uniformName: string, matrix: Float32Array): Effect;
  94199. /**
  94200. * Sets a 2x2 matrix on a uniform variable. (Speicified as [1,2,3,4] will result in [1,2][3,4] matrix)
  94201. * @param uniformName Name of the variable.
  94202. * @param matrix matrix to be set.
  94203. * @returns this effect.
  94204. */
  94205. setMatrix2x2(uniformName: string, matrix: Float32Array): Effect;
  94206. /**
  94207. * Sets a float on a uniform variable.
  94208. * @param uniformName Name of the variable.
  94209. * @param value value to be set.
  94210. * @returns this effect.
  94211. */
  94212. setFloat(uniformName: string, value: number): Effect;
  94213. /**
  94214. * Sets a boolean on a uniform variable.
  94215. * @param uniformName Name of the variable.
  94216. * @param bool value to be set.
  94217. * @returns this effect.
  94218. */
  94219. setBool(uniformName: string, bool: boolean): Effect;
  94220. /**
  94221. * Sets a Vector2 on a uniform variable.
  94222. * @param uniformName Name of the variable.
  94223. * @param vector2 vector2 to be set.
  94224. * @returns this effect.
  94225. */
  94226. setVector2(uniformName: string, vector2: IVector2Like): Effect;
  94227. /**
  94228. * Sets a float2 on a uniform variable.
  94229. * @param uniformName Name of the variable.
  94230. * @param x First float in float2.
  94231. * @param y Second float in float2.
  94232. * @returns this effect.
  94233. */
  94234. setFloat2(uniformName: string, x: number, y: number): Effect;
  94235. /**
  94236. * Sets a Vector3 on a uniform variable.
  94237. * @param uniformName Name of the variable.
  94238. * @param vector3 Value to be set.
  94239. * @returns this effect.
  94240. */
  94241. setVector3(uniformName: string, vector3: IVector3Like): Effect;
  94242. /**
  94243. * Sets a float3 on a uniform variable.
  94244. * @param uniformName Name of the variable.
  94245. * @param x First float in float3.
  94246. * @param y Second float in float3.
  94247. * @param z Third float in float3.
  94248. * @returns this effect.
  94249. */
  94250. setFloat3(uniformName: string, x: number, y: number, z: number): Effect;
  94251. /**
  94252. * Sets a Vector4 on a uniform variable.
  94253. * @param uniformName Name of the variable.
  94254. * @param vector4 Value to be set.
  94255. * @returns this effect.
  94256. */
  94257. setVector4(uniformName: string, vector4: IVector4Like): Effect;
  94258. /**
  94259. * Sets a float4 on a uniform variable.
  94260. * @param uniformName Name of the variable.
  94261. * @param x First float in float4.
  94262. * @param y Second float in float4.
  94263. * @param z Third float in float4.
  94264. * @param w Fourth float in float4.
  94265. * @returns this effect.
  94266. */
  94267. setFloat4(uniformName: string, x: number, y: number, z: number, w: number): Effect;
  94268. /**
  94269. * Sets a Color3 on a uniform variable.
  94270. * @param uniformName Name of the variable.
  94271. * @param color3 Value to be set.
  94272. * @returns this effect.
  94273. */
  94274. setColor3(uniformName: string, color3: IColor3Like): Effect;
  94275. /**
  94276. * Sets a Color4 on a uniform variable.
  94277. * @param uniformName Name of the variable.
  94278. * @param color3 Value to be set.
  94279. * @param alpha Alpha value to be set.
  94280. * @returns this effect.
  94281. */
  94282. setColor4(uniformName: string, color3: IColor3Like, alpha: number): Effect;
  94283. /**
  94284. * Sets a Color4 on a uniform variable
  94285. * @param uniformName defines the name of the variable
  94286. * @param color4 defines the value to be set
  94287. * @returns this effect.
  94288. */
  94289. setDirectColor4(uniformName: string, color4: IColor4Like): Effect;
  94290. /** Release all associated resources */
  94291. dispose(): void;
  94292. /**
  94293. * This function will add a new shader to the shader store
  94294. * @param name the name of the shader
  94295. * @param pixelShader optional pixel shader content
  94296. * @param vertexShader optional vertex shader content
  94297. */
  94298. static RegisterShader(name: string, pixelShader?: string, vertexShader?: string): void;
  94299. /**
  94300. * Store of each shader (The can be looked up using effect.key)
  94301. */
  94302. static ShadersStore: {
  94303. [key: string]: string;
  94304. };
  94305. /**
  94306. * Store of each included file for a shader (The can be looked up using effect.key)
  94307. */
  94308. static IncludesShadersStore: {
  94309. [key: string]: string;
  94310. };
  94311. /**
  94312. * Resets the cache of effects.
  94313. */
  94314. static ResetCache(): void;
  94315. }
  94316. }
  94317. declare module BABYLON {
  94318. /**
  94319. * Uniform buffer objects.
  94320. *
  94321. * Handles blocks of uniform on the GPU.
  94322. *
  94323. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  94324. *
  94325. * For more information, please refer to :
  94326. * https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  94327. */
  94328. export class UniformBuffer {
  94329. private _engine;
  94330. private _buffer;
  94331. private _data;
  94332. private _bufferData;
  94333. private _dynamic?;
  94334. private _uniformLocations;
  94335. private _uniformSizes;
  94336. private _uniformLocationPointer;
  94337. private _needSync;
  94338. private _noUBO;
  94339. private _currentEffect;
  94340. private static _MAX_UNIFORM_SIZE;
  94341. private static _tempBuffer;
  94342. /**
  94343. * Lambda to Update a 3x3 Matrix in a uniform buffer.
  94344. * This is dynamic to allow compat with webgl 1 and 2.
  94345. * You will need to pass the name of the uniform as well as the value.
  94346. */
  94347. updateMatrix3x3: (name: string, matrix: Float32Array) => void;
  94348. /**
  94349. * Lambda to Update a 2x2 Matrix in a uniform buffer.
  94350. * This is dynamic to allow compat with webgl 1 and 2.
  94351. * You will need to pass the name of the uniform as well as the value.
  94352. */
  94353. updateMatrix2x2: (name: string, matrix: Float32Array) => void;
  94354. /**
  94355. * Lambda to Update a single float in a uniform buffer.
  94356. * This is dynamic to allow compat with webgl 1 and 2.
  94357. * You will need to pass the name of the uniform as well as the value.
  94358. */
  94359. updateFloat: (name: string, x: number) => void;
  94360. /**
  94361. * Lambda to Update a vec2 of float in a uniform buffer.
  94362. * This is dynamic to allow compat with webgl 1 and 2.
  94363. * You will need to pass the name of the uniform as well as the value.
  94364. */
  94365. updateFloat2: (name: string, x: number, y: number, suffix?: string) => void;
  94366. /**
  94367. * Lambda to Update a vec3 of float in a uniform buffer.
  94368. * This is dynamic to allow compat with webgl 1 and 2.
  94369. * You will need to pass the name of the uniform as well as the value.
  94370. */
  94371. updateFloat3: (name: string, x: number, y: number, z: number, suffix?: string) => void;
  94372. /**
  94373. * Lambda to Update a vec4 of float in a uniform buffer.
  94374. * This is dynamic to allow compat with webgl 1 and 2.
  94375. * You will need to pass the name of the uniform as well as the value.
  94376. */
  94377. updateFloat4: (name: string, x: number, y: number, z: number, w: number, suffix?: string) => void;
  94378. /**
  94379. * Lambda to Update a 4x4 Matrix in a uniform buffer.
  94380. * This is dynamic to allow compat with webgl 1 and 2.
  94381. * You will need to pass the name of the uniform as well as the value.
  94382. */
  94383. updateMatrix: (name: string, mat: Matrix) => void;
  94384. /**
  94385. * Lambda to Update vec3 of float from a Vector in a uniform buffer.
  94386. * This is dynamic to allow compat with webgl 1 and 2.
  94387. * You will need to pass the name of the uniform as well as the value.
  94388. */
  94389. updateVector3: (name: string, vector: Vector3) => void;
  94390. /**
  94391. * Lambda to Update vec4 of float from a Vector in a uniform buffer.
  94392. * This is dynamic to allow compat with webgl 1 and 2.
  94393. * You will need to pass the name of the uniform as well as the value.
  94394. */
  94395. updateVector4: (name: string, vector: Vector4) => void;
  94396. /**
  94397. * Lambda to Update vec3 of float from a Color in a uniform buffer.
  94398. * This is dynamic to allow compat with webgl 1 and 2.
  94399. * You will need to pass the name of the uniform as well as the value.
  94400. */
  94401. updateColor3: (name: string, color: Color3, suffix?: string) => void;
  94402. /**
  94403. * Lambda to Update vec4 of float from a Color in a uniform buffer.
  94404. * This is dynamic to allow compat with webgl 1 and 2.
  94405. * You will need to pass the name of the uniform as well as the value.
  94406. */
  94407. updateColor4: (name: string, color: Color3, alpha: number, suffix?: string) => void;
  94408. /**
  94409. * Instantiates a new Uniform buffer objects.
  94410. *
  94411. * Handles blocks of uniform on the GPU.
  94412. *
  94413. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  94414. *
  94415. * For more information, please refer to :
  94416. * @see https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  94417. * @param engine Define the engine the buffer is associated with
  94418. * @param data Define the data contained in the buffer
  94419. * @param dynamic Define if the buffer is updatable
  94420. */
  94421. constructor(engine: Engine, data?: number[], dynamic?: boolean);
  94422. /**
  94423. * Indicates if the buffer is using the WebGL2 UBO implementation,
  94424. * or just falling back on setUniformXXX calls.
  94425. */
  94426. readonly useUbo: boolean;
  94427. /**
  94428. * Indicates if the WebGL underlying uniform buffer is in sync
  94429. * with the javascript cache data.
  94430. */
  94431. readonly isSync: boolean;
  94432. /**
  94433. * Indicates if the WebGL underlying uniform buffer is dynamic.
  94434. * Also, a dynamic UniformBuffer will disable cache verification and always
  94435. * update the underlying WebGL uniform buffer to the GPU.
  94436. * @returns if Dynamic, otherwise false
  94437. */
  94438. isDynamic(): boolean;
  94439. /**
  94440. * The data cache on JS side.
  94441. * @returns the underlying data as a float array
  94442. */
  94443. getData(): Float32Array;
  94444. /**
  94445. * The underlying WebGL Uniform buffer.
  94446. * @returns the webgl buffer
  94447. */
  94448. getBuffer(): Nullable<DataBuffer>;
  94449. /**
  94450. * std140 layout specifies how to align data within an UBO structure.
  94451. * See https://khronos.org/registry/OpenGL/specs/gl/glspec45.core.pdf#page=159
  94452. * for specs.
  94453. */
  94454. private _fillAlignment;
  94455. /**
  94456. * Adds an uniform in the buffer.
  94457. * Warning : the subsequents calls of this function must be in the same order as declared in the shader
  94458. * for the layout to be correct !
  94459. * @param name Name of the uniform, as used in the uniform block in the shader.
  94460. * @param size Data size, or data directly.
  94461. */
  94462. addUniform(name: string, size: number | number[]): void;
  94463. /**
  94464. * Adds a Matrix 4x4 to the uniform buffer.
  94465. * @param name Name of the uniform, as used in the uniform block in the shader.
  94466. * @param mat A 4x4 matrix.
  94467. */
  94468. addMatrix(name: string, mat: Matrix): void;
  94469. /**
  94470. * Adds a vec2 to the uniform buffer.
  94471. * @param name Name of the uniform, as used in the uniform block in the shader.
  94472. * @param x Define the x component value of the vec2
  94473. * @param y Define the y component value of the vec2
  94474. */
  94475. addFloat2(name: string, x: number, y: number): void;
  94476. /**
  94477. * Adds a vec3 to the uniform buffer.
  94478. * @param name Name of the uniform, as used in the uniform block in the shader.
  94479. * @param x Define the x component value of the vec3
  94480. * @param y Define the y component value of the vec3
  94481. * @param z Define the z component value of the vec3
  94482. */
  94483. addFloat3(name: string, x: number, y: number, z: number): void;
  94484. /**
  94485. * Adds a vec3 to the uniform buffer.
  94486. * @param name Name of the uniform, as used in the uniform block in the shader.
  94487. * @param color Define the vec3 from a Color
  94488. */
  94489. addColor3(name: string, color: Color3): void;
  94490. /**
  94491. * Adds a vec4 to the uniform buffer.
  94492. * @param name Name of the uniform, as used in the uniform block in the shader.
  94493. * @param color Define the rgb components from a Color
  94494. * @param alpha Define the a component of the vec4
  94495. */
  94496. addColor4(name: string, color: Color3, alpha: number): void;
  94497. /**
  94498. * Adds a vec3 to the uniform buffer.
  94499. * @param name Name of the uniform, as used in the uniform block in the shader.
  94500. * @param vector Define the vec3 components from a Vector
  94501. */
  94502. addVector3(name: string, vector: Vector3): void;
  94503. /**
  94504. * Adds a Matrix 3x3 to the uniform buffer.
  94505. * @param name Name of the uniform, as used in the uniform block in the shader.
  94506. */
  94507. addMatrix3x3(name: string): void;
  94508. /**
  94509. * Adds a Matrix 2x2 to the uniform buffer.
  94510. * @param name Name of the uniform, as used in the uniform block in the shader.
  94511. */
  94512. addMatrix2x2(name: string): void;
  94513. /**
  94514. * Effectively creates the WebGL Uniform Buffer, once layout is completed with `addUniform`.
  94515. */
  94516. create(): void;
  94517. /** @hidden */
  94518. _rebuild(): void;
  94519. /**
  94520. * Updates the WebGL Uniform Buffer on the GPU.
  94521. * If the `dynamic` flag is set to true, no cache comparison is done.
  94522. * Otherwise, the buffer will be updated only if the cache differs.
  94523. */
  94524. update(): void;
  94525. /**
  94526. * Updates the value of an uniform. The `update` method must be called afterwards to make it effective in the GPU.
  94527. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  94528. * @param data Define the flattened data
  94529. * @param size Define the size of the data.
  94530. */
  94531. updateUniform(uniformName: string, data: FloatArray, size: number): void;
  94532. private _valueCache;
  94533. private _cacheMatrix;
  94534. private _updateMatrix3x3ForUniform;
  94535. private _updateMatrix3x3ForEffect;
  94536. private _updateMatrix2x2ForEffect;
  94537. private _updateMatrix2x2ForUniform;
  94538. private _updateFloatForEffect;
  94539. private _updateFloatForUniform;
  94540. private _updateFloat2ForEffect;
  94541. private _updateFloat2ForUniform;
  94542. private _updateFloat3ForEffect;
  94543. private _updateFloat3ForUniform;
  94544. private _updateFloat4ForEffect;
  94545. private _updateFloat4ForUniform;
  94546. private _updateMatrixForEffect;
  94547. private _updateMatrixForUniform;
  94548. private _updateVector3ForEffect;
  94549. private _updateVector3ForUniform;
  94550. private _updateVector4ForEffect;
  94551. private _updateVector4ForUniform;
  94552. private _updateColor3ForEffect;
  94553. private _updateColor3ForUniform;
  94554. private _updateColor4ForEffect;
  94555. private _updateColor4ForUniform;
  94556. /**
  94557. * Sets a sampler uniform on the effect.
  94558. * @param name Define the name of the sampler.
  94559. * @param texture Define the texture to set in the sampler
  94560. */
  94561. setTexture(name: string, texture: Nullable<BaseTexture>): void;
  94562. /**
  94563. * Directly updates the value of the uniform in the cache AND on the GPU.
  94564. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  94565. * @param data Define the flattened data
  94566. */
  94567. updateUniformDirectly(uniformName: string, data: FloatArray): void;
  94568. /**
  94569. * Binds this uniform buffer to an effect.
  94570. * @param effect Define the effect to bind the buffer to
  94571. * @param name Name of the uniform block in the shader.
  94572. */
  94573. bindToEffect(effect: Effect, name: string): void;
  94574. /**
  94575. * Disposes the uniform buffer.
  94576. */
  94577. dispose(): void;
  94578. }
  94579. }
  94580. declare module BABYLON {
  94581. /**
  94582. * Class used to work with sound analyzer using fast fourier transform (FFT)
  94583. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  94584. */
  94585. export class Analyser {
  94586. /**
  94587. * Gets or sets the smoothing
  94588. * @ignorenaming
  94589. */
  94590. SMOOTHING: number;
  94591. /**
  94592. * Gets or sets the FFT table size
  94593. * @ignorenaming
  94594. */
  94595. FFT_SIZE: number;
  94596. /**
  94597. * Gets or sets the bar graph amplitude
  94598. * @ignorenaming
  94599. */
  94600. BARGRAPHAMPLITUDE: number;
  94601. /**
  94602. * Gets or sets the position of the debug canvas
  94603. * @ignorenaming
  94604. */
  94605. DEBUGCANVASPOS: {
  94606. x: number;
  94607. y: number;
  94608. };
  94609. /**
  94610. * Gets or sets the debug canvas size
  94611. * @ignorenaming
  94612. */
  94613. DEBUGCANVASSIZE: {
  94614. width: number;
  94615. height: number;
  94616. };
  94617. private _byteFreqs;
  94618. private _byteTime;
  94619. private _floatFreqs;
  94620. private _webAudioAnalyser;
  94621. private _debugCanvas;
  94622. private _debugCanvasContext;
  94623. private _scene;
  94624. private _registerFunc;
  94625. private _audioEngine;
  94626. /**
  94627. * Creates a new analyser
  94628. * @param scene defines hosting scene
  94629. */
  94630. constructor(scene: Scene);
  94631. /**
  94632. * Get the number of data values you will have to play with for the visualization
  94633. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/frequencyBinCount
  94634. * @returns a number
  94635. */
  94636. getFrequencyBinCount(): number;
  94637. /**
  94638. * Gets the current frequency data as a byte array
  94639. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  94640. * @returns a Uint8Array
  94641. */
  94642. getByteFrequencyData(): Uint8Array;
  94643. /**
  94644. * Gets the current waveform as a byte array
  94645. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteTimeDomainData
  94646. * @returns a Uint8Array
  94647. */
  94648. getByteTimeDomainData(): Uint8Array;
  94649. /**
  94650. * Gets the current frequency data as a float array
  94651. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  94652. * @returns a Float32Array
  94653. */
  94654. getFloatFrequencyData(): Float32Array;
  94655. /**
  94656. * Renders the debug canvas
  94657. */
  94658. drawDebugCanvas(): void;
  94659. /**
  94660. * Stops rendering the debug canvas and removes it
  94661. */
  94662. stopDebugCanvas(): void;
  94663. /**
  94664. * Connects two audio nodes
  94665. * @param inputAudioNode defines first node to connect
  94666. * @param outputAudioNode defines second node to connect
  94667. */
  94668. connectAudioNodes(inputAudioNode: AudioNode, outputAudioNode: AudioNode): void;
  94669. /**
  94670. * Releases all associated resources
  94671. */
  94672. dispose(): void;
  94673. }
  94674. }
  94675. declare module BABYLON {
  94676. /**
  94677. * This represents an audio engine and it is responsible
  94678. * to play, synchronize and analyse sounds throughout the application.
  94679. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  94680. */
  94681. export interface IAudioEngine extends IDisposable {
  94682. /**
  94683. * Gets whether the current host supports Web Audio and thus could create AudioContexts.
  94684. */
  94685. readonly canUseWebAudio: boolean;
  94686. /**
  94687. * Gets the current AudioContext if available.
  94688. */
  94689. readonly audioContext: Nullable<AudioContext>;
  94690. /**
  94691. * The master gain node defines the global audio volume of your audio engine.
  94692. */
  94693. readonly masterGain: GainNode;
  94694. /**
  94695. * Gets whether or not mp3 are supported by your browser.
  94696. */
  94697. readonly isMP3supported: boolean;
  94698. /**
  94699. * Gets whether or not ogg are supported by your browser.
  94700. */
  94701. readonly isOGGsupported: boolean;
  94702. /**
  94703. * Defines if Babylon should emit a warning if WebAudio is not supported.
  94704. * @ignoreNaming
  94705. */
  94706. WarnedWebAudioUnsupported: boolean;
  94707. /**
  94708. * Defines if the audio engine relies on a custom unlocked button.
  94709. * In this case, the embedded button will not be displayed.
  94710. */
  94711. useCustomUnlockedButton: boolean;
  94712. /**
  94713. * Gets whether or not the audio engine is unlocked (require first a user gesture on some browser).
  94714. */
  94715. readonly unlocked: boolean;
  94716. /**
  94717. * Event raised when audio has been unlocked on the browser.
  94718. */
  94719. onAudioUnlockedObservable: Observable<AudioEngine>;
  94720. /**
  94721. * Event raised when audio has been locked on the browser.
  94722. */
  94723. onAudioLockedObservable: Observable<AudioEngine>;
  94724. /**
  94725. * Flags the audio engine in Locked state.
  94726. * This happens due to new browser policies preventing audio to autoplay.
  94727. */
  94728. lock(): void;
  94729. /**
  94730. * Unlocks the audio engine once a user action has been done on the dom.
  94731. * This is helpful to resume play once browser policies have been satisfied.
  94732. */
  94733. unlock(): void;
  94734. }
  94735. /**
  94736. * This represents the default audio engine used in babylon.
  94737. * It is responsible to play, synchronize and analyse sounds throughout the application.
  94738. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  94739. */
  94740. export class AudioEngine implements IAudioEngine {
  94741. private _audioContext;
  94742. private _audioContextInitialized;
  94743. private _muteButton;
  94744. private _hostElement;
  94745. /**
  94746. * Gets whether the current host supports Web Audio and thus could create AudioContexts.
  94747. */
  94748. canUseWebAudio: boolean;
  94749. /**
  94750. * The master gain node defines the global audio volume of your audio engine.
  94751. */
  94752. masterGain: GainNode;
  94753. /**
  94754. * Defines if Babylon should emit a warning if WebAudio is not supported.
  94755. * @ignoreNaming
  94756. */
  94757. WarnedWebAudioUnsupported: boolean;
  94758. /**
  94759. * Gets whether or not mp3 are supported by your browser.
  94760. */
  94761. isMP3supported: boolean;
  94762. /**
  94763. * Gets whether or not ogg are supported by your browser.
  94764. */
  94765. isOGGsupported: boolean;
  94766. /**
  94767. * Gets whether audio has been unlocked on the device.
  94768. * Some Browsers have strong restrictions about Audio and won t autoplay unless
  94769. * a user interaction has happened.
  94770. */
  94771. unlocked: boolean;
  94772. /**
  94773. * Defines if the audio engine relies on a custom unlocked button.
  94774. * In this case, the embedded button will not be displayed.
  94775. */
  94776. useCustomUnlockedButton: boolean;
  94777. /**
  94778. * Event raised when audio has been unlocked on the browser.
  94779. */
  94780. onAudioUnlockedObservable: Observable<AudioEngine>;
  94781. /**
  94782. * Event raised when audio has been locked on the browser.
  94783. */
  94784. onAudioLockedObservable: Observable<AudioEngine>;
  94785. /**
  94786. * Gets the current AudioContext if available.
  94787. */
  94788. readonly audioContext: Nullable<AudioContext>;
  94789. private _connectedAnalyser;
  94790. /**
  94791. * Instantiates a new audio engine.
  94792. *
  94793. * There should be only one per page as some browsers restrict the number
  94794. * of audio contexts you can create.
  94795. * @param hostElement defines the host element where to display the mute icon if necessary
  94796. */
  94797. constructor(hostElement?: Nullable<HTMLElement>);
  94798. /**
  94799. * Flags the audio engine in Locked state.
  94800. * This happens due to new browser policies preventing audio to autoplay.
  94801. */
  94802. lock(): void;
  94803. /**
  94804. * Unlocks the audio engine once a user action has been done on the dom.
  94805. * This is helpful to resume play once browser policies have been satisfied.
  94806. */
  94807. unlock(): void;
  94808. private _resumeAudioContext;
  94809. private _initializeAudioContext;
  94810. private _tryToRun;
  94811. private _triggerRunningState;
  94812. private _triggerSuspendedState;
  94813. private _displayMuteButton;
  94814. private _moveButtonToTopLeft;
  94815. private _onResize;
  94816. private _hideMuteButton;
  94817. /**
  94818. * Destroy and release the resources associated with the audio ccontext.
  94819. */
  94820. dispose(): void;
  94821. /**
  94822. * Gets the global volume sets on the master gain.
  94823. * @returns the global volume if set or -1 otherwise
  94824. */
  94825. getGlobalVolume(): number;
  94826. /**
  94827. * Sets the global volume of your experience (sets on the master gain).
  94828. * @param newVolume Defines the new global volume of the application
  94829. */
  94830. setGlobalVolume(newVolume: number): void;
  94831. /**
  94832. * Connect the audio engine to an audio analyser allowing some amazing
  94833. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  94834. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  94835. * @param analyser The analyser to connect to the engine
  94836. */
  94837. connectToAnalyser(analyser: Analyser): void;
  94838. }
  94839. }
  94840. declare module BABYLON {
  94841. /**
  94842. * Interface used to present a loading screen while loading a scene
  94843. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  94844. */
  94845. export interface ILoadingScreen {
  94846. /**
  94847. * Function called to display the loading screen
  94848. */
  94849. displayLoadingUI: () => void;
  94850. /**
  94851. * Function called to hide the loading screen
  94852. */
  94853. hideLoadingUI: () => void;
  94854. /**
  94855. * Gets or sets the color to use for the background
  94856. */
  94857. loadingUIBackgroundColor: string;
  94858. /**
  94859. * Gets or sets the text to display while loading
  94860. */
  94861. loadingUIText: string;
  94862. }
  94863. /**
  94864. * Class used for the default loading screen
  94865. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  94866. */
  94867. export class DefaultLoadingScreen implements ILoadingScreen {
  94868. private _renderingCanvas;
  94869. private _loadingText;
  94870. private _loadingDivBackgroundColor;
  94871. private _loadingDiv;
  94872. private _loadingTextDiv;
  94873. /** Gets or sets the logo url to use for the default loading screen */
  94874. static DefaultLogoUrl: string;
  94875. /** Gets or sets the spinner url to use for the default loading screen */
  94876. static DefaultSpinnerUrl: string;
  94877. /**
  94878. * Creates a new default loading screen
  94879. * @param _renderingCanvas defines the canvas used to render the scene
  94880. * @param _loadingText defines the default text to display
  94881. * @param _loadingDivBackgroundColor defines the default background color
  94882. */
  94883. constructor(_renderingCanvas: HTMLCanvasElement, _loadingText?: string, _loadingDivBackgroundColor?: string);
  94884. /**
  94885. * Function called to display the loading screen
  94886. */
  94887. displayLoadingUI(): void;
  94888. /**
  94889. * Function called to hide the loading screen
  94890. */
  94891. hideLoadingUI(): void;
  94892. /**
  94893. * Gets or sets the text to display while loading
  94894. */
  94895. loadingUIText: string;
  94896. /**
  94897. * Gets or sets the color to use for the background
  94898. */
  94899. loadingUIBackgroundColor: string;
  94900. private _resizeLoadingUI;
  94901. }
  94902. }
  94903. declare module BABYLON {
  94904. /** @hidden */
  94905. export class WebGLPipelineContext implements IPipelineContext {
  94906. engine: Engine;
  94907. program: Nullable<WebGLProgram>;
  94908. context?: WebGLRenderingContext;
  94909. vertexShader?: WebGLShader;
  94910. fragmentShader?: WebGLShader;
  94911. isParallelCompiled: boolean;
  94912. onCompiled?: () => void;
  94913. transformFeedback?: WebGLTransformFeedback | null;
  94914. readonly isAsync: boolean;
  94915. readonly isReady: boolean;
  94916. _handlesSpectorRebuildCallback(onCompiled: (program: WebGLProgram) => void): void;
  94917. }
  94918. }
  94919. declare module BABYLON {
  94920. /** @hidden */
  94921. export class WebGLDataBuffer extends DataBuffer {
  94922. private _buffer;
  94923. constructor(resource: WebGLBuffer);
  94924. readonly underlyingResource: any;
  94925. }
  94926. }
  94927. declare module BABYLON {
  94928. /** @hidden */
  94929. export class WebGL2ShaderProcessor implements IShaderProcessor {
  94930. attributeProcessor(attribute: string): string;
  94931. varyingProcessor(varying: string, isFragment: boolean): string;
  94932. postProcessor(code: string, defines: string[], isFragment: boolean): string;
  94933. }
  94934. }
  94935. declare module BABYLON {
  94936. /**
  94937. * This class is used to track a performance counter which is number based.
  94938. * The user has access to many properties which give statistics of different nature.
  94939. *
  94940. * The implementer can track two kinds of Performance Counter: time and count.
  94941. * 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.
  94942. * 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.
  94943. */
  94944. export class PerfCounter {
  94945. /**
  94946. * Gets or sets a global boolean to turn on and off all the counters
  94947. */
  94948. static Enabled: boolean;
  94949. /**
  94950. * Returns the smallest value ever
  94951. */
  94952. readonly min: number;
  94953. /**
  94954. * Returns the biggest value ever
  94955. */
  94956. readonly max: number;
  94957. /**
  94958. * Returns the average value since the performance counter is running
  94959. */
  94960. readonly average: number;
  94961. /**
  94962. * Returns the average value of the last second the counter was monitored
  94963. */
  94964. readonly lastSecAverage: number;
  94965. /**
  94966. * Returns the current value
  94967. */
  94968. readonly current: number;
  94969. /**
  94970. * Gets the accumulated total
  94971. */
  94972. readonly total: number;
  94973. /**
  94974. * Gets the total value count
  94975. */
  94976. readonly count: number;
  94977. /**
  94978. * Creates a new counter
  94979. */
  94980. constructor();
  94981. /**
  94982. * Call this method to start monitoring a new frame.
  94983. * 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.
  94984. */
  94985. fetchNewFrame(): void;
  94986. /**
  94987. * Call this method to monitor a count of something (e.g. mesh drawn in viewport count)
  94988. * @param newCount the count value to add to the monitored count
  94989. * @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.
  94990. */
  94991. addCount(newCount: number, fetchResult: boolean): void;
  94992. /**
  94993. * Start monitoring this performance counter
  94994. */
  94995. beginMonitoring(): void;
  94996. /**
  94997. * Compute the time lapsed since the previous beginMonitoring() call.
  94998. * @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
  94999. */
  95000. endMonitoring(newFrame?: boolean): void;
  95001. private _fetchResult;
  95002. private _startMonitoringTime;
  95003. private _min;
  95004. private _max;
  95005. private _average;
  95006. private _current;
  95007. private _totalValueCount;
  95008. private _totalAccumulated;
  95009. private _lastSecAverage;
  95010. private _lastSecAccumulated;
  95011. private _lastSecTime;
  95012. private _lastSecValueCount;
  95013. }
  95014. }
  95015. declare module BABYLON {
  95016. /**
  95017. * Interface for any object that can request an animation frame
  95018. */
  95019. export interface ICustomAnimationFrameRequester {
  95020. /**
  95021. * This function will be called when the render loop is ready. If this is not populated, the engine's renderloop function will be called
  95022. */
  95023. renderFunction?: Function;
  95024. /**
  95025. * Called to request the next frame to render to
  95026. * @see https://developer.mozilla.org/en-US/docs/Web/API/window/requestAnimationFrame
  95027. */
  95028. requestAnimationFrame: Function;
  95029. /**
  95030. * You can pass this value to cancelAnimationFrame() to cancel the refresh callback request
  95031. * @see https://developer.mozilla.org/en-US/docs/Web/API/window/requestAnimationFrame#Return_value
  95032. */
  95033. requestID?: number;
  95034. }
  95035. }
  95036. declare module BABYLON {
  95037. /**
  95038. * Settings for finer control over video usage
  95039. */
  95040. export interface VideoTextureSettings {
  95041. /**
  95042. * Applies `autoplay` to video, if specified
  95043. */
  95044. autoPlay?: boolean;
  95045. /**
  95046. * Applies `loop` to video, if specified
  95047. */
  95048. loop?: boolean;
  95049. /**
  95050. * Automatically updates internal texture from video at every frame in the render loop
  95051. */
  95052. autoUpdateTexture: boolean;
  95053. /**
  95054. * Image src displayed during the video loading or until the user interacts with the video.
  95055. */
  95056. poster?: string;
  95057. }
  95058. /**
  95059. * If you want to display a video in your scene, this is the special texture for that.
  95060. * This special texture works similar to other textures, with the exception of a few parameters.
  95061. * @see https://doc.babylonjs.com/how_to/video_texture
  95062. */
  95063. export class VideoTexture extends Texture {
  95064. /**
  95065. * Tells whether textures will be updated automatically or user is required to call `updateTexture` manually
  95066. */
  95067. readonly autoUpdateTexture: boolean;
  95068. /**
  95069. * The video instance used by the texture internally
  95070. */
  95071. readonly video: HTMLVideoElement;
  95072. private _onUserActionRequestedObservable;
  95073. /**
  95074. * Event triggerd when a dom action is required by the user to play the video.
  95075. * This happens due to recent changes in browser policies preventing video to auto start.
  95076. */
  95077. readonly onUserActionRequestedObservable: Observable<Texture>;
  95078. private _generateMipMaps;
  95079. private _engine;
  95080. private _stillImageCaptured;
  95081. private _displayingPosterTexture;
  95082. private _settings;
  95083. private _createInternalTextureOnEvent;
  95084. private _frameId;
  95085. /**
  95086. * Creates a video texture.
  95087. * If you want to display a video in your scene, this is the special texture for that.
  95088. * This special texture works similar to other textures, with the exception of a few parameters.
  95089. * @see https://doc.babylonjs.com/how_to/video_texture
  95090. * @param name optional name, will detect from video source, if not defined
  95091. * @param src can be used to provide an url, array of urls or an already setup HTML video element.
  95092. * @param scene is obviously the current scene.
  95093. * @param generateMipMaps can be used to turn on mipmaps (Can be expensive for videoTextures because they are often updated).
  95094. * @param invertY is false by default but can be used to invert video on Y axis
  95095. * @param samplingMode controls the sampling method and is set to TRILINEAR_SAMPLINGMODE by default
  95096. * @param settings allows finer control over video usage
  95097. */
  95098. constructor(name: Nullable<string>, src: string | string[] | HTMLVideoElement, scene: Nullable<Scene>, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, settings?: VideoTextureSettings);
  95099. private _getName;
  95100. private _getVideo;
  95101. private _createInternalTexture;
  95102. private reset;
  95103. /**
  95104. * @hidden Internal method to initiate `update`.
  95105. */
  95106. _rebuild(): void;
  95107. /**
  95108. * Update Texture in the `auto` mode. Does not do anything if `settings.autoUpdateTexture` is false.
  95109. */
  95110. update(): void;
  95111. /**
  95112. * Update Texture in `manual` mode. Does not do anything if not visible or paused.
  95113. * @param isVisible Visibility state, detected by user using `scene.getActiveMeshes()` or othervise.
  95114. */
  95115. updateTexture(isVisible: boolean): void;
  95116. protected _updateInternalTexture: () => void;
  95117. /**
  95118. * Change video content. Changing video instance or setting multiple urls (as in constructor) is not supported.
  95119. * @param url New url.
  95120. */
  95121. updateURL(url: string): void;
  95122. /**
  95123. * Dispose the texture and release its associated resources.
  95124. */
  95125. dispose(): void;
  95126. /**
  95127. * Creates a video texture straight from a stream.
  95128. * @param scene Define the scene the texture should be created in
  95129. * @param stream Define the stream the texture should be created from
  95130. * @returns The created video texture as a promise
  95131. */
  95132. static CreateFromStreamAsync(scene: Scene, stream: MediaStream): Promise<VideoTexture>;
  95133. /**
  95134. * Creates a video texture straight from your WebCam video feed.
  95135. * @param scene Define the scene the texture should be created in
  95136. * @param constraints Define the constraints to use to create the web cam feed from WebRTC
  95137. * @param audioConstaints Define the audio constraints to use to create the web cam feed from WebRTC
  95138. * @returns The created video texture as a promise
  95139. */
  95140. static CreateFromWebCamAsync(scene: Scene, constraints: {
  95141. minWidth: number;
  95142. maxWidth: number;
  95143. minHeight: number;
  95144. maxHeight: number;
  95145. deviceId: string;
  95146. } & MediaTrackConstraints, audioConstaints?: boolean | MediaTrackConstraints): Promise<VideoTexture>;
  95147. /**
  95148. * Creates a video texture straight from your WebCam video feed.
  95149. * @param scene Define the scene the texture should be created in
  95150. * @param onReady Define a callback to triggered once the texture will be ready
  95151. * @param constraints Define the constraints to use to create the web cam feed from WebRTC
  95152. * @param audioConstaints Define the audio constraints to use to create the web cam feed from WebRTC
  95153. */
  95154. static CreateFromWebCam(scene: Scene, onReady: (videoTexture: VideoTexture) => void, constraints: {
  95155. minWidth: number;
  95156. maxWidth: number;
  95157. minHeight: number;
  95158. maxHeight: number;
  95159. deviceId: string;
  95160. } & MediaTrackConstraints, audioConstaints?: boolean | MediaTrackConstraints): void;
  95161. }
  95162. }
  95163. declare module BABYLON {
  95164. /**
  95165. * Defines the interface used by objects containing a viewport (like a camera)
  95166. */
  95167. interface IViewportOwnerLike {
  95168. /**
  95169. * Gets or sets the viewport
  95170. */
  95171. viewport: IViewportLike;
  95172. }
  95173. /**
  95174. * Interface for attribute information associated with buffer instanciation
  95175. */
  95176. export class InstancingAttributeInfo {
  95177. /**
  95178. * Index/offset of the attribute in the vertex shader
  95179. */
  95180. index: number;
  95181. /**
  95182. * size of the attribute, 1, 2, 3 or 4
  95183. */
  95184. attributeSize: number;
  95185. /**
  95186. * type of the attribute, gl.BYTE, gl.UNSIGNED_BYTE, gl.SHORT, gl.UNSIGNED_SHORT, gl.FIXED, gl.FLOAT.
  95187. * default is FLOAT
  95188. */
  95189. attribyteType: number;
  95190. /**
  95191. * normalization of fixed-point data. behavior unclear, use FALSE, default is FALSE
  95192. */
  95193. normalized: boolean;
  95194. /**
  95195. * Offset of the data in the Vertex Buffer acting as the instancing buffer
  95196. */
  95197. offset: number;
  95198. /**
  95199. * Name of the GLSL attribute, for debugging purpose only
  95200. */
  95201. attributeName: string;
  95202. }
  95203. /**
  95204. * Define options used to create a depth texture
  95205. */
  95206. export class DepthTextureCreationOptions {
  95207. /** Specifies whether or not a stencil should be allocated in the texture */
  95208. generateStencil?: boolean;
  95209. /** Specifies whether or not bilinear filtering is enable on the texture */
  95210. bilinearFiltering?: boolean;
  95211. /** Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode */
  95212. comparisonFunction?: number;
  95213. /** Specifies if the created texture is a cube texture */
  95214. isCube?: boolean;
  95215. }
  95216. /**
  95217. * Class used to describe the capabilities of the engine relatively to the current browser
  95218. */
  95219. export class EngineCapabilities {
  95220. /** Maximum textures units per fragment shader */
  95221. maxTexturesImageUnits: number;
  95222. /** Maximum texture units per vertex shader */
  95223. maxVertexTextureImageUnits: number;
  95224. /** Maximum textures units in the entire pipeline */
  95225. maxCombinedTexturesImageUnits: number;
  95226. /** Maximum texture size */
  95227. maxTextureSize: number;
  95228. /** Maximum cube texture size */
  95229. maxCubemapTextureSize: number;
  95230. /** Maximum render texture size */
  95231. maxRenderTextureSize: number;
  95232. /** Maximum number of vertex attributes */
  95233. maxVertexAttribs: number;
  95234. /** Maximum number of varyings */
  95235. maxVaryingVectors: number;
  95236. /** Maximum number of uniforms per vertex shader */
  95237. maxVertexUniformVectors: number;
  95238. /** Maximum number of uniforms per fragment shader */
  95239. maxFragmentUniformVectors: number;
  95240. /** Defines if standard derivates (dx/dy) are supported */
  95241. standardDerivatives: boolean;
  95242. /** Defines if s3tc texture compression is supported */
  95243. s3tc: Nullable<WEBGL_compressed_texture_s3tc>;
  95244. /** Defines if pvrtc texture compression is supported */
  95245. pvrtc: any;
  95246. /** Defines if etc1 texture compression is supported */
  95247. etc1: any;
  95248. /** Defines if etc2 texture compression is supported */
  95249. etc2: any;
  95250. /** Defines if astc texture compression is supported */
  95251. astc: any;
  95252. /** Defines if float textures are supported */
  95253. textureFloat: boolean;
  95254. /** Defines if vertex array objects are supported */
  95255. vertexArrayObject: boolean;
  95256. /** Gets the webgl extension for anisotropic filtering (null if not supported) */
  95257. textureAnisotropicFilterExtension: Nullable<EXT_texture_filter_anisotropic>;
  95258. /** Gets the maximum level of anisotropy supported */
  95259. maxAnisotropy: number;
  95260. /** Defines if instancing is supported */
  95261. instancedArrays: boolean;
  95262. /** Defines if 32 bits indices are supported */
  95263. uintIndices: boolean;
  95264. /** Defines if high precision shaders are supported */
  95265. highPrecisionShaderSupported: boolean;
  95266. /** Defines if depth reading in the fragment shader is supported */
  95267. fragmentDepthSupported: boolean;
  95268. /** Defines if float texture linear filtering is supported*/
  95269. textureFloatLinearFiltering: boolean;
  95270. /** Defines if rendering to float textures is supported */
  95271. textureFloatRender: boolean;
  95272. /** Defines if half float textures are supported*/
  95273. textureHalfFloat: boolean;
  95274. /** Defines if half float texture linear filtering is supported*/
  95275. textureHalfFloatLinearFiltering: boolean;
  95276. /** Defines if rendering to half float textures is supported */
  95277. textureHalfFloatRender: boolean;
  95278. /** Defines if textureLOD shader command is supported */
  95279. textureLOD: boolean;
  95280. /** Defines if draw buffers extension is supported */
  95281. drawBuffersExtension: boolean;
  95282. /** Defines if depth textures are supported */
  95283. depthTextureExtension: boolean;
  95284. /** Defines if float color buffer are supported */
  95285. colorBufferFloat: boolean;
  95286. /** Gets disjoint timer query extension (null if not supported) */
  95287. timerQuery: EXT_disjoint_timer_query;
  95288. /** Defines if timestamp can be used with timer query */
  95289. canUseTimestampForTimerQuery: boolean;
  95290. /** Defines if multiview is supported (https://www.khronos.org/registry/webgl/extensions/WEBGL_multiview/) */
  95291. multiview: any;
  95292. /** Function used to let the system compiles shaders in background */
  95293. parallelShaderCompile: {
  95294. COMPLETION_STATUS_KHR: number;
  95295. };
  95296. /** Max number of texture samples for MSAA */
  95297. maxMSAASamples: number;
  95298. }
  95299. /** Interface defining initialization parameters for Engine class */
  95300. export interface EngineOptions extends WebGLContextAttributes {
  95301. /**
  95302. * Defines if the engine should no exceed a specified device ratio
  95303. * @see https://developer.mozilla.org/en-US/docs/Web/API/Window/devicePixelRatio
  95304. */
  95305. limitDeviceRatio?: number;
  95306. /**
  95307. * Defines if webvr should be enabled automatically
  95308. * @see http://doc.babylonjs.com/how_to/webvr_camera
  95309. */
  95310. autoEnableWebVR?: boolean;
  95311. /**
  95312. * Defines if webgl2 should be turned off even if supported
  95313. * @see http://doc.babylonjs.com/features/webgl2
  95314. */
  95315. disableWebGL2Support?: boolean;
  95316. /**
  95317. * Defines if webaudio should be initialized as well
  95318. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  95319. */
  95320. audioEngine?: boolean;
  95321. /**
  95322. * Defines if animations should run using a deterministic lock step
  95323. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  95324. */
  95325. deterministicLockstep?: boolean;
  95326. /** Defines the maximum steps to use with deterministic lock step mode */
  95327. lockstepMaxSteps?: number;
  95328. /**
  95329. * Defines that engine should ignore context lost events
  95330. * If this event happens when this parameter is true, you will have to reload the page to restore rendering
  95331. */
  95332. doNotHandleContextLost?: boolean;
  95333. /**
  95334. * Defines that engine should ignore modifying touch action attribute and style
  95335. * If not handle, you might need to set it up on your side for expected touch devices behavior.
  95336. */
  95337. doNotHandleTouchAction?: boolean;
  95338. /**
  95339. * Defines that engine should compile shaders with high precision floats (if supported). True by default
  95340. */
  95341. useHighPrecisionFloats?: boolean;
  95342. }
  95343. /**
  95344. * Defines the interface used by display changed events
  95345. */
  95346. export interface IDisplayChangedEventArgs {
  95347. /** Gets the vrDisplay object (if any) */
  95348. vrDisplay: Nullable<any>;
  95349. /** Gets a boolean indicating if webVR is supported */
  95350. vrSupported: boolean;
  95351. }
  95352. /**
  95353. * The engine class is responsible for interfacing with all lower-level APIs such as WebGL and Audio
  95354. */
  95355. export class Engine {
  95356. /** Use this array to turn off some WebGL2 features on known buggy browsers version */
  95357. static ExceptionList: ({
  95358. key: string;
  95359. capture: string;
  95360. captureConstraint: number;
  95361. targets: string[];
  95362. } | {
  95363. key: string;
  95364. capture: null;
  95365. captureConstraint: null;
  95366. targets: string[];
  95367. })[];
  95368. /** Gets the list of created engines */
  95369. static readonly Instances: Engine[];
  95370. /**
  95371. * Gets the latest created engine
  95372. */
  95373. static readonly LastCreatedEngine: Nullable<Engine>;
  95374. /**
  95375. * Gets the latest created scene
  95376. */
  95377. static readonly LastCreatedScene: Nullable<Scene>;
  95378. /**
  95379. * Will flag all materials in all scenes in all engines as dirty to trigger new shader compilation
  95380. * @param flag defines which part of the materials must be marked as dirty
  95381. * @param predicate defines a predicate used to filter which materials should be affected
  95382. */
  95383. static MarkAllMaterialsAsDirty(flag: number, predicate?: (mat: Material) => boolean): void;
  95384. /** @hidden */
  95385. static _TextureLoaders: IInternalTextureLoader[];
  95386. /** Defines that alpha blending is disabled */
  95387. static readonly ALPHA_DISABLE: number;
  95388. /** Defines that alpha blending to SRC ALPHA * SRC + DEST */
  95389. static readonly ALPHA_ADD: number;
  95390. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC ALPHA) * DEST */
  95391. static readonly ALPHA_COMBINE: number;
  95392. /** Defines that alpha blending to DEST - SRC * DEST */
  95393. static readonly ALPHA_SUBTRACT: number;
  95394. /** Defines that alpha blending to SRC * DEST */
  95395. static readonly ALPHA_MULTIPLY: number;
  95396. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC) * DEST */
  95397. static readonly ALPHA_MAXIMIZED: number;
  95398. /** Defines that alpha blending to SRC + DEST */
  95399. static readonly ALPHA_ONEONE: number;
  95400. /** Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST */
  95401. static readonly ALPHA_PREMULTIPLIED: number;
  95402. /**
  95403. * Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST
  95404. * Alpha will be set to (1 - SRC ALPHA) * DEST ALPHA
  95405. */
  95406. static readonly ALPHA_PREMULTIPLIED_PORTERDUFF: number;
  95407. /** Defines that alpha blending to CST * SRC + (1 - CST) * DEST */
  95408. static readonly ALPHA_INTERPOLATE: number;
  95409. /**
  95410. * Defines that alpha blending to SRC + (1 - SRC) * DEST
  95411. * Alpha will be set to SRC ALPHA + (1 - SRC ALPHA) * DEST ALPHA
  95412. */
  95413. static readonly ALPHA_SCREENMODE: number;
  95414. /** Defines that the ressource is not delayed*/
  95415. static readonly DELAYLOADSTATE_NONE: number;
  95416. /** Defines that the ressource was successfully delay loaded */
  95417. static readonly DELAYLOADSTATE_LOADED: number;
  95418. /** Defines that the ressource is currently delay loading */
  95419. static readonly DELAYLOADSTATE_LOADING: number;
  95420. /** Defines that the ressource is delayed and has not started loading */
  95421. static readonly DELAYLOADSTATE_NOTLOADED: number;
  95422. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn */
  95423. static readonly NEVER: number;
  95424. /** 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 */
  95425. static readonly ALWAYS: number;
  95426. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value */
  95427. static readonly LESS: number;
  95428. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value */
  95429. static readonly EQUAL: number;
  95430. /** 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 */
  95431. static readonly LEQUAL: number;
  95432. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value */
  95433. static readonly GREATER: number;
  95434. /** 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 */
  95435. static readonly GEQUAL: number;
  95436. /** 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 */
  95437. static readonly NOTEQUAL: number;
  95438. /** Passed to stencilOperation to specify that stencil value must be kept */
  95439. static readonly KEEP: number;
  95440. /** Passed to stencilOperation to specify that stencil value must be replaced */
  95441. static readonly REPLACE: number;
  95442. /** Passed to stencilOperation to specify that stencil value must be incremented */
  95443. static readonly INCR: number;
  95444. /** Passed to stencilOperation to specify that stencil value must be decremented */
  95445. static readonly DECR: number;
  95446. /** Passed to stencilOperation to specify that stencil value must be inverted */
  95447. static readonly INVERT: number;
  95448. /** Passed to stencilOperation to specify that stencil value must be incremented with wrapping */
  95449. static readonly INCR_WRAP: number;
  95450. /** Passed to stencilOperation to specify that stencil value must be decremented with wrapping */
  95451. static readonly DECR_WRAP: number;
  95452. /** Texture is not repeating outside of 0..1 UVs */
  95453. static readonly TEXTURE_CLAMP_ADDRESSMODE: number;
  95454. /** Texture is repeating outside of 0..1 UVs */
  95455. static readonly TEXTURE_WRAP_ADDRESSMODE: number;
  95456. /** Texture is repeating and mirrored */
  95457. static readonly TEXTURE_MIRROR_ADDRESSMODE: number;
  95458. /** ALPHA */
  95459. static readonly TEXTUREFORMAT_ALPHA: number;
  95460. /** LUMINANCE */
  95461. static readonly TEXTUREFORMAT_LUMINANCE: number;
  95462. /** LUMINANCE_ALPHA */
  95463. static readonly TEXTUREFORMAT_LUMINANCE_ALPHA: number;
  95464. /** RGB */
  95465. static readonly TEXTUREFORMAT_RGB: number;
  95466. /** RGBA */
  95467. static readonly TEXTUREFORMAT_RGBA: number;
  95468. /** RED */
  95469. static readonly TEXTUREFORMAT_RED: number;
  95470. /** RED (2nd reference) */
  95471. static readonly TEXTUREFORMAT_R: number;
  95472. /** RG */
  95473. static readonly TEXTUREFORMAT_RG: number;
  95474. /** RED_INTEGER */
  95475. static readonly TEXTUREFORMAT_RED_INTEGER: number;
  95476. /** RED_INTEGER (2nd reference) */
  95477. static readonly TEXTUREFORMAT_R_INTEGER: number;
  95478. /** RG_INTEGER */
  95479. static readonly TEXTUREFORMAT_RG_INTEGER: number;
  95480. /** RGB_INTEGER */
  95481. static readonly TEXTUREFORMAT_RGB_INTEGER: number;
  95482. /** RGBA_INTEGER */
  95483. static readonly TEXTUREFORMAT_RGBA_INTEGER: number;
  95484. /** UNSIGNED_BYTE */
  95485. static readonly TEXTURETYPE_UNSIGNED_BYTE: number;
  95486. /** UNSIGNED_BYTE (2nd reference) */
  95487. static readonly TEXTURETYPE_UNSIGNED_INT: number;
  95488. /** FLOAT */
  95489. static readonly TEXTURETYPE_FLOAT: number;
  95490. /** HALF_FLOAT */
  95491. static readonly TEXTURETYPE_HALF_FLOAT: number;
  95492. /** BYTE */
  95493. static readonly TEXTURETYPE_BYTE: number;
  95494. /** SHORT */
  95495. static readonly TEXTURETYPE_SHORT: number;
  95496. /** UNSIGNED_SHORT */
  95497. static readonly TEXTURETYPE_UNSIGNED_SHORT: number;
  95498. /** INT */
  95499. static readonly TEXTURETYPE_INT: number;
  95500. /** UNSIGNED_INT */
  95501. static readonly TEXTURETYPE_UNSIGNED_INTEGER: number;
  95502. /** UNSIGNED_SHORT_4_4_4_4 */
  95503. static readonly TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4: number;
  95504. /** UNSIGNED_SHORT_5_5_5_1 */
  95505. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1: number;
  95506. /** UNSIGNED_SHORT_5_6_5 */
  95507. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_6_5: number;
  95508. /** UNSIGNED_INT_2_10_10_10_REV */
  95509. static readonly TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV: number;
  95510. /** UNSIGNED_INT_24_8 */
  95511. static readonly TEXTURETYPE_UNSIGNED_INT_24_8: number;
  95512. /** UNSIGNED_INT_10F_11F_11F_REV */
  95513. static readonly TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV: number;
  95514. /** UNSIGNED_INT_5_9_9_9_REV */
  95515. static readonly TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV: number;
  95516. /** FLOAT_32_UNSIGNED_INT_24_8_REV */
  95517. static readonly TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV: number;
  95518. /** nearest is mag = nearest and min = nearest and mip = linear */
  95519. static readonly TEXTURE_NEAREST_SAMPLINGMODE: number;
  95520. /** Bilinear is mag = linear and min = linear and mip = nearest */
  95521. static readonly TEXTURE_BILINEAR_SAMPLINGMODE: number;
  95522. /** Trilinear is mag = linear and min = linear and mip = linear */
  95523. static readonly TEXTURE_TRILINEAR_SAMPLINGMODE: number;
  95524. /** nearest is mag = nearest and min = nearest and mip = linear */
  95525. static readonly TEXTURE_NEAREST_NEAREST_MIPLINEAR: number;
  95526. /** Bilinear is mag = linear and min = linear and mip = nearest */
  95527. static readonly TEXTURE_LINEAR_LINEAR_MIPNEAREST: number;
  95528. /** Trilinear is mag = linear and min = linear and mip = linear */
  95529. static readonly TEXTURE_LINEAR_LINEAR_MIPLINEAR: number;
  95530. /** mag = nearest and min = nearest and mip = nearest */
  95531. static readonly TEXTURE_NEAREST_NEAREST_MIPNEAREST: number;
  95532. /** mag = nearest and min = linear and mip = nearest */
  95533. static readonly TEXTURE_NEAREST_LINEAR_MIPNEAREST: number;
  95534. /** mag = nearest and min = linear and mip = linear */
  95535. static readonly TEXTURE_NEAREST_LINEAR_MIPLINEAR: number;
  95536. /** mag = nearest and min = linear and mip = none */
  95537. static readonly TEXTURE_NEAREST_LINEAR: number;
  95538. /** mag = nearest and min = nearest and mip = none */
  95539. static readonly TEXTURE_NEAREST_NEAREST: number;
  95540. /** mag = linear and min = nearest and mip = nearest */
  95541. static readonly TEXTURE_LINEAR_NEAREST_MIPNEAREST: number;
  95542. /** mag = linear and min = nearest and mip = linear */
  95543. static readonly TEXTURE_LINEAR_NEAREST_MIPLINEAR: number;
  95544. /** mag = linear and min = linear and mip = none */
  95545. static readonly TEXTURE_LINEAR_LINEAR: number;
  95546. /** mag = linear and min = nearest and mip = none */
  95547. static readonly TEXTURE_LINEAR_NEAREST: number;
  95548. /** Explicit coordinates mode */
  95549. static readonly TEXTURE_EXPLICIT_MODE: number;
  95550. /** Spherical coordinates mode */
  95551. static readonly TEXTURE_SPHERICAL_MODE: number;
  95552. /** Planar coordinates mode */
  95553. static readonly TEXTURE_PLANAR_MODE: number;
  95554. /** Cubic coordinates mode */
  95555. static readonly TEXTURE_CUBIC_MODE: number;
  95556. /** Projection coordinates mode */
  95557. static readonly TEXTURE_PROJECTION_MODE: number;
  95558. /** Skybox coordinates mode */
  95559. static readonly TEXTURE_SKYBOX_MODE: number;
  95560. /** Inverse Cubic coordinates mode */
  95561. static readonly TEXTURE_INVCUBIC_MODE: number;
  95562. /** Equirectangular coordinates mode */
  95563. static readonly TEXTURE_EQUIRECTANGULAR_MODE: number;
  95564. /** Equirectangular Fixed coordinates mode */
  95565. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MODE: number;
  95566. /** Equirectangular Fixed Mirrored coordinates mode */
  95567. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  95568. /** Defines that texture rescaling will use a floor to find the closer power of 2 size */
  95569. static readonly SCALEMODE_FLOOR: number;
  95570. /** Defines that texture rescaling will look for the nearest power of 2 size */
  95571. static readonly SCALEMODE_NEAREST: number;
  95572. /** Defines that texture rescaling will use a ceil to find the closer power of 2 size */
  95573. static readonly SCALEMODE_CEILING: number;
  95574. /**
  95575. * Returns the current npm package of the sdk
  95576. */
  95577. static readonly NpmPackage: string;
  95578. /**
  95579. * Returns the current version of the framework
  95580. */
  95581. static readonly Version: string;
  95582. /**
  95583. * Returns a string describing the current engine
  95584. */
  95585. readonly description: string;
  95586. /**
  95587. * Gets or sets the epsilon value used by collision engine
  95588. */
  95589. static CollisionsEpsilon: number;
  95590. /**
  95591. * Gets or sets the relative url used to load shaders if using the engine in non-minified mode
  95592. */
  95593. static ShadersRepository: string;
  95594. /**
  95595. * Method called to create the default loading screen.
  95596. * This can be overriden in your own app.
  95597. * @param canvas The rendering canvas element
  95598. * @returns The loading screen
  95599. */
  95600. static DefaultLoadingScreenFactory(canvas: HTMLCanvasElement): ILoadingScreen;
  95601. /**
  95602. * Method called to create the default rescale post process on each engine.
  95603. */
  95604. static _RescalePostProcessFactory: Nullable<(engine: Engine) => PostProcess>;
  95605. /** @hidden */
  95606. _shaderProcessor: IShaderProcessor;
  95607. /**
  95608. * Gets or sets a boolean that indicates if textures must be forced to power of 2 size even if not required
  95609. */
  95610. forcePOTTextures: boolean;
  95611. /**
  95612. * Gets a boolean indicating if the engine is currently rendering in fullscreen mode
  95613. */
  95614. isFullscreen: boolean;
  95615. /**
  95616. * Gets a boolean indicating if the pointer is currently locked
  95617. */
  95618. isPointerLock: boolean;
  95619. /**
  95620. * Gets or sets a boolean indicating if back faces must be culled (true by default)
  95621. */
  95622. cullBackFaces: boolean;
  95623. /**
  95624. * Gets or sets a boolean indicating if the engine must keep rendering even if the window is not in foregroun
  95625. */
  95626. renderEvenInBackground: boolean;
  95627. /**
  95628. * Gets or sets a boolean indicating that cache can be kept between frames
  95629. */
  95630. preventCacheWipeBetweenFrames: boolean;
  95631. /**
  95632. * Gets or sets a boolean to enable/disable IndexedDB support and avoid XHR on .manifest
  95633. **/
  95634. enableOfflineSupport: boolean;
  95635. /**
  95636. * 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)
  95637. **/
  95638. disableManifestCheck: boolean;
  95639. /**
  95640. * Gets the list of created scenes
  95641. */
  95642. scenes: Scene[];
  95643. /**
  95644. * Event raised when a new scene is created
  95645. */
  95646. onNewSceneAddedObservable: Observable<Scene>;
  95647. /**
  95648. * Gets the list of created postprocesses
  95649. */
  95650. postProcesses: PostProcess[];
  95651. /** Gets or sets a boolean indicating if the engine should validate programs after compilation */
  95652. validateShaderPrograms: boolean;
  95653. /**
  95654. * Observable event triggered each time the rendering canvas is resized
  95655. */
  95656. onResizeObservable: Observable<Engine>;
  95657. /**
  95658. * Observable event triggered each time the canvas loses focus
  95659. */
  95660. onCanvasBlurObservable: Observable<Engine>;
  95661. /**
  95662. * Observable event triggered each time the canvas gains focus
  95663. */
  95664. onCanvasFocusObservable: Observable<Engine>;
  95665. /**
  95666. * Observable event triggered each time the canvas receives pointerout event
  95667. */
  95668. onCanvasPointerOutObservable: Observable<PointerEvent>;
  95669. /**
  95670. * Observable event triggered before each texture is initialized
  95671. */
  95672. onBeforeTextureInitObservable: Observable<Texture>;
  95673. /**
  95674. * Gets or sets a boolean indicating that uniform buffers must be disabled even if they are supported
  95675. */
  95676. disableUniformBuffers: boolean;
  95677. /** @hidden */
  95678. _uniformBuffers: UniformBuffer[];
  95679. /**
  95680. * Gets a boolean indicating that the engine supports uniform buffers
  95681. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  95682. */
  95683. readonly supportsUniformBuffers: boolean;
  95684. /**
  95685. * Observable raised when the engine begins a new frame
  95686. */
  95687. onBeginFrameObservable: Observable<Engine>;
  95688. /**
  95689. * If set, will be used to request the next animation frame for the render loop
  95690. */
  95691. customAnimationFrameRequester: Nullable<ICustomAnimationFrameRequester>;
  95692. /**
  95693. * Observable raised when the engine ends the current frame
  95694. */
  95695. onEndFrameObservable: Observable<Engine>;
  95696. /**
  95697. * Observable raised when the engine is about to compile a shader
  95698. */
  95699. onBeforeShaderCompilationObservable: Observable<Engine>;
  95700. /**
  95701. * Observable raised when the engine has jsut compiled a shader
  95702. */
  95703. onAfterShaderCompilationObservable: Observable<Engine>;
  95704. /** @hidden */
  95705. _gl: WebGLRenderingContext;
  95706. private _renderingCanvas;
  95707. private _windowIsBackground;
  95708. protected _webGLVersion: number;
  95709. protected _highPrecisionShadersAllowed: boolean;
  95710. /** @hidden */
  95711. readonly _shouldUseHighPrecisionShader: boolean;
  95712. /**
  95713. * Gets a boolean indicating that only power of 2 textures are supported
  95714. * Please note that you can still use non power of 2 textures but in this case the engine will forcefully convert them
  95715. */
  95716. readonly needPOTTextures: boolean;
  95717. /** @hidden */
  95718. _badOS: boolean;
  95719. /** @hidden */
  95720. _badDesktopOS: boolean;
  95721. /**
  95722. * Gets the audio engine
  95723. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  95724. * @ignorenaming
  95725. */
  95726. static audioEngine: IAudioEngine;
  95727. /**
  95728. * Default AudioEngine factory responsible of creating the Audio Engine.
  95729. * By default, this will create a BabylonJS Audio Engine if the workload has been embedded.
  95730. */
  95731. static AudioEngineFactory: (hostElement: Nullable<HTMLElement>) => IAudioEngine;
  95732. /**
  95733. * Default offline support factory responsible of creating a tool used to store data locally.
  95734. * By default, this will create a Database object if the workload has been embedded.
  95735. */
  95736. static OfflineProviderFactory: (urlToScene: string, callbackManifestChecked: (checked: boolean) => any, disableManifestCheck: boolean) => IOfflineProvider;
  95737. private _onFocus;
  95738. private _onBlur;
  95739. private _onCanvasPointerOut;
  95740. private _onCanvasBlur;
  95741. private _onCanvasFocus;
  95742. private _onFullscreenChange;
  95743. private _onPointerLockChange;
  95744. private _hardwareScalingLevel;
  95745. /** @hidden */
  95746. _caps: EngineCapabilities;
  95747. private _pointerLockRequested;
  95748. private _isStencilEnable;
  95749. protected _colorWrite: boolean;
  95750. private _loadingScreen;
  95751. /** @hidden */
  95752. _drawCalls: PerfCounter;
  95753. private _glVersion;
  95754. private _glRenderer;
  95755. private _glVendor;
  95756. private _videoTextureSupported;
  95757. private _renderingQueueLaunched;
  95758. private _activeRenderLoops;
  95759. private _deterministicLockstep;
  95760. private _lockstepMaxSteps;
  95761. /**
  95762. * Observable signaled when a context lost event is raised
  95763. */
  95764. onContextLostObservable: Observable<Engine>;
  95765. /**
  95766. * Observable signaled when a context restored event is raised
  95767. */
  95768. onContextRestoredObservable: Observable<Engine>;
  95769. private _onContextLost;
  95770. private _onContextRestored;
  95771. private _contextWasLost;
  95772. /** @hidden */
  95773. _doNotHandleContextLost: boolean;
  95774. /**
  95775. * Gets or sets a boolean indicating if resources should be retained to be able to handle context lost events
  95776. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#handling-webgl-context-lost
  95777. */
  95778. doNotHandleContextLost: boolean;
  95779. private _performanceMonitor;
  95780. private _fps;
  95781. private _deltaTime;
  95782. /**
  95783. * Turn this value on if you want to pause FPS computation when in background
  95784. */
  95785. disablePerformanceMonitorInBackground: boolean;
  95786. /**
  95787. * Gets the performance monitor attached to this engine
  95788. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  95789. */
  95790. readonly performanceMonitor: PerformanceMonitor;
  95791. /**
  95792. * Gets or sets a boolean indicating that vertex array object must be disabled even if they are supported
  95793. */
  95794. disableVertexArrayObjects: boolean;
  95795. /** @hidden */
  95796. protected _depthCullingState: _DepthCullingState;
  95797. /** @hidden */
  95798. protected _stencilState: _StencilState;
  95799. /** @hidden */
  95800. protected _alphaState: _AlphaState;
  95801. /** @hidden */
  95802. protected _alphaMode: number;
  95803. /** @hidden */
  95804. _internalTexturesCache: InternalTexture[];
  95805. /** @hidden */
  95806. protected _activeChannel: number;
  95807. private _currentTextureChannel;
  95808. /** @hidden */
  95809. protected _boundTexturesCache: {
  95810. [key: string]: Nullable<InternalTexture>;
  95811. };
  95812. /** @hidden */
  95813. protected _currentEffect: Nullable<Effect>;
  95814. /** @hidden */
  95815. protected _currentProgram: Nullable<WebGLProgram>;
  95816. private _compiledEffects;
  95817. private _vertexAttribArraysEnabled;
  95818. /** @hidden */
  95819. protected _cachedViewport: Nullable<IViewportLike>;
  95820. private _cachedVertexArrayObject;
  95821. /** @hidden */
  95822. protected _cachedVertexBuffers: any;
  95823. /** @hidden */
  95824. protected _cachedIndexBuffer: Nullable<DataBuffer>;
  95825. /** @hidden */
  95826. protected _cachedEffectForVertexBuffers: Nullable<Effect>;
  95827. /** @hidden */
  95828. _currentRenderTarget: Nullable<InternalTexture>;
  95829. private _uintIndicesCurrentlySet;
  95830. private _currentBoundBuffer;
  95831. /** @hidden */
  95832. protected _currentFramebuffer: Nullable<WebGLFramebuffer>;
  95833. private _currentBufferPointers;
  95834. private _currentInstanceLocations;
  95835. private _currentInstanceBuffers;
  95836. private _textureUnits;
  95837. /** @hidden */
  95838. _workingCanvas: Nullable<HTMLCanvasElement>;
  95839. /** @hidden */
  95840. _workingContext: Nullable<CanvasRenderingContext2D>;
  95841. private _rescalePostProcess;
  95842. private _dummyFramebuffer;
  95843. private _externalData;
  95844. /** @hidden */
  95845. _bindedRenderFunction: any;
  95846. private _vaoRecordInProgress;
  95847. private _mustWipeVertexAttributes;
  95848. private _emptyTexture;
  95849. private _emptyCubeTexture;
  95850. private _emptyTexture3D;
  95851. /** @hidden */
  95852. _frameHandler: number;
  95853. private _nextFreeTextureSlots;
  95854. private _maxSimultaneousTextures;
  95855. private _activeRequests;
  95856. private _texturesSupported;
  95857. /** @hidden */
  95858. _textureFormatInUse: Nullable<string>;
  95859. /**
  95860. * Gets the list of texture formats supported
  95861. */
  95862. readonly texturesSupported: Array<string>;
  95863. /**
  95864. * Gets the list of texture formats in use
  95865. */
  95866. readonly textureFormatInUse: Nullable<string>;
  95867. /**
  95868. * Gets the current viewport
  95869. */
  95870. readonly currentViewport: Nullable<IViewportLike>;
  95871. /**
  95872. * Gets the default empty texture
  95873. */
  95874. readonly emptyTexture: InternalTexture;
  95875. /**
  95876. * Gets the default empty 3D texture
  95877. */
  95878. readonly emptyTexture3D: InternalTexture;
  95879. /**
  95880. * Gets the default empty cube texture
  95881. */
  95882. readonly emptyCubeTexture: InternalTexture;
  95883. /**
  95884. * Defines whether the engine has been created with the premultipliedAlpha option on or not.
  95885. */
  95886. readonly premultipliedAlpha: boolean;
  95887. /**
  95888. * Creates a new engine
  95889. * @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
  95890. * @param antialias defines enable antialiasing (default: false)
  95891. * @param options defines further options to be sent to the getContext() function
  95892. * @param adaptToDeviceRatio defines whether to adapt to the device's viewport characteristics (default: false)
  95893. */
  95894. constructor(canvasOrContext: Nullable<HTMLCanvasElement | WebGLRenderingContext>, antialias?: boolean, options?: EngineOptions, adaptToDeviceRatio?: boolean);
  95895. /**
  95896. * Initializes a webVR display and starts listening to display change events
  95897. * The onVRDisplayChangedObservable will be notified upon these changes
  95898. * @returns The onVRDisplayChangedObservable
  95899. */
  95900. initWebVR(): Observable<IDisplayChangedEventArgs>;
  95901. /** @hidden */
  95902. _prepareVRComponent(): void;
  95903. /** @hidden */
  95904. _connectVREvents(canvas: HTMLCanvasElement, document: any): void;
  95905. /** @hidden */
  95906. _submitVRFrame(): void;
  95907. /**
  95908. * Call this function to leave webVR mode
  95909. * Will do nothing if webVR is not supported or if there is no webVR device
  95910. * @see http://doc.babylonjs.com/how_to/webvr_camera
  95911. */
  95912. disableVR(): void;
  95913. /**
  95914. * Gets a boolean indicating that the system is in VR mode and is presenting
  95915. * @returns true if VR mode is engaged
  95916. */
  95917. isVRPresenting(): boolean;
  95918. /** @hidden */
  95919. _requestVRFrame(): void;
  95920. private _disableTouchAction;
  95921. private _rebuildInternalTextures;
  95922. private _rebuildEffects;
  95923. /**
  95924. * Gets a boolean indicating if all created effects are ready
  95925. * @returns true if all effects are ready
  95926. */
  95927. areAllEffectsReady(): boolean;
  95928. private _rebuildBuffers;
  95929. private _initGLContext;
  95930. /**
  95931. * Gets version of the current webGL context
  95932. */
  95933. readonly webGLVersion: number;
  95934. /**
  95935. * Gets a string idenfifying the name of the class
  95936. * @returns "Engine" string
  95937. */
  95938. getClassName(): string;
  95939. /**
  95940. * Returns true if the stencil buffer has been enabled through the creation option of the context.
  95941. */
  95942. readonly isStencilEnable: boolean;
  95943. /** @hidden */
  95944. _prepareWorkingCanvas(): void;
  95945. /**
  95946. * Reset the texture cache to empty state
  95947. */
  95948. resetTextureCache(): void;
  95949. /**
  95950. * Gets a boolean indicating that the engine is running in deterministic lock step mode
  95951. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  95952. * @returns true if engine is in deterministic lock step mode
  95953. */
  95954. isDeterministicLockStep(): boolean;
  95955. /**
  95956. * Gets the max steps when engine is running in deterministic lock step
  95957. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  95958. * @returns the max steps
  95959. */
  95960. getLockstepMaxSteps(): number;
  95961. /**
  95962. * Gets an object containing information about the current webGL context
  95963. * @returns an object containing the vender, the renderer and the version of the current webGL context
  95964. */
  95965. getGlInfo(): {
  95966. vendor: string;
  95967. renderer: string;
  95968. version: string;
  95969. };
  95970. /**
  95971. * Gets current aspect ratio
  95972. * @param viewportOwner defines the camera to use to get the aspect ratio
  95973. * @param useScreen defines if screen size must be used (or the current render target if any)
  95974. * @returns a number defining the aspect ratio
  95975. */
  95976. getAspectRatio(viewportOwner: IViewportOwnerLike, useScreen?: boolean): number;
  95977. /**
  95978. * Gets current screen aspect ratio
  95979. * @returns a number defining the aspect ratio
  95980. */
  95981. getScreenAspectRatio(): number;
  95982. /**
  95983. * Gets the current render width
  95984. * @param useScreen defines if screen size must be used (or the current render target if any)
  95985. * @returns a number defining the current render width
  95986. */
  95987. getRenderWidth(useScreen?: boolean): number;
  95988. /**
  95989. * Gets the current render height
  95990. * @param useScreen defines if screen size must be used (or the current render target if any)
  95991. * @returns a number defining the current render height
  95992. */
  95993. getRenderHeight(useScreen?: boolean): number;
  95994. /**
  95995. * Gets the HTML canvas attached with the current webGL context
  95996. * @returns a HTML canvas
  95997. */
  95998. getRenderingCanvas(): Nullable<HTMLCanvasElement>;
  95999. /**
  96000. * Gets host window
  96001. * @returns the host window object
  96002. */
  96003. getHostWindow(): Window;
  96004. /**
  96005. * Gets host document
  96006. * @returns the host document object
  96007. */
  96008. getHostDocument(): Document;
  96009. /**
  96010. * Gets the client rect of the HTML canvas attached with the current webGL context
  96011. * @returns a client rectanglee
  96012. */
  96013. getRenderingCanvasClientRect(): Nullable<ClientRect>;
  96014. /**
  96015. * Defines the hardware scaling level.
  96016. * By default the hardware scaling level is computed from the window device ratio.
  96017. * 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.
  96018. * @param level defines the level to use
  96019. */
  96020. setHardwareScalingLevel(level: number): void;
  96021. /**
  96022. * Gets the current hardware scaling level.
  96023. * By default the hardware scaling level is computed from the window device ratio.
  96024. * 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.
  96025. * @returns a number indicating the current hardware scaling level
  96026. */
  96027. getHardwareScalingLevel(): number;
  96028. /**
  96029. * Gets the list of loaded textures
  96030. * @returns an array containing all loaded textures
  96031. */
  96032. getLoadedTexturesCache(): InternalTexture[];
  96033. /**
  96034. * Gets the object containing all engine capabilities
  96035. * @returns the EngineCapabilities object
  96036. */
  96037. getCaps(): EngineCapabilities;
  96038. /**
  96039. * Gets the current depth function
  96040. * @returns a number defining the depth function
  96041. */
  96042. getDepthFunction(): Nullable<number>;
  96043. /**
  96044. * Sets the current depth function
  96045. * @param depthFunc defines the function to use
  96046. */
  96047. setDepthFunction(depthFunc: number): void;
  96048. /**
  96049. * Sets the current depth function to GREATER
  96050. */
  96051. setDepthFunctionToGreater(): void;
  96052. /**
  96053. * Sets the current depth function to GEQUAL
  96054. */
  96055. setDepthFunctionToGreaterOrEqual(): void;
  96056. /**
  96057. * Sets the current depth function to LESS
  96058. */
  96059. setDepthFunctionToLess(): void;
  96060. private _cachedStencilBuffer;
  96061. private _cachedStencilFunction;
  96062. private _cachedStencilMask;
  96063. private _cachedStencilOperationPass;
  96064. private _cachedStencilOperationFail;
  96065. private _cachedStencilOperationDepthFail;
  96066. private _cachedStencilReference;
  96067. /**
  96068. * Caches the the state of the stencil buffer
  96069. */
  96070. cacheStencilState(): void;
  96071. /**
  96072. * Restores the state of the stencil buffer
  96073. */
  96074. restoreStencilState(): void;
  96075. /**
  96076. * Sets the current depth function to LEQUAL
  96077. */
  96078. setDepthFunctionToLessOrEqual(): void;
  96079. /**
  96080. * Gets a boolean indicating if stencil buffer is enabled
  96081. * @returns the current stencil buffer state
  96082. */
  96083. getStencilBuffer(): boolean;
  96084. /**
  96085. * Enable or disable the stencil buffer
  96086. * @param enable defines if the stencil buffer must be enabled or disabled
  96087. */
  96088. setStencilBuffer(enable: boolean): void;
  96089. /**
  96090. * Gets the current stencil mask
  96091. * @returns a number defining the new stencil mask to use
  96092. */
  96093. getStencilMask(): number;
  96094. /**
  96095. * Sets the current stencil mask
  96096. * @param mask defines the new stencil mask to use
  96097. */
  96098. setStencilMask(mask: number): void;
  96099. /**
  96100. * Gets the current stencil function
  96101. * @returns a number defining the stencil function to use
  96102. */
  96103. getStencilFunction(): number;
  96104. /**
  96105. * Gets the current stencil reference value
  96106. * @returns a number defining the stencil reference value to use
  96107. */
  96108. getStencilFunctionReference(): number;
  96109. /**
  96110. * Gets the current stencil mask
  96111. * @returns a number defining the stencil mask to use
  96112. */
  96113. getStencilFunctionMask(): number;
  96114. /**
  96115. * Sets the current stencil function
  96116. * @param stencilFunc defines the new stencil function to use
  96117. */
  96118. setStencilFunction(stencilFunc: number): void;
  96119. /**
  96120. * Sets the current stencil reference
  96121. * @param reference defines the new stencil reference to use
  96122. */
  96123. setStencilFunctionReference(reference: number): void;
  96124. /**
  96125. * Sets the current stencil mask
  96126. * @param mask defines the new stencil mask to use
  96127. */
  96128. setStencilFunctionMask(mask: number): void;
  96129. /**
  96130. * Gets the current stencil operation when stencil fails
  96131. * @returns a number defining stencil operation to use when stencil fails
  96132. */
  96133. getStencilOperationFail(): number;
  96134. /**
  96135. * Gets the current stencil operation when depth fails
  96136. * @returns a number defining stencil operation to use when depth fails
  96137. */
  96138. getStencilOperationDepthFail(): number;
  96139. /**
  96140. * Gets the current stencil operation when stencil passes
  96141. * @returns a number defining stencil operation to use when stencil passes
  96142. */
  96143. getStencilOperationPass(): number;
  96144. /**
  96145. * Sets the stencil operation to use when stencil fails
  96146. * @param operation defines the stencil operation to use when stencil fails
  96147. */
  96148. setStencilOperationFail(operation: number): void;
  96149. /**
  96150. * Sets the stencil operation to use when depth fails
  96151. * @param operation defines the stencil operation to use when depth fails
  96152. */
  96153. setStencilOperationDepthFail(operation: number): void;
  96154. /**
  96155. * Sets the stencil operation to use when stencil passes
  96156. * @param operation defines the stencil operation to use when stencil passes
  96157. */
  96158. setStencilOperationPass(operation: number): void;
  96159. /**
  96160. * Sets a boolean indicating if the dithering state is enabled or disabled
  96161. * @param value defines the dithering state
  96162. */
  96163. setDitheringState(value: boolean): void;
  96164. /**
  96165. * Sets a boolean indicating if the rasterizer state is enabled or disabled
  96166. * @param value defines the rasterizer state
  96167. */
  96168. setRasterizerState(value: boolean): void;
  96169. /**
  96170. * stop executing a render loop function and remove it from the execution array
  96171. * @param renderFunction defines the function to be removed. If not provided all functions will be removed.
  96172. */
  96173. stopRenderLoop(renderFunction?: () => void): void;
  96174. /** @hidden */
  96175. _renderLoop(): void;
  96176. /**
  96177. * Can be used to override the current requestAnimationFrame requester.
  96178. * @hidden
  96179. */
  96180. protected _queueNewFrame(bindedRenderFunction: any, requester?: any): number;
  96181. /**
  96182. * Register and execute a render loop. The engine can have more than one render function
  96183. * @param renderFunction defines the function to continuously execute
  96184. */
  96185. runRenderLoop(renderFunction: () => void): void;
  96186. /**
  96187. * Toggle full screen mode
  96188. * @param requestPointerLock defines if a pointer lock should be requested from the user
  96189. */
  96190. switchFullscreen(requestPointerLock: boolean): void;
  96191. /**
  96192. * Enters full screen mode
  96193. * @param requestPointerLock defines if a pointer lock should be requested from the user
  96194. */
  96195. enterFullscreen(requestPointerLock: boolean): void;
  96196. /**
  96197. * Exits full screen mode
  96198. */
  96199. exitFullscreen(): void;
  96200. /**
  96201. * Enters Pointerlock mode
  96202. */
  96203. enterPointerlock(): void;
  96204. /**
  96205. * Exits Pointerlock mode
  96206. */
  96207. exitPointerlock(): void;
  96208. /**
  96209. * Clear the current render buffer or the current render target (if any is set up)
  96210. * @param color defines the color to use
  96211. * @param backBuffer defines if the back buffer must be cleared
  96212. * @param depth defines if the depth buffer must be cleared
  96213. * @param stencil defines if the stencil buffer must be cleared
  96214. */
  96215. clear(color: Nullable<IColor4Like>, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  96216. /**
  96217. * Executes a scissor clear (ie. a clear on a specific portion of the screen)
  96218. * @param x defines the x-coordinate of the top left corner of the clear rectangle
  96219. * @param y defines the y-coordinate of the corner of the clear rectangle
  96220. * @param width defines the width of the clear rectangle
  96221. * @param height defines the height of the clear rectangle
  96222. * @param clearColor defines the clear color
  96223. */
  96224. scissorClear(x: number, y: number, width: number, height: number, clearColor: IColor4Like): void;
  96225. /**
  96226. * Enable scissor test on a specific rectangle (ie. render will only be executed on a specific portion of the screen)
  96227. * @param x defines the x-coordinate of the top left corner of the clear rectangle
  96228. * @param y defines the y-coordinate of the corner of the clear rectangle
  96229. * @param width defines the width of the clear rectangle
  96230. * @param height defines the height of the clear rectangle
  96231. */
  96232. enableScissor(x: number, y: number, width: number, height: number): void;
  96233. /**
  96234. * Disable previously set scissor test rectangle
  96235. */
  96236. disableScissor(): void;
  96237. private _viewportCached;
  96238. /** @hidden */
  96239. _viewport(x: number, y: number, width: number, height: number): void;
  96240. /**
  96241. * Set the WebGL's viewport
  96242. * @param viewport defines the viewport element to be used
  96243. * @param requiredWidth defines the width required for rendering. If not provided the rendering canvas' width is used
  96244. * @param requiredHeight defines the height required for rendering. If not provided the rendering canvas' height is used
  96245. */
  96246. setViewport(viewport: IViewportLike, requiredWidth?: number, requiredHeight?: number): void;
  96247. /**
  96248. * Directly set the WebGL Viewport
  96249. * @param x defines the x coordinate of the viewport (in screen space)
  96250. * @param y defines the y coordinate of the viewport (in screen space)
  96251. * @param width defines the width of the viewport (in screen space)
  96252. * @param height defines the height of the viewport (in screen space)
  96253. * @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
  96254. */
  96255. setDirectViewport(x: number, y: number, width: number, height: number): Nullable<IViewportLike>;
  96256. /**
  96257. * Begin a new frame
  96258. */
  96259. beginFrame(): void;
  96260. /**
  96261. * Enf the current frame
  96262. */
  96263. endFrame(): void;
  96264. /**
  96265. * Resize the view according to the canvas' size
  96266. */
  96267. resize(): void;
  96268. /**
  96269. * Force a specific size of the canvas
  96270. * @param width defines the new canvas' width
  96271. * @param height defines the new canvas' height
  96272. */
  96273. setSize(width: number, height: number): void;
  96274. /**
  96275. * Binds the frame buffer to the specified texture.
  96276. * @param texture The texture to render to or null for the default canvas
  96277. * @param faceIndex The face of the texture to render to in case of cube texture
  96278. * @param requiredWidth The width of the target to render to
  96279. * @param requiredHeight The height of the target to render to
  96280. * @param forceFullscreenViewport Forces the viewport to be the entire texture/screen if true
  96281. * @param depthStencilTexture The depth stencil texture to use to render
  96282. * @param lodLevel defines le lod level to bind to the frame buffer
  96283. */
  96284. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean, depthStencilTexture?: InternalTexture, lodLevel?: number): void;
  96285. /** @hidden */
  96286. _bindUnboundFramebuffer(framebuffer: Nullable<WebGLFramebuffer>): void;
  96287. /**
  96288. * Unbind the current render target texture from the webGL context
  96289. * @param texture defines the render target texture to unbind
  96290. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  96291. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  96292. */
  96293. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  96294. /**
  96295. * Force the mipmap generation for the given render target texture
  96296. * @param texture defines the render target texture to use
  96297. */
  96298. generateMipMapsForCubemap(texture: InternalTexture): void;
  96299. /**
  96300. * Force a webGL flush (ie. a flush of all waiting webGL commands)
  96301. */
  96302. flushFramebuffer(): void;
  96303. /**
  96304. * Unbind the current render target and bind the default framebuffer
  96305. */
  96306. restoreDefaultFramebuffer(): void;
  96307. /**
  96308. * Create an uniform buffer
  96309. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  96310. * @param elements defines the content of the uniform buffer
  96311. * @returns the webGL uniform buffer
  96312. */
  96313. createUniformBuffer(elements: FloatArray): DataBuffer;
  96314. /**
  96315. * Create a dynamic uniform buffer
  96316. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  96317. * @param elements defines the content of the uniform buffer
  96318. * @returns the webGL uniform buffer
  96319. */
  96320. createDynamicUniformBuffer(elements: FloatArray): DataBuffer;
  96321. /**
  96322. * Update an existing uniform buffer
  96323. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  96324. * @param uniformBuffer defines the target uniform buffer
  96325. * @param elements defines the content to update
  96326. * @param offset defines the offset in the uniform buffer where update should start
  96327. * @param count defines the size of the data to update
  96328. */
  96329. updateUniformBuffer(uniformBuffer: DataBuffer, elements: FloatArray, offset?: number, count?: number): void;
  96330. private _resetVertexBufferBinding;
  96331. /**
  96332. * Creates a vertex buffer
  96333. * @param data the data for the vertex buffer
  96334. * @returns the new WebGL static buffer
  96335. */
  96336. createVertexBuffer(data: DataArray): DataBuffer;
  96337. /**
  96338. * Creates a dynamic vertex buffer
  96339. * @param data the data for the dynamic vertex buffer
  96340. * @returns the new WebGL dynamic buffer
  96341. */
  96342. createDynamicVertexBuffer(data: DataArray): DataBuffer;
  96343. /**
  96344. * Update a dynamic index buffer
  96345. * @param indexBuffer defines the target index buffer
  96346. * @param indices defines the data to update
  96347. * @param offset defines the offset in the target index buffer where update should start
  96348. */
  96349. updateDynamicIndexBuffer(indexBuffer: DataBuffer, indices: IndicesArray, offset?: number): void;
  96350. /**
  96351. * Updates a dynamic vertex buffer.
  96352. * @param vertexBuffer the vertex buffer to update
  96353. * @param data the data used to update the vertex buffer
  96354. * @param byteOffset the byte offset of the data
  96355. * @param byteLength the byte length of the data
  96356. */
  96357. updateDynamicVertexBuffer(vertexBuffer: DataBuffer, data: DataArray, byteOffset?: number, byteLength?: number): void;
  96358. private _resetIndexBufferBinding;
  96359. /**
  96360. * Creates a new index buffer
  96361. * @param indices defines the content of the index buffer
  96362. * @param updatable defines if the index buffer must be updatable
  96363. * @returns a new webGL buffer
  96364. */
  96365. createIndexBuffer(indices: IndicesArray, updatable?: boolean): DataBuffer;
  96366. protected _normalizeIndexData(indices: IndicesArray): Uint16Array | Uint32Array;
  96367. /**
  96368. * Bind a webGL buffer to the webGL context
  96369. * @param buffer defines the buffer to bind
  96370. */
  96371. bindArrayBuffer(buffer: Nullable<DataBuffer>): void;
  96372. /**
  96373. * Bind an uniform buffer to the current webGL context
  96374. * @param buffer defines the buffer to bind
  96375. */
  96376. bindUniformBuffer(buffer: Nullable<DataBuffer>): void;
  96377. /**
  96378. * Bind a buffer to the current webGL context at a given location
  96379. * @param buffer defines the buffer to bind
  96380. * @param location defines the index where to bind the buffer
  96381. */
  96382. bindUniformBufferBase(buffer: DataBuffer, location: number): void;
  96383. /**
  96384. * Bind a specific block at a given index in a specific shader program
  96385. * @param pipelineContext defines the pipeline context to use
  96386. * @param blockName defines the block name
  96387. * @param index defines the index where to bind the block
  96388. */
  96389. bindUniformBlock(pipelineContext: IPipelineContext, blockName: string, index: number): void;
  96390. private bindIndexBuffer;
  96391. private bindBuffer;
  96392. /**
  96393. * update the bound buffer with the given data
  96394. * @param data defines the data to update
  96395. */
  96396. updateArrayBuffer(data: Float32Array): void;
  96397. private _vertexAttribPointer;
  96398. private _bindIndexBufferWithCache;
  96399. private _bindVertexBuffersAttributes;
  96400. /**
  96401. * Records a vertex array object
  96402. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  96403. * @param vertexBuffers defines the list of vertex buffers to store
  96404. * @param indexBuffer defines the index buffer to store
  96405. * @param effect defines the effect to store
  96406. * @returns the new vertex array object
  96407. */
  96408. recordVertexArrayObject(vertexBuffers: {
  96409. [key: string]: VertexBuffer;
  96410. }, indexBuffer: Nullable<DataBuffer>, effect: Effect): WebGLVertexArrayObject;
  96411. /**
  96412. * Bind a specific vertex array object
  96413. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  96414. * @param vertexArrayObject defines the vertex array object to bind
  96415. * @param indexBuffer defines the index buffer to bind
  96416. */
  96417. bindVertexArrayObject(vertexArrayObject: WebGLVertexArrayObject, indexBuffer: Nullable<DataBuffer>): void;
  96418. /**
  96419. * Bind webGl buffers directly to the webGL context
  96420. * @param vertexBuffer defines the vertex buffer to bind
  96421. * @param indexBuffer defines the index buffer to bind
  96422. * @param vertexDeclaration defines the vertex declaration to use with the vertex buffer
  96423. * @param vertexStrideSize defines the vertex stride of the vertex buffer
  96424. * @param effect defines the effect associated with the vertex buffer
  96425. */
  96426. bindBuffersDirectly(vertexBuffer: DataBuffer, indexBuffer: DataBuffer, vertexDeclaration: number[], vertexStrideSize: number, effect: Effect): void;
  96427. private _unbindVertexArrayObject;
  96428. /**
  96429. * Bind a list of vertex buffers to the webGL context
  96430. * @param vertexBuffers defines the list of vertex buffers to bind
  96431. * @param indexBuffer defines the index buffer to bind
  96432. * @param effect defines the effect associated with the vertex buffers
  96433. */
  96434. bindBuffers(vertexBuffers: {
  96435. [key: string]: Nullable<VertexBuffer>;
  96436. }, indexBuffer: Nullable<DataBuffer>, effect: Effect): void;
  96437. /**
  96438. * Unbind all instance attributes
  96439. */
  96440. unbindInstanceAttributes(): void;
  96441. /**
  96442. * Release and free the memory of a vertex array object
  96443. * @param vao defines the vertex array object to delete
  96444. */
  96445. releaseVertexArrayObject(vao: WebGLVertexArrayObject): void;
  96446. /** @hidden */
  96447. _releaseBuffer(buffer: DataBuffer): boolean;
  96448. protected _deleteBuffer(buffer: DataBuffer): void;
  96449. /**
  96450. * Creates a webGL buffer to use with instanciation
  96451. * @param capacity defines the size of the buffer
  96452. * @returns the webGL buffer
  96453. */
  96454. createInstancesBuffer(capacity: number): DataBuffer;
  96455. /**
  96456. * Delete a webGL buffer used with instanciation
  96457. * @param buffer defines the webGL buffer to delete
  96458. */
  96459. deleteInstancesBuffer(buffer: WebGLBuffer): void;
  96460. /**
  96461. * Update the content of a webGL buffer used with instanciation and bind it to the webGL context
  96462. * @param instancesBuffer defines the webGL buffer to update and bind
  96463. * @param data defines the data to store in the buffer
  96464. * @param offsetLocations defines the offsets or attributes information used to determine where data must be stored in the buffer
  96465. */
  96466. updateAndBindInstancesBuffer(instancesBuffer: DataBuffer, data: Float32Array, offsetLocations: number[] | InstancingAttributeInfo[]): void;
  96467. /**
  96468. * Apply all cached states (depth, culling, stencil and alpha)
  96469. */
  96470. applyStates(): void;
  96471. /**
  96472. * Send a draw order
  96473. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  96474. * @param indexStart defines the starting index
  96475. * @param indexCount defines the number of index to draw
  96476. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  96477. */
  96478. draw(useTriangles: boolean, indexStart: number, indexCount: number, instancesCount?: number): void;
  96479. /**
  96480. * Draw a list of points
  96481. * @param verticesStart defines the index of first vertex to draw
  96482. * @param verticesCount defines the count of vertices to draw
  96483. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  96484. */
  96485. drawPointClouds(verticesStart: number, verticesCount: number, instancesCount?: number): void;
  96486. /**
  96487. * Draw a list of unindexed primitives
  96488. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  96489. * @param verticesStart defines the index of first vertex to draw
  96490. * @param verticesCount defines the count of vertices to draw
  96491. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  96492. */
  96493. drawUnIndexed(useTriangles: boolean, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  96494. /**
  96495. * Draw a list of indexed primitives
  96496. * @param fillMode defines the primitive to use
  96497. * @param indexStart defines the starting index
  96498. * @param indexCount defines the number of index to draw
  96499. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  96500. */
  96501. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  96502. /**
  96503. * Draw a list of unindexed primitives
  96504. * @param fillMode defines the primitive to use
  96505. * @param verticesStart defines the index of first vertex to draw
  96506. * @param verticesCount defines the count of vertices to draw
  96507. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  96508. */
  96509. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  96510. private _drawMode;
  96511. /** @hidden */
  96512. _releaseEffect(effect: Effect): void;
  96513. /** @hidden */
  96514. _deletePipelineContext(pipelineContext: IPipelineContext): void;
  96515. /**
  96516. * Create a new effect (used to store vertex/fragment shaders)
  96517. * @param baseName defines the base name of the effect (The name of file without .fragment.fx or .vertex.fx)
  96518. * @param attributesNamesOrOptions defines either a list of attribute names or an EffectCreationOptions object
  96519. * @param uniformsNamesOrEngine defines either a list of uniform names or the engine to use
  96520. * @param samplers defines an array of string used to represent textures
  96521. * @param defines defines the string containing the defines to use to compile the shaders
  96522. * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
  96523. * @param onCompiled defines a function to call when the effect creation is successful
  96524. * @param onError defines a function to call when the effect creation has failed
  96525. * @param indexParameters defines an object containing the index values to use to compile shaders (like the maximum number of simultaneous lights)
  96526. * @returns the new Effect
  96527. */
  96528. createEffect(baseName: any, attributesNamesOrOptions: string[] | EffectCreationOptions, uniformsNamesOrEngine: string[] | Engine, samplers?: string[], defines?: string, fallbacks?: EffectFallbacks, onCompiled?: Nullable<(effect: Effect) => void>, onError?: Nullable<(effect: Effect, errors: string) => void>, indexParameters?: any): Effect;
  96529. protected static _concatenateShader(source: string, defines: Nullable<string>, shaderVersion?: string): string;
  96530. private _compileShader;
  96531. private _compileRawShader;
  96532. /**
  96533. * Directly creates a webGL program
  96534. * @param pipelineContext defines the pipeline context to attach to
  96535. * @param vertexCode defines the vertex shader code to use
  96536. * @param fragmentCode defines the fragment shader code to use
  96537. * @param context defines the webGL context to use (if not set, the current one will be used)
  96538. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  96539. * @returns the new webGL program
  96540. */
  96541. createRawShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  96542. /**
  96543. * Creates a webGL program
  96544. * @param pipelineContext defines the pipeline context to attach to
  96545. * @param vertexCode defines the vertex shader code to use
  96546. * @param fragmentCode defines the fragment shader code to use
  96547. * @param defines defines the string containing the defines to use to compile the shaders
  96548. * @param context defines the webGL context to use (if not set, the current one will be used)
  96549. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  96550. * @returns the new webGL program
  96551. */
  96552. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: Nullable<string>, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  96553. /**
  96554. * Creates a new pipeline context
  96555. * @returns the new pipeline
  96556. */
  96557. createPipelineContext(): IPipelineContext;
  96558. private _createShaderProgram;
  96559. private _finalizePipelineContext;
  96560. /** @hidden */
  96561. _preparePipelineContext(pipelineContext: IPipelineContext, vertexSourceCode: string, fragmentSourceCode: string, createAsRaw: boolean, rebuildRebind: any, defines: Nullable<string>, transformFeedbackVaryings: Nullable<string[]>): void;
  96562. /** @hidden */
  96563. _isRenderingStateCompiled(pipelineContext: IPipelineContext): boolean;
  96564. /** @hidden */
  96565. _executeWhenRenderingStateIsCompiled(pipelineContext: IPipelineContext, action: () => void): void;
  96566. /**
  96567. * Gets the list of webGL uniform locations associated with a specific program based on a list of uniform names
  96568. * @param pipelineContext defines the pipeline context to use
  96569. * @param uniformsNames defines the list of uniform names
  96570. * @returns an array of webGL uniform locations
  96571. */
  96572. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): Nullable<WebGLUniformLocation>[];
  96573. /**
  96574. * Gets the lsit of active attributes for a given webGL program
  96575. * @param pipelineContext defines the pipeline context to use
  96576. * @param attributesNames defines the list of attribute names to get
  96577. * @returns an array of indices indicating the offset of each attribute
  96578. */
  96579. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  96580. /**
  96581. * Activates an effect, mkaing it the current one (ie. the one used for rendering)
  96582. * @param effect defines the effect to activate
  96583. */
  96584. enableEffect(effect: Nullable<Effect>): void;
  96585. /**
  96586. * Set the value of an uniform to an array of int32
  96587. * @param uniform defines the webGL uniform location where to store the value
  96588. * @param array defines the array of int32 to store
  96589. */
  96590. setIntArray(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  96591. /**
  96592. * Set the value of an uniform to an array of int32 (stored as vec2)
  96593. * @param uniform defines the webGL uniform location where to store the value
  96594. * @param array defines the array of int32 to store
  96595. */
  96596. setIntArray2(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  96597. /**
  96598. * Set the value of an uniform to an array of int32 (stored as vec3)
  96599. * @param uniform defines the webGL uniform location where to store the value
  96600. * @param array defines the array of int32 to store
  96601. */
  96602. setIntArray3(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  96603. /**
  96604. * Set the value of an uniform to an array of int32 (stored as vec4)
  96605. * @param uniform defines the webGL uniform location where to store the value
  96606. * @param array defines the array of int32 to store
  96607. */
  96608. setIntArray4(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  96609. /**
  96610. * Set the value of an uniform to an array of float32
  96611. * @param uniform defines the webGL uniform location where to store the value
  96612. * @param array defines the array of float32 to store
  96613. */
  96614. setFloatArray(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
  96615. /**
  96616. * Set the value of an uniform to an array of float32 (stored as vec2)
  96617. * @param uniform defines the webGL uniform location where to store the value
  96618. * @param array defines the array of float32 to store
  96619. */
  96620. setFloatArray2(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
  96621. /**
  96622. * Set the value of an uniform to an array of float32 (stored as vec3)
  96623. * @param uniform defines the webGL uniform location where to store the value
  96624. * @param array defines the array of float32 to store
  96625. */
  96626. setFloatArray3(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
  96627. /**
  96628. * Set the value of an uniform to an array of float32 (stored as vec4)
  96629. * @param uniform defines the webGL uniform location where to store the value
  96630. * @param array defines the array of float32 to store
  96631. */
  96632. setFloatArray4(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
  96633. /**
  96634. * Set the value of an uniform to an array of number
  96635. * @param uniform defines the webGL uniform location where to store the value
  96636. * @param array defines the array of number to store
  96637. */
  96638. setArray(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
  96639. /**
  96640. * Set the value of an uniform to an array of number (stored as vec2)
  96641. * @param uniform defines the webGL uniform location where to store the value
  96642. * @param array defines the array of number to store
  96643. */
  96644. setArray2(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
  96645. /**
  96646. * Set the value of an uniform to an array of number (stored as vec3)
  96647. * @param uniform defines the webGL uniform location where to store the value
  96648. * @param array defines the array of number to store
  96649. */
  96650. setArray3(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
  96651. /**
  96652. * Set the value of an uniform to an array of number (stored as vec4)
  96653. * @param uniform defines the webGL uniform location where to store the value
  96654. * @param array defines the array of number to store
  96655. */
  96656. setArray4(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
  96657. /**
  96658. * Set the value of an uniform to an array of float32 (stored as matrices)
  96659. * @param uniform defines the webGL uniform location where to store the value
  96660. * @param matrices defines the array of float32 to store
  96661. */
  96662. setMatrices(uniform: Nullable<WebGLUniformLocation>, matrices: Float32Array): void;
  96663. /**
  96664. * Set the value of an uniform to a matrix (3x3)
  96665. * @param uniform defines the webGL uniform location where to store the value
  96666. * @param matrix defines the Float32Array representing the 3x3 matrix to store
  96667. */
  96668. setMatrix3x3(uniform: Nullable<WebGLUniformLocation>, matrix: Float32Array): void;
  96669. /**
  96670. * Set the value of an uniform to a matrix (2x2)
  96671. * @param uniform defines the webGL uniform location where to store the value
  96672. * @param matrix defines the Float32Array representing the 2x2 matrix to store
  96673. */
  96674. setMatrix2x2(uniform: Nullable<WebGLUniformLocation>, matrix: Float32Array): void;
  96675. /**
  96676. * Set the value of an uniform to a number (int)
  96677. * @param uniform defines the webGL uniform location where to store the value
  96678. * @param value defines the int number to store
  96679. */
  96680. setInt(uniform: Nullable<WebGLUniformLocation>, value: number): void;
  96681. /**
  96682. * Set the value of an uniform to a number (float)
  96683. * @param uniform defines the webGL uniform location where to store the value
  96684. * @param value defines the float number to store
  96685. */
  96686. setFloat(uniform: Nullable<WebGLUniformLocation>, value: number): void;
  96687. /**
  96688. * Set the value of an uniform to a vec2
  96689. * @param uniform defines the webGL uniform location where to store the value
  96690. * @param x defines the 1st component of the value
  96691. * @param y defines the 2nd component of the value
  96692. */
  96693. setFloat2(uniform: Nullable<WebGLUniformLocation>, x: number, y: number): void;
  96694. /**
  96695. * Set the value of an uniform to a vec3
  96696. * @param uniform defines the webGL uniform location where to store the value
  96697. * @param x defines the 1st component of the value
  96698. * @param y defines the 2nd component of the value
  96699. * @param z defines the 3rd component of the value
  96700. */
  96701. setFloat3(uniform: Nullable<WebGLUniformLocation>, x: number, y: number, z: number): void;
  96702. /**
  96703. * Set the value of an uniform to a boolean
  96704. * @param uniform defines the webGL uniform location where to store the value
  96705. * @param bool defines the boolean to store
  96706. */
  96707. setBool(uniform: Nullable<WebGLUniformLocation>, bool: number): void;
  96708. /**
  96709. * Set the value of an uniform to a vec4
  96710. * @param uniform defines the webGL uniform location where to store the value
  96711. * @param x defines the 1st component of the value
  96712. * @param y defines the 2nd component of the value
  96713. * @param z defines the 3rd component of the value
  96714. * @param w defines the 4th component of the value
  96715. */
  96716. setFloat4(uniform: Nullable<WebGLUniformLocation>, x: number, y: number, z: number, w: number): void;
  96717. /**
  96718. * Sets a Color4 on a uniform variable
  96719. * @param uniform defines the uniform location
  96720. * @param color4 defines the value to be set
  96721. */
  96722. setDirectColor4(uniform: Nullable<WebGLUniformLocation>, color4: IColor4Like): void;
  96723. /**
  96724. * Set various states to the webGL context
  96725. * @param culling defines backface culling state
  96726. * @param zOffset defines the value to apply to zOffset (0 by default)
  96727. * @param force defines if states must be applied even if cache is up to date
  96728. * @param reverseSide defines if culling must be reversed (CCW instead of CW and CW instead of CCW)
  96729. */
  96730. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  96731. /**
  96732. * Set the z offset to apply to current rendering
  96733. * @param value defines the offset to apply
  96734. */
  96735. setZOffset(value: number): void;
  96736. /**
  96737. * Gets the current value of the zOffset
  96738. * @returns the current zOffset state
  96739. */
  96740. getZOffset(): number;
  96741. /**
  96742. * Enable or disable depth buffering
  96743. * @param enable defines the state to set
  96744. */
  96745. setDepthBuffer(enable: boolean): void;
  96746. /**
  96747. * Gets a boolean indicating if depth writing is enabled
  96748. * @returns the current depth writing state
  96749. */
  96750. getDepthWrite(): boolean;
  96751. /**
  96752. * Enable or disable depth writing
  96753. * @param enable defines the state to set
  96754. */
  96755. setDepthWrite(enable: boolean): void;
  96756. /**
  96757. * Enable or disable color writing
  96758. * @param enable defines the state to set
  96759. */
  96760. setColorWrite(enable: boolean): void;
  96761. /**
  96762. * Gets a boolean indicating if color writing is enabled
  96763. * @returns the current color writing state
  96764. */
  96765. getColorWrite(): boolean;
  96766. /**
  96767. * Sets alpha constants used by some alpha blending modes
  96768. * @param r defines the red component
  96769. * @param g defines the green component
  96770. * @param b defines the blue component
  96771. * @param a defines the alpha component
  96772. */
  96773. setAlphaConstants(r: number, g: number, b: number, a: number): void;
  96774. /**
  96775. * Sets the current alpha mode
  96776. * @param mode defines the mode to use (one of the Engine.ALPHA_XXX)
  96777. * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)
  96778. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  96779. */
  96780. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  96781. /**
  96782. * Gets the current alpha mode
  96783. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  96784. * @returns the current alpha mode
  96785. */
  96786. getAlphaMode(): number;
  96787. /**
  96788. * Clears the list of texture accessible through engine.
  96789. * This can help preventing texture load conflict due to name collision.
  96790. */
  96791. clearInternalTexturesCache(): void;
  96792. /**
  96793. * Force the entire cache to be cleared
  96794. * You should not have to use this function unless your engine needs to share the webGL context with another engine
  96795. * @param bruteForce defines a boolean to force clearing ALL caches (including stencil, detoh and alpha states)
  96796. */
  96797. wipeCaches(bruteForce?: boolean): void;
  96798. /**
  96799. * Set the compressed texture format to use, based on the formats you have, and the formats
  96800. * supported by the hardware / browser.
  96801. *
  96802. * Khronos Texture Container (.ktx) files are used to support this. This format has the
  96803. * advantage of being specifically designed for OpenGL. Header elements directly correspond
  96804. * to API arguments needed to compressed textures. This puts the burden on the container
  96805. * generator to house the arcane code for determining these for current & future formats.
  96806. *
  96807. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  96808. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  96809. *
  96810. * Note: The result of this call is not taken into account when a texture is base64.
  96811. *
  96812. * @param formatsAvailable defines the list of those format families you have created
  96813. * on your server. Syntax: '-' + format family + '.ktx'. (Case and order do not matter.)
  96814. *
  96815. * Current families are astc, dxt, pvrtc, etc2, & etc1.
  96816. * @returns The extension selected.
  96817. */
  96818. setTextureFormatToUse(formatsAvailable: Array<string>): Nullable<string>;
  96819. /** @hidden */
  96820. _getSamplingParameters(samplingMode: number, generateMipMaps: boolean): {
  96821. min: number;
  96822. mag: number;
  96823. };
  96824. /** @hidden */
  96825. _createTexture(): WebGLTexture;
  96826. /**
  96827. * Usually called from Texture.ts.
  96828. * Passed information to create a WebGLTexture
  96829. * @param urlArg defines a value which contains one of the following:
  96830. * * A conventional http URL, e.g. 'http://...' or 'file://...'
  96831. * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
  96832. * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
  96833. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
  96834. * @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)
  96835. * @param scene needed for loading to the correct scene
  96836. * @param samplingMode mode with should be used sample / access the texture (Default: Texture.TRILINEAR_SAMPLINGMODE)
  96837. * @param onLoad optional callback to be called upon successful completion
  96838. * @param onError optional callback to be called upon failure
  96839. * @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
  96840. * @param fallback an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
  96841. * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
  96842. * @param forcedExtension defines the extension to use to pick the right loader
  96843. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (default: empty array)
  96844. * @returns a InternalTexture for assignment back into BABYLON.Texture
  96845. */
  96846. 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 | ArrayBufferView | HTMLImageElement | Blob>, fallback?: Nullable<InternalTexture>, format?: Nullable<number>, forcedExtension?: Nullable<string>, excludeLoaders?: Array<IInternalTextureLoader>): InternalTexture;
  96847. /**
  96848. * @hidden
  96849. * Rescales a texture
  96850. * @param source input texutre
  96851. * @param destination destination texture
  96852. * @param scene scene to use to render the resize
  96853. * @param internalFormat format to use when resizing
  96854. * @param onComplete callback to be called when resize has completed
  96855. */
  96856. _rescaleTexture(source: InternalTexture, destination: InternalTexture, scene: Nullable<Scene>, internalFormat: number, onComplete: () => void): void;
  96857. private _unpackFlipYCached;
  96858. /**
  96859. * In case you are sharing the context with other applications, it might
  96860. * be interested to not cache the unpack flip y state to ensure a consistent
  96861. * value would be set.
  96862. */
  96863. enableUnpackFlipYCached: boolean;
  96864. /** @hidden */
  96865. _unpackFlipY(value: boolean): void;
  96866. /** @hidden */
  96867. _getUnpackAlignement(): number;
  96868. /**
  96869. * Creates a dynamic texture
  96870. * @param width defines the width of the texture
  96871. * @param height defines the height of the texture
  96872. * @param generateMipMaps defines if the engine should generate the mip levels
  96873. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  96874. * @returns the dynamic texture inside an InternalTexture
  96875. */
  96876. createDynamicTexture(width: number, height: number, generateMipMaps: boolean, samplingMode: number): InternalTexture;
  96877. /**
  96878. * Update the sampling mode of a given texture
  96879. * @param samplingMode defines the required sampling mode
  96880. * @param texture defines the texture to update
  96881. */
  96882. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  96883. /**
  96884. * Update the content of a dynamic texture
  96885. * @param texture defines the texture to update
  96886. * @param canvas defines the canvas containing the source
  96887. * @param invertY defines if data must be stored with Y axis inverted
  96888. * @param premulAlpha defines if alpha is stored as premultiplied
  96889. * @param format defines the format of the data
  96890. * @param forceBindTexture if the texture should be forced to be bound eg. after a graphics context loss (Default: false)
  96891. */
  96892. updateDynamicTexture(texture: Nullable<InternalTexture>, canvas: HTMLCanvasElement, invertY: boolean, premulAlpha?: boolean, format?: number, forceBindTexture?: boolean): void;
  96893. /**
  96894. * Update a video texture
  96895. * @param texture defines the texture to update
  96896. * @param video defines the video element to use
  96897. * @param invertY defines if data must be stored with Y axis inverted
  96898. */
  96899. updateVideoTexture(texture: Nullable<InternalTexture>, video: HTMLVideoElement, invertY: boolean): void;
  96900. /**
  96901. * Updates a depth texture Comparison Mode and Function.
  96902. * If the comparison Function is equal to 0, the mode will be set to none.
  96903. * Otherwise, this only works in webgl 2 and requires a shadow sampler in the shader.
  96904. * @param texture The texture to set the comparison function for
  96905. * @param comparisonFunction The comparison function to set, 0 if no comparison required
  96906. */
  96907. updateTextureComparisonFunction(texture: InternalTexture, comparisonFunction: number): void;
  96908. /** @hidden */
  96909. _setupDepthStencilTexture(internalTexture: InternalTexture, size: number | {
  96910. width: number;
  96911. height: number;
  96912. }, generateStencil: boolean, bilinearFiltering: boolean, comparisonFunction: number): void;
  96913. /**
  96914. * Creates a depth stencil texture.
  96915. * This is only available in WebGL 2 or with the depth texture extension available.
  96916. * @param size The size of face edge in the texture.
  96917. * @param options The options defining the texture.
  96918. * @returns The texture
  96919. */
  96920. createDepthStencilTexture(size: number | {
  96921. width: number;
  96922. height: number;
  96923. }, options: DepthTextureCreationOptions): InternalTexture;
  96924. /**
  96925. * Creates a depth stencil texture.
  96926. * This is only available in WebGL 2 or with the depth texture extension available.
  96927. * @param size The size of face edge in the texture.
  96928. * @param options The options defining the texture.
  96929. * @returns The texture
  96930. */
  96931. private _createDepthStencilTexture;
  96932. /**
  96933. * Sets the frame buffer Depth / Stencil attachement of the render target to the defined depth stencil texture.
  96934. * @param renderTarget The render target to set the frame buffer for
  96935. */
  96936. setFrameBufferDepthStencilTexture(renderTarget: RenderTargetTexture): void;
  96937. /**
  96938. * Creates a new render target texture
  96939. * @param size defines the size of the texture
  96940. * @param options defines the options used to create the texture
  96941. * @returns a new render target texture stored in an InternalTexture
  96942. */
  96943. createRenderTargetTexture(size: number | {
  96944. width: number;
  96945. height: number;
  96946. }, options: boolean | RenderTargetCreationOptions): InternalTexture;
  96947. /** @hidden */
  96948. _setupFramebufferDepthAttachments(generateStencilBuffer: boolean, generateDepthBuffer: boolean, width: number, height: number, samples?: number): Nullable<WebGLRenderbuffer>;
  96949. /**
  96950. * Updates the sample count of a render target texture
  96951. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  96952. * @param texture defines the texture to update
  96953. * @param samples defines the sample count to set
  96954. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  96955. */
  96956. updateRenderTargetTextureSampleCount(texture: Nullable<InternalTexture>, samples: number): number;
  96957. /** @hidden */
  96958. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  96959. /** @hidden */
  96960. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number, babylonInternalFormat?: number, useTextureWidthAndHeight?: boolean): void;
  96961. /** @hidden */
  96962. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  96963. /** @hidden */
  96964. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement, faceIndex?: number, lod?: number): void;
  96965. /**
  96966. * @hidden
  96967. */
  96968. _setCubeMapTextureParams(loadMipmap: boolean): void;
  96969. protected _prepareWebGLTextureContinuation(texture: InternalTexture, scene: Nullable<Scene>, noMipmap: boolean, isCompressed: boolean, samplingMode: number): void;
  96970. private _prepareWebGLTexture;
  96971. /** @hidden */
  96972. _convertRGBtoRGBATextureData(rgbData: any, width: number, height: number, textureType: number): ArrayBufferView;
  96973. /** @hidden */
  96974. _releaseFramebufferObjects(texture: InternalTexture): void;
  96975. /** @hidden */
  96976. _releaseTexture(texture: InternalTexture): void;
  96977. protected _deleteTexture(texture: Nullable<WebGLTexture>): void;
  96978. protected _setProgram(program: WebGLProgram): void;
  96979. protected _boundUniforms: {
  96980. [key: number]: WebGLUniformLocation;
  96981. };
  96982. /**
  96983. * Binds an effect to the webGL context
  96984. * @param effect defines the effect to bind
  96985. */
  96986. bindSamplers(effect: Effect): void;
  96987. private _activateCurrentTexture;
  96988. /** @hidden */
  96989. _bindTextureDirectly(target: number, texture: Nullable<InternalTexture>, forTextureDataUpdate?: boolean, force?: boolean): boolean;
  96990. /** @hidden */
  96991. _bindTexture(channel: number, texture: Nullable<InternalTexture>): void;
  96992. /**
  96993. * Sets a texture to the webGL context from a postprocess
  96994. * @param channel defines the channel to use
  96995. * @param postProcess defines the source postprocess
  96996. */
  96997. setTextureFromPostProcess(channel: number, postProcess: Nullable<PostProcess>): void;
  96998. /**
  96999. * Binds the output of the passed in post process to the texture channel specified
  97000. * @param channel The channel the texture should be bound to
  97001. * @param postProcess The post process which's output should be bound
  97002. */
  97003. setTextureFromPostProcessOutput(channel: number, postProcess: Nullable<PostProcess>): void;
  97004. /**
  97005. * Unbind all textures from the webGL context
  97006. */
  97007. unbindAllTextures(): void;
  97008. /**
  97009. * Sets a texture to the according uniform.
  97010. * @param channel The texture channel
  97011. * @param uniform The uniform to set
  97012. * @param texture The texture to apply
  97013. */
  97014. setTexture(channel: number, uniform: Nullable<WebGLUniformLocation>, texture: Nullable<BaseTexture>): void;
  97015. /**
  97016. * Sets a depth stencil texture from a render target to the according uniform.
  97017. * @param channel The texture channel
  97018. * @param uniform The uniform to set
  97019. * @param texture The render target texture containing the depth stencil texture to apply
  97020. */
  97021. setDepthStencilTexture(channel: number, uniform: Nullable<WebGLUniformLocation>, texture: Nullable<RenderTargetTexture>): void;
  97022. private _bindSamplerUniformToChannel;
  97023. private _getTextureWrapMode;
  97024. protected _setTexture(channel: number, texture: Nullable<BaseTexture>, isPartOfTextureArray?: boolean, depthStencilTexture?: boolean): boolean;
  97025. /**
  97026. * Sets an array of texture to the webGL context
  97027. * @param channel defines the channel where the texture array must be set
  97028. * @param uniform defines the associated uniform location
  97029. * @param textures defines the array of textures to bind
  97030. */
  97031. setTextureArray(channel: number, uniform: Nullable<WebGLUniformLocation>, textures: BaseTexture[]): void;
  97032. /** @hidden */
  97033. _setAnisotropicLevel(target: number, texture: BaseTexture): void;
  97034. private _setTextureParameterFloat;
  97035. private _setTextureParameterInteger;
  97036. /**
  97037. * Reads pixels from the current frame buffer. Please note that this function can be slow
  97038. * @param x defines the x coordinate of the rectangle where pixels must be read
  97039. * @param y defines the y coordinate of the rectangle where pixels must be read
  97040. * @param width defines the width of the rectangle where pixels must be read
  97041. * @param height defines the height of the rectangle where pixels must be read
  97042. * @returns a Uint8Array containing RGBA colors
  97043. */
  97044. readPixels(x: number, y: number, width: number, height: number): Uint8Array;
  97045. /**
  97046. * Add an externaly attached data from its key.
  97047. * This method call will fail and return false, if such key already exists.
  97048. * If you don't care and just want to get the data no matter what, use the more convenient getOrAddExternalDataWithFactory() method.
  97049. * @param key the unique key that identifies the data
  97050. * @param data the data object to associate to the key for this Engine instance
  97051. * @return true if no such key were already present and the data was added successfully, false otherwise
  97052. */
  97053. addExternalData<T>(key: string, data: T): boolean;
  97054. /**
  97055. * Get an externaly attached data from its key
  97056. * @param key the unique key that identifies the data
  97057. * @return the associated data, if present (can be null), or undefined if not present
  97058. */
  97059. getExternalData<T>(key: string): T;
  97060. /**
  97061. * Get an externaly attached data from its key, create it using a factory if it's not already present
  97062. * @param key the unique key that identifies the data
  97063. * @param factory the factory that will be called to create the instance if and only if it doesn't exists
  97064. * @return the associated data, can be null if the factory returned null.
  97065. */
  97066. getOrAddExternalDataWithFactory<T>(key: string, factory: (k: string) => T): T;
  97067. /**
  97068. * Remove an externaly attached data from the Engine instance
  97069. * @param key the unique key that identifies the data
  97070. * @return true if the data was successfully removed, false if it doesn't exist
  97071. */
  97072. removeExternalData(key: string): boolean;
  97073. /**
  97074. * Unbind all vertex attributes from the webGL context
  97075. */
  97076. unbindAllAttributes(): void;
  97077. /**
  97078. * 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
  97079. */
  97080. releaseEffects(): void;
  97081. /**
  97082. * Dispose and release all associated resources
  97083. */
  97084. dispose(): void;
  97085. /**
  97086. * Display the loading screen
  97087. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  97088. */
  97089. displayLoadingUI(): void;
  97090. /**
  97091. * Hide the loading screen
  97092. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  97093. */
  97094. hideLoadingUI(): void;
  97095. /**
  97096. * Gets the current loading screen object
  97097. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  97098. */
  97099. /**
  97100. * Sets the current loading screen object
  97101. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  97102. */
  97103. loadingScreen: ILoadingScreen;
  97104. /**
  97105. * Sets the current loading screen text
  97106. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  97107. */
  97108. loadingUIText: string;
  97109. /**
  97110. * Sets the current loading screen background color
  97111. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  97112. */
  97113. loadingUIBackgroundColor: string;
  97114. /**
  97115. * Attach a new callback raised when context lost event is fired
  97116. * @param callback defines the callback to call
  97117. */
  97118. attachContextLostEvent(callback: ((event: WebGLContextEvent) => void)): void;
  97119. /**
  97120. * Attach a new callback raised when context restored event is fired
  97121. * @param callback defines the callback to call
  97122. */
  97123. attachContextRestoredEvent(callback: ((event: WebGLContextEvent) => void)): void;
  97124. /**
  97125. * Gets the source code of the vertex shader associated with a specific webGL program
  97126. * @param program defines the program to use
  97127. * @returns a string containing the source code of the vertex shader associated with the program
  97128. */
  97129. getVertexShaderSource(program: WebGLProgram): Nullable<string>;
  97130. /**
  97131. * Gets the source code of the fragment shader associated with a specific webGL program
  97132. * @param program defines the program to use
  97133. * @returns a string containing the source code of the fragment shader associated with the program
  97134. */
  97135. getFragmentShaderSource(program: WebGLProgram): Nullable<string>;
  97136. /**
  97137. * Get the current error code of the webGL context
  97138. * @returns the error code
  97139. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  97140. */
  97141. getError(): number;
  97142. /**
  97143. * Gets the current framerate
  97144. * @returns a number representing the framerate
  97145. */
  97146. getFps(): number;
  97147. /**
  97148. * Gets the time spent between current and previous frame
  97149. * @returns a number representing the delta time in ms
  97150. */
  97151. getDeltaTime(): number;
  97152. private _measureFps;
  97153. /** @hidden */
  97154. _readTexturePixels(texture: InternalTexture, width: number, height: number, faceIndex?: number, level?: number, buffer?: Nullable<ArrayBufferView>): ArrayBufferView;
  97155. private _canRenderToFloatFramebuffer;
  97156. private _canRenderToHalfFloatFramebuffer;
  97157. private _canRenderToFramebuffer;
  97158. /** @hidden */
  97159. _getWebGLTextureType(type: number): number;
  97160. /** @hidden */
  97161. _getInternalFormat(format: number): number;
  97162. /** @hidden */
  97163. _getRGBABufferInternalSizedFormat(type: number, format?: number): number;
  97164. /** @hidden */
  97165. _getRGBAMultiSampleBufferFormat(type: number): number;
  97166. /** @hidden */
  97167. _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;
  97168. /** @hidden */
  97169. _loadFileAsync(url: string, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean): Promise<string | ArrayBuffer>;
  97170. /**
  97171. * Gets a boolean indicating if the engine can be instanciated (ie. if a webGL context can be found)
  97172. * @returns true if the engine can be created
  97173. * @ignorenaming
  97174. */
  97175. static isSupported(): boolean;
  97176. /**
  97177. * Find the next highest power of two.
  97178. * @param x Number to start search from.
  97179. * @return Next highest power of two.
  97180. */
  97181. static CeilingPOT(x: number): number;
  97182. /**
  97183. * Find the next lowest power of two.
  97184. * @param x Number to start search from.
  97185. * @return Next lowest power of two.
  97186. */
  97187. static FloorPOT(x: number): number;
  97188. /**
  97189. * Find the nearest power of two.
  97190. * @param x Number to start search from.
  97191. * @return Next nearest power of two.
  97192. */
  97193. static NearestPOT(x: number): number;
  97194. /**
  97195. * Get the closest exponent of two
  97196. * @param value defines the value to approximate
  97197. * @param max defines the maximum value to return
  97198. * @param mode defines how to define the closest value
  97199. * @returns closest exponent of two of the given value
  97200. */
  97201. static GetExponentOfTwo(value: number, max: number, mode?: number): number;
  97202. /**
  97203. * Queue a new function into the requested animation frame pool (ie. this function will be executed byt the browser for the next frame)
  97204. * @param func - the function to be called
  97205. * @param requester - the object that will request the next frame. Falls back to window.
  97206. * @returns frame number
  97207. */
  97208. static QueueNewFrame(func: () => void, requester?: any): number;
  97209. /**
  97210. * Ask the browser to promote the current element to pointerlock mode
  97211. * @param element defines the DOM element to promote
  97212. */
  97213. static _RequestPointerlock(element: HTMLElement): void;
  97214. /**
  97215. * Asks the browser to exit pointerlock mode
  97216. */
  97217. static _ExitPointerlock(): void;
  97218. /**
  97219. * Ask the browser to promote the current element to fullscreen rendering mode
  97220. * @param element defines the DOM element to promote
  97221. */
  97222. static _RequestFullscreen(element: HTMLElement): void;
  97223. /**
  97224. * Asks the browser to exit fullscreen mode
  97225. */
  97226. static _ExitFullscreen(): void;
  97227. }
  97228. }
  97229. declare module BABYLON {
  97230. /**
  97231. * The engine store class is responsible to hold all the instances of Engine and Scene created
  97232. * during the life time of the application.
  97233. */
  97234. export class EngineStore {
  97235. /** Gets the list of created engines */
  97236. static Instances: Engine[];
  97237. /** @hidden */
  97238. static _LastCreatedScene: Nullable<Scene>;
  97239. /**
  97240. * Gets the latest created engine
  97241. */
  97242. static readonly LastCreatedEngine: Nullable<Engine>;
  97243. /**
  97244. * Gets the latest created scene
  97245. */
  97246. static readonly LastCreatedScene: Nullable<Scene>;
  97247. /**
  97248. * Gets or sets a global variable indicating if fallback texture must be used when a texture cannot be loaded
  97249. * @ignorenaming
  97250. */
  97251. static UseFallbackTexture: boolean;
  97252. /**
  97253. * Texture content used if a texture cannot loaded
  97254. * @ignorenaming
  97255. */
  97256. static FallbackTexture: string;
  97257. }
  97258. }
  97259. declare module BABYLON {
  97260. /**
  97261. * Helper class that provides a small promise polyfill
  97262. */
  97263. export class PromisePolyfill {
  97264. /**
  97265. * Static function used to check if the polyfill is required
  97266. * If this is the case then the function will inject the polyfill to window.Promise
  97267. * @param force defines a boolean used to force the injection (mostly for testing purposes)
  97268. */
  97269. static Apply(force?: boolean): void;
  97270. }
  97271. }
  97272. declare module BABYLON {
  97273. /**
  97274. * Interface for screenshot methods with describe argument called `size` as object with options
  97275. * @link https://doc.babylonjs.com/api/classes/babylon.screenshottools
  97276. */
  97277. export interface IScreenshotSize {
  97278. /**
  97279. * number in pixels for canvas height
  97280. */
  97281. height?: number;
  97282. /**
  97283. * multiplier allowing render at a higher or lower resolution
  97284. * If value is defined then height and width will be ignored and taken from camera
  97285. */
  97286. precision?: number;
  97287. /**
  97288. * number in pixels for canvas width
  97289. */
  97290. width?: number;
  97291. }
  97292. }
  97293. declare module BABYLON {
  97294. interface IColor4Like {
  97295. r: float;
  97296. g: float;
  97297. b: float;
  97298. a: float;
  97299. }
  97300. /**
  97301. * Class containing a set of static utilities functions
  97302. */
  97303. export class Tools {
  97304. /**
  97305. * Gets or sets the base URL to use to load assets
  97306. */
  97307. static BaseUrl: string;
  97308. /**
  97309. * Enable/Disable Custom HTTP Request Headers globally.
  97310. * default = false
  97311. * @see CustomRequestHeaders
  97312. */
  97313. static UseCustomRequestHeaders: boolean;
  97314. /**
  97315. * Custom HTTP Request Headers to be sent with XMLHttpRequests
  97316. * i.e. when loading files, where the server/service expects an Authorization header
  97317. */
  97318. static CustomRequestHeaders: {
  97319. [key: string]: string;
  97320. };
  97321. /**
  97322. * Gets or sets the retry strategy to apply when an error happens while loading an asset
  97323. */
  97324. static DefaultRetryStrategy: (url: string, request: WebRequest, retryIndex: number) => number;
  97325. /**
  97326. * Default behaviour for cors in the application.
  97327. * It can be a string if the expected behavior is identical in the entire app.
  97328. * Or a callback to be able to set it per url or on a group of them (in case of Video source for instance)
  97329. */
  97330. static CorsBehavior: string | ((url: string | string[]) => string);
  97331. /**
  97332. * Gets or sets a global variable indicating if fallback texture must be used when a texture cannot be loaded
  97333. * @ignorenaming
  97334. */
  97335. static UseFallbackTexture: boolean;
  97336. /**
  97337. * Use this object to register external classes like custom textures or material
  97338. * to allow the laoders to instantiate them
  97339. */
  97340. static RegisteredExternalClasses: {
  97341. [key: string]: Object;
  97342. };
  97343. /**
  97344. * Texture content used if a texture cannot loaded
  97345. * @ignorenaming
  97346. */
  97347. static fallbackTexture: string;
  97348. /**
  97349. * Read the content of a byte array at a specified coordinates (taking in account wrapping)
  97350. * @param u defines the coordinate on X axis
  97351. * @param v defines the coordinate on Y axis
  97352. * @param width defines the width of the source data
  97353. * @param height defines the height of the source data
  97354. * @param pixels defines the source byte array
  97355. * @param color defines the output color
  97356. */
  97357. static FetchToRef(u: number, v: number, width: number, height: number, pixels: Uint8Array, color: IColor4Like): void;
  97358. /**
  97359. * Interpolates between a and b via alpha
  97360. * @param a The lower value (returned when alpha = 0)
  97361. * @param b The upper value (returned when alpha = 1)
  97362. * @param alpha The interpolation-factor
  97363. * @return The mixed value
  97364. */
  97365. static Mix(a: number, b: number, alpha: number): number;
  97366. /**
  97367. * Tries to instantiate a new object from a given class name
  97368. * @param className defines the class name to instantiate
  97369. * @returns the new object or null if the system was not able to do the instantiation
  97370. */
  97371. static Instantiate(className: string): any;
  97372. /**
  97373. * Provides a slice function that will work even on IE
  97374. * @param data defines the array to slice
  97375. * @param start defines the start of the data (optional)
  97376. * @param end defines the end of the data (optional)
  97377. * @returns the new sliced array
  97378. */
  97379. static Slice<T>(data: T, start?: number, end?: number): T;
  97380. /**
  97381. * Polyfill for setImmediate
  97382. * @param action defines the action to execute after the current execution block
  97383. */
  97384. static SetImmediate(action: () => void): void;
  97385. /**
  97386. * Function indicating if a number is an exponent of 2
  97387. * @param value defines the value to test
  97388. * @returns true if the value is an exponent of 2
  97389. */
  97390. static IsExponentOfTwo(value: number): boolean;
  97391. private static _tmpFloatArray;
  97392. /**
  97393. * Returns the nearest 32-bit single precision float representation of a Number
  97394. * @param value A Number. If the parameter is of a different type, it will get converted
  97395. * to a number or to NaN if it cannot be converted
  97396. * @returns number
  97397. */
  97398. static FloatRound(value: number): number;
  97399. /**
  97400. * Extracts the filename from a path
  97401. * @param path defines the path to use
  97402. * @returns the filename
  97403. */
  97404. static GetFilename(path: string): string;
  97405. /**
  97406. * Extracts the "folder" part of a path (everything before the filename).
  97407. * @param uri The URI to extract the info from
  97408. * @param returnUnchangedIfNoSlash Do not touch the URI if no slashes are present
  97409. * @returns The "folder" part of the path
  97410. */
  97411. static GetFolderPath(uri: string, returnUnchangedIfNoSlash?: boolean): string;
  97412. /**
  97413. * Extracts text content from a DOM element hierarchy
  97414. * Back Compat only, please use DomManagement.GetDOMTextContent instead.
  97415. */
  97416. static GetDOMTextContent: typeof DomManagement.GetDOMTextContent;
  97417. /**
  97418. * Convert an angle in radians to degrees
  97419. * @param angle defines the angle to convert
  97420. * @returns the angle in degrees
  97421. */
  97422. static ToDegrees(angle: number): number;
  97423. /**
  97424. * Convert an angle in degrees to radians
  97425. * @param angle defines the angle to convert
  97426. * @returns the angle in radians
  97427. */
  97428. static ToRadians(angle: number): number;
  97429. /**
  97430. * Encode a buffer to a base64 string
  97431. * @param buffer defines the buffer to encode
  97432. * @returns the encoded string
  97433. */
  97434. static EncodeArrayBufferTobase64(buffer: ArrayBuffer): string;
  97435. /**
  97436. * Returns an array if obj is not an array
  97437. * @param obj defines the object to evaluate as an array
  97438. * @param allowsNullUndefined defines a boolean indicating if obj is allowed to be null or undefined
  97439. * @returns either obj directly if obj is an array or a new array containing obj
  97440. */
  97441. static MakeArray(obj: any, allowsNullUndefined?: boolean): Nullable<Array<any>>;
  97442. /**
  97443. * Gets the pointer prefix to use
  97444. * @returns "pointer" if touch is enabled. Else returns "mouse"
  97445. */
  97446. static GetPointerPrefix(): string;
  97447. /**
  97448. * Sets the cors behavior on a dom element. This will add the required Tools.CorsBehavior to the element.
  97449. * @param url define the url we are trying
  97450. * @param element define the dom element where to configure the cors policy
  97451. */
  97452. static SetCorsBehavior(url: string | string[], element: {
  97453. crossOrigin: string | null;
  97454. }): void;
  97455. /**
  97456. * Removes unwanted characters from an url
  97457. * @param url defines the url to clean
  97458. * @returns the cleaned url
  97459. */
  97460. static CleanUrl(url: string): string;
  97461. /**
  97462. * Gets or sets a function used to pre-process url before using them to load assets
  97463. */
  97464. static PreprocessUrl: (url: string) => string;
  97465. /**
  97466. * Loads an image as an HTMLImageElement.
  97467. * @param input url string, ArrayBuffer, or Blob to load
  97468. * @param onLoad callback called when the image successfully loads
  97469. * @param onError callback called when the image fails to load
  97470. * @param offlineProvider offline provider for caching
  97471. * @returns the HTMLImageElement of the loaded image
  97472. */
  97473. static LoadImage(input: string | ArrayBuffer | Blob, onLoad: (img: HTMLImageElement) => void, onError: (message?: string, exception?: any) => void, offlineProvider: Nullable<IOfflineProvider>): HTMLImageElement;
  97474. /**
  97475. * Loads a file
  97476. * @param url url string, ArrayBuffer, or Blob to load
  97477. * @param onSuccess callback called when the file successfully loads
  97478. * @param onProgress callback called while file is loading (if the server supports this mode)
  97479. * @param offlineProvider defines the offline provider for caching
  97480. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  97481. * @param onError callback called when the file fails to load
  97482. * @returns a file request object
  97483. */
  97484. 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;
  97485. /**
  97486. * Loads a file from a url
  97487. * @param url the file url to load
  97488. * @returns a promise containing an ArrayBuffer corrisponding to the loaded file
  97489. */
  97490. static LoadFileAsync(url: string): Promise<ArrayBuffer>;
  97491. /**
  97492. * Load a script (identified by an url). When the url returns, the
  97493. * content of this file is added into a new script element, attached to the DOM (body element)
  97494. * @param scriptUrl defines the url of the script to laod
  97495. * @param onSuccess defines the callback called when the script is loaded
  97496. * @param onError defines the callback to call if an error occurs
  97497. * @param scriptId defines the id of the script element
  97498. */
  97499. static LoadScript(scriptUrl: string, onSuccess: () => void, onError?: (message?: string, exception?: any) => void, scriptId?: string): void;
  97500. /**
  97501. * Load an asynchronous script (identified by an url). When the url returns, the
  97502. * content of this file is added into a new script element, attached to the DOM (body element)
  97503. * @param scriptUrl defines the url of the script to laod
  97504. * @param scriptId defines the id of the script element
  97505. * @returns a promise request object
  97506. */
  97507. static LoadScriptAsync(scriptUrl: string, scriptId?: string): Promise<boolean>;
  97508. /**
  97509. * Loads a file from a blob
  97510. * @param fileToLoad defines the blob to use
  97511. * @param callback defines the callback to call when data is loaded
  97512. * @param progressCallback defines the callback to call during loading process
  97513. * @returns a file request object
  97514. */
  97515. static ReadFileAsDataURL(fileToLoad: Blob, callback: (data: any) => void, progressCallback: (ev: ProgressEvent) => any): IFileRequest;
  97516. /**
  97517. * Loads a file
  97518. * @param fileToLoad defines the file to load
  97519. * @param callback defines the callback to call when data is loaded
  97520. * @param progressCallBack defines the callback to call during loading process
  97521. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  97522. * @returns a file request object
  97523. */
  97524. static ReadFile(fileToLoad: File, callback: (data: any) => void, progressCallBack?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean): IFileRequest;
  97525. /**
  97526. * Creates a data url from a given string content
  97527. * @param content defines the content to convert
  97528. * @returns the new data url link
  97529. */
  97530. static FileAsURL(content: string): string;
  97531. /**
  97532. * Format the given number to a specific decimal format
  97533. * @param value defines the number to format
  97534. * @param decimals defines the number of decimals to use
  97535. * @returns the formatted string
  97536. */
  97537. static Format(value: number, decimals?: number): string;
  97538. /**
  97539. * Tries to copy an object by duplicating every property
  97540. * @param source defines the source object
  97541. * @param destination defines the target object
  97542. * @param doNotCopyList defines a list of properties to avoid
  97543. * @param mustCopyList defines a list of properties to copy (even if they start with _)
  97544. */
  97545. static DeepCopy(source: any, destination: any, doNotCopyList?: string[], mustCopyList?: string[]): void;
  97546. /**
  97547. * Gets a boolean indicating if the given object has no own property
  97548. * @param obj defines the object to test
  97549. * @returns true if object has no own property
  97550. */
  97551. static IsEmpty(obj: any): boolean;
  97552. /**
  97553. * Function used to register events at window level
  97554. * @param windowElement defines the Window object to use
  97555. * @param events defines the events to register
  97556. */
  97557. static RegisterTopRootEvents(windowElement: Window, events: {
  97558. name: string;
  97559. handler: Nullable<(e: FocusEvent) => any>;
  97560. }[]): void;
  97561. /**
  97562. * Function used to unregister events from window level
  97563. * @param windowElement defines the Window object to use
  97564. * @param events defines the events to unregister
  97565. */
  97566. static UnregisterTopRootEvents(windowElement: Window, events: {
  97567. name: string;
  97568. handler: Nullable<(e: FocusEvent) => any>;
  97569. }[]): void;
  97570. /**
  97571. * @ignore
  97572. */
  97573. static _ScreenshotCanvas: HTMLCanvasElement;
  97574. /**
  97575. * Dumps the current bound framebuffer
  97576. * @param width defines the rendering width
  97577. * @param height defines the rendering height
  97578. * @param engine defines the hosting engine
  97579. * @param successCallback defines the callback triggered once the data are available
  97580. * @param mimeType defines the mime type of the result
  97581. * @param fileName defines the filename to download. If present, the result will automatically be downloaded
  97582. */
  97583. static DumpFramebuffer(width: number, height: number, engine: Engine, successCallback?: (data: string) => void, mimeType?: string, fileName?: string): void;
  97584. /**
  97585. * Converts the canvas data to blob.
  97586. * This acts as a polyfill for browsers not supporting the to blob function.
  97587. * @param canvas Defines the canvas to extract the data from
  97588. * @param successCallback Defines the callback triggered once the data are available
  97589. * @param mimeType Defines the mime type of the result
  97590. */
  97591. static ToBlob(canvas: HTMLCanvasElement, successCallback: (blob: Nullable<Blob>) => void, mimeType?: string): void;
  97592. /**
  97593. * Encodes the canvas data to base 64 or automatically download the result if filename is defined
  97594. * @param successCallback defines the callback triggered once the data are available
  97595. * @param mimeType defines the mime type of the result
  97596. * @param fileName defines he filename to download. If present, the result will automatically be downloaded
  97597. */
  97598. static EncodeScreenshotCanvasData(successCallback?: (data: string) => void, mimeType?: string, fileName?: string): void;
  97599. /**
  97600. * Downloads a blob in the browser
  97601. * @param blob defines the blob to download
  97602. * @param fileName defines the name of the downloaded file
  97603. */
  97604. static Download(blob: Blob, fileName: string): void;
  97605. /**
  97606. * Captures a screenshot of the current rendering
  97607. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  97608. * @param engine defines the rendering engine
  97609. * @param camera defines the source camera
  97610. * @param size This parameter can be set to a single number or to an object with the
  97611. * following (optional) properties: precision, width, height. If a single number is passed,
  97612. * it will be used for both width and height. If an object is passed, the screenshot size
  97613. * will be derived from the parameters. The precision property is a multiplier allowing
  97614. * rendering at a higher or lower resolution
  97615. * @param successCallback defines the callback receives a single parameter which contains the
  97616. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  97617. * src parameter of an <img> to display it
  97618. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  97619. * Check your browser for supported MIME types
  97620. */
  97621. static CreateScreenshot(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string): void;
  97622. /**
  97623. * Captures a screenshot of the current rendering
  97624. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  97625. * @param engine defines the rendering engine
  97626. * @param camera defines the source camera
  97627. * @param size This parameter can be set to a single number or to an object with the
  97628. * following (optional) properties: precision, width, height. If a single number is passed,
  97629. * it will be used for both width and height. If an object is passed, the screenshot size
  97630. * will be derived from the parameters. The precision property is a multiplier allowing
  97631. * rendering at a higher or lower resolution
  97632. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  97633. * Check your browser for supported MIME types
  97634. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  97635. * to the src parameter of an <img> to display it
  97636. */
  97637. static CreateScreenshotAsync(engine: Engine, camera: Camera, size: IScreenshotSize | number, mimeType?: string): Promise<string>;
  97638. /**
  97639. * Generates an image screenshot from the specified camera.
  97640. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  97641. * @param engine The engine to use for rendering
  97642. * @param camera The camera to use for rendering
  97643. * @param size This parameter can be set to a single number or to an object with the
  97644. * following (optional) properties: precision, width, height. If a single number is passed,
  97645. * it will be used for both width and height. If an object is passed, the screenshot size
  97646. * will be derived from the parameters. The precision property is a multiplier allowing
  97647. * rendering at a higher or lower resolution
  97648. * @param successCallback The callback receives a single parameter which contains the
  97649. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  97650. * src parameter of an <img> to display it
  97651. * @param mimeType The MIME type of the screenshot image (default: image/png).
  97652. * Check your browser for supported MIME types
  97653. * @param samples Texture samples (default: 1)
  97654. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  97655. * @param fileName A name for for the downloaded file.
  97656. */
  97657. static CreateScreenshotUsingRenderTarget(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): void;
  97658. /**
  97659. * Generates an image screenshot from the specified camera.
  97660. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  97661. * @param engine The engine to use for rendering
  97662. * @param camera The camera to use for rendering
  97663. * @param size This parameter can be set to a single number or to an object with the
  97664. * following (optional) properties: precision, width, height. If a single number is passed,
  97665. * it will be used for both width and height. If an object is passed, the screenshot size
  97666. * will be derived from the parameters. The precision property is a multiplier allowing
  97667. * rendering at a higher or lower resolution
  97668. * @param mimeType The MIME type of the screenshot image (default: image/png).
  97669. * Check your browser for supported MIME types
  97670. * @param samples Texture samples (default: 1)
  97671. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  97672. * @param fileName A name for for the downloaded file.
  97673. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  97674. * to the src parameter of an <img> to display it
  97675. */
  97676. static CreateScreenshotUsingRenderTargetAsync(engine: Engine, camera: Camera, size: IScreenshotSize | number, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): Promise<string>;
  97677. /**
  97678. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  97679. * Be aware Math.random() could cause collisions, but:
  97680. * "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"
  97681. * @returns a pseudo random id
  97682. */
  97683. static RandomId(): string;
  97684. /**
  97685. * Test if the given uri is a base64 string
  97686. * @param uri The uri to test
  97687. * @return True if the uri is a base64 string or false otherwise
  97688. */
  97689. static IsBase64(uri: string): boolean;
  97690. /**
  97691. * Decode the given base64 uri.
  97692. * @param uri The uri to decode
  97693. * @return The decoded base64 data.
  97694. */
  97695. static DecodeBase64(uri: string): ArrayBuffer;
  97696. /**
  97697. * Gets the absolute url.
  97698. * @param url the input url
  97699. * @return the absolute url
  97700. */
  97701. static GetAbsoluteUrl(url: string): string;
  97702. /**
  97703. * No log
  97704. */
  97705. static readonly NoneLogLevel: number;
  97706. /**
  97707. * Only message logs
  97708. */
  97709. static readonly MessageLogLevel: number;
  97710. /**
  97711. * Only warning logs
  97712. */
  97713. static readonly WarningLogLevel: number;
  97714. /**
  97715. * Only error logs
  97716. */
  97717. static readonly ErrorLogLevel: number;
  97718. /**
  97719. * All logs
  97720. */
  97721. static readonly AllLogLevel: number;
  97722. /**
  97723. * Gets a value indicating the number of loading errors
  97724. * @ignorenaming
  97725. */
  97726. static readonly errorsCount: number;
  97727. /**
  97728. * Callback called when a new log is added
  97729. */
  97730. static OnNewCacheEntry: (entry: string) => void;
  97731. /**
  97732. * Log a message to the console
  97733. * @param message defines the message to log
  97734. */
  97735. static Log(message: string): void;
  97736. /**
  97737. * Write a warning message to the console
  97738. * @param message defines the message to log
  97739. */
  97740. static Warn(message: string): void;
  97741. /**
  97742. * Write an error message to the console
  97743. * @param message defines the message to log
  97744. */
  97745. static Error(message: string): void;
  97746. /**
  97747. * Gets current log cache (list of logs)
  97748. */
  97749. static readonly LogCache: string;
  97750. /**
  97751. * Clears the log cache
  97752. */
  97753. static ClearLogCache(): void;
  97754. /**
  97755. * Sets the current log level (MessageLogLevel / WarningLogLevel / ErrorLogLevel)
  97756. */
  97757. static LogLevels: number;
  97758. /**
  97759. * Checks if the window object exists
  97760. * Back Compat only, please use DomManagement.IsWindowObjectExist instead.
  97761. */
  97762. static IsWindowObjectExist: typeof DomManagement.IsWindowObjectExist;
  97763. /**
  97764. * No performance log
  97765. */
  97766. static readonly PerformanceNoneLogLevel: number;
  97767. /**
  97768. * Use user marks to log performance
  97769. */
  97770. static readonly PerformanceUserMarkLogLevel: number;
  97771. /**
  97772. * Log performance to the console
  97773. */
  97774. static readonly PerformanceConsoleLogLevel: number;
  97775. private static _performance;
  97776. /**
  97777. * Sets the current performance log level
  97778. */
  97779. static PerformanceLogLevel: number;
  97780. private static _StartPerformanceCounterDisabled;
  97781. private static _EndPerformanceCounterDisabled;
  97782. private static _StartUserMark;
  97783. private static _EndUserMark;
  97784. private static _StartPerformanceConsole;
  97785. private static _EndPerformanceConsole;
  97786. /**
  97787. * Starts a performance counter
  97788. */
  97789. static StartPerformanceCounter: (counterName: string, condition?: boolean) => void;
  97790. /**
  97791. * Ends a specific performance coutner
  97792. */
  97793. static EndPerformanceCounter: (counterName: string, condition?: boolean) => void;
  97794. /**
  97795. * Gets either window.performance.now() if supported or Date.now() else
  97796. */
  97797. static readonly Now: number;
  97798. /**
  97799. * This method will return the name of the class used to create the instance of the given object.
  97800. * It will works only on Javascript basic data types (number, string, ...) and instance of class declared with the @className decorator.
  97801. * @param object the object to get the class name from
  97802. * @param isType defines if the object is actually a type
  97803. * @returns the name of the class, will be "object" for a custom data type not using the @className decorator
  97804. */
  97805. static GetClassName(object: any, isType?: boolean): string;
  97806. /**
  97807. * Gets the first element of an array satisfying a given predicate
  97808. * @param array defines the array to browse
  97809. * @param predicate defines the predicate to use
  97810. * @returns null if not found or the element
  97811. */
  97812. static First<T>(array: Array<T>, predicate: (item: T) => boolean): Nullable<T>;
  97813. /**
  97814. * This method will return the name of the full name of the class, including its owning module (if any).
  97815. * 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).
  97816. * @param object the object to get the class name from
  97817. * @param isType defines if the object is actually a type
  97818. * @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.
  97819. * @ignorenaming
  97820. */
  97821. static getFullClassName(object: any, isType?: boolean): Nullable<string>;
  97822. /**
  97823. * Returns a promise that resolves after the given amount of time.
  97824. * @param delay Number of milliseconds to delay
  97825. * @returns Promise that resolves after the given amount of time
  97826. */
  97827. static DelayAsync(delay: number): Promise<void>;
  97828. }
  97829. /**
  97830. * Use this className as a decorator on a given class definition to add it a name and optionally its module.
  97831. * You can then use the Tools.getClassName(obj) on an instance to retrieve its class name.
  97832. * This method is the only way to get it done in all cases, even if the .js file declaring the class is minified
  97833. * @param name The name of the class, case should be preserved
  97834. * @param module The name of the Module hosting the class, optional, but strongly recommended to specify if possible. Case should be preserved.
  97835. */
  97836. export function className(name: string, module?: string): (target: Object) => void;
  97837. /**
  97838. * An implementation of a loop for asynchronous functions.
  97839. */
  97840. export class AsyncLoop {
  97841. /**
  97842. * Defines the number of iterations for the loop
  97843. */
  97844. iterations: number;
  97845. /**
  97846. * Defines the current index of the loop.
  97847. */
  97848. index: number;
  97849. private _done;
  97850. private _fn;
  97851. private _successCallback;
  97852. /**
  97853. * Constructor.
  97854. * @param iterations the number of iterations.
  97855. * @param func the function to run each iteration
  97856. * @param successCallback the callback that will be called upon succesful execution
  97857. * @param offset starting offset.
  97858. */
  97859. constructor(
  97860. /**
  97861. * Defines the number of iterations for the loop
  97862. */
  97863. iterations: number, func: (asyncLoop: AsyncLoop) => void, successCallback: () => void, offset?: number);
  97864. /**
  97865. * Execute the next iteration. Must be called after the last iteration was finished.
  97866. */
  97867. executeNext(): void;
  97868. /**
  97869. * Break the loop and run the success callback.
  97870. */
  97871. breakLoop(): void;
  97872. /**
  97873. * Create and run an async loop.
  97874. * @param iterations the number of iterations.
  97875. * @param fn the function to run each iteration
  97876. * @param successCallback the callback that will be called upon succesful execution
  97877. * @param offset starting offset.
  97878. * @returns the created async loop object
  97879. */
  97880. static Run(iterations: number, fn: (asyncLoop: AsyncLoop) => void, successCallback: () => void, offset?: number): AsyncLoop;
  97881. /**
  97882. * A for-loop that will run a given number of iterations synchronous and the rest async.
  97883. * @param iterations total number of iterations
  97884. * @param syncedIterations number of synchronous iterations in each async iteration.
  97885. * @param fn the function to call each iteration.
  97886. * @param callback a success call back that will be called when iterating stops.
  97887. * @param breakFunction a break condition (optional)
  97888. * @param timeout timeout settings for the setTimeout function. default - 0.
  97889. * @returns the created async loop object
  97890. */
  97891. static SyncAsyncForLoop(iterations: number, syncedIterations: number, fn: (iteration: number) => void, callback: () => void, breakFunction?: () => boolean, timeout?: number): AsyncLoop;
  97892. }
  97893. }
  97894. declare module BABYLON {
  97895. /** @hidden */
  97896. export interface ICollisionCoordinator {
  97897. createCollider(): Collider;
  97898. getNewPosition(position: Vector3, displacement: Vector3, collider: Collider, maximumRetry: number, excludedMesh: Nullable<AbstractMesh>, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh: Nullable<AbstractMesh>) => void, collisionIndex: number): void;
  97899. init(scene: Scene): void;
  97900. }
  97901. /** @hidden */
  97902. export class DefaultCollisionCoordinator implements ICollisionCoordinator {
  97903. private _scene;
  97904. private _scaledPosition;
  97905. private _scaledVelocity;
  97906. private _finalPosition;
  97907. getNewPosition(position: Vector3, displacement: Vector3, collider: Collider, maximumRetry: number, excludedMesh: AbstractMesh, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh: Nullable<AbstractMesh>) => void, collisionIndex: number): void;
  97908. createCollider(): Collider;
  97909. init(scene: Scene): void;
  97910. private _collideWithWorld;
  97911. }
  97912. }
  97913. declare module BABYLON {
  97914. /**
  97915. * Class used to manage all inputs for the scene.
  97916. */
  97917. export class InputManager {
  97918. /** The distance in pixel that you have to move to prevent some events */
  97919. static DragMovementThreshold: number;
  97920. /** Time in milliseconds to wait to raise long press events if button is still pressed */
  97921. static LongPressDelay: number;
  97922. /** Time in milliseconds with two consecutive clicks will be considered as a double click */
  97923. static DoubleClickDelay: number;
  97924. /** If you need to check double click without raising a single click at first click, enable this flag */
  97925. static ExclusiveDoubleClickMode: boolean;
  97926. private _wheelEventName;
  97927. private _onPointerMove;
  97928. private _onPointerDown;
  97929. private _onPointerUp;
  97930. private _initClickEvent;
  97931. private _initActionManager;
  97932. private _delayedSimpleClick;
  97933. private _delayedSimpleClickTimeout;
  97934. private _previousDelayedSimpleClickTimeout;
  97935. private _meshPickProceed;
  97936. private _previousButtonPressed;
  97937. private _currentPickResult;
  97938. private _previousPickResult;
  97939. private _totalPointersPressed;
  97940. private _doubleClickOccured;
  97941. private _pointerOverMesh;
  97942. private _pickedDownMesh;
  97943. private _pickedUpMesh;
  97944. private _pointerX;
  97945. private _pointerY;
  97946. private _unTranslatedPointerX;
  97947. private _unTranslatedPointerY;
  97948. private _startingPointerPosition;
  97949. private _previousStartingPointerPosition;
  97950. private _startingPointerTime;
  97951. private _previousStartingPointerTime;
  97952. private _pointerCaptures;
  97953. private _onKeyDown;
  97954. private _onKeyUp;
  97955. private _onCanvasFocusObserver;
  97956. private _onCanvasBlurObserver;
  97957. private _scene;
  97958. /**
  97959. * Creates a new InputManager
  97960. * @param scene defines the hosting scene
  97961. */
  97962. constructor(scene: Scene);
  97963. /**
  97964. * Gets the mesh that is currently under the pointer
  97965. */
  97966. readonly meshUnderPointer: Nullable<AbstractMesh>;
  97967. /**
  97968. * Gets the pointer coordinates in 2D without any translation (ie. straight out of the pointer event)
  97969. */
  97970. readonly unTranslatedPointer: Vector2;
  97971. /**
  97972. * Gets or sets the current on-screen X position of the pointer
  97973. */
  97974. pointerX: number;
  97975. /**
  97976. * Gets or sets the current on-screen Y position of the pointer
  97977. */
  97978. pointerY: number;
  97979. private _updatePointerPosition;
  97980. private _processPointerMove;
  97981. private _setRayOnPointerInfo;
  97982. private _checkPrePointerObservable;
  97983. /**
  97984. * Use this method to simulate a pointer move on a mesh
  97985. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  97986. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  97987. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  97988. */
  97989. simulatePointerMove(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): void;
  97990. /**
  97991. * Use this method to simulate a pointer down on a mesh
  97992. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  97993. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  97994. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  97995. */
  97996. simulatePointerDown(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): void;
  97997. private _processPointerDown;
  97998. /** @hidden */
  97999. _isPointerSwiping(): boolean;
  98000. /**
  98001. * Use this method to simulate a pointer up on a mesh
  98002. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  98003. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  98004. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  98005. * @param doubleTap indicates that the pointer up event should be considered as part of a double click (false by default)
  98006. */
  98007. simulatePointerUp(pickResult: PickingInfo, pointerEventInit?: PointerEventInit, doubleTap?: boolean): void;
  98008. private _processPointerUp;
  98009. /**
  98010. * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)
  98011. * @param pointerId defines the pointer id to use in a multi-touch scenario (0 by default)
  98012. * @returns true if the pointer was captured
  98013. */
  98014. isPointerCaptured(pointerId?: number): boolean;
  98015. /**
  98016. * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp
  98017. * @param attachUp defines if you want to attach events to pointerup
  98018. * @param attachDown defines if you want to attach events to pointerdown
  98019. * @param attachMove defines if you want to attach events to pointermove
  98020. */
  98021. attachControl(attachUp?: boolean, attachDown?: boolean, attachMove?: boolean): void;
  98022. /**
  98023. * Detaches all event handlers
  98024. */
  98025. detachControl(): void;
  98026. /**
  98027. * Force the value of meshUnderPointer
  98028. * @param mesh defines the mesh to use
  98029. */
  98030. setPointerOverMesh(mesh: Nullable<AbstractMesh>): void;
  98031. /**
  98032. * Gets the mesh under the pointer
  98033. * @returns a Mesh or null if no mesh is under the pointer
  98034. */
  98035. getPointerOverMesh(): Nullable<AbstractMesh>;
  98036. }
  98037. }
  98038. declare module BABYLON {
  98039. /**
  98040. * Helper class used to generate session unique ID
  98041. */
  98042. export class UniqueIdGenerator {
  98043. private static _UniqueIdCounter;
  98044. /**
  98045. * Gets an unique (relatively to the current scene) Id
  98046. */
  98047. static readonly UniqueId: number;
  98048. }
  98049. }
  98050. declare module BABYLON {
  98051. /**
  98052. * This class defines the direct association between an animation and a target
  98053. */
  98054. export class TargetedAnimation {
  98055. /**
  98056. * Animation to perform
  98057. */
  98058. animation: Animation;
  98059. /**
  98060. * Target to animate
  98061. */
  98062. target: any;
  98063. /**
  98064. * Serialize the object
  98065. * @returns the JSON object representing the current entity
  98066. */
  98067. serialize(): any;
  98068. }
  98069. /**
  98070. * Use this class to create coordinated animations on multiple targets
  98071. */
  98072. export class AnimationGroup implements IDisposable {
  98073. /** The name of the animation group */
  98074. name: string;
  98075. private _scene;
  98076. private _targetedAnimations;
  98077. private _animatables;
  98078. private _from;
  98079. private _to;
  98080. private _isStarted;
  98081. private _isPaused;
  98082. private _speedRatio;
  98083. private _loopAnimation;
  98084. /**
  98085. * Gets or sets the unique id of the node
  98086. */
  98087. uniqueId: number;
  98088. /**
  98089. * This observable will notify when one animation have ended
  98090. */
  98091. onAnimationEndObservable: Observable<TargetedAnimation>;
  98092. /**
  98093. * Observer raised when one animation loops
  98094. */
  98095. onAnimationLoopObservable: Observable<TargetedAnimation>;
  98096. /**
  98097. * This observable will notify when all animations have ended.
  98098. */
  98099. onAnimationGroupEndObservable: Observable<AnimationGroup>;
  98100. /**
  98101. * This observable will notify when all animations have paused.
  98102. */
  98103. onAnimationGroupPauseObservable: Observable<AnimationGroup>;
  98104. /**
  98105. * This observable will notify when all animations are playing.
  98106. */
  98107. onAnimationGroupPlayObservable: Observable<AnimationGroup>;
  98108. /**
  98109. * Gets the first frame
  98110. */
  98111. readonly from: number;
  98112. /**
  98113. * Gets the last frame
  98114. */
  98115. readonly to: number;
  98116. /**
  98117. * Define if the animations are started
  98118. */
  98119. readonly isStarted: boolean;
  98120. /**
  98121. * Gets a value indicating that the current group is playing
  98122. */
  98123. readonly isPlaying: boolean;
  98124. /**
  98125. * Gets or sets the speed ratio to use for all animations
  98126. */
  98127. /**
  98128. * Gets or sets the speed ratio to use for all animations
  98129. */
  98130. speedRatio: number;
  98131. /**
  98132. * Gets or sets if all animations should loop or not
  98133. */
  98134. loopAnimation: boolean;
  98135. /**
  98136. * Gets the targeted animations for this animation group
  98137. */
  98138. readonly targetedAnimations: Array<TargetedAnimation>;
  98139. /**
  98140. * returning the list of animatables controlled by this animation group.
  98141. */
  98142. readonly animatables: Array<Animatable>;
  98143. /**
  98144. * Instantiates a new Animation Group.
  98145. * This helps managing several animations at once.
  98146. * @see http://doc.babylonjs.com/how_to/group
  98147. * @param name Defines the name of the group
  98148. * @param scene Defines the scene the group belongs to
  98149. */
  98150. constructor(
  98151. /** The name of the animation group */
  98152. name: string, scene?: Nullable<Scene>);
  98153. /**
  98154. * Add an animation (with its target) in the group
  98155. * @param animation defines the animation we want to add
  98156. * @param target defines the target of the animation
  98157. * @returns the TargetedAnimation object
  98158. */
  98159. addTargetedAnimation(animation: Animation, target: any): TargetedAnimation;
  98160. /**
  98161. * This function will normalize every animation in the group to make sure they all go from beginFrame to endFrame
  98162. * It can add constant keys at begin or end
  98163. * @param beginFrame defines the new begin frame for all animations or the smallest begin frame of all animations if null (defaults to null)
  98164. * @param endFrame defines the new end frame for all animations or the largest end frame of all animations if null (defaults to null)
  98165. * @returns the animation group
  98166. */
  98167. normalize(beginFrame?: Nullable<number>, endFrame?: Nullable<number>): AnimationGroup;
  98168. /**
  98169. * Start all animations on given targets
  98170. * @param loop defines if animations must loop
  98171. * @param speedRatio defines the ratio to apply to animation speed (1 by default)
  98172. * @param from defines the from key (optional)
  98173. * @param to defines the to key (optional)
  98174. * @returns the current animation group
  98175. */
  98176. start(loop?: boolean, speedRatio?: number, from?: number, to?: number): AnimationGroup;
  98177. /**
  98178. * Pause all animations
  98179. * @returns the animation group
  98180. */
  98181. pause(): AnimationGroup;
  98182. /**
  98183. * Play all animations to initial state
  98184. * This function will start() the animations if they were not started or will restart() them if they were paused
  98185. * @param loop defines if animations must loop
  98186. * @returns the animation group
  98187. */
  98188. play(loop?: boolean): AnimationGroup;
  98189. /**
  98190. * Reset all animations to initial state
  98191. * @returns the animation group
  98192. */
  98193. reset(): AnimationGroup;
  98194. /**
  98195. * Restart animations from key 0
  98196. * @returns the animation group
  98197. */
  98198. restart(): AnimationGroup;
  98199. /**
  98200. * Stop all animations
  98201. * @returns the animation group
  98202. */
  98203. stop(): AnimationGroup;
  98204. /**
  98205. * Set animation weight for all animatables
  98206. * @param weight defines the weight to use
  98207. * @return the animationGroup
  98208. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  98209. */
  98210. setWeightForAllAnimatables(weight: number): AnimationGroup;
  98211. /**
  98212. * Synchronize and normalize all animatables with a source animatable
  98213. * @param root defines the root animatable to synchronize with
  98214. * @return the animationGroup
  98215. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  98216. */
  98217. syncAllAnimationsWith(root: Animatable): AnimationGroup;
  98218. /**
  98219. * Goes to a specific frame in this animation group
  98220. * @param frame the frame number to go to
  98221. * @return the animationGroup
  98222. */
  98223. goToFrame(frame: number): AnimationGroup;
  98224. /**
  98225. * Dispose all associated resources
  98226. */
  98227. dispose(): void;
  98228. private _checkAnimationGroupEnded;
  98229. /**
  98230. * Clone the current animation group and returns a copy
  98231. * @param newName defines the name of the new group
  98232. * @param targetConverter defines an optional function used to convert current animation targets to new ones
  98233. * @returns the new aniamtion group
  98234. */
  98235. clone(newName: string, targetConverter?: (oldTarget: any) => any): AnimationGroup;
  98236. /**
  98237. * Serializes the animationGroup to an object
  98238. * @returns Serialized object
  98239. */
  98240. serialize(): any;
  98241. /**
  98242. * Returns a new AnimationGroup object parsed from the source provided.
  98243. * @param parsedAnimationGroup defines the source
  98244. * @param scene defines the scene that will receive the animationGroup
  98245. * @returns a new AnimationGroup
  98246. */
  98247. static Parse(parsedAnimationGroup: any, scene: Scene): AnimationGroup;
  98248. /**
  98249. * Returns the string "AnimationGroup"
  98250. * @returns "AnimationGroup"
  98251. */
  98252. getClassName(): string;
  98253. /**
  98254. * Creates a detailled string about the object
  98255. * @param fullDetails defines if the output string will support multiple levels of logging within scene loading
  98256. * @returns a string representing the object
  98257. */
  98258. toString(fullDetails?: boolean): string;
  98259. }
  98260. }
  98261. declare module BABYLON {
  98262. /**
  98263. * Define an interface for all classes that will hold resources
  98264. */
  98265. export interface IDisposable {
  98266. /**
  98267. * Releases all held resources
  98268. */
  98269. dispose(): void;
  98270. }
  98271. /** Interface defining initialization parameters for Scene class */
  98272. export interface SceneOptions {
  98273. /**
  98274. * Defines that scene should keep up-to-date a map of geometry to enable fast look-up by uniqueId
  98275. * It will improve performance when the number of geometries becomes important.
  98276. */
  98277. useGeometryUniqueIdsMap?: boolean;
  98278. /**
  98279. * Defines that each material of the scene should keep up-to-date a map of referencing meshes for fast diposing
  98280. * It will improve performance when the number of mesh becomes important, but might consume a bit more memory
  98281. */
  98282. useMaterialMeshMap?: boolean;
  98283. /**
  98284. * Defines that each mesh of the scene should keep up-to-date a map of referencing cloned meshes for fast diposing
  98285. * It will improve performance when the number of mesh becomes important, but might consume a bit more memory
  98286. */
  98287. useClonedMeshhMap?: boolean;
  98288. /** Defines if the creation of the scene should impact the engine (Eg. UtilityLayer's scene) */
  98289. virtual?: boolean;
  98290. }
  98291. /**
  98292. * Represents a scene to be rendered by the engine.
  98293. * @see http://doc.babylonjs.com/features/scene
  98294. */
  98295. export class Scene extends AbstractScene implements IAnimatable {
  98296. /** The fog is deactivated */
  98297. static readonly FOGMODE_NONE: number;
  98298. /** The fog density is following an exponential function */
  98299. static readonly FOGMODE_EXP: number;
  98300. /** The fog density is following an exponential function faster than FOGMODE_EXP */
  98301. static readonly FOGMODE_EXP2: number;
  98302. /** The fog density is following a linear function. */
  98303. static readonly FOGMODE_LINEAR: number;
  98304. /**
  98305. * Gets or sets the minimum deltatime when deterministic lock step is enabled
  98306. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  98307. */
  98308. static MinDeltaTime: number;
  98309. /**
  98310. * Gets or sets the maximum deltatime when deterministic lock step is enabled
  98311. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  98312. */
  98313. static MaxDeltaTime: number;
  98314. /**
  98315. * Factory used to create the default material.
  98316. * @param name The name of the material to create
  98317. * @param scene The scene to create the material for
  98318. * @returns The default material
  98319. */
  98320. static DefaultMaterialFactory(scene: Scene): Material;
  98321. /**
  98322. * Factory used to create the a collision coordinator.
  98323. * @returns The collision coordinator
  98324. */
  98325. static CollisionCoordinatorFactory(): ICollisionCoordinator;
  98326. /** @hidden */
  98327. _inputManager: InputManager;
  98328. /** Define this parameter if you are using multiple cameras and you want to specify which one should be used for pointer position */
  98329. cameraToUseForPointers: Nullable<Camera>;
  98330. /** @hidden */
  98331. readonly _isScene: boolean;
  98332. /**
  98333. * Gets or sets a boolean that indicates if the scene must clear the render buffer before rendering a frame
  98334. */
  98335. autoClear: boolean;
  98336. /**
  98337. * Gets or sets a boolean that indicates if the scene must clear the depth and stencil buffers before rendering a frame
  98338. */
  98339. autoClearDepthAndStencil: boolean;
  98340. /**
  98341. * Defines the color used to clear the render buffer (Default is (0.2, 0.2, 0.3, 1.0))
  98342. */
  98343. clearColor: Color4;
  98344. /**
  98345. * Defines the color used to simulate the ambient color (Default is (0, 0, 0))
  98346. */
  98347. ambientColor: Color3;
  98348. /**
  98349. * This is use to store the default BRDF lookup for PBR materials in your scene.
  98350. * It should only be one of the following (if not the default embedded one):
  98351. * * For uncorrelated BRDF (pbr.brdf.useEnergyConservation = false and pbr.brdf.useSmithVisibilityHeightCorrelated = false) : https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds
  98352. * * For correlated BRDF (pbr.brdf.useEnergyConservation = false and pbr.brdf.useSmithVisibilityHeightCorrelated = true) : https://assets.babylonjs.com/environments/correlatedBRDF.dds
  98353. * * For correlated multi scattering BRDF (pbr.brdf.useEnergyConservation = true and pbr.brdf.useSmithVisibilityHeightCorrelated = true) : https://assets.babylonjs.com/environments/correlatedMSBRDF.dds
  98354. * The material properties need to be setup according to the type of texture in use.
  98355. */
  98356. environmentBRDFTexture: BaseTexture;
  98357. /** @hidden */
  98358. protected _environmentTexture: Nullable<BaseTexture>;
  98359. /**
  98360. * Texture used in all pbr material as the reflection texture.
  98361. * As in the majority of the scene they are the same (exception for multi room and so on),
  98362. * this is easier to reference from here than from all the materials.
  98363. */
  98364. /**
  98365. * Texture used in all pbr material as the reflection texture.
  98366. * As in the majority of the scene they are the same (exception for multi room and so on),
  98367. * this is easier to set here than in all the materials.
  98368. */
  98369. environmentTexture: Nullable<BaseTexture>;
  98370. /** @hidden */
  98371. protected _environmentIntensity: number;
  98372. /**
  98373. * Intensity of the environment in all pbr material.
  98374. * This dims or reinforces the IBL lighting overall (reflection and diffuse).
  98375. * As in the majority of the scene they are the same (exception for multi room and so on),
  98376. * this is easier to reference from here than from all the materials.
  98377. */
  98378. /**
  98379. * Intensity of the environment in all pbr material.
  98380. * This dims or reinforces the IBL lighting overall (reflection and diffuse).
  98381. * As in the majority of the scene they are the same (exception for multi room and so on),
  98382. * this is easier to set here than in all the materials.
  98383. */
  98384. environmentIntensity: number;
  98385. /** @hidden */
  98386. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  98387. /**
  98388. * Default image processing configuration used either in the rendering
  98389. * Forward main pass or through the imageProcessingPostProcess if present.
  98390. * As in the majority of the scene they are the same (exception for multi camera),
  98391. * this is easier to reference from here than from all the materials and post process.
  98392. *
  98393. * No setter as we it is a shared configuration, you can set the values instead.
  98394. */
  98395. readonly imageProcessingConfiguration: ImageProcessingConfiguration;
  98396. private _forceWireframe;
  98397. /**
  98398. * Gets or sets a boolean indicating if all rendering must be done in wireframe
  98399. */
  98400. forceWireframe: boolean;
  98401. private _forcePointsCloud;
  98402. /**
  98403. * Gets or sets a boolean indicating if all rendering must be done in point cloud
  98404. */
  98405. forcePointsCloud: boolean;
  98406. /**
  98407. * Gets or sets the active clipplane 1
  98408. */
  98409. clipPlane: Nullable<Plane>;
  98410. /**
  98411. * Gets or sets the active clipplane 2
  98412. */
  98413. clipPlane2: Nullable<Plane>;
  98414. /**
  98415. * Gets or sets the active clipplane 3
  98416. */
  98417. clipPlane3: Nullable<Plane>;
  98418. /**
  98419. * Gets or sets the active clipplane 4
  98420. */
  98421. clipPlane4: Nullable<Plane>;
  98422. /**
  98423. * Gets or sets a boolean indicating if animations are enabled
  98424. */
  98425. animationsEnabled: boolean;
  98426. private _animationPropertiesOverride;
  98427. /**
  98428. * Gets or sets the animation properties override
  98429. */
  98430. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  98431. /**
  98432. * Gets or sets a boolean indicating if a constant deltatime has to be used
  98433. * This is mostly useful for testing purposes when you do not want the animations to scale with the framerate
  98434. */
  98435. useConstantAnimationDeltaTime: boolean;
  98436. /**
  98437. * Gets or sets a boolean indicating if the scene must keep the meshUnderPointer property updated
  98438. * Please note that it requires to run a ray cast through the scene on every frame
  98439. */
  98440. constantlyUpdateMeshUnderPointer: boolean;
  98441. /**
  98442. * Defines the HTML cursor to use when hovering over interactive elements
  98443. */
  98444. hoverCursor: string;
  98445. /**
  98446. * Defines the HTML default cursor to use (empty by default)
  98447. */
  98448. defaultCursor: string;
  98449. /**
  98450. * This is used to call preventDefault() on pointer down
  98451. * in order to block unwanted artifacts like system double clicks
  98452. */
  98453. preventDefaultOnPointerDown: boolean;
  98454. /**
  98455. * This is used to call preventDefault() on pointer up
  98456. * in order to block unwanted artifacts like system double clicks
  98457. */
  98458. preventDefaultOnPointerUp: boolean;
  98459. /**
  98460. * Gets or sets user defined metadata
  98461. */
  98462. metadata: any;
  98463. /**
  98464. * For internal use only. Please do not use.
  98465. */
  98466. reservedDataStore: any;
  98467. /**
  98468. * Gets the name of the plugin used to load this scene (null by default)
  98469. */
  98470. loadingPluginName: string;
  98471. /**
  98472. * Use this array to add regular expressions used to disable offline support for specific urls
  98473. */
  98474. disableOfflineSupportExceptionRules: RegExp[];
  98475. /**
  98476. * An event triggered when the scene is disposed.
  98477. */
  98478. onDisposeObservable: Observable<Scene>;
  98479. private _onDisposeObserver;
  98480. /** Sets a function to be executed when this scene is disposed. */
  98481. onDispose: () => void;
  98482. /**
  98483. * An event triggered before rendering the scene (right after animations and physics)
  98484. */
  98485. onBeforeRenderObservable: Observable<Scene>;
  98486. private _onBeforeRenderObserver;
  98487. /** Sets a function to be executed before rendering this scene */
  98488. beforeRender: Nullable<() => void>;
  98489. /**
  98490. * An event triggered after rendering the scene
  98491. */
  98492. onAfterRenderObservable: Observable<Scene>;
  98493. /**
  98494. * An event triggered after rendering the scene for an active camera (When scene.render is called this will be called after each camera)
  98495. */
  98496. onAfterRenderCameraObservable: Observable<Camera>;
  98497. private _onAfterRenderObserver;
  98498. /** Sets a function to be executed after rendering this scene */
  98499. afterRender: Nullable<() => void>;
  98500. /**
  98501. * An event triggered before animating the scene
  98502. */
  98503. onBeforeAnimationsObservable: Observable<Scene>;
  98504. /**
  98505. * An event triggered after animations processing
  98506. */
  98507. onAfterAnimationsObservable: Observable<Scene>;
  98508. /**
  98509. * An event triggered before draw calls are ready to be sent
  98510. */
  98511. onBeforeDrawPhaseObservable: Observable<Scene>;
  98512. /**
  98513. * An event triggered after draw calls have been sent
  98514. */
  98515. onAfterDrawPhaseObservable: Observable<Scene>;
  98516. /**
  98517. * An event triggered when the scene is ready
  98518. */
  98519. onReadyObservable: Observable<Scene>;
  98520. /**
  98521. * An event triggered before rendering a camera
  98522. */
  98523. onBeforeCameraRenderObservable: Observable<Camera>;
  98524. private _onBeforeCameraRenderObserver;
  98525. /** Sets a function to be executed before rendering a camera*/
  98526. beforeCameraRender: () => void;
  98527. /**
  98528. * An event triggered after rendering a camera
  98529. */
  98530. onAfterCameraRenderObservable: Observable<Camera>;
  98531. private _onAfterCameraRenderObserver;
  98532. /** Sets a function to be executed after rendering a camera*/
  98533. afterCameraRender: () => void;
  98534. /**
  98535. * An event triggered when active meshes evaluation is about to start
  98536. */
  98537. onBeforeActiveMeshesEvaluationObservable: Observable<Scene>;
  98538. /**
  98539. * An event triggered when active meshes evaluation is done
  98540. */
  98541. onAfterActiveMeshesEvaluationObservable: Observable<Scene>;
  98542. /**
  98543. * An event triggered when particles rendering is about to start
  98544. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  98545. */
  98546. onBeforeParticlesRenderingObservable: Observable<Scene>;
  98547. /**
  98548. * An event triggered when particles rendering is done
  98549. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  98550. */
  98551. onAfterParticlesRenderingObservable: Observable<Scene>;
  98552. /**
  98553. * An event triggered when SceneLoader.Append or SceneLoader.Load or SceneLoader.ImportMesh were successfully executed
  98554. */
  98555. onDataLoadedObservable: Observable<Scene>;
  98556. /**
  98557. * An event triggered when a camera is created
  98558. */
  98559. onNewCameraAddedObservable: Observable<Camera>;
  98560. /**
  98561. * An event triggered when a camera is removed
  98562. */
  98563. onCameraRemovedObservable: Observable<Camera>;
  98564. /**
  98565. * An event triggered when a light is created
  98566. */
  98567. onNewLightAddedObservable: Observable<Light>;
  98568. /**
  98569. * An event triggered when a light is removed
  98570. */
  98571. onLightRemovedObservable: Observable<Light>;
  98572. /**
  98573. * An event triggered when a geometry is created
  98574. */
  98575. onNewGeometryAddedObservable: Observable<Geometry>;
  98576. /**
  98577. * An event triggered when a geometry is removed
  98578. */
  98579. onGeometryRemovedObservable: Observable<Geometry>;
  98580. /**
  98581. * An event triggered when a transform node is created
  98582. */
  98583. onNewTransformNodeAddedObservable: Observable<TransformNode>;
  98584. /**
  98585. * An event triggered when a transform node is removed
  98586. */
  98587. onTransformNodeRemovedObservable: Observable<TransformNode>;
  98588. /**
  98589. * An event triggered when a mesh is created
  98590. */
  98591. onNewMeshAddedObservable: Observable<AbstractMesh>;
  98592. /**
  98593. * An event triggered when a mesh is removed
  98594. */
  98595. onMeshRemovedObservable: Observable<AbstractMesh>;
  98596. /**
  98597. * An event triggered when a skeleton is created
  98598. */
  98599. onNewSkeletonAddedObservable: Observable<Skeleton>;
  98600. /**
  98601. * An event triggered when a skeleton is removed
  98602. */
  98603. onSkeletonRemovedObservable: Observable<Skeleton>;
  98604. /**
  98605. * An event triggered when a material is created
  98606. */
  98607. onNewMaterialAddedObservable: Observable<Material>;
  98608. /**
  98609. * An event triggered when a material is removed
  98610. */
  98611. onMaterialRemovedObservable: Observable<Material>;
  98612. /**
  98613. * An event triggered when a texture is created
  98614. */
  98615. onNewTextureAddedObservable: Observable<BaseTexture>;
  98616. /**
  98617. * An event triggered when a texture is removed
  98618. */
  98619. onTextureRemovedObservable: Observable<BaseTexture>;
  98620. /**
  98621. * An event triggered when render targets are about to be rendered
  98622. * Can happen multiple times per frame.
  98623. */
  98624. onBeforeRenderTargetsRenderObservable: Observable<Scene>;
  98625. /**
  98626. * An event triggered when render targets were rendered.
  98627. * Can happen multiple times per frame.
  98628. */
  98629. onAfterRenderTargetsRenderObservable: Observable<Scene>;
  98630. /**
  98631. * An event triggered before calculating deterministic simulation step
  98632. */
  98633. onBeforeStepObservable: Observable<Scene>;
  98634. /**
  98635. * An event triggered after calculating deterministic simulation step
  98636. */
  98637. onAfterStepObservable: Observable<Scene>;
  98638. /**
  98639. * An event triggered when the activeCamera property is updated
  98640. */
  98641. onActiveCameraChanged: Observable<Scene>;
  98642. /**
  98643. * This Observable will be triggered before rendering each renderingGroup of each rendered camera.
  98644. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  98645. * 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)
  98646. */
  98647. onBeforeRenderingGroupObservable: Observable<RenderingGroupInfo>;
  98648. /**
  98649. * This Observable will be triggered after rendering each renderingGroup of each rendered camera.
  98650. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  98651. * 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)
  98652. */
  98653. onAfterRenderingGroupObservable: Observable<RenderingGroupInfo>;
  98654. /**
  98655. * This Observable will when a mesh has been imported into the scene.
  98656. */
  98657. onMeshImportedObservable: Observable<AbstractMesh>;
  98658. /**
  98659. * Gets or sets a user defined funtion to select LOD from a mesh and a camera.
  98660. * By default this function is undefined and Babylon.js will select LOD based on distance to camera
  98661. */
  98662. customLODSelector: (mesh: AbstractMesh, camera: Camera) => Nullable<AbstractMesh>;
  98663. /** @hidden */
  98664. _registeredForLateAnimationBindings: SmartArrayNoDuplicate<any>;
  98665. /**
  98666. * Gets or sets a predicate used to select candidate meshes for a pointer down event
  98667. */
  98668. pointerDownPredicate: (Mesh: AbstractMesh) => boolean;
  98669. /**
  98670. * Gets or sets a predicate used to select candidate meshes for a pointer up event
  98671. */
  98672. pointerUpPredicate: (Mesh: AbstractMesh) => boolean;
  98673. /**
  98674. * Gets or sets a predicate used to select candidate meshes for a pointer move event
  98675. */
  98676. pointerMovePredicate: (Mesh: AbstractMesh) => boolean;
  98677. /** Callback called when a pointer move is detected */
  98678. onPointerMove: (evt: PointerEvent, pickInfo: PickingInfo, type: PointerEventTypes) => void;
  98679. /** Callback called when a pointer down is detected */
  98680. onPointerDown: (evt: PointerEvent, pickInfo: PickingInfo, type: PointerEventTypes) => void;
  98681. /** Callback called when a pointer up is detected */
  98682. onPointerUp: (evt: PointerEvent, pickInfo: Nullable<PickingInfo>, type: PointerEventTypes) => void;
  98683. /** Callback called when a pointer pick is detected */
  98684. onPointerPick: (evt: PointerEvent, pickInfo: PickingInfo) => void;
  98685. /**
  98686. * 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).
  98687. * You have the possibility to skip the process and the call to onPointerObservable by setting PointerInfoPre.skipOnPointerObservable to true
  98688. */
  98689. onPrePointerObservable: Observable<PointerInfoPre>;
  98690. /**
  98691. * Observable event triggered each time an input event is received from the rendering canvas
  98692. */
  98693. onPointerObservable: Observable<PointerInfo>;
  98694. /**
  98695. * Gets the pointer coordinates without any translation (ie. straight out of the pointer event)
  98696. */
  98697. readonly unTranslatedPointer: Vector2;
  98698. /**
  98699. * Gets or sets the distance in pixel that you have to move to prevent some events. Default is 10 pixels
  98700. */
  98701. static DragMovementThreshold: number;
  98702. /**
  98703. * Time in milliseconds to wait to raise long press events if button is still pressed. Default is 500 ms
  98704. */
  98705. static LongPressDelay: number;
  98706. /**
  98707. * Time in milliseconds to wait to raise long press events if button is still pressed. Default is 300 ms
  98708. */
  98709. static DoubleClickDelay: number;
  98710. /** If you need to check double click without raising a single click at first click, enable this flag */
  98711. static ExclusiveDoubleClickMode: boolean;
  98712. /** @hidden */
  98713. _mirroredCameraPosition: Nullable<Vector3>;
  98714. /**
  98715. * This observable event is triggered when any keyboard event si raised and registered during Scene.attachControl()
  98716. * You have the possibility to skip the process and the call to onKeyboardObservable by setting KeyboardInfoPre.skipOnPointerObservable to true
  98717. */
  98718. onPreKeyboardObservable: Observable<KeyboardInfoPre>;
  98719. /**
  98720. * Observable event triggered each time an keyboard event is received from the hosting window
  98721. */
  98722. onKeyboardObservable: Observable<KeyboardInfo>;
  98723. private _useRightHandedSystem;
  98724. /**
  98725. * Gets or sets a boolean indicating if the scene must use right-handed coordinates system
  98726. */
  98727. useRightHandedSystem: boolean;
  98728. private _timeAccumulator;
  98729. private _currentStepId;
  98730. private _currentInternalStep;
  98731. /**
  98732. * Sets the step Id used by deterministic lock step
  98733. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  98734. * @param newStepId defines the step Id
  98735. */
  98736. setStepId(newStepId: number): void;
  98737. /**
  98738. * Gets the step Id used by deterministic lock step
  98739. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  98740. * @returns the step Id
  98741. */
  98742. getStepId(): number;
  98743. /**
  98744. * Gets the internal step used by deterministic lock step
  98745. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  98746. * @returns the internal step
  98747. */
  98748. getInternalStep(): number;
  98749. private _fogEnabled;
  98750. /**
  98751. * Gets or sets a boolean indicating if fog is enabled on this scene
  98752. * @see http://doc.babylonjs.com/babylon101/environment#fog
  98753. * (Default is true)
  98754. */
  98755. fogEnabled: boolean;
  98756. private _fogMode;
  98757. /**
  98758. * Gets or sets the fog mode to use
  98759. * @see http://doc.babylonjs.com/babylon101/environment#fog
  98760. * | mode | value |
  98761. * | --- | --- |
  98762. * | FOGMODE_NONE | 0 |
  98763. * | FOGMODE_EXP | 1 |
  98764. * | FOGMODE_EXP2 | 2 |
  98765. * | FOGMODE_LINEAR | 3 |
  98766. */
  98767. fogMode: number;
  98768. /**
  98769. * Gets or sets the fog color to use
  98770. * @see http://doc.babylonjs.com/babylon101/environment#fog
  98771. * (Default is Color3(0.2, 0.2, 0.3))
  98772. */
  98773. fogColor: Color3;
  98774. /**
  98775. * Gets or sets the fog density to use
  98776. * @see http://doc.babylonjs.com/babylon101/environment#fog
  98777. * (Default is 0.1)
  98778. */
  98779. fogDensity: number;
  98780. /**
  98781. * Gets or sets the fog start distance to use
  98782. * @see http://doc.babylonjs.com/babylon101/environment#fog
  98783. * (Default is 0)
  98784. */
  98785. fogStart: number;
  98786. /**
  98787. * Gets or sets the fog end distance to use
  98788. * @see http://doc.babylonjs.com/babylon101/environment#fog
  98789. * (Default is 1000)
  98790. */
  98791. fogEnd: number;
  98792. private _shadowsEnabled;
  98793. /**
  98794. * Gets or sets a boolean indicating if shadows are enabled on this scene
  98795. */
  98796. shadowsEnabled: boolean;
  98797. private _lightsEnabled;
  98798. /**
  98799. * Gets or sets a boolean indicating if lights are enabled on this scene
  98800. */
  98801. lightsEnabled: boolean;
  98802. /** All of the active cameras added to this scene. */
  98803. activeCameras: Camera[];
  98804. /** @hidden */
  98805. _activeCamera: Nullable<Camera>;
  98806. /** Gets or sets the current active camera */
  98807. activeCamera: Nullable<Camera>;
  98808. private _defaultMaterial;
  98809. /** The default material used on meshes when no material is affected */
  98810. /** The default material used on meshes when no material is affected */
  98811. defaultMaterial: Material;
  98812. private _texturesEnabled;
  98813. /**
  98814. * Gets or sets a boolean indicating if textures are enabled on this scene
  98815. */
  98816. texturesEnabled: boolean;
  98817. /**
  98818. * Gets or sets a boolean indicating if particles are enabled on this scene
  98819. */
  98820. particlesEnabled: boolean;
  98821. /**
  98822. * Gets or sets a boolean indicating if sprites are enabled on this scene
  98823. */
  98824. spritesEnabled: boolean;
  98825. private _skeletonsEnabled;
  98826. /**
  98827. * Gets or sets a boolean indicating if skeletons are enabled on this scene
  98828. */
  98829. skeletonsEnabled: boolean;
  98830. /**
  98831. * Gets or sets a boolean indicating if lens flares are enabled on this scene
  98832. */
  98833. lensFlaresEnabled: boolean;
  98834. /**
  98835. * Gets or sets a boolean indicating if collisions are enabled on this scene
  98836. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  98837. */
  98838. collisionsEnabled: boolean;
  98839. private _collisionCoordinator;
  98840. /** @hidden */
  98841. readonly collisionCoordinator: ICollisionCoordinator;
  98842. /**
  98843. * Defines the gravity applied to this scene (used only for collisions)
  98844. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  98845. */
  98846. gravity: Vector3;
  98847. /**
  98848. * Gets or sets a boolean indicating if postprocesses are enabled on this scene
  98849. */
  98850. postProcessesEnabled: boolean;
  98851. /**
  98852. * The list of postprocesses added to the scene
  98853. */
  98854. postProcesses: PostProcess[];
  98855. /**
  98856. * Gets the current postprocess manager
  98857. */
  98858. postProcessManager: PostProcessManager;
  98859. /**
  98860. * Gets or sets a boolean indicating if render targets are enabled on this scene
  98861. */
  98862. renderTargetsEnabled: boolean;
  98863. /**
  98864. * Gets or sets a boolean indicating if next render targets must be dumped as image for debugging purposes
  98865. * We recommend not using it and instead rely on Spector.js: http://spector.babylonjs.com
  98866. */
  98867. dumpNextRenderTargets: boolean;
  98868. /**
  98869. * The list of user defined render targets added to the scene
  98870. */
  98871. customRenderTargets: RenderTargetTexture[];
  98872. /**
  98873. * Defines if texture loading must be delayed
  98874. * If true, textures will only be loaded when they need to be rendered
  98875. */
  98876. useDelayedTextureLoading: boolean;
  98877. /**
  98878. * Gets the list of meshes imported to the scene through SceneLoader
  98879. */
  98880. importedMeshesFiles: String[];
  98881. /**
  98882. * Gets or sets a boolean indicating if probes are enabled on this scene
  98883. */
  98884. probesEnabled: boolean;
  98885. /**
  98886. * Gets or sets the current offline provider to use to store scene data
  98887. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  98888. */
  98889. offlineProvider: IOfflineProvider;
  98890. /**
  98891. * Gets or sets the action manager associated with the scene
  98892. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  98893. */
  98894. actionManager: AbstractActionManager;
  98895. private _meshesForIntersections;
  98896. /**
  98897. * Gets or sets a boolean indicating if procedural textures are enabled on this scene
  98898. */
  98899. proceduralTexturesEnabled: boolean;
  98900. private _engine;
  98901. private _totalVertices;
  98902. /** @hidden */
  98903. _activeIndices: PerfCounter;
  98904. /** @hidden */
  98905. _activeParticles: PerfCounter;
  98906. /** @hidden */
  98907. _activeBones: PerfCounter;
  98908. private _animationRatio;
  98909. /** @hidden */
  98910. _animationTimeLast: number;
  98911. /** @hidden */
  98912. _animationTime: number;
  98913. /**
  98914. * Gets or sets a general scale for animation speed
  98915. * @see https://www.babylonjs-playground.com/#IBU2W7#3
  98916. */
  98917. animationTimeScale: number;
  98918. /** @hidden */
  98919. _cachedMaterial: Nullable<Material>;
  98920. /** @hidden */
  98921. _cachedEffect: Nullable<Effect>;
  98922. /** @hidden */
  98923. _cachedVisibility: Nullable<number>;
  98924. private _renderId;
  98925. private _frameId;
  98926. private _executeWhenReadyTimeoutId;
  98927. private _intermediateRendering;
  98928. private _viewUpdateFlag;
  98929. private _projectionUpdateFlag;
  98930. /** @hidden */
  98931. _toBeDisposed: Nullable<IDisposable>[];
  98932. private _activeRequests;
  98933. /** @hidden */
  98934. _pendingData: any[];
  98935. private _isDisposed;
  98936. /**
  98937. * Gets or sets a boolean indicating that all submeshes of active meshes must be rendered
  98938. * Use this boolean to avoid computing frustum clipping on submeshes (This could help when you are CPU bound)
  98939. */
  98940. dispatchAllSubMeshesOfActiveMeshes: boolean;
  98941. private _activeMeshes;
  98942. private _processedMaterials;
  98943. private _renderTargets;
  98944. /** @hidden */
  98945. _activeParticleSystems: SmartArray<IParticleSystem>;
  98946. private _activeSkeletons;
  98947. private _softwareSkinnedMeshes;
  98948. private _renderingManager;
  98949. /** @hidden */
  98950. _activeAnimatables: Animatable[];
  98951. private _transformMatrix;
  98952. private _sceneUbo;
  98953. /** @hidden */
  98954. _viewMatrix: Matrix;
  98955. private _projectionMatrix;
  98956. /** @hidden */
  98957. _forcedViewPosition: Nullable<Vector3>;
  98958. /** @hidden */
  98959. _frustumPlanes: Plane[];
  98960. /**
  98961. * Gets the list of frustum planes (built from the active camera)
  98962. */
  98963. readonly frustumPlanes: Plane[];
  98964. /**
  98965. * Gets or sets a boolean indicating if lights must be sorted by priority (off by default)
  98966. * This is useful if there are more lights that the maximum simulteanous authorized
  98967. */
  98968. requireLightSorting: boolean;
  98969. /** @hidden */
  98970. readonly useMaterialMeshMap: boolean;
  98971. /** @hidden */
  98972. readonly useClonedMeshhMap: boolean;
  98973. private _externalData;
  98974. private _uid;
  98975. /**
  98976. * @hidden
  98977. * Backing store of defined scene components.
  98978. */
  98979. _components: ISceneComponent[];
  98980. /**
  98981. * @hidden
  98982. * Backing store of defined scene components.
  98983. */
  98984. _serializableComponents: ISceneSerializableComponent[];
  98985. /**
  98986. * List of components to register on the next registration step.
  98987. */
  98988. private _transientComponents;
  98989. /**
  98990. * Registers the transient components if needed.
  98991. */
  98992. private _registerTransientComponents;
  98993. /**
  98994. * @hidden
  98995. * Add a component to the scene.
  98996. * Note that the ccomponent could be registered on th next frame if this is called after
  98997. * the register component stage.
  98998. * @param component Defines the component to add to the scene
  98999. */
  99000. _addComponent(component: ISceneComponent): void;
  99001. /**
  99002. * @hidden
  99003. * Gets a component from the scene.
  99004. * @param name defines the name of the component to retrieve
  99005. * @returns the component or null if not present
  99006. */
  99007. _getComponent(name: string): Nullable<ISceneComponent>;
  99008. /**
  99009. * @hidden
  99010. * Defines the actions happening before camera updates.
  99011. */
  99012. _beforeCameraUpdateStage: Stage<SimpleStageAction>;
  99013. /**
  99014. * @hidden
  99015. * Defines the actions happening before clear the canvas.
  99016. */
  99017. _beforeClearStage: Stage<SimpleStageAction>;
  99018. /**
  99019. * @hidden
  99020. * Defines the actions when collecting render targets for the frame.
  99021. */
  99022. _gatherRenderTargetsStage: Stage<RenderTargetsStageAction>;
  99023. /**
  99024. * @hidden
  99025. * Defines the actions happening for one camera in the frame.
  99026. */
  99027. _gatherActiveCameraRenderTargetsStage: Stage<RenderTargetsStageAction>;
  99028. /**
  99029. * @hidden
  99030. * Defines the actions happening during the per mesh ready checks.
  99031. */
  99032. _isReadyForMeshStage: Stage<MeshStageAction>;
  99033. /**
  99034. * @hidden
  99035. * Defines the actions happening before evaluate active mesh checks.
  99036. */
  99037. _beforeEvaluateActiveMeshStage: Stage<SimpleStageAction>;
  99038. /**
  99039. * @hidden
  99040. * Defines the actions happening during the evaluate sub mesh checks.
  99041. */
  99042. _evaluateSubMeshStage: Stage<EvaluateSubMeshStageAction>;
  99043. /**
  99044. * @hidden
  99045. * Defines the actions happening during the active mesh stage.
  99046. */
  99047. _activeMeshStage: Stage<ActiveMeshStageAction>;
  99048. /**
  99049. * @hidden
  99050. * Defines the actions happening during the per camera render target step.
  99051. */
  99052. _cameraDrawRenderTargetStage: Stage<CameraStageFrameBufferAction>;
  99053. /**
  99054. * @hidden
  99055. * Defines the actions happening just before the active camera is drawing.
  99056. */
  99057. _beforeCameraDrawStage: Stage<CameraStageAction>;
  99058. /**
  99059. * @hidden
  99060. * Defines the actions happening just before a render target is drawing.
  99061. */
  99062. _beforeRenderTargetDrawStage: Stage<RenderTargetStageAction>;
  99063. /**
  99064. * @hidden
  99065. * Defines the actions happening just before a rendering group is drawing.
  99066. */
  99067. _beforeRenderingGroupDrawStage: Stage<RenderingGroupStageAction>;
  99068. /**
  99069. * @hidden
  99070. * Defines the actions happening just before a mesh is drawing.
  99071. */
  99072. _beforeRenderingMeshStage: Stage<RenderingMeshStageAction>;
  99073. /**
  99074. * @hidden
  99075. * Defines the actions happening just after a mesh has been drawn.
  99076. */
  99077. _afterRenderingMeshStage: Stage<RenderingMeshStageAction>;
  99078. /**
  99079. * @hidden
  99080. * Defines the actions happening just after a rendering group has been drawn.
  99081. */
  99082. _afterRenderingGroupDrawStage: Stage<RenderingGroupStageAction>;
  99083. /**
  99084. * @hidden
  99085. * Defines the actions happening just after the active camera has been drawn.
  99086. */
  99087. _afterCameraDrawStage: Stage<CameraStageAction>;
  99088. /**
  99089. * @hidden
  99090. * Defines the actions happening just after a render target has been drawn.
  99091. */
  99092. _afterRenderTargetDrawStage: Stage<RenderTargetStageAction>;
  99093. /**
  99094. * @hidden
  99095. * Defines the actions happening just after rendering all cameras and computing intersections.
  99096. */
  99097. _afterRenderStage: Stage<SimpleStageAction>;
  99098. /**
  99099. * @hidden
  99100. * Defines the actions happening when a pointer move event happens.
  99101. */
  99102. _pointerMoveStage: Stage<PointerMoveStageAction>;
  99103. /**
  99104. * @hidden
  99105. * Defines the actions happening when a pointer down event happens.
  99106. */
  99107. _pointerDownStage: Stage<PointerUpDownStageAction>;
  99108. /**
  99109. * @hidden
  99110. * Defines the actions happening when a pointer up event happens.
  99111. */
  99112. _pointerUpStage: Stage<PointerUpDownStageAction>;
  99113. /**
  99114. * an optional map from Geometry Id to Geometry index in the 'geometries' array
  99115. */
  99116. private geometriesByUniqueId;
  99117. /**
  99118. * Creates a new Scene
  99119. * @param engine defines the engine to use to render this scene
  99120. * @param options defines the scene options
  99121. */
  99122. constructor(engine: Engine, options?: SceneOptions);
  99123. /**
  99124. * Gets a string idenfifying the name of the class
  99125. * @returns "Scene" string
  99126. */
  99127. getClassName(): string;
  99128. private _defaultMeshCandidates;
  99129. /**
  99130. * @hidden
  99131. */
  99132. _getDefaultMeshCandidates(): ISmartArrayLike<AbstractMesh>;
  99133. private _defaultSubMeshCandidates;
  99134. /**
  99135. * @hidden
  99136. */
  99137. _getDefaultSubMeshCandidates(mesh: AbstractMesh): ISmartArrayLike<SubMesh>;
  99138. /**
  99139. * Sets the default candidate providers for the scene.
  99140. * This sets the getActiveMeshCandidates, getActiveSubMeshCandidates, getIntersectingSubMeshCandidates
  99141. * and getCollidingSubMeshCandidates to their default function
  99142. */
  99143. setDefaultCandidateProviders(): void;
  99144. /**
  99145. * Gets the mesh that is currently under the pointer
  99146. */
  99147. readonly meshUnderPointer: Nullable<AbstractMesh>;
  99148. /**
  99149. * Gets or sets the current on-screen X position of the pointer
  99150. */
  99151. pointerX: number;
  99152. /**
  99153. * Gets or sets the current on-screen Y position of the pointer
  99154. */
  99155. pointerY: number;
  99156. /**
  99157. * Gets the cached material (ie. the latest rendered one)
  99158. * @returns the cached material
  99159. */
  99160. getCachedMaterial(): Nullable<Material>;
  99161. /**
  99162. * Gets the cached effect (ie. the latest rendered one)
  99163. * @returns the cached effect
  99164. */
  99165. getCachedEffect(): Nullable<Effect>;
  99166. /**
  99167. * Gets the cached visibility state (ie. the latest rendered one)
  99168. * @returns the cached visibility state
  99169. */
  99170. getCachedVisibility(): Nullable<number>;
  99171. /**
  99172. * Gets a boolean indicating if the current material / effect / visibility must be bind again
  99173. * @param material defines the current material
  99174. * @param effect defines the current effect
  99175. * @param visibility defines the current visibility state
  99176. * @returns true if one parameter is not cached
  99177. */
  99178. isCachedMaterialInvalid(material: Material, effect: Effect, visibility?: number): boolean;
  99179. /**
  99180. * Gets the engine associated with the scene
  99181. * @returns an Engine
  99182. */
  99183. getEngine(): Engine;
  99184. /**
  99185. * Gets the total number of vertices rendered per frame
  99186. * @returns the total number of vertices rendered per frame
  99187. */
  99188. getTotalVertices(): number;
  99189. /**
  99190. * Gets the performance counter for total vertices
  99191. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  99192. */
  99193. readonly totalVerticesPerfCounter: PerfCounter;
  99194. /**
  99195. * Gets the total number of active indices rendered per frame (You can deduce the number of rendered triangles by dividing this number by 3)
  99196. * @returns the total number of active indices rendered per frame
  99197. */
  99198. getActiveIndices(): number;
  99199. /**
  99200. * Gets the performance counter for active indices
  99201. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  99202. */
  99203. readonly totalActiveIndicesPerfCounter: PerfCounter;
  99204. /**
  99205. * Gets the total number of active particles rendered per frame
  99206. * @returns the total number of active particles rendered per frame
  99207. */
  99208. getActiveParticles(): number;
  99209. /**
  99210. * Gets the performance counter for active particles
  99211. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  99212. */
  99213. readonly activeParticlesPerfCounter: PerfCounter;
  99214. /**
  99215. * Gets the total number of active bones rendered per frame
  99216. * @returns the total number of active bones rendered per frame
  99217. */
  99218. getActiveBones(): number;
  99219. /**
  99220. * Gets the performance counter for active bones
  99221. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  99222. */
  99223. readonly activeBonesPerfCounter: PerfCounter;
  99224. /**
  99225. * Gets the array of active meshes
  99226. * @returns an array of AbstractMesh
  99227. */
  99228. getActiveMeshes(): SmartArray<AbstractMesh>;
  99229. /**
  99230. * Gets the animation ratio (which is 1.0 is the scene renders at 60fps and 2 if the scene renders at 30fps, etc.)
  99231. * @returns a number
  99232. */
  99233. getAnimationRatio(): number;
  99234. /**
  99235. * Gets an unique Id for the current render phase
  99236. * @returns a number
  99237. */
  99238. getRenderId(): number;
  99239. /**
  99240. * Gets an unique Id for the current frame
  99241. * @returns a number
  99242. */
  99243. getFrameId(): number;
  99244. /** Call this function if you want to manually increment the render Id*/
  99245. incrementRenderId(): void;
  99246. private _createUbo;
  99247. /**
  99248. * Use this method to simulate a pointer move on a mesh
  99249. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  99250. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  99251. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  99252. * @returns the current scene
  99253. */
  99254. simulatePointerMove(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): Scene;
  99255. /**
  99256. * Use this method to simulate a pointer down on a mesh
  99257. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  99258. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  99259. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  99260. * @returns the current scene
  99261. */
  99262. simulatePointerDown(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): Scene;
  99263. /**
  99264. * Use this method to simulate a pointer up on a mesh
  99265. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  99266. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  99267. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  99268. * @param doubleTap indicates that the pointer up event should be considered as part of a double click (false by default)
  99269. * @returns the current scene
  99270. */
  99271. simulatePointerUp(pickResult: PickingInfo, pointerEventInit?: PointerEventInit, doubleTap?: boolean): Scene;
  99272. /**
  99273. * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)
  99274. * @param pointerId defines the pointer id to use in a multi-touch scenario (0 by default)
  99275. * @returns true if the pointer was captured
  99276. */
  99277. isPointerCaptured(pointerId?: number): boolean;
  99278. /**
  99279. * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp
  99280. * @param attachUp defines if you want to attach events to pointerup
  99281. * @param attachDown defines if you want to attach events to pointerdown
  99282. * @param attachMove defines if you want to attach events to pointermove
  99283. */
  99284. attachControl(attachUp?: boolean, attachDown?: boolean, attachMove?: boolean): void;
  99285. /** Detaches all event handlers*/
  99286. detachControl(): void;
  99287. /**
  99288. * This function will check if the scene can be rendered (textures are loaded, shaders are compiled)
  99289. * Delay loaded resources are not taking in account
  99290. * @return true if all required resources are ready
  99291. */
  99292. isReady(): boolean;
  99293. /** Resets all cached information relative to material (including effect and visibility) */
  99294. resetCachedMaterial(): void;
  99295. /**
  99296. * Registers a function to be called before every frame render
  99297. * @param func defines the function to register
  99298. */
  99299. registerBeforeRender(func: () => void): void;
  99300. /**
  99301. * Unregisters a function called before every frame render
  99302. * @param func defines the function to unregister
  99303. */
  99304. unregisterBeforeRender(func: () => void): void;
  99305. /**
  99306. * Registers a function to be called after every frame render
  99307. * @param func defines the function to register
  99308. */
  99309. registerAfterRender(func: () => void): void;
  99310. /**
  99311. * Unregisters a function called after every frame render
  99312. * @param func defines the function to unregister
  99313. */
  99314. unregisterAfterRender(func: () => void): void;
  99315. private _executeOnceBeforeRender;
  99316. /**
  99317. * The provided function will run before render once and will be disposed afterwards.
  99318. * A timeout delay can be provided so that the function will be executed in N ms.
  99319. * The timeout is using the browser's native setTimeout so time percision cannot be guaranteed.
  99320. * @param func The function to be executed.
  99321. * @param timeout optional delay in ms
  99322. */
  99323. executeOnceBeforeRender(func: () => void, timeout?: number): void;
  99324. /** @hidden */
  99325. _addPendingData(data: any): void;
  99326. /** @hidden */
  99327. _removePendingData(data: any): void;
  99328. /**
  99329. * Returns the number of items waiting to be loaded
  99330. * @returns the number of items waiting to be loaded
  99331. */
  99332. getWaitingItemsCount(): number;
  99333. /**
  99334. * Returns a boolean indicating if the scene is still loading data
  99335. */
  99336. readonly isLoading: boolean;
  99337. /**
  99338. * Registers a function to be executed when the scene is ready
  99339. * @param {Function} func - the function to be executed
  99340. */
  99341. executeWhenReady(func: () => void): void;
  99342. /**
  99343. * Returns a promise that resolves when the scene is ready
  99344. * @returns A promise that resolves when the scene is ready
  99345. */
  99346. whenReadyAsync(): Promise<void>;
  99347. /** @hidden */
  99348. _checkIsReady(): void;
  99349. /**
  99350. * Gets all animatable attached to the scene
  99351. */
  99352. readonly animatables: Animatable[];
  99353. /**
  99354. * Resets the last animation time frame.
  99355. * Useful to override when animations start running when loading a scene for the first time.
  99356. */
  99357. resetLastAnimationTimeFrame(): void;
  99358. /**
  99359. * Gets the current view matrix
  99360. * @returns a Matrix
  99361. */
  99362. getViewMatrix(): Matrix;
  99363. /**
  99364. * Gets the current projection matrix
  99365. * @returns a Matrix
  99366. */
  99367. getProjectionMatrix(): Matrix;
  99368. /**
  99369. * Gets the current transform matrix
  99370. * @returns a Matrix made of View * Projection
  99371. */
  99372. getTransformMatrix(): Matrix;
  99373. /**
  99374. * Sets the current transform matrix
  99375. * @param viewL defines the View matrix to use
  99376. * @param projectionL defines the Projection matrix to use
  99377. * @param viewR defines the right View matrix to use (if provided)
  99378. * @param projectionR defines the right Projection matrix to use (if provided)
  99379. */
  99380. setTransformMatrix(viewL: Matrix, projectionL: Matrix, viewR?: Matrix, projectionR?: Matrix): void;
  99381. /**
  99382. * Gets the uniform buffer used to store scene data
  99383. * @returns a UniformBuffer
  99384. */
  99385. getSceneUniformBuffer(): UniformBuffer;
  99386. /**
  99387. * Gets an unique (relatively to the current scene) Id
  99388. * @returns an unique number for the scene
  99389. */
  99390. getUniqueId(): number;
  99391. /**
  99392. * Add a mesh to the list of scene's meshes
  99393. * @param newMesh defines the mesh to add
  99394. * @param recursive if all child meshes should also be added to the scene
  99395. */
  99396. addMesh(newMesh: AbstractMesh, recursive?: boolean): void;
  99397. /**
  99398. * Remove a mesh for the list of scene's meshes
  99399. * @param toRemove defines the mesh to remove
  99400. * @param recursive if all child meshes should also be removed from the scene
  99401. * @returns the index where the mesh was in the mesh list
  99402. */
  99403. removeMesh(toRemove: AbstractMesh, recursive?: boolean): number;
  99404. /**
  99405. * Add a transform node to the list of scene's transform nodes
  99406. * @param newTransformNode defines the transform node to add
  99407. */
  99408. addTransformNode(newTransformNode: TransformNode): void;
  99409. /**
  99410. * Remove a transform node for the list of scene's transform nodes
  99411. * @param toRemove defines the transform node to remove
  99412. * @returns the index where the transform node was in the transform node list
  99413. */
  99414. removeTransformNode(toRemove: TransformNode): number;
  99415. /**
  99416. * Remove a skeleton for the list of scene's skeletons
  99417. * @param toRemove defines the skeleton to remove
  99418. * @returns the index where the skeleton was in the skeleton list
  99419. */
  99420. removeSkeleton(toRemove: Skeleton): number;
  99421. /**
  99422. * Remove a morph target for the list of scene's morph targets
  99423. * @param toRemove defines the morph target to remove
  99424. * @returns the index where the morph target was in the morph target list
  99425. */
  99426. removeMorphTargetManager(toRemove: MorphTargetManager): number;
  99427. /**
  99428. * Remove a light for the list of scene's lights
  99429. * @param toRemove defines the light to remove
  99430. * @returns the index where the light was in the light list
  99431. */
  99432. removeLight(toRemove: Light): number;
  99433. /**
  99434. * Remove a camera for the list of scene's cameras
  99435. * @param toRemove defines the camera to remove
  99436. * @returns the index where the camera was in the camera list
  99437. */
  99438. removeCamera(toRemove: Camera): number;
  99439. /**
  99440. * Remove a particle system for the list of scene's particle systems
  99441. * @param toRemove defines the particle system to remove
  99442. * @returns the index where the particle system was in the particle system list
  99443. */
  99444. removeParticleSystem(toRemove: IParticleSystem): number;
  99445. /**
  99446. * Remove a animation for the list of scene's animations
  99447. * @param toRemove defines the animation to remove
  99448. * @returns the index where the animation was in the animation list
  99449. */
  99450. removeAnimation(toRemove: Animation): number;
  99451. /**
  99452. * Will stop the animation of the given target
  99453. * @param target - the target
  99454. * @param animationName - the name of the animation to stop (all animations will be stopped if both this and targetMask are empty)
  99455. * @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)
  99456. */
  99457. stopAnimation(target: any, animationName?: string, targetMask?: (target: any) => boolean): void;
  99458. /**
  99459. * Removes the given animation group from this scene.
  99460. * @param toRemove The animation group to remove
  99461. * @returns The index of the removed animation group
  99462. */
  99463. removeAnimationGroup(toRemove: AnimationGroup): number;
  99464. /**
  99465. * Removes the given multi-material from this scene.
  99466. * @param toRemove The multi-material to remove
  99467. * @returns The index of the removed multi-material
  99468. */
  99469. removeMultiMaterial(toRemove: MultiMaterial): number;
  99470. /**
  99471. * Removes the given material from this scene.
  99472. * @param toRemove The material to remove
  99473. * @returns The index of the removed material
  99474. */
  99475. removeMaterial(toRemove: Material): number;
  99476. /**
  99477. * Removes the given action manager from this scene.
  99478. * @param toRemove The action manager to remove
  99479. * @returns The index of the removed action manager
  99480. */
  99481. removeActionManager(toRemove: AbstractActionManager): number;
  99482. /**
  99483. * Removes the given texture from this scene.
  99484. * @param toRemove The texture to remove
  99485. * @returns The index of the removed texture
  99486. */
  99487. removeTexture(toRemove: BaseTexture): number;
  99488. /**
  99489. * Adds the given light to this scene
  99490. * @param newLight The light to add
  99491. */
  99492. addLight(newLight: Light): void;
  99493. /**
  99494. * Sorts the list list based on light priorities
  99495. */
  99496. sortLightsByPriority(): void;
  99497. /**
  99498. * Adds the given camera to this scene
  99499. * @param newCamera The camera to add
  99500. */
  99501. addCamera(newCamera: Camera): void;
  99502. /**
  99503. * Adds the given skeleton to this scene
  99504. * @param newSkeleton The skeleton to add
  99505. */
  99506. addSkeleton(newSkeleton: Skeleton): void;
  99507. /**
  99508. * Adds the given particle system to this scene
  99509. * @param newParticleSystem The particle system to add
  99510. */
  99511. addParticleSystem(newParticleSystem: IParticleSystem): void;
  99512. /**
  99513. * Adds the given animation to this scene
  99514. * @param newAnimation The animation to add
  99515. */
  99516. addAnimation(newAnimation: Animation): void;
  99517. /**
  99518. * Adds the given animation group to this scene.
  99519. * @param newAnimationGroup The animation group to add
  99520. */
  99521. addAnimationGroup(newAnimationGroup: AnimationGroup): void;
  99522. /**
  99523. * Adds the given multi-material to this scene
  99524. * @param newMultiMaterial The multi-material to add
  99525. */
  99526. addMultiMaterial(newMultiMaterial: MultiMaterial): void;
  99527. /**
  99528. * Adds the given material to this scene
  99529. * @param newMaterial The material to add
  99530. */
  99531. addMaterial(newMaterial: Material): void;
  99532. /**
  99533. * Adds the given morph target to this scene
  99534. * @param newMorphTargetManager The morph target to add
  99535. */
  99536. addMorphTargetManager(newMorphTargetManager: MorphTargetManager): void;
  99537. /**
  99538. * Adds the given geometry to this scene
  99539. * @param newGeometry The geometry to add
  99540. */
  99541. addGeometry(newGeometry: Geometry): void;
  99542. /**
  99543. * Adds the given action manager to this scene
  99544. * @param newActionManager The action manager to add
  99545. */
  99546. addActionManager(newActionManager: AbstractActionManager): void;
  99547. /**
  99548. * Adds the given texture to this scene.
  99549. * @param newTexture The texture to add
  99550. */
  99551. addTexture(newTexture: BaseTexture): void;
  99552. /**
  99553. * Switch active camera
  99554. * @param newCamera defines the new active camera
  99555. * @param attachControl defines if attachControl must be called for the new active camera (default: true)
  99556. */
  99557. switchActiveCamera(newCamera: Camera, attachControl?: boolean): void;
  99558. /**
  99559. * sets the active camera of the scene using its ID
  99560. * @param id defines the camera's ID
  99561. * @return the new active camera or null if none found.
  99562. */
  99563. setActiveCameraByID(id: string): Nullable<Camera>;
  99564. /**
  99565. * sets the active camera of the scene using its name
  99566. * @param name defines the camera's name
  99567. * @returns the new active camera or null if none found.
  99568. */
  99569. setActiveCameraByName(name: string): Nullable<Camera>;
  99570. /**
  99571. * get an animation group using its name
  99572. * @param name defines the material's name
  99573. * @return the animation group or null if none found.
  99574. */
  99575. getAnimationGroupByName(name: string): Nullable<AnimationGroup>;
  99576. /**
  99577. * Get a material using its unique id
  99578. * @param uniqueId defines the material's unique id
  99579. * @return the material or null if none found.
  99580. */
  99581. getMaterialByUniqueID(uniqueId: number): Nullable<Material>;
  99582. /**
  99583. * get a material using its id
  99584. * @param id defines the material's ID
  99585. * @return the material or null if none found.
  99586. */
  99587. getMaterialByID(id: string): Nullable<Material>;
  99588. /**
  99589. * Gets a the last added material using a given id
  99590. * @param id defines the material's ID
  99591. * @return the last material with the given id or null if none found.
  99592. */
  99593. getLastMaterialByID(id: string): Nullable<Material>;
  99594. /**
  99595. * Gets a material using its name
  99596. * @param name defines the material's name
  99597. * @return the material or null if none found.
  99598. */
  99599. getMaterialByName(name: string): Nullable<Material>;
  99600. /**
  99601. * Get a texture using its unique id
  99602. * @param uniqueId defines the texture's unique id
  99603. * @return the texture or null if none found.
  99604. */
  99605. getTextureByUniqueID(uniqueId: number): Nullable<BaseTexture>;
  99606. /**
  99607. * Gets a camera using its id
  99608. * @param id defines the id to look for
  99609. * @returns the camera or null if not found
  99610. */
  99611. getCameraByID(id: string): Nullable<Camera>;
  99612. /**
  99613. * Gets a camera using its unique id
  99614. * @param uniqueId defines the unique id to look for
  99615. * @returns the camera or null if not found
  99616. */
  99617. getCameraByUniqueID(uniqueId: number): Nullable<Camera>;
  99618. /**
  99619. * Gets a camera using its name
  99620. * @param name defines the camera's name
  99621. * @return the camera or null if none found.
  99622. */
  99623. getCameraByName(name: string): Nullable<Camera>;
  99624. /**
  99625. * Gets a bone using its id
  99626. * @param id defines the bone's id
  99627. * @return the bone or null if not found
  99628. */
  99629. getBoneByID(id: string): Nullable<Bone>;
  99630. /**
  99631. * Gets a bone using its id
  99632. * @param name defines the bone's name
  99633. * @return the bone or null if not found
  99634. */
  99635. getBoneByName(name: string): Nullable<Bone>;
  99636. /**
  99637. * Gets a light node using its name
  99638. * @param name defines the the light's name
  99639. * @return the light or null if none found.
  99640. */
  99641. getLightByName(name: string): Nullable<Light>;
  99642. /**
  99643. * Gets a light node using its id
  99644. * @param id defines the light's id
  99645. * @return the light or null if none found.
  99646. */
  99647. getLightByID(id: string): Nullable<Light>;
  99648. /**
  99649. * Gets a light node using its scene-generated unique ID
  99650. * @param uniqueId defines the light's unique id
  99651. * @return the light or null if none found.
  99652. */
  99653. getLightByUniqueID(uniqueId: number): Nullable<Light>;
  99654. /**
  99655. * Gets a particle system by id
  99656. * @param id defines the particle system id
  99657. * @return the corresponding system or null if none found
  99658. */
  99659. getParticleSystemByID(id: string): Nullable<IParticleSystem>;
  99660. /**
  99661. * Gets a geometry using its ID
  99662. * @param id defines the geometry's id
  99663. * @return the geometry or null if none found.
  99664. */
  99665. getGeometryByID(id: string): Nullable<Geometry>;
  99666. private _getGeometryByUniqueID;
  99667. /**
  99668. * Add a new geometry to this scene
  99669. * @param geometry defines the geometry to be added to the scene.
  99670. * @param force defines if the geometry must be pushed even if a geometry with this id already exists
  99671. * @return a boolean defining if the geometry was added or not
  99672. */
  99673. pushGeometry(geometry: Geometry, force?: boolean): boolean;
  99674. /**
  99675. * Removes an existing geometry
  99676. * @param geometry defines the geometry to be removed from the scene
  99677. * @return a boolean defining if the geometry was removed or not
  99678. */
  99679. removeGeometry(geometry: Geometry): boolean;
  99680. /**
  99681. * Gets the list of geometries attached to the scene
  99682. * @returns an array of Geometry
  99683. */
  99684. getGeometries(): Geometry[];
  99685. /**
  99686. * Gets the first added mesh found of a given ID
  99687. * @param id defines the id to search for
  99688. * @return the mesh found or null if not found at all
  99689. */
  99690. getMeshByID(id: string): Nullable<AbstractMesh>;
  99691. /**
  99692. * Gets a list of meshes using their id
  99693. * @param id defines the id to search for
  99694. * @returns a list of meshes
  99695. */
  99696. getMeshesByID(id: string): Array<AbstractMesh>;
  99697. /**
  99698. * Gets the first added transform node found of a given ID
  99699. * @param id defines the id to search for
  99700. * @return the found transform node or null if not found at all.
  99701. */
  99702. getTransformNodeByID(id: string): Nullable<TransformNode>;
  99703. /**
  99704. * Gets a transform node with its auto-generated unique id
  99705. * @param uniqueId efines the unique id to search for
  99706. * @return the found transform node or null if not found at all.
  99707. */
  99708. getTransformNodeByUniqueID(uniqueId: number): Nullable<TransformNode>;
  99709. /**
  99710. * Gets a list of transform nodes using their id
  99711. * @param id defines the id to search for
  99712. * @returns a list of transform nodes
  99713. */
  99714. getTransformNodesByID(id: string): Array<TransformNode>;
  99715. /**
  99716. * Gets a mesh with its auto-generated unique id
  99717. * @param uniqueId defines the unique id to search for
  99718. * @return the found mesh or null if not found at all.
  99719. */
  99720. getMeshByUniqueID(uniqueId: number): Nullable<AbstractMesh>;
  99721. /**
  99722. * Gets a the last added mesh using a given id
  99723. * @param id defines the id to search for
  99724. * @return the found mesh or null if not found at all.
  99725. */
  99726. getLastMeshByID(id: string): Nullable<AbstractMesh>;
  99727. /**
  99728. * Gets a the last added node (Mesh, Camera, Light) using a given id
  99729. * @param id defines the id to search for
  99730. * @return the found node or null if not found at all
  99731. */
  99732. getLastEntryByID(id: string): Nullable<Node>;
  99733. /**
  99734. * Gets a node (Mesh, Camera, Light) using a given id
  99735. * @param id defines the id to search for
  99736. * @return the found node or null if not found at all
  99737. */
  99738. getNodeByID(id: string): Nullable<Node>;
  99739. /**
  99740. * Gets a node (Mesh, Camera, Light) using a given name
  99741. * @param name defines the name to search for
  99742. * @return the found node or null if not found at all.
  99743. */
  99744. getNodeByName(name: string): Nullable<Node>;
  99745. /**
  99746. * Gets a mesh using a given name
  99747. * @param name defines the name to search for
  99748. * @return the found mesh or null if not found at all.
  99749. */
  99750. getMeshByName(name: string): Nullable<AbstractMesh>;
  99751. /**
  99752. * Gets a transform node using a given name
  99753. * @param name defines the name to search for
  99754. * @return the found transform node or null if not found at all.
  99755. */
  99756. getTransformNodeByName(name: string): Nullable<TransformNode>;
  99757. /**
  99758. * Gets a skeleton using a given id (if many are found, this function will pick the last one)
  99759. * @param id defines the id to search for
  99760. * @return the found skeleton or null if not found at all.
  99761. */
  99762. getLastSkeletonByID(id: string): Nullable<Skeleton>;
  99763. /**
  99764. * Gets a skeleton using a given auto generated unique id
  99765. * @param uniqueId defines the unique id to search for
  99766. * @return the found skeleton or null if not found at all.
  99767. */
  99768. getSkeletonByUniqueId(uniqueId: number): Nullable<Skeleton>;
  99769. /**
  99770. * Gets a skeleton using a given id (if many are found, this function will pick the first one)
  99771. * @param id defines the id to search for
  99772. * @return the found skeleton or null if not found at all.
  99773. */
  99774. getSkeletonById(id: string): Nullable<Skeleton>;
  99775. /**
  99776. * Gets a skeleton using a given name
  99777. * @param name defines the name to search for
  99778. * @return the found skeleton or null if not found at all.
  99779. */
  99780. getSkeletonByName(name: string): Nullable<Skeleton>;
  99781. /**
  99782. * Gets a morph target manager using a given id (if many are found, this function will pick the last one)
  99783. * @param id defines the id to search for
  99784. * @return the found morph target manager or null if not found at all.
  99785. */
  99786. getMorphTargetManagerById(id: number): Nullable<MorphTargetManager>;
  99787. /**
  99788. * Gets a morph target using a given id (if many are found, this function will pick the first one)
  99789. * @param id defines the id to search for
  99790. * @return the found morph target or null if not found at all.
  99791. */
  99792. getMorphTargetById(id: string): Nullable<MorphTarget>;
  99793. /**
  99794. * Gets a boolean indicating if the given mesh is active
  99795. * @param mesh defines the mesh to look for
  99796. * @returns true if the mesh is in the active list
  99797. */
  99798. isActiveMesh(mesh: AbstractMesh): boolean;
  99799. /**
  99800. * Return a unique id as a string which can serve as an identifier for the scene
  99801. */
  99802. readonly uid: string;
  99803. /**
  99804. * Add an externaly attached data from its key.
  99805. * This method call will fail and return false, if such key already exists.
  99806. * If you don't care and just want to get the data no matter what, use the more convenient getOrAddExternalDataWithFactory() method.
  99807. * @param key the unique key that identifies the data
  99808. * @param data the data object to associate to the key for this Engine instance
  99809. * @return true if no such key were already present and the data was added successfully, false otherwise
  99810. */
  99811. addExternalData<T>(key: string, data: T): boolean;
  99812. /**
  99813. * Get an externaly attached data from its key
  99814. * @param key the unique key that identifies the data
  99815. * @return the associated data, if present (can be null), or undefined if not present
  99816. */
  99817. getExternalData<T>(key: string): Nullable<T>;
  99818. /**
  99819. * Get an externaly attached data from its key, create it using a factory if it's not already present
  99820. * @param key the unique key that identifies the data
  99821. * @param factory the factory that will be called to create the instance if and only if it doesn't exists
  99822. * @return the associated data, can be null if the factory returned null.
  99823. */
  99824. getOrAddExternalDataWithFactory<T>(key: string, factory: (k: string) => T): T;
  99825. /**
  99826. * Remove an externaly attached data from the Engine instance
  99827. * @param key the unique key that identifies the data
  99828. * @return true if the data was successfully removed, false if it doesn't exist
  99829. */
  99830. removeExternalData(key: string): boolean;
  99831. private _evaluateSubMesh;
  99832. /**
  99833. * Clear the processed materials smart array preventing retention point in material dispose.
  99834. */
  99835. freeProcessedMaterials(): void;
  99836. private _preventFreeActiveMeshesAndRenderingGroups;
  99837. /** Gets or sets a boolean blocking all the calls to freeActiveMeshes and freeRenderingGroups
  99838. * It can be used in order to prevent going through methods freeRenderingGroups and freeActiveMeshes several times to improve performance
  99839. * when disposing several meshes in a row or a hierarchy of meshes.
  99840. * When used, it is the responsability of the user to blockfreeActiveMeshesAndRenderingGroups back to false.
  99841. */
  99842. blockfreeActiveMeshesAndRenderingGroups: boolean;
  99843. /**
  99844. * Clear the active meshes smart array preventing retention point in mesh dispose.
  99845. */
  99846. freeActiveMeshes(): void;
  99847. /**
  99848. * Clear the info related to rendering groups preventing retention points during dispose.
  99849. */
  99850. freeRenderingGroups(): void;
  99851. /** @hidden */
  99852. _isInIntermediateRendering(): boolean;
  99853. /**
  99854. * Lambda returning the list of potentially active meshes.
  99855. */
  99856. getActiveMeshCandidates: () => ISmartArrayLike<AbstractMesh>;
  99857. /**
  99858. * Lambda returning the list of potentially active sub meshes.
  99859. */
  99860. getActiveSubMeshCandidates: (mesh: AbstractMesh) => ISmartArrayLike<SubMesh>;
  99861. /**
  99862. * Lambda returning the list of potentially intersecting sub meshes.
  99863. */
  99864. getIntersectingSubMeshCandidates: (mesh: AbstractMesh, localRay: Ray) => ISmartArrayLike<SubMesh>;
  99865. /**
  99866. * Lambda returning the list of potentially colliding sub meshes.
  99867. */
  99868. getCollidingSubMeshCandidates: (mesh: AbstractMesh, collider: Collider) => ISmartArrayLike<SubMesh>;
  99869. private _activeMeshesFrozen;
  99870. /**
  99871. * Use this function to stop evaluating active meshes. The current list will be keep alive between frames
  99872. * @returns the current scene
  99873. */
  99874. freezeActiveMeshes(): Scene;
  99875. /**
  99876. * Use this function to restart evaluating active meshes on every frame
  99877. * @returns the current scene
  99878. */
  99879. unfreezeActiveMeshes(): Scene;
  99880. private _evaluateActiveMeshes;
  99881. private _activeMesh;
  99882. /**
  99883. * Update the transform matrix to update from the current active camera
  99884. * @param force defines a boolean used to force the update even if cache is up to date
  99885. */
  99886. updateTransformMatrix(force?: boolean): void;
  99887. private _bindFrameBuffer;
  99888. /** @hidden */
  99889. _allowPostProcessClearColor: boolean;
  99890. /** @hidden */
  99891. _renderForCamera(camera: Camera, rigParent?: Camera): void;
  99892. private _processSubCameras;
  99893. private _checkIntersections;
  99894. /** @hidden */
  99895. _advancePhysicsEngineStep(step: number): void;
  99896. /**
  99897. * User updatable function that will return a deterministic frame time when engine is in deterministic lock step mode
  99898. */
  99899. getDeterministicFrameTime: () => number;
  99900. /** @hidden */
  99901. _animate(): void;
  99902. /** Execute all animations (for a frame) */
  99903. animate(): void;
  99904. /**
  99905. * Render the scene
  99906. * @param updateCameras defines a boolean indicating if cameras must update according to their inputs (true by default)
  99907. * @param ignoreAnimations defines a boolean indicating if animations should not be executed (false by default)
  99908. */
  99909. render(updateCameras?: boolean, ignoreAnimations?: boolean): void;
  99910. /**
  99911. * Freeze all materials
  99912. * A frozen material will not be updatable but should be faster to render
  99913. */
  99914. freezeMaterials(): void;
  99915. /**
  99916. * Unfreeze all materials
  99917. * A frozen material will not be updatable but should be faster to render
  99918. */
  99919. unfreezeMaterials(): void;
  99920. /**
  99921. * Releases all held ressources
  99922. */
  99923. dispose(): void;
  99924. /**
  99925. * Gets if the scene is already disposed
  99926. */
  99927. readonly isDisposed: boolean;
  99928. /**
  99929. * Call this function to reduce memory footprint of the scene.
  99930. * Vertex buffers will not store CPU data anymore (this will prevent picking, collisions or physics to work correctly)
  99931. */
  99932. clearCachedVertexData(): void;
  99933. /**
  99934. * This function will remove the local cached buffer data from texture.
  99935. * It will save memory but will prevent the texture from being rebuilt
  99936. */
  99937. cleanCachedTextureBuffer(): void;
  99938. /**
  99939. * Get the world extend vectors with an optional filter
  99940. *
  99941. * @param filterPredicate the predicate - which meshes should be included when calculating the world size
  99942. * @returns {{ min: Vector3; max: Vector3 }} min and max vectors
  99943. */
  99944. getWorldExtends(filterPredicate?: (mesh: AbstractMesh) => boolean): {
  99945. min: Vector3;
  99946. max: Vector3;
  99947. };
  99948. /**
  99949. * Creates a ray that can be used to pick in the scene
  99950. * @param x defines the x coordinate of the origin (on-screen)
  99951. * @param y defines the y coordinate of the origin (on-screen)
  99952. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  99953. * @param camera defines the camera to use for the picking
  99954. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  99955. * @returns a Ray
  99956. */
  99957. createPickingRay(x: number, y: number, world: Matrix, camera: Nullable<Camera>, cameraViewSpace?: boolean): Ray;
  99958. /**
  99959. * Creates a ray that can be used to pick in the scene
  99960. * @param x defines the x coordinate of the origin (on-screen)
  99961. * @param y defines the y coordinate of the origin (on-screen)
  99962. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  99963. * @param result defines the ray where to store the picking ray
  99964. * @param camera defines the camera to use for the picking
  99965. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  99966. * @returns the current scene
  99967. */
  99968. createPickingRayToRef(x: number, y: number, world: Matrix, result: Ray, camera: Nullable<Camera>, cameraViewSpace?: boolean): Scene;
  99969. /**
  99970. * Creates a ray that can be used to pick in the scene
  99971. * @param x defines the x coordinate of the origin (on-screen)
  99972. * @param y defines the y coordinate of the origin (on-screen)
  99973. * @param camera defines the camera to use for the picking
  99974. * @returns a Ray
  99975. */
  99976. createPickingRayInCameraSpace(x: number, y: number, camera?: Camera): Ray;
  99977. /**
  99978. * Creates a ray that can be used to pick in the scene
  99979. * @param x defines the x coordinate of the origin (on-screen)
  99980. * @param y defines the y coordinate of the origin (on-screen)
  99981. * @param result defines the ray where to store the picking ray
  99982. * @param camera defines the camera to use for the picking
  99983. * @returns the current scene
  99984. */
  99985. createPickingRayInCameraSpaceToRef(x: number, y: number, result: Ray, camera?: Camera): Scene;
  99986. /** Launch a ray to try to pick a mesh in the scene
  99987. * @param x position on screen
  99988. * @param y position on screen
  99989. * @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
  99990. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  99991. * @param camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  99992. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  99993. * @returns a PickingInfo
  99994. */
  99995. pick(x: number, y: number, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, camera?: Nullable<Camera>, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  99996. /** Use the given ray to pick a mesh in the scene
  99997. * @param ray The ray to use to pick meshes
  99998. * @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
  99999. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null
  100000. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  100001. * @returns a PickingInfo
  100002. */
  100003. pickWithRay(ray: Ray, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  100004. /**
  100005. * Launch a ray to try to pick a mesh in the scene
  100006. * @param x X position on screen
  100007. * @param y Y position on screen
  100008. * @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
  100009. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  100010. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  100011. * @returns an array of PickingInfo
  100012. */
  100013. multiPick(x: number, y: number, predicate?: (mesh: AbstractMesh) => boolean, camera?: Camera, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  100014. /**
  100015. * Launch a ray to try to pick a mesh in the scene
  100016. * @param ray Ray to use
  100017. * @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
  100018. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  100019. * @returns an array of PickingInfo
  100020. */
  100021. multiPickWithRay(ray: Ray, predicate: (mesh: AbstractMesh) => boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  100022. /**
  100023. * Force the value of meshUnderPointer
  100024. * @param mesh defines the mesh to use
  100025. */
  100026. setPointerOverMesh(mesh: Nullable<AbstractMesh>): void;
  100027. /**
  100028. * Gets the mesh under the pointer
  100029. * @returns a Mesh or null if no mesh is under the pointer
  100030. */
  100031. getPointerOverMesh(): Nullable<AbstractMesh>;
  100032. /** @hidden */
  100033. _rebuildGeometries(): void;
  100034. /** @hidden */
  100035. _rebuildTextures(): void;
  100036. private _getByTags;
  100037. /**
  100038. * Get a list of meshes by tags
  100039. * @param tagsQuery defines the tags query to use
  100040. * @param forEach defines a predicate used to filter results
  100041. * @returns an array of Mesh
  100042. */
  100043. getMeshesByTags(tagsQuery: string, forEach?: (mesh: AbstractMesh) => void): Mesh[];
  100044. /**
  100045. * Get a list of cameras by tags
  100046. * @param tagsQuery defines the tags query to use
  100047. * @param forEach defines a predicate used to filter results
  100048. * @returns an array of Camera
  100049. */
  100050. getCamerasByTags(tagsQuery: string, forEach?: (camera: Camera) => void): Camera[];
  100051. /**
  100052. * Get a list of lights by tags
  100053. * @param tagsQuery defines the tags query to use
  100054. * @param forEach defines a predicate used to filter results
  100055. * @returns an array of Light
  100056. */
  100057. getLightsByTags(tagsQuery: string, forEach?: (light: Light) => void): Light[];
  100058. /**
  100059. * Get a list of materials by tags
  100060. * @param tagsQuery defines the tags query to use
  100061. * @param forEach defines a predicate used to filter results
  100062. * @returns an array of Material
  100063. */
  100064. getMaterialByTags(tagsQuery: string, forEach?: (material: Material) => void): Material[];
  100065. /**
  100066. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  100067. * This allowed control for front to back rendering or reversly depending of the special needs.
  100068. *
  100069. * @param renderingGroupId The rendering group id corresponding to its index
  100070. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  100071. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  100072. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  100073. */
  100074. 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;
  100075. /**
  100076. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  100077. *
  100078. * @param renderingGroupId The rendering group id corresponding to its index
  100079. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  100080. * @param depth Automatically clears depth between groups if true and autoClear is true.
  100081. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  100082. */
  100083. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean, depth?: boolean, stencil?: boolean): void;
  100084. /**
  100085. * Gets the current auto clear configuration for one rendering group of the rendering
  100086. * manager.
  100087. * @param index the rendering group index to get the information for
  100088. * @returns The auto clear setup for the requested rendering group
  100089. */
  100090. getAutoClearDepthStencilSetup(index: number): IRenderingManagerAutoClearSetup;
  100091. private _blockMaterialDirtyMechanism;
  100092. /** Gets or sets a boolean blocking all the calls to markAllMaterialsAsDirty (ie. the materials won't be updated if they are out of sync) */
  100093. blockMaterialDirtyMechanism: boolean;
  100094. /**
  100095. * Will flag all materials as dirty to trigger new shader compilation
  100096. * @param flag defines the flag used to specify which material part must be marked as dirty
  100097. * @param predicate If not null, it will be used to specifiy if a material has to be marked as dirty
  100098. */
  100099. markAllMaterialsAsDirty(flag: number, predicate?: (mat: Material) => boolean): void;
  100100. /** @hidden */
  100101. _loadFile(url: string, onSuccess: (data: string | ArrayBuffer, responseURL?: string) => void, onProgress?: (data: any) => void, useOfflineSupport?: boolean, useArrayBuffer?: boolean, onError?: (request?: WebRequest, exception?: any) => void): IFileRequest;
  100102. /** @hidden */
  100103. _loadFileAsync(url: string, useOfflineSupport?: boolean, useArrayBuffer?: boolean): Promise<string | ArrayBuffer>;
  100104. }
  100105. }
  100106. declare module BABYLON {
  100107. /**
  100108. * Set of assets to keep when moving a scene into an asset container.
  100109. */
  100110. export class KeepAssets extends AbstractScene {
  100111. }
  100112. /**
  100113. * Container with a set of assets that can be added or removed from a scene.
  100114. */
  100115. export class AssetContainer extends AbstractScene {
  100116. /**
  100117. * The scene the AssetContainer belongs to.
  100118. */
  100119. scene: Scene;
  100120. /**
  100121. * Instantiates an AssetContainer.
  100122. * @param scene The scene the AssetContainer belongs to.
  100123. */
  100124. constructor(scene: Scene);
  100125. /**
  100126. * Adds all the assets from the container to the scene.
  100127. */
  100128. addAllToScene(): void;
  100129. /**
  100130. * Removes all the assets in the container from the scene
  100131. */
  100132. removeAllFromScene(): void;
  100133. /**
  100134. * Disposes all the assets in the container
  100135. */
  100136. dispose(): void;
  100137. private _moveAssets;
  100138. /**
  100139. * Removes all the assets contained in the scene and adds them to the container.
  100140. * @param keepAssets Set of assets to keep in the scene. (default: empty)
  100141. */
  100142. moveAllFromScene(keepAssets?: KeepAssets): void;
  100143. /**
  100144. * 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.
  100145. * @returns the root mesh
  100146. */
  100147. createRootMesh(): Mesh;
  100148. }
  100149. }
  100150. declare module BABYLON {
  100151. /**
  100152. * Defines how the parser contract is defined.
  100153. * These parsers are used to parse a list of specific assets (like particle systems, etc..)
  100154. */
  100155. export type BabylonFileParser = (parsedData: any, scene: Scene, container: AssetContainer, rootUrl: string) => void;
  100156. /**
  100157. * Defines how the individual parser contract is defined.
  100158. * These parser can parse an individual asset
  100159. */
  100160. export type IndividualBabylonFileParser = (parsedData: any, scene: Scene, rootUrl: string) => any;
  100161. /**
  100162. * Base class of the scene acting as a container for the different elements composing a scene.
  100163. * This class is dynamically extended by the different components of the scene increasing
  100164. * flexibility and reducing coupling
  100165. */
  100166. export abstract class AbstractScene {
  100167. /**
  100168. * Stores the list of available parsers in the application.
  100169. */
  100170. private static _BabylonFileParsers;
  100171. /**
  100172. * Stores the list of available individual parsers in the application.
  100173. */
  100174. private static _IndividualBabylonFileParsers;
  100175. /**
  100176. * Adds a parser in the list of available ones
  100177. * @param name Defines the name of the parser
  100178. * @param parser Defines the parser to add
  100179. */
  100180. static AddParser(name: string, parser: BabylonFileParser): void;
  100181. /**
  100182. * Gets a general parser from the list of avaialble ones
  100183. * @param name Defines the name of the parser
  100184. * @returns the requested parser or null
  100185. */
  100186. static GetParser(name: string): Nullable<BabylonFileParser>;
  100187. /**
  100188. * Adds n individual parser in the list of available ones
  100189. * @param name Defines the name of the parser
  100190. * @param parser Defines the parser to add
  100191. */
  100192. static AddIndividualParser(name: string, parser: IndividualBabylonFileParser): void;
  100193. /**
  100194. * Gets an individual parser from the list of avaialble ones
  100195. * @param name Defines the name of the parser
  100196. * @returns the requested parser or null
  100197. */
  100198. static GetIndividualParser(name: string): Nullable<IndividualBabylonFileParser>;
  100199. /**
  100200. * Parser json data and populate both a scene and its associated container object
  100201. * @param jsonData Defines the data to parse
  100202. * @param scene Defines the scene to parse the data for
  100203. * @param container Defines the container attached to the parsing sequence
  100204. * @param rootUrl Defines the root url of the data
  100205. */
  100206. static Parse(jsonData: any, scene: Scene, container: AssetContainer, rootUrl: string): void;
  100207. /**
  100208. * Gets the list of root nodes (ie. nodes with no parent)
  100209. */
  100210. rootNodes: Node[];
  100211. /** All of the cameras added to this scene
  100212. * @see http://doc.babylonjs.com/babylon101/cameras
  100213. */
  100214. cameras: Camera[];
  100215. /**
  100216. * All of the lights added to this scene
  100217. * @see http://doc.babylonjs.com/babylon101/lights
  100218. */
  100219. lights: Light[];
  100220. /**
  100221. * All of the (abstract) meshes added to this scene
  100222. */
  100223. meshes: AbstractMesh[];
  100224. /**
  100225. * The list of skeletons added to the scene
  100226. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  100227. */
  100228. skeletons: Skeleton[];
  100229. /**
  100230. * All of the particle systems added to this scene
  100231. * @see http://doc.babylonjs.com/babylon101/particles
  100232. */
  100233. particleSystems: IParticleSystem[];
  100234. /**
  100235. * Gets a list of Animations associated with the scene
  100236. */
  100237. animations: Animation[];
  100238. /**
  100239. * All of the animation groups added to this scene
  100240. * @see http://doc.babylonjs.com/how_to/group
  100241. */
  100242. animationGroups: AnimationGroup[];
  100243. /**
  100244. * All of the multi-materials added to this scene
  100245. * @see http://doc.babylonjs.com/how_to/multi_materials
  100246. */
  100247. multiMaterials: MultiMaterial[];
  100248. /**
  100249. * All of the materials added to this scene
  100250. * In the context of a Scene, it is not supposed to be modified manually.
  100251. * Any addition or removal should be done using the addMaterial and removeMAterial Scene methods.
  100252. * Note also that the order of the Material wihin the array is not significant and might change.
  100253. * @see http://doc.babylonjs.com/babylon101/materials
  100254. */
  100255. materials: Material[];
  100256. /**
  100257. * The list of morph target managers added to the scene
  100258. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh
  100259. */
  100260. morphTargetManagers: MorphTargetManager[];
  100261. /**
  100262. * The list of geometries used in the scene.
  100263. */
  100264. geometries: Geometry[];
  100265. /**
  100266. * All of the tranform nodes added to this scene
  100267. * In the context of a Scene, it is not supposed to be modified manually.
  100268. * Any addition or removal should be done using the addTransformNode and removeTransformNode Scene methods.
  100269. * Note also that the order of the TransformNode wihin the array is not significant and might change.
  100270. * @see http://doc.babylonjs.com/how_to/transformnode
  100271. */
  100272. transformNodes: TransformNode[];
  100273. /**
  100274. * ActionManagers available on the scene.
  100275. */
  100276. actionManagers: AbstractActionManager[];
  100277. /**
  100278. * Textures to keep.
  100279. */
  100280. textures: BaseTexture[];
  100281. /**
  100282. * Environment texture for the scene
  100283. */
  100284. environmentTexture: Nullable<BaseTexture>;
  100285. }
  100286. }
  100287. declare module BABYLON {
  100288. /**
  100289. * Interface used to define options for Sound class
  100290. */
  100291. export interface ISoundOptions {
  100292. /**
  100293. * Does the sound autoplay once loaded.
  100294. */
  100295. autoplay?: boolean;
  100296. /**
  100297. * Does the sound loop after it finishes playing once.
  100298. */
  100299. loop?: boolean;
  100300. /**
  100301. * Sound's volume
  100302. */
  100303. volume?: number;
  100304. /**
  100305. * Is it a spatial sound?
  100306. */
  100307. spatialSound?: boolean;
  100308. /**
  100309. * Maximum distance to hear that sound
  100310. */
  100311. maxDistance?: number;
  100312. /**
  100313. * Uses user defined attenuation function
  100314. */
  100315. useCustomAttenuation?: boolean;
  100316. /**
  100317. * Define the roll off factor of spatial sounds.
  100318. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  100319. */
  100320. rolloffFactor?: number;
  100321. /**
  100322. * Define the reference distance the sound should be heard perfectly.
  100323. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  100324. */
  100325. refDistance?: number;
  100326. /**
  100327. * Define the distance attenuation model the sound will follow.
  100328. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  100329. */
  100330. distanceModel?: string;
  100331. /**
  100332. * Defines the playback speed (1 by default)
  100333. */
  100334. playbackRate?: number;
  100335. /**
  100336. * Defines if the sound is from a streaming source
  100337. */
  100338. streaming?: boolean;
  100339. /**
  100340. * Defines an optional length (in seconds) inside the sound file
  100341. */
  100342. length?: number;
  100343. /**
  100344. * Defines an optional offset (in seconds) inside the sound file
  100345. */
  100346. offset?: number;
  100347. /**
  100348. * If true, URLs will not be required to state the audio file codec to use.
  100349. */
  100350. skipCodecCheck?: boolean;
  100351. }
  100352. /**
  100353. * Defines a sound that can be played in the application.
  100354. * The sound can either be an ambient track or a simple sound played in reaction to a user action.
  100355. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  100356. */
  100357. export class Sound {
  100358. /**
  100359. * The name of the sound in the scene.
  100360. */
  100361. name: string;
  100362. /**
  100363. * Does the sound autoplay once loaded.
  100364. */
  100365. autoplay: boolean;
  100366. /**
  100367. * Does the sound loop after it finishes playing once.
  100368. */
  100369. loop: boolean;
  100370. /**
  100371. * Does the sound use a custom attenuation curve to simulate the falloff
  100372. * happening when the source gets further away from the camera.
  100373. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  100374. */
  100375. useCustomAttenuation: boolean;
  100376. /**
  100377. * The sound track id this sound belongs to.
  100378. */
  100379. soundTrackId: number;
  100380. /**
  100381. * Is this sound currently played.
  100382. */
  100383. isPlaying: boolean;
  100384. /**
  100385. * Is this sound currently paused.
  100386. */
  100387. isPaused: boolean;
  100388. /**
  100389. * Does this sound enables spatial sound.
  100390. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  100391. */
  100392. spatialSound: boolean;
  100393. /**
  100394. * Define the reference distance the sound should be heard perfectly.
  100395. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  100396. */
  100397. refDistance: number;
  100398. /**
  100399. * Define the roll off factor of spatial sounds.
  100400. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  100401. */
  100402. rolloffFactor: number;
  100403. /**
  100404. * Define the max distance the sound should be heard (intensity just became 0 at this point).
  100405. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  100406. */
  100407. maxDistance: number;
  100408. /**
  100409. * Define the distance attenuation model the sound will follow.
  100410. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  100411. */
  100412. distanceModel: string;
  100413. /**
  100414. * @hidden
  100415. * Back Compat
  100416. **/
  100417. onended: () => any;
  100418. /**
  100419. * Observable event when the current playing sound finishes.
  100420. */
  100421. onEndedObservable: Observable<Sound>;
  100422. private _panningModel;
  100423. private _playbackRate;
  100424. private _streaming;
  100425. private _startTime;
  100426. private _startOffset;
  100427. private _position;
  100428. /** @hidden */
  100429. _positionInEmitterSpace: boolean;
  100430. private _localDirection;
  100431. private _volume;
  100432. private _isReadyToPlay;
  100433. private _isDirectional;
  100434. private _readyToPlayCallback;
  100435. private _audioBuffer;
  100436. private _soundSource;
  100437. private _streamingSource;
  100438. private _soundPanner;
  100439. private _soundGain;
  100440. private _inputAudioNode;
  100441. private _outputAudioNode;
  100442. private _coneInnerAngle;
  100443. private _coneOuterAngle;
  100444. private _coneOuterGain;
  100445. private _scene;
  100446. private _connectedTransformNode;
  100447. private _customAttenuationFunction;
  100448. private _registerFunc;
  100449. private _isOutputConnected;
  100450. private _htmlAudioElement;
  100451. private _urlType;
  100452. private _length?;
  100453. private _offset?;
  100454. /** @hidden */
  100455. static _SceneComponentInitialization: (scene: Scene) => void;
  100456. /**
  100457. * Create a sound and attach it to a scene
  100458. * @param name Name of your sound
  100459. * @param urlOrArrayBuffer Url to the sound to load async or ArrayBuffer, it also works with MediaStreams
  100460. * @param scene defines the scene the sound belongs to
  100461. * @param readyToPlayCallback Provide a callback function if you'd like to load your code once the sound is ready to be played
  100462. * @param options Objects to provide with the current available options: autoplay, loop, volume, spatialSound, maxDistance, rolloffFactor, refDistance, distanceModel, panningModel, streaming
  100463. */
  100464. constructor(name: string, urlOrArrayBuffer: any, scene: Scene, readyToPlayCallback?: Nullable<() => void>, options?: ISoundOptions);
  100465. /**
  100466. * Release the sound and its associated resources
  100467. */
  100468. dispose(): void;
  100469. /**
  100470. * Gets if the sounds is ready to be played or not.
  100471. * @returns true if ready, otherwise false
  100472. */
  100473. isReady(): boolean;
  100474. private _soundLoaded;
  100475. /**
  100476. * Sets the data of the sound from an audiobuffer
  100477. * @param audioBuffer The audioBuffer containing the data
  100478. */
  100479. setAudioBuffer(audioBuffer: AudioBuffer): void;
  100480. /**
  100481. * Updates the current sounds options such as maxdistance, loop...
  100482. * @param options A JSON object containing values named as the object properties
  100483. */
  100484. updateOptions(options: ISoundOptions): void;
  100485. private _createSpatialParameters;
  100486. private _updateSpatialParameters;
  100487. /**
  100488. * Switch the panning model to HRTF:
  100489. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  100490. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  100491. */
  100492. switchPanningModelToHRTF(): void;
  100493. /**
  100494. * Switch the panning model to Equal Power:
  100495. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  100496. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  100497. */
  100498. switchPanningModelToEqualPower(): void;
  100499. private _switchPanningModel;
  100500. /**
  100501. * Connect this sound to a sound track audio node like gain...
  100502. * @param soundTrackAudioNode the sound track audio node to connect to
  100503. */
  100504. connectToSoundTrackAudioNode(soundTrackAudioNode: AudioNode): void;
  100505. /**
  100506. * Transform this sound into a directional source
  100507. * @param coneInnerAngle Size of the inner cone in degree
  100508. * @param coneOuterAngle Size of the outer cone in degree
  100509. * @param coneOuterGain Volume of the sound outside the outer cone (between 0.0 and 1.0)
  100510. */
  100511. setDirectionalCone(coneInnerAngle: number, coneOuterAngle: number, coneOuterGain: number): void;
  100512. /**
  100513. * Gets or sets the inner angle for the directional cone.
  100514. */
  100515. /**
  100516. * Gets or sets the inner angle for the directional cone.
  100517. */
  100518. directionalConeInnerAngle: number;
  100519. /**
  100520. * Gets or sets the outer angle for the directional cone.
  100521. */
  100522. /**
  100523. * Gets or sets the outer angle for the directional cone.
  100524. */
  100525. directionalConeOuterAngle: number;
  100526. /**
  100527. * Sets the position of the emitter if spatial sound is enabled
  100528. * @param newPosition Defines the new posisiton
  100529. */
  100530. setPosition(newPosition: Vector3): void;
  100531. /**
  100532. * Sets the local direction of the emitter if spatial sound is enabled
  100533. * @param newLocalDirection Defines the new local direction
  100534. */
  100535. setLocalDirectionToMesh(newLocalDirection: Vector3): void;
  100536. private _updateDirection;
  100537. /** @hidden */
  100538. updateDistanceFromListener(): void;
  100539. /**
  100540. * Sets a new custom attenuation function for the sound.
  100541. * @param callback Defines the function used for the attenuation
  100542. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  100543. */
  100544. setAttenuationFunction(callback: (currentVolume: number, currentDistance: number, maxDistance: number, refDistance: number, rolloffFactor: number) => number): void;
  100545. /**
  100546. * Play the sound
  100547. * @param time (optional) Start the sound after X seconds. Start immediately (0) by default.
  100548. * @param offset (optional) Start the sound at a specific time in seconds
  100549. * @param length (optional) Sound duration (in seconds)
  100550. */
  100551. play(time?: number, offset?: number, length?: number): void;
  100552. private _onended;
  100553. /**
  100554. * Stop the sound
  100555. * @param time (optional) Stop the sound after X seconds. Stop immediately (0) by default.
  100556. */
  100557. stop(time?: number): void;
  100558. /**
  100559. * Put the sound in pause
  100560. */
  100561. pause(): void;
  100562. /**
  100563. * Sets a dedicated volume for this sounds
  100564. * @param newVolume Define the new volume of the sound
  100565. * @param time Define time for gradual change to new volume
  100566. */
  100567. setVolume(newVolume: number, time?: number): void;
  100568. /**
  100569. * Set the sound play back rate
  100570. * @param newPlaybackRate Define the playback rate the sound should be played at
  100571. */
  100572. setPlaybackRate(newPlaybackRate: number): void;
  100573. /**
  100574. * Gets the volume of the sound.
  100575. * @returns the volume of the sound
  100576. */
  100577. getVolume(): number;
  100578. /**
  100579. * Attach the sound to a dedicated mesh
  100580. * @param transformNode The transform node to connect the sound with
  100581. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  100582. */
  100583. attachToMesh(transformNode: TransformNode): void;
  100584. /**
  100585. * Detach the sound from the previously attached mesh
  100586. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  100587. */
  100588. detachFromMesh(): void;
  100589. private _onRegisterAfterWorldMatrixUpdate;
  100590. /**
  100591. * Clone the current sound in the scene.
  100592. * @returns the new sound clone
  100593. */
  100594. clone(): Nullable<Sound>;
  100595. /**
  100596. * Gets the current underlying audio buffer containing the data
  100597. * @returns the audio buffer
  100598. */
  100599. getAudioBuffer(): Nullable<AudioBuffer>;
  100600. /**
  100601. * Serializes the Sound in a JSON representation
  100602. * @returns the JSON representation of the sound
  100603. */
  100604. serialize(): any;
  100605. /**
  100606. * Parse a JSON representation of a sound to innstantiate in a given scene
  100607. * @param parsedSound Define the JSON representation of the sound (usually coming from the serialize method)
  100608. * @param scene Define the scene the new parsed sound should be created in
  100609. * @param rootUrl Define the rooturl of the load in case we need to fetch relative dependencies
  100610. * @param sourceSound Define a cound place holder if do not need to instantiate a new one
  100611. * @returns the newly parsed sound
  100612. */
  100613. static Parse(parsedSound: any, scene: Scene, rootUrl: string, sourceSound?: Sound): Sound;
  100614. }
  100615. }
  100616. declare module BABYLON {
  100617. /**
  100618. * This defines an action helpful to play a defined sound on a triggered action.
  100619. */
  100620. export class PlaySoundAction extends Action {
  100621. private _sound;
  100622. /**
  100623. * Instantiate the action
  100624. * @param triggerOptions defines the trigger options
  100625. * @param sound defines the sound to play
  100626. * @param condition defines the trigger related conditions
  100627. */
  100628. constructor(triggerOptions: any, sound: Sound, condition?: Condition);
  100629. /** @hidden */
  100630. _prepare(): void;
  100631. /**
  100632. * Execute the action and play the sound.
  100633. */
  100634. execute(): void;
  100635. /**
  100636. * Serializes the actions and its related information.
  100637. * @param parent defines the object to serialize in
  100638. * @returns the serialized object
  100639. */
  100640. serialize(parent: any): any;
  100641. }
  100642. /**
  100643. * This defines an action helpful to stop a defined sound on a triggered action.
  100644. */
  100645. export class StopSoundAction extends Action {
  100646. private _sound;
  100647. /**
  100648. * Instantiate the action
  100649. * @param triggerOptions defines the trigger options
  100650. * @param sound defines the sound to stop
  100651. * @param condition defines the trigger related conditions
  100652. */
  100653. constructor(triggerOptions: any, sound: Sound, condition?: Condition);
  100654. /** @hidden */
  100655. _prepare(): void;
  100656. /**
  100657. * Execute the action and stop the sound.
  100658. */
  100659. execute(): void;
  100660. /**
  100661. * Serializes the actions and its related information.
  100662. * @param parent defines the object to serialize in
  100663. * @returns the serialized object
  100664. */
  100665. serialize(parent: any): any;
  100666. }
  100667. }
  100668. declare module BABYLON {
  100669. /**
  100670. * This defines an action responsible to change the value of a property
  100671. * by interpolating between its current value and the newly set one once triggered.
  100672. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  100673. */
  100674. export class InterpolateValueAction extends Action {
  100675. /**
  100676. * Defines the path of the property where the value should be interpolated
  100677. */
  100678. propertyPath: string;
  100679. /**
  100680. * Defines the target value at the end of the interpolation.
  100681. */
  100682. value: any;
  100683. /**
  100684. * Defines the time it will take for the property to interpolate to the value.
  100685. */
  100686. duration: number;
  100687. /**
  100688. * Defines if the other scene animations should be stopped when the action has been triggered
  100689. */
  100690. stopOtherAnimations?: boolean;
  100691. /**
  100692. * Defines a callback raised once the interpolation animation has been done.
  100693. */
  100694. onInterpolationDone?: () => void;
  100695. /**
  100696. * Observable triggered once the interpolation animation has been done.
  100697. */
  100698. onInterpolationDoneObservable: Observable<InterpolateValueAction>;
  100699. private _target;
  100700. private _effectiveTarget;
  100701. private _property;
  100702. /**
  100703. * Instantiate the action
  100704. * @param triggerOptions defines the trigger options
  100705. * @param target defines the object containing the value to interpolate
  100706. * @param propertyPath defines the path to the property in the target object
  100707. * @param value defines the target value at the end of the interpolation
  100708. * @param duration deines the time it will take for the property to interpolate to the value.
  100709. * @param condition defines the trigger related conditions
  100710. * @param stopOtherAnimations defines if the other scene animations should be stopped when the action has been triggered
  100711. * @param onInterpolationDone defines a callback raised once the interpolation animation has been done
  100712. */
  100713. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, duration?: number, condition?: Condition, stopOtherAnimations?: boolean, onInterpolationDone?: () => void);
  100714. /** @hidden */
  100715. _prepare(): void;
  100716. /**
  100717. * Execute the action starts the value interpolation.
  100718. */
  100719. execute(): void;
  100720. /**
  100721. * Serializes the actions and its related information.
  100722. * @param parent defines the object to serialize in
  100723. * @returns the serialized object
  100724. */
  100725. serialize(parent: any): any;
  100726. }
  100727. }
  100728. declare module BABYLON {
  100729. /**
  100730. * Options allowed during the creation of a sound track.
  100731. */
  100732. export interface ISoundTrackOptions {
  100733. /**
  100734. * The volume the sound track should take during creation
  100735. */
  100736. volume?: number;
  100737. /**
  100738. * Define if the sound track is the main sound track of the scene
  100739. */
  100740. mainTrack?: boolean;
  100741. }
  100742. /**
  100743. * It could be useful to isolate your music & sounds on several tracks to better manage volume on a grouped instance of sounds.
  100744. * It will be also used in a future release to apply effects on a specific track.
  100745. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  100746. */
  100747. export class SoundTrack {
  100748. /**
  100749. * The unique identifier of the sound track in the scene.
  100750. */
  100751. id: number;
  100752. /**
  100753. * The list of sounds included in the sound track.
  100754. */
  100755. soundCollection: Array<Sound>;
  100756. private _outputAudioNode;
  100757. private _scene;
  100758. private _isMainTrack;
  100759. private _connectedAnalyser;
  100760. private _options;
  100761. private _isInitialized;
  100762. /**
  100763. * Creates a new sound track.
  100764. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  100765. * @param scene Define the scene the sound track belongs to
  100766. * @param options
  100767. */
  100768. constructor(scene: Scene, options?: ISoundTrackOptions);
  100769. private _initializeSoundTrackAudioGraph;
  100770. /**
  100771. * Release the sound track and its associated resources
  100772. */
  100773. dispose(): void;
  100774. /**
  100775. * Adds a sound to this sound track
  100776. * @param sound define the cound to add
  100777. * @ignoreNaming
  100778. */
  100779. AddSound(sound: Sound): void;
  100780. /**
  100781. * Removes a sound to this sound track
  100782. * @param sound define the cound to remove
  100783. * @ignoreNaming
  100784. */
  100785. RemoveSound(sound: Sound): void;
  100786. /**
  100787. * Set a global volume for the full sound track.
  100788. * @param newVolume Define the new volume of the sound track
  100789. */
  100790. setVolume(newVolume: number): void;
  100791. /**
  100792. * Switch the panning model to HRTF:
  100793. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  100794. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  100795. */
  100796. switchPanningModelToHRTF(): void;
  100797. /**
  100798. * Switch the panning model to Equal Power:
  100799. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  100800. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  100801. */
  100802. switchPanningModelToEqualPower(): void;
  100803. /**
  100804. * Connect the sound track to an audio analyser allowing some amazing
  100805. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  100806. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  100807. * @param analyser The analyser to connect to the engine
  100808. */
  100809. connectToAnalyser(analyser: Analyser): void;
  100810. }
  100811. }
  100812. declare module BABYLON {
  100813. interface AbstractScene {
  100814. /**
  100815. * The list of sounds used in the scene.
  100816. */
  100817. sounds: Nullable<Array<Sound>>;
  100818. }
  100819. interface Scene {
  100820. /**
  100821. * @hidden
  100822. * Backing field
  100823. */
  100824. _mainSoundTrack: SoundTrack;
  100825. /**
  100826. * The main sound track played by the scene.
  100827. * It cotains your primary collection of sounds.
  100828. */
  100829. mainSoundTrack: SoundTrack;
  100830. /**
  100831. * The list of sound tracks added to the scene
  100832. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  100833. */
  100834. soundTracks: Nullable<Array<SoundTrack>>;
  100835. /**
  100836. * Gets a sound using a given name
  100837. * @param name defines the name to search for
  100838. * @return the found sound or null if not found at all.
  100839. */
  100840. getSoundByName(name: string): Nullable<Sound>;
  100841. /**
  100842. * Gets or sets if audio support is enabled
  100843. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  100844. */
  100845. audioEnabled: boolean;
  100846. /**
  100847. * Gets or sets if audio will be output to headphones
  100848. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  100849. */
  100850. headphone: boolean;
  100851. /**
  100852. * Gets or sets custom audio listener position provider
  100853. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  100854. */
  100855. audioListenerPositionProvider: Nullable<() => Vector3>;
  100856. }
  100857. /**
  100858. * Defines the sound scene component responsible to manage any sounds
  100859. * in a given scene.
  100860. */
  100861. export class AudioSceneComponent implements ISceneSerializableComponent {
  100862. /**
  100863. * The component name helpfull to identify the component in the list of scene components.
  100864. */
  100865. readonly name: string;
  100866. /**
  100867. * The scene the component belongs to.
  100868. */
  100869. scene: Scene;
  100870. private _audioEnabled;
  100871. /**
  100872. * Gets whether audio is enabled or not.
  100873. * Please use related enable/disable method to switch state.
  100874. */
  100875. readonly audioEnabled: boolean;
  100876. private _headphone;
  100877. /**
  100878. * Gets whether audio is outputing to headphone or not.
  100879. * Please use the according Switch methods to change output.
  100880. */
  100881. readonly headphone: boolean;
  100882. private _audioListenerPositionProvider;
  100883. /**
  100884. * Gets the current audio listener position provider
  100885. */
  100886. /**
  100887. * Sets a custom listener position for all sounds in the scene
  100888. * By default, this is the position of the first active camera
  100889. */
  100890. audioListenerPositionProvider: Nullable<() => Vector3>;
  100891. /**
  100892. * Creates a new instance of the component for the given scene
  100893. * @param scene Defines the scene to register the component in
  100894. */
  100895. constructor(scene: Scene);
  100896. /**
  100897. * Registers the component in a given scene
  100898. */
  100899. register(): void;
  100900. /**
  100901. * Rebuilds the elements related to this component in case of
  100902. * context lost for instance.
  100903. */
  100904. rebuild(): void;
  100905. /**
  100906. * Serializes the component data to the specified json object
  100907. * @param serializationObject The object to serialize to
  100908. */
  100909. serialize(serializationObject: any): void;
  100910. /**
  100911. * Adds all the elements from the container to the scene
  100912. * @param container the container holding the elements
  100913. */
  100914. addFromContainer(container: AbstractScene): void;
  100915. /**
  100916. * Removes all the elements in the container from the scene
  100917. * @param container contains the elements to remove
  100918. * @param dispose if the removed element should be disposed (default: false)
  100919. */
  100920. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  100921. /**
  100922. * Disposes the component and the associated ressources.
  100923. */
  100924. dispose(): void;
  100925. /**
  100926. * Disables audio in the associated scene.
  100927. */
  100928. disableAudio(): void;
  100929. /**
  100930. * Enables audio in the associated scene.
  100931. */
  100932. enableAudio(): void;
  100933. /**
  100934. * Switch audio to headphone output.
  100935. */
  100936. switchAudioModeForHeadphones(): void;
  100937. /**
  100938. * Switch audio to normal speakers.
  100939. */
  100940. switchAudioModeForNormalSpeakers(): void;
  100941. private _afterRender;
  100942. }
  100943. }
  100944. declare module BABYLON {
  100945. /**
  100946. * Wraps one or more Sound objects and selects one with random weight for playback.
  100947. */
  100948. export class WeightedSound {
  100949. /** When true a Sound will be selected and played when the current playing Sound completes. */
  100950. loop: boolean;
  100951. private _coneInnerAngle;
  100952. private _coneOuterAngle;
  100953. private _volume;
  100954. /** A Sound is currently playing. */
  100955. isPlaying: boolean;
  100956. /** A Sound is currently paused. */
  100957. isPaused: boolean;
  100958. private _sounds;
  100959. private _weights;
  100960. private _currentIndex?;
  100961. /**
  100962. * Creates a new WeightedSound from the list of sounds given.
  100963. * @param loop When true a Sound will be selected and played when the current playing Sound completes.
  100964. * @param sounds Array of Sounds that will be selected from.
  100965. * @param weights Array of number values for selection weights; length must equal sounds, values will be normalized to 1
  100966. */
  100967. constructor(loop: boolean, sounds: Sound[], weights: number[]);
  100968. /**
  100969. * The size of cone in degrees for a directional sound in which there will be no attenuation.
  100970. */
  100971. /**
  100972. * The size of cone in degress for a directional sound in which there will be no attenuation.
  100973. */
  100974. directionalConeInnerAngle: number;
  100975. /**
  100976. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  100977. * Listener angles between innerAngle and outerAngle will falloff linearly.
  100978. */
  100979. /**
  100980. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  100981. * Listener angles between innerAngle and outerAngle will falloff linearly.
  100982. */
  100983. directionalConeOuterAngle: number;
  100984. /**
  100985. * Playback volume.
  100986. */
  100987. /**
  100988. * Playback volume.
  100989. */
  100990. volume: number;
  100991. private _onended;
  100992. /**
  100993. * Suspend playback
  100994. */
  100995. pause(): void;
  100996. /**
  100997. * Stop playback
  100998. */
  100999. stop(): void;
  101000. /**
  101001. * Start playback.
  101002. * @param startOffset Position the clip head at a specific time in seconds.
  101003. */
  101004. play(startOffset?: number): void;
  101005. }
  101006. }
  101007. declare module BABYLON {
  101008. /**
  101009. * Add a bouncing effect to an ArcRotateCamera when reaching a specified minimum and maximum radius
  101010. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  101011. */
  101012. export class BouncingBehavior implements Behavior<ArcRotateCamera> {
  101013. /**
  101014. * Gets the name of the behavior.
  101015. */
  101016. readonly name: string;
  101017. /**
  101018. * The easing function used by animations
  101019. */
  101020. static EasingFunction: BackEase;
  101021. /**
  101022. * The easing mode used by animations
  101023. */
  101024. static EasingMode: number;
  101025. /**
  101026. * The duration of the animation, in milliseconds
  101027. */
  101028. transitionDuration: number;
  101029. /**
  101030. * Length of the distance animated by the transition when lower radius is reached
  101031. */
  101032. lowerRadiusTransitionRange: number;
  101033. /**
  101034. * Length of the distance animated by the transition when upper radius is reached
  101035. */
  101036. upperRadiusTransitionRange: number;
  101037. private _autoTransitionRange;
  101038. /**
  101039. * Gets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  101040. */
  101041. /**
  101042. * Sets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  101043. * Transition ranges will be set to 5% of the bounding box diagonal in world space
  101044. */
  101045. autoTransitionRange: boolean;
  101046. private _attachedCamera;
  101047. private _onAfterCheckInputsObserver;
  101048. private _onMeshTargetChangedObserver;
  101049. /**
  101050. * Initializes the behavior.
  101051. */
  101052. init(): void;
  101053. /**
  101054. * Attaches the behavior to its arc rotate camera.
  101055. * @param camera Defines the camera to attach the behavior to
  101056. */
  101057. attach(camera: ArcRotateCamera): void;
  101058. /**
  101059. * Detaches the behavior from its current arc rotate camera.
  101060. */
  101061. detach(): void;
  101062. private _radiusIsAnimating;
  101063. private _radiusBounceTransition;
  101064. private _animatables;
  101065. private _cachedWheelPrecision;
  101066. /**
  101067. * Checks if the camera radius is at the specified limit. Takes into account animation locks.
  101068. * @param radiusLimit The limit to check against.
  101069. * @return Bool to indicate if at limit.
  101070. */
  101071. private _isRadiusAtLimit;
  101072. /**
  101073. * Applies an animation to the radius of the camera, extending by the radiusDelta.
  101074. * @param radiusDelta The delta by which to animate to. Can be negative.
  101075. */
  101076. private _applyBoundRadiusAnimation;
  101077. /**
  101078. * Removes all animation locks. Allows new animations to be added to any of the camera properties.
  101079. */
  101080. protected _clearAnimationLocks(): void;
  101081. /**
  101082. * Stops and removes all animations that have been applied to the camera
  101083. */
  101084. stopAllAnimations(): void;
  101085. }
  101086. }
  101087. declare module BABYLON {
  101088. /**
  101089. * 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.
  101090. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  101091. */
  101092. export class FramingBehavior implements Behavior<ArcRotateCamera> {
  101093. /**
  101094. * Gets the name of the behavior.
  101095. */
  101096. readonly name: string;
  101097. private _mode;
  101098. private _radiusScale;
  101099. private _positionScale;
  101100. private _defaultElevation;
  101101. private _elevationReturnTime;
  101102. private _elevationReturnWaitTime;
  101103. private _zoomStopsAnimation;
  101104. private _framingTime;
  101105. /**
  101106. * The easing function used by animations
  101107. */
  101108. static EasingFunction: ExponentialEase;
  101109. /**
  101110. * The easing mode used by animations
  101111. */
  101112. static EasingMode: number;
  101113. /**
  101114. * Sets the current mode used by the behavior
  101115. */
  101116. /**
  101117. * Gets current mode used by the behavior.
  101118. */
  101119. mode: number;
  101120. /**
  101121. * Sets the scale applied to the radius (1 by default)
  101122. */
  101123. /**
  101124. * Gets the scale applied to the radius
  101125. */
  101126. radiusScale: number;
  101127. /**
  101128. * Sets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  101129. */
  101130. /**
  101131. * Gets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  101132. */
  101133. positionScale: number;
  101134. /**
  101135. * Sets the angle above/below the horizontal plane to return to when the return to default elevation idle
  101136. * behaviour is triggered, in radians.
  101137. */
  101138. /**
  101139. * Gets the angle above/below the horizontal plane to return to when the return to default elevation idle
  101140. * behaviour is triggered, in radians.
  101141. */
  101142. defaultElevation: number;
  101143. /**
  101144. * Sets the time (in milliseconds) taken to return to the default beta position.
  101145. * Negative value indicates camera should not return to default.
  101146. */
  101147. /**
  101148. * Gets the time (in milliseconds) taken to return to the default beta position.
  101149. * Negative value indicates camera should not return to default.
  101150. */
  101151. elevationReturnTime: number;
  101152. /**
  101153. * Sets the delay (in milliseconds) taken before the camera returns to the default beta position.
  101154. */
  101155. /**
  101156. * Gets the delay (in milliseconds) taken before the camera returns to the default beta position.
  101157. */
  101158. elevationReturnWaitTime: number;
  101159. /**
  101160. * Sets the flag that indicates if user zooming should stop animation.
  101161. */
  101162. /**
  101163. * Gets the flag that indicates if user zooming should stop animation.
  101164. */
  101165. zoomStopsAnimation: boolean;
  101166. /**
  101167. * Sets the transition time when framing the mesh, in milliseconds
  101168. */
  101169. /**
  101170. * Gets the transition time when framing the mesh, in milliseconds
  101171. */
  101172. framingTime: number;
  101173. /**
  101174. * Define if the behavior should automatically change the configured
  101175. * camera limits and sensibilities.
  101176. */
  101177. autoCorrectCameraLimitsAndSensibility: boolean;
  101178. private _onPrePointerObservableObserver;
  101179. private _onAfterCheckInputsObserver;
  101180. private _onMeshTargetChangedObserver;
  101181. private _attachedCamera;
  101182. private _isPointerDown;
  101183. private _lastInteractionTime;
  101184. /**
  101185. * Initializes the behavior.
  101186. */
  101187. init(): void;
  101188. /**
  101189. * Attaches the behavior to its arc rotate camera.
  101190. * @param camera Defines the camera to attach the behavior to
  101191. */
  101192. attach(camera: ArcRotateCamera): void;
  101193. /**
  101194. * Detaches the behavior from its current arc rotate camera.
  101195. */
  101196. detach(): void;
  101197. private _animatables;
  101198. private _betaIsAnimating;
  101199. private _betaTransition;
  101200. private _radiusTransition;
  101201. private _vectorTransition;
  101202. /**
  101203. * Targets the given mesh and updates zoom level accordingly.
  101204. * @param mesh The mesh to target.
  101205. * @param radius Optional. If a cached radius position already exists, overrides default.
  101206. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  101207. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  101208. * @param onAnimationEnd Callback triggered at the end of the framing animation
  101209. */
  101210. zoomOnMesh(mesh: AbstractMesh, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  101211. /**
  101212. * Targets the given mesh with its children and updates zoom level accordingly.
  101213. * @param mesh The mesh to target.
  101214. * @param radius Optional. If a cached radius position already exists, overrides default.
  101215. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  101216. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  101217. * @param onAnimationEnd Callback triggered at the end of the framing animation
  101218. */
  101219. zoomOnMeshHierarchy(mesh: AbstractMesh, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  101220. /**
  101221. * Targets the given meshes with their children and updates zoom level accordingly.
  101222. * @param meshes The mesh to target.
  101223. * @param radius Optional. If a cached radius position already exists, overrides default.
  101224. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  101225. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  101226. * @param onAnimationEnd Callback triggered at the end of the framing animation
  101227. */
  101228. zoomOnMeshesHierarchy(meshes: AbstractMesh[], focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  101229. /**
  101230. * Targets the bounding box info defined by its extends and updates zoom level accordingly.
  101231. * @param minimumWorld Determines the smaller position of the bounding box extend
  101232. * @param maximumWorld Determines the bigger position of the bounding box extend
  101233. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  101234. * @param onAnimationEnd Callback triggered at the end of the framing animation
  101235. */
  101236. zoomOnBoundingInfo(minimumWorld: Vector3, maximumWorld: Vector3, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  101237. /**
  101238. * Calculates the lowest radius for the camera based on the bounding box of the mesh.
  101239. * @param mesh The mesh on which to base the calculation. mesh boundingInfo used to estimate necessary
  101240. * frustum width.
  101241. * @return The minimum distance from the primary mesh's center point at which the camera must be kept in order
  101242. * to fully enclose the mesh in the viewing frustum.
  101243. */
  101244. protected _calculateLowerRadiusFromModelBoundingSphere(minimumWorld: Vector3, maximumWorld: Vector3): number;
  101245. /**
  101246. * Keeps the camera above the ground plane. If the user pulls the camera below the ground plane, the camera
  101247. * is automatically returned to its default position (expected to be above ground plane).
  101248. */
  101249. private _maintainCameraAboveGround;
  101250. /**
  101251. * Returns the frustum slope based on the canvas ratio and camera FOV
  101252. * @returns The frustum slope represented as a Vector2 with X and Y slopes
  101253. */
  101254. private _getFrustumSlope;
  101255. /**
  101256. * Removes all animation locks. Allows new animations to be added to any of the arcCamera properties.
  101257. */
  101258. private _clearAnimationLocks;
  101259. /**
  101260. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  101261. */
  101262. private _applyUserInteraction;
  101263. /**
  101264. * Stops and removes all animations that have been applied to the camera
  101265. */
  101266. stopAllAnimations(): void;
  101267. /**
  101268. * Gets a value indicating if the user is moving the camera
  101269. */
  101270. readonly isUserIsMoving: boolean;
  101271. /**
  101272. * The camera can move all the way towards the mesh.
  101273. */
  101274. static IgnoreBoundsSizeMode: number;
  101275. /**
  101276. * The camera is not allowed to zoom closer to the mesh than the point at which the adjusted bounding sphere touches the frustum sides
  101277. */
  101278. static FitFrustumSidesMode: number;
  101279. }
  101280. }
  101281. declare module BABYLON {
  101282. /**
  101283. * Base class for Camera Pointer Inputs.
  101284. * See FollowCameraPointersInput in src/Cameras/Inputs/followCameraPointersInput.ts
  101285. * for example usage.
  101286. */
  101287. export abstract class BaseCameraPointersInput implements ICameraInput<Camera> {
  101288. /**
  101289. * Defines the camera the input is attached to.
  101290. */
  101291. abstract camera: Camera;
  101292. /**
  101293. * Whether keyboard modifier keys are pressed at time of last mouse event.
  101294. */
  101295. protected _altKey: boolean;
  101296. protected _ctrlKey: boolean;
  101297. protected _metaKey: boolean;
  101298. protected _shiftKey: boolean;
  101299. /**
  101300. * Which mouse buttons were pressed at time of last mouse event.
  101301. * https://developer.mozilla.org/en-US/docs/Web/API/MouseEvent/buttons
  101302. */
  101303. protected _buttonsPressed: number;
  101304. /**
  101305. * Defines the buttons associated with the input to handle camera move.
  101306. */
  101307. buttons: number[];
  101308. /**
  101309. * Attach the input controls to a specific dom element to get the input from.
  101310. * @param element Defines the element the controls should be listened from
  101311. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  101312. */
  101313. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  101314. /**
  101315. * Detach the current controls from the specified dom element.
  101316. * @param element Defines the element to stop listening the inputs from
  101317. */
  101318. detachControl(element: Nullable<HTMLElement>): void;
  101319. /**
  101320. * Gets the class name of the current input.
  101321. * @returns the class name
  101322. */
  101323. getClassName(): string;
  101324. /**
  101325. * Get the friendly name associated with the input class.
  101326. * @returns the input friendly name
  101327. */
  101328. getSimpleName(): string;
  101329. /**
  101330. * Called on pointer POINTERDOUBLETAP event.
  101331. * Override this method to provide functionality on POINTERDOUBLETAP event.
  101332. */
  101333. protected onDoubleTap(type: string): void;
  101334. /**
  101335. * Called on pointer POINTERMOVE event if only a single touch is active.
  101336. * Override this method to provide functionality.
  101337. */
  101338. protected onTouch(point: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  101339. /**
  101340. * Called on pointer POINTERMOVE event if multiple touches are active.
  101341. * Override this method to provide functionality.
  101342. */
  101343. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  101344. /**
  101345. * Called on JS contextmenu event.
  101346. * Override this method to provide functionality.
  101347. */
  101348. protected onContextMenu(evt: PointerEvent): void;
  101349. /**
  101350. * Called each time a new POINTERDOWN event occurs. Ie, for each button
  101351. * press.
  101352. * Override this method to provide functionality.
  101353. */
  101354. protected onButtonDown(evt: PointerEvent): void;
  101355. /**
  101356. * Called each time a new POINTERUP event occurs. Ie, for each button
  101357. * release.
  101358. * Override this method to provide functionality.
  101359. */
  101360. protected onButtonUp(evt: PointerEvent): void;
  101361. /**
  101362. * Called when window becomes inactive.
  101363. * Override this method to provide functionality.
  101364. */
  101365. protected onLostFocus(): void;
  101366. private _pointerInput;
  101367. private _observer;
  101368. private _onLostFocus;
  101369. private pointA;
  101370. private pointB;
  101371. }
  101372. }
  101373. declare module BABYLON {
  101374. /**
  101375. * Manage the pointers inputs to control an arc rotate camera.
  101376. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  101377. */
  101378. export class ArcRotateCameraPointersInput extends BaseCameraPointersInput {
  101379. /**
  101380. * Defines the camera the input is attached to.
  101381. */
  101382. camera: ArcRotateCamera;
  101383. /**
  101384. * Gets the class name of the current input.
  101385. * @returns the class name
  101386. */
  101387. getClassName(): string;
  101388. /**
  101389. * Defines the buttons associated with the input to handle camera move.
  101390. */
  101391. buttons: number[];
  101392. /**
  101393. * Defines the pointer angular sensibility along the X axis or how fast is
  101394. * the camera rotating.
  101395. */
  101396. angularSensibilityX: number;
  101397. /**
  101398. * Defines the pointer angular sensibility along the Y axis or how fast is
  101399. * the camera rotating.
  101400. */
  101401. angularSensibilityY: number;
  101402. /**
  101403. * Defines the pointer pinch precision or how fast is the camera zooming.
  101404. */
  101405. pinchPrecision: number;
  101406. /**
  101407. * pinchDeltaPercentage will be used instead of pinchPrecision if different
  101408. * from 0.
  101409. * It defines the percentage of current camera.radius to use as delta when
  101410. * pinch zoom is used.
  101411. */
  101412. pinchDeltaPercentage: number;
  101413. /**
  101414. * Defines the pointer panning sensibility or how fast is the camera moving.
  101415. */
  101416. panningSensibility: number;
  101417. /**
  101418. * Defines whether panning (2 fingers swipe) is enabled through multitouch.
  101419. */
  101420. multiTouchPanning: boolean;
  101421. /**
  101422. * Defines whether panning is enabled for both pan (2 fingers swipe) and
  101423. * zoom (pinch) through multitouch.
  101424. */
  101425. multiTouchPanAndZoom: boolean;
  101426. /**
  101427. * Revers pinch action direction.
  101428. */
  101429. pinchInwards: boolean;
  101430. private _isPanClick;
  101431. private _twoFingerActivityCount;
  101432. private _isPinching;
  101433. /**
  101434. * Called on pointer POINTERMOVE event if only a single touch is active.
  101435. */
  101436. protected onTouch(point: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  101437. /**
  101438. * Called on pointer POINTERDOUBLETAP event.
  101439. */
  101440. protected onDoubleTap(type: string): void;
  101441. /**
  101442. * Called on pointer POINTERMOVE event if multiple touches are active.
  101443. */
  101444. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  101445. /**
  101446. * Called each time a new POINTERDOWN event occurs. Ie, for each button
  101447. * press.
  101448. */
  101449. protected onButtonDown(evt: PointerEvent): void;
  101450. /**
  101451. * Called each time a new POINTERUP event occurs. Ie, for each button
  101452. * release.
  101453. */
  101454. protected onButtonUp(evt: PointerEvent): void;
  101455. /**
  101456. * Called when window becomes inactive.
  101457. */
  101458. protected onLostFocus(): void;
  101459. }
  101460. }
  101461. declare module BABYLON {
  101462. /**
  101463. * Manage the keyboard inputs to control the movement of an arc rotate camera.
  101464. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  101465. */
  101466. export class ArcRotateCameraKeyboardMoveInput implements ICameraInput<ArcRotateCamera> {
  101467. /**
  101468. * Defines the camera the input is attached to.
  101469. */
  101470. camera: ArcRotateCamera;
  101471. /**
  101472. * Defines the list of key codes associated with the up action (increase alpha)
  101473. */
  101474. keysUp: number[];
  101475. /**
  101476. * Defines the list of key codes associated with the down action (decrease alpha)
  101477. */
  101478. keysDown: number[];
  101479. /**
  101480. * Defines the list of key codes associated with the left action (increase beta)
  101481. */
  101482. keysLeft: number[];
  101483. /**
  101484. * Defines the list of key codes associated with the right action (decrease beta)
  101485. */
  101486. keysRight: number[];
  101487. /**
  101488. * Defines the list of key codes associated with the reset action.
  101489. * Those keys reset the camera to its last stored state (with the method camera.storeState())
  101490. */
  101491. keysReset: number[];
  101492. /**
  101493. * Defines the panning sensibility of the inputs.
  101494. * (How fast is the camera paning)
  101495. */
  101496. panningSensibility: number;
  101497. /**
  101498. * Defines the zooming sensibility of the inputs.
  101499. * (How fast is the camera zooming)
  101500. */
  101501. zoomingSensibility: number;
  101502. /**
  101503. * Defines wether maintaining the alt key down switch the movement mode from
  101504. * orientation to zoom.
  101505. */
  101506. useAltToZoom: boolean;
  101507. /**
  101508. * Rotation speed of the camera
  101509. */
  101510. angularSpeed: number;
  101511. private _keys;
  101512. private _ctrlPressed;
  101513. private _altPressed;
  101514. private _onCanvasBlurObserver;
  101515. private _onKeyboardObserver;
  101516. private _engine;
  101517. private _scene;
  101518. /**
  101519. * Attach the input controls to a specific dom element to get the input from.
  101520. * @param element Defines the element the controls should be listened from
  101521. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  101522. */
  101523. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  101524. /**
  101525. * Detach the current controls from the specified dom element.
  101526. * @param element Defines the element to stop listening the inputs from
  101527. */
  101528. detachControl(element: Nullable<HTMLElement>): void;
  101529. /**
  101530. * Update the current camera state depending on the inputs that have been used this frame.
  101531. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  101532. */
  101533. checkInputs(): void;
  101534. /**
  101535. * Gets the class name of the current intput.
  101536. * @returns the class name
  101537. */
  101538. getClassName(): string;
  101539. /**
  101540. * Get the friendly name associated with the input class.
  101541. * @returns the input friendly name
  101542. */
  101543. getSimpleName(): string;
  101544. }
  101545. }
  101546. declare module BABYLON {
  101547. /**
  101548. * Manage the mouse wheel inputs to control an arc rotate camera.
  101549. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  101550. */
  101551. export class ArcRotateCameraMouseWheelInput implements ICameraInput<ArcRotateCamera> {
  101552. /**
  101553. * Defines the camera the input is attached to.
  101554. */
  101555. camera: ArcRotateCamera;
  101556. /**
  101557. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  101558. */
  101559. wheelPrecision: number;
  101560. /**
  101561. * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.
  101562. * It defines the percentage of current camera.radius to use as delta when wheel is used.
  101563. */
  101564. wheelDeltaPercentage: number;
  101565. private _wheel;
  101566. private _observer;
  101567. private computeDeltaFromMouseWheelLegacyEvent;
  101568. /**
  101569. * Attach the input controls to a specific dom element to get the input from.
  101570. * @param element Defines the element the controls should be listened from
  101571. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  101572. */
  101573. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  101574. /**
  101575. * Detach the current controls from the specified dom element.
  101576. * @param element Defines the element to stop listening the inputs from
  101577. */
  101578. detachControl(element: Nullable<HTMLElement>): void;
  101579. /**
  101580. * Gets the class name of the current intput.
  101581. * @returns the class name
  101582. */
  101583. getClassName(): string;
  101584. /**
  101585. * Get the friendly name associated with the input class.
  101586. * @returns the input friendly name
  101587. */
  101588. getSimpleName(): string;
  101589. }
  101590. }
  101591. declare module BABYLON {
  101592. /**
  101593. * Default Inputs manager for the ArcRotateCamera.
  101594. * It groups all the default supported inputs for ease of use.
  101595. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  101596. */
  101597. export class ArcRotateCameraInputsManager extends CameraInputsManager<ArcRotateCamera> {
  101598. /**
  101599. * Instantiates a new ArcRotateCameraInputsManager.
  101600. * @param camera Defines the camera the inputs belong to
  101601. */
  101602. constructor(camera: ArcRotateCamera);
  101603. /**
  101604. * Add mouse wheel input support to the input manager.
  101605. * @returns the current input manager
  101606. */
  101607. addMouseWheel(): ArcRotateCameraInputsManager;
  101608. /**
  101609. * Add pointers input support to the input manager.
  101610. * @returns the current input manager
  101611. */
  101612. addPointers(): ArcRotateCameraInputsManager;
  101613. /**
  101614. * Add keyboard input support to the input manager.
  101615. * @returns the current input manager
  101616. */
  101617. addKeyboard(): ArcRotateCameraInputsManager;
  101618. }
  101619. }
  101620. declare module BABYLON {
  101621. /**
  101622. * This represents an orbital type of camera.
  101623. *
  101624. * 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.
  101625. * 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.
  101626. * @see http://doc.babylonjs.com/babylon101/cameras#arc-rotate-camera
  101627. */
  101628. export class ArcRotateCamera extends TargetCamera {
  101629. /**
  101630. * Defines the rotation angle of the camera along the longitudinal axis.
  101631. */
  101632. alpha: number;
  101633. /**
  101634. * Defines the rotation angle of the camera along the latitudinal axis.
  101635. */
  101636. beta: number;
  101637. /**
  101638. * Defines the radius of the camera from it s target point.
  101639. */
  101640. radius: number;
  101641. protected _target: Vector3;
  101642. protected _targetHost: Nullable<AbstractMesh>;
  101643. /**
  101644. * Defines the target point of the camera.
  101645. * The camera looks towards it form the radius distance.
  101646. */
  101647. target: Vector3;
  101648. /**
  101649. * Define the current local position of the camera in the scene
  101650. */
  101651. position: Vector3;
  101652. protected _upVector: Vector3;
  101653. protected _upToYMatrix: Matrix;
  101654. protected _YToUpMatrix: Matrix;
  101655. /**
  101656. * The vector the camera should consider as up. (default is Vector3(0, 1, 0) as returned by Vector3.Up())
  101657. * Setting this will copy the given vector to the camera's upVector, and set rotation matrices to and from Y up.
  101658. * DO NOT set the up vector using copyFrom or copyFromFloats, as this bypasses setting the above matrices.
  101659. */
  101660. upVector: Vector3;
  101661. /**
  101662. * Sets the Y-up to camera up-vector rotation matrix, and the up-vector to Y-up rotation matrix.
  101663. */
  101664. setMatUp(): void;
  101665. /**
  101666. * Current inertia value on the longitudinal axis.
  101667. * The bigger this number the longer it will take for the camera to stop.
  101668. */
  101669. inertialAlphaOffset: number;
  101670. /**
  101671. * Current inertia value on the latitudinal axis.
  101672. * The bigger this number the longer it will take for the camera to stop.
  101673. */
  101674. inertialBetaOffset: number;
  101675. /**
  101676. * Current inertia value on the radius axis.
  101677. * The bigger this number the longer it will take for the camera to stop.
  101678. */
  101679. inertialRadiusOffset: number;
  101680. /**
  101681. * Minimum allowed angle on the longitudinal axis.
  101682. * This can help limiting how the Camera is able to move in the scene.
  101683. */
  101684. lowerAlphaLimit: Nullable<number>;
  101685. /**
  101686. * Maximum allowed angle on the longitudinal axis.
  101687. * This can help limiting how the Camera is able to move in the scene.
  101688. */
  101689. upperAlphaLimit: Nullable<number>;
  101690. /**
  101691. * Minimum allowed angle on the latitudinal axis.
  101692. * This can help limiting how the Camera is able to move in the scene.
  101693. */
  101694. lowerBetaLimit: number;
  101695. /**
  101696. * Maximum allowed angle on the latitudinal axis.
  101697. * This can help limiting how the Camera is able to move in the scene.
  101698. */
  101699. upperBetaLimit: number;
  101700. /**
  101701. * Minimum allowed distance of the camera to the target (The camera can not get closer).
  101702. * This can help limiting how the Camera is able to move in the scene.
  101703. */
  101704. lowerRadiusLimit: Nullable<number>;
  101705. /**
  101706. * Maximum allowed distance of the camera to the target (The camera can not get further).
  101707. * This can help limiting how the Camera is able to move in the scene.
  101708. */
  101709. upperRadiusLimit: Nullable<number>;
  101710. /**
  101711. * Defines the current inertia value used during panning of the camera along the X axis.
  101712. */
  101713. inertialPanningX: number;
  101714. /**
  101715. * Defines the current inertia value used during panning of the camera along the Y axis.
  101716. */
  101717. inertialPanningY: number;
  101718. /**
  101719. * Defines the distance used to consider the camera in pan mode vs pinch/zoom.
  101720. * Basically if your fingers moves away from more than this distance you will be considered
  101721. * in pinch mode.
  101722. */
  101723. pinchToPanMaxDistance: number;
  101724. /**
  101725. * Defines the maximum distance the camera can pan.
  101726. * This could help keeping the cammera always in your scene.
  101727. */
  101728. panningDistanceLimit: Nullable<number>;
  101729. /**
  101730. * Defines the target of the camera before paning.
  101731. */
  101732. panningOriginTarget: Vector3;
  101733. /**
  101734. * Defines the value of the inertia used during panning.
  101735. * 0 would mean stop inertia and one would mean no decelleration at all.
  101736. */
  101737. panningInertia: number;
  101738. /**
  101739. * Gets or Set the pointer angular sensibility along the X axis or how fast is the camera rotating.
  101740. */
  101741. angularSensibilityX: number;
  101742. /**
  101743. * Gets or Set the pointer angular sensibility along the Y axis or how fast is the camera rotating.
  101744. */
  101745. angularSensibilityY: number;
  101746. /**
  101747. * Gets or Set the pointer pinch precision or how fast is the camera zooming.
  101748. */
  101749. pinchPrecision: number;
  101750. /**
  101751. * Gets or Set the pointer pinch delta percentage or how fast is the camera zooming.
  101752. * It will be used instead of pinchDeltaPrecision if different from 0.
  101753. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  101754. */
  101755. pinchDeltaPercentage: number;
  101756. /**
  101757. * Gets or Set the pointer panning sensibility or how fast is the camera moving.
  101758. */
  101759. panningSensibility: number;
  101760. /**
  101761. * Gets or Set the list of keyboard keys used to control beta angle in a positive direction.
  101762. */
  101763. keysUp: number[];
  101764. /**
  101765. * Gets or Set the list of keyboard keys used to control beta angle in a negative direction.
  101766. */
  101767. keysDown: number[];
  101768. /**
  101769. * Gets or Set the list of keyboard keys used to control alpha angle in a negative direction.
  101770. */
  101771. keysLeft: number[];
  101772. /**
  101773. * Gets or Set the list of keyboard keys used to control alpha angle in a positive direction.
  101774. */
  101775. keysRight: number[];
  101776. /**
  101777. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  101778. */
  101779. wheelPrecision: number;
  101780. /**
  101781. * Gets or Set the mouse wheel delta percentage or how fast is the camera zooming.
  101782. * It will be used instead of pinchDeltaPrecision if different from 0.
  101783. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  101784. */
  101785. wheelDeltaPercentage: number;
  101786. /**
  101787. * Defines how much the radius should be scaled while zomming on a particular mesh (through the zoomOn function)
  101788. */
  101789. zoomOnFactor: number;
  101790. /**
  101791. * Defines a screen offset for the camera position.
  101792. */
  101793. targetScreenOffset: Vector2;
  101794. /**
  101795. * Allows the camera to be completely reversed.
  101796. * If false the camera can not arrive upside down.
  101797. */
  101798. allowUpsideDown: boolean;
  101799. /**
  101800. * Define if double tap/click is used to restore the previously saved state of the camera.
  101801. */
  101802. useInputToRestoreState: boolean;
  101803. /** @hidden */
  101804. _viewMatrix: Matrix;
  101805. /** @hidden */
  101806. _useCtrlForPanning: boolean;
  101807. /** @hidden */
  101808. _panningMouseButton: number;
  101809. /**
  101810. * Defines the input associated to the camera.
  101811. */
  101812. inputs: ArcRotateCameraInputsManager;
  101813. /** @hidden */
  101814. _reset: () => void;
  101815. /**
  101816. * Defines the allowed panning axis.
  101817. */
  101818. panningAxis: Vector3;
  101819. protected _localDirection: Vector3;
  101820. protected _transformedDirection: Vector3;
  101821. private _bouncingBehavior;
  101822. /**
  101823. * Gets the bouncing behavior of the camera if it has been enabled.
  101824. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  101825. */
  101826. readonly bouncingBehavior: Nullable<BouncingBehavior>;
  101827. /**
  101828. * Defines if the bouncing behavior of the camera is enabled on the camera.
  101829. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  101830. */
  101831. useBouncingBehavior: boolean;
  101832. private _framingBehavior;
  101833. /**
  101834. * Gets the framing behavior of the camera if it has been enabled.
  101835. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  101836. */
  101837. readonly framingBehavior: Nullable<FramingBehavior>;
  101838. /**
  101839. * Defines if the framing behavior of the camera is enabled on the camera.
  101840. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  101841. */
  101842. useFramingBehavior: boolean;
  101843. private _autoRotationBehavior;
  101844. /**
  101845. * Gets the auto rotation behavior of the camera if it has been enabled.
  101846. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  101847. */
  101848. readonly autoRotationBehavior: Nullable<AutoRotationBehavior>;
  101849. /**
  101850. * Defines if the auto rotation behavior of the camera is enabled on the camera.
  101851. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  101852. */
  101853. useAutoRotationBehavior: boolean;
  101854. /**
  101855. * Observable triggered when the mesh target has been changed on the camera.
  101856. */
  101857. onMeshTargetChangedObservable: Observable<Nullable<AbstractMesh>>;
  101858. /**
  101859. * Event raised when the camera is colliding with a mesh.
  101860. */
  101861. onCollide: (collidedMesh: AbstractMesh) => void;
  101862. /**
  101863. * Defines whether the camera should check collision with the objects oh the scene.
  101864. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#how-can-i-do-this
  101865. */
  101866. checkCollisions: boolean;
  101867. /**
  101868. * Defines the collision radius of the camera.
  101869. * This simulates a sphere around the camera.
  101870. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  101871. */
  101872. collisionRadius: Vector3;
  101873. protected _collider: Collider;
  101874. protected _previousPosition: Vector3;
  101875. protected _collisionVelocity: Vector3;
  101876. protected _newPosition: Vector3;
  101877. protected _previousAlpha: number;
  101878. protected _previousBeta: number;
  101879. protected _previousRadius: number;
  101880. protected _collisionTriggered: boolean;
  101881. protected _targetBoundingCenter: Nullable<Vector3>;
  101882. private _computationVector;
  101883. /**
  101884. * Instantiates a new ArcRotateCamera in a given scene
  101885. * @param name Defines the name of the camera
  101886. * @param alpha Defines the camera rotation along the logitudinal axis
  101887. * @param beta Defines the camera rotation along the latitudinal axis
  101888. * @param radius Defines the camera distance from its target
  101889. * @param target Defines the camera target
  101890. * @param scene Defines the scene the camera belongs to
  101891. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  101892. */
  101893. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  101894. /** @hidden */
  101895. _initCache(): void;
  101896. /** @hidden */
  101897. _updateCache(ignoreParentClass?: boolean): void;
  101898. protected _getTargetPosition(): Vector3;
  101899. private _storedAlpha;
  101900. private _storedBeta;
  101901. private _storedRadius;
  101902. private _storedTarget;
  101903. private _storedTargetScreenOffset;
  101904. /**
  101905. * Stores the current state of the camera (alpha, beta, radius and target)
  101906. * @returns the camera itself
  101907. */
  101908. storeState(): Camera;
  101909. /**
  101910. * @hidden
  101911. * Restored camera state. You must call storeState() first
  101912. */
  101913. _restoreStateValues(): boolean;
  101914. /** @hidden */
  101915. _isSynchronizedViewMatrix(): boolean;
  101916. /**
  101917. * Attached controls to the current camera.
  101918. * @param element Defines the element the controls should be listened from
  101919. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  101920. * @param useCtrlForPanning Defines whether ctrl is used for paning within the controls
  101921. * @param panningMouseButton Defines whether panning is allowed through mouse click button
  101922. */
  101923. attachControl(element: HTMLElement, noPreventDefault?: boolean, useCtrlForPanning?: boolean, panningMouseButton?: number): void;
  101924. /**
  101925. * Detach the current controls from the camera.
  101926. * The camera will stop reacting to inputs.
  101927. * @param element Defines the element to stop listening the inputs from
  101928. */
  101929. detachControl(element: HTMLElement): void;
  101930. /** @hidden */
  101931. _checkInputs(): void;
  101932. protected _checkLimits(): void;
  101933. /**
  101934. * Rebuilds angles (alpha, beta) and radius from the give position and target
  101935. */
  101936. rebuildAnglesAndRadius(): void;
  101937. /**
  101938. * Use a position to define the current camera related information like aplha, beta and radius
  101939. * @param position Defines the position to set the camera at
  101940. */
  101941. setPosition(position: Vector3): void;
  101942. /**
  101943. * Defines the target the camera should look at.
  101944. * This will automatically adapt alpha beta and radius to fit within the new target.
  101945. * @param target Defines the new target as a Vector or a mesh
  101946. * @param toBoundingCenter In case of a mesh target, defines wether to target the mesh position or its bounding information center
  101947. * @param allowSamePosition If false, prevents reapplying the new computed position if it is identical to the current one (optim)
  101948. */
  101949. setTarget(target: AbstractMesh | Vector3, toBoundingCenter?: boolean, allowSamePosition?: boolean): void;
  101950. /** @hidden */
  101951. _getViewMatrix(): Matrix;
  101952. protected _onCollisionPositionChange: (collisionId: number, newPosition: Vector3, collidedMesh?: Nullable<AbstractMesh>) => void;
  101953. /**
  101954. * Zooms on a mesh to be at the min distance where we could see it fully in the current viewport.
  101955. * @param meshes Defines the mesh to zoom on
  101956. * @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)
  101957. */
  101958. zoomOn(meshes?: AbstractMesh[], doNotUpdateMaxZ?: boolean): void;
  101959. /**
  101960. * Focus on a mesh or a bounding box. This adapts the target and maxRadius if necessary but does not update the current radius.
  101961. * The target will be changed but the radius
  101962. * @param meshesOrMinMaxVectorAndDistance Defines the mesh or bounding info to focus on
  101963. * @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)
  101964. */
  101965. focusOn(meshesOrMinMaxVectorAndDistance: AbstractMesh[] | {
  101966. min: Vector3;
  101967. max: Vector3;
  101968. distance: number;
  101969. }, doNotUpdateMaxZ?: boolean): void;
  101970. /**
  101971. * @override
  101972. * Override Camera.createRigCamera
  101973. */
  101974. createRigCamera(name: string, cameraIndex: number): Camera;
  101975. /**
  101976. * @hidden
  101977. * @override
  101978. * Override Camera._updateRigCameras
  101979. */
  101980. _updateRigCameras(): void;
  101981. /**
  101982. * Destroy the camera and release the current resources hold by it.
  101983. */
  101984. dispose(): void;
  101985. /**
  101986. * Gets the current object class name.
  101987. * @return the class name
  101988. */
  101989. getClassName(): string;
  101990. }
  101991. }
  101992. declare module BABYLON {
  101993. /**
  101994. * The autoRotation behavior (AutoRotationBehavior) is designed to create a smooth rotation of an ArcRotateCamera when there is no user interaction.
  101995. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  101996. */
  101997. export class AutoRotationBehavior implements Behavior<ArcRotateCamera> {
  101998. /**
  101999. * Gets the name of the behavior.
  102000. */
  102001. readonly name: string;
  102002. private _zoomStopsAnimation;
  102003. private _idleRotationSpeed;
  102004. private _idleRotationWaitTime;
  102005. private _idleRotationSpinupTime;
  102006. /**
  102007. * Sets the flag that indicates if user zooming should stop animation.
  102008. */
  102009. /**
  102010. * Gets the flag that indicates if user zooming should stop animation.
  102011. */
  102012. zoomStopsAnimation: boolean;
  102013. /**
  102014. * Sets the default speed at which the camera rotates around the model.
  102015. */
  102016. /**
  102017. * Gets the default speed at which the camera rotates around the model.
  102018. */
  102019. idleRotationSpeed: number;
  102020. /**
  102021. * Sets the time (in milliseconds) to wait after user interaction before the camera starts rotating.
  102022. */
  102023. /**
  102024. * Gets the time (milliseconds) to wait after user interaction before the camera starts rotating.
  102025. */
  102026. idleRotationWaitTime: number;
  102027. /**
  102028. * Sets the time (milliseconds) to take to spin up to the full idle rotation speed.
  102029. */
  102030. /**
  102031. * Gets the time (milliseconds) to take to spin up to the full idle rotation speed.
  102032. */
  102033. idleRotationSpinupTime: number;
  102034. /**
  102035. * Gets a value indicating if the camera is currently rotating because of this behavior
  102036. */
  102037. readonly rotationInProgress: boolean;
  102038. private _onPrePointerObservableObserver;
  102039. private _onAfterCheckInputsObserver;
  102040. private _attachedCamera;
  102041. private _isPointerDown;
  102042. private _lastFrameTime;
  102043. private _lastInteractionTime;
  102044. private _cameraRotationSpeed;
  102045. /**
  102046. * Initializes the behavior.
  102047. */
  102048. init(): void;
  102049. /**
  102050. * Attaches the behavior to its arc rotate camera.
  102051. * @param camera Defines the camera to attach the behavior to
  102052. */
  102053. attach(camera: ArcRotateCamera): void;
  102054. /**
  102055. * Detaches the behavior from its current arc rotate camera.
  102056. */
  102057. detach(): void;
  102058. /**
  102059. * Returns true if user is scrolling.
  102060. * @return true if user is scrolling.
  102061. */
  102062. private _userIsZooming;
  102063. private _lastFrameRadius;
  102064. private _shouldAnimationStopForInteraction;
  102065. /**
  102066. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  102067. */
  102068. private _applyUserInteraction;
  102069. private _userIsMoving;
  102070. }
  102071. }
  102072. declare module BABYLON {
  102073. /**
  102074. * A behavior that when attached to a mesh will will place a specified node on the meshes face pointing towards the camera
  102075. */
  102076. export class AttachToBoxBehavior implements Behavior<Mesh> {
  102077. private ui;
  102078. /**
  102079. * The name of the behavior
  102080. */
  102081. name: string;
  102082. /**
  102083. * The distance away from the face of the mesh that the UI should be attached to (default: 0.15)
  102084. */
  102085. distanceAwayFromFace: number;
  102086. /**
  102087. * The distance from the bottom of the face that the UI should be attached to (default: 0.15)
  102088. */
  102089. distanceAwayFromBottomOfFace: number;
  102090. private _faceVectors;
  102091. private _target;
  102092. private _scene;
  102093. private _onRenderObserver;
  102094. private _tmpMatrix;
  102095. private _tmpVector;
  102096. /**
  102097. * Creates the AttachToBoxBehavior, used to attach UI to the closest face of the box to a camera
  102098. * @param ui The transform node that should be attched to the mesh
  102099. */
  102100. constructor(ui: TransformNode);
  102101. /**
  102102. * Initializes the behavior
  102103. */
  102104. init(): void;
  102105. private _closestFace;
  102106. private _zeroVector;
  102107. private _lookAtTmpMatrix;
  102108. private _lookAtToRef;
  102109. /**
  102110. * Attaches the AttachToBoxBehavior to the passed in mesh
  102111. * @param target The mesh that the specified node will be attached to
  102112. */
  102113. attach(target: Mesh): void;
  102114. /**
  102115. * Detaches the behavior from the mesh
  102116. */
  102117. detach(): void;
  102118. }
  102119. }
  102120. declare module BABYLON {
  102121. /**
  102122. * A behavior that when attached to a mesh will allow the mesh to fade in and out
  102123. */
  102124. export class FadeInOutBehavior implements Behavior<Mesh> {
  102125. /**
  102126. * Time in milliseconds to delay before fading in (Default: 0)
  102127. */
  102128. delay: number;
  102129. /**
  102130. * Time in milliseconds for the mesh to fade in (Default: 300)
  102131. */
  102132. fadeInTime: number;
  102133. private _millisecondsPerFrame;
  102134. private _hovered;
  102135. private _hoverValue;
  102136. private _ownerNode;
  102137. /**
  102138. * Instatiates the FadeInOutBehavior
  102139. */
  102140. constructor();
  102141. /**
  102142. * The name of the behavior
  102143. */
  102144. readonly name: string;
  102145. /**
  102146. * Initializes the behavior
  102147. */
  102148. init(): void;
  102149. /**
  102150. * Attaches the fade behavior on the passed in mesh
  102151. * @param ownerNode The mesh that will be faded in/out once attached
  102152. */
  102153. attach(ownerNode: Mesh): void;
  102154. /**
  102155. * Detaches the behavior from the mesh
  102156. */
  102157. detach(): void;
  102158. /**
  102159. * Triggers the mesh to begin fading in or out
  102160. * @param value if the object should fade in or out (true to fade in)
  102161. */
  102162. fadeIn(value: boolean): void;
  102163. private _update;
  102164. private _setAllVisibility;
  102165. }
  102166. }
  102167. declare module BABYLON {
  102168. /**
  102169. * Class containing a set of static utilities functions for managing Pivots
  102170. * @hidden
  102171. */
  102172. export class PivotTools {
  102173. private static _PivotCached;
  102174. private static _OldPivotPoint;
  102175. private static _PivotTranslation;
  102176. private static _PivotTmpVector;
  102177. /** @hidden */
  102178. static _RemoveAndStorePivotPoint(mesh: AbstractMesh): void;
  102179. /** @hidden */
  102180. static _RestorePivotPoint(mesh: AbstractMesh): void;
  102181. }
  102182. }
  102183. declare module BABYLON {
  102184. /**
  102185. * Class containing static functions to help procedurally build meshes
  102186. */
  102187. export class PlaneBuilder {
  102188. /**
  102189. * Creates a plane mesh
  102190. * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)
  102191. * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)
  102192. * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane
  102193. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  102194. * * 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
  102195. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  102196. * @param name defines the name of the mesh
  102197. * @param options defines the options used to create the mesh
  102198. * @param scene defines the hosting scene
  102199. * @returns the plane mesh
  102200. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  102201. */
  102202. static CreatePlane(name: string, options: {
  102203. size?: number;
  102204. width?: number;
  102205. height?: number;
  102206. sideOrientation?: number;
  102207. frontUVs?: Vector4;
  102208. backUVs?: Vector4;
  102209. updatable?: boolean;
  102210. sourcePlane?: Plane;
  102211. }, scene?: Nullable<Scene>): Mesh;
  102212. }
  102213. }
  102214. declare module BABYLON {
  102215. /**
  102216. * A behavior that when attached to a mesh will allow the mesh to be dragged around the screen based on pointer events
  102217. */
  102218. export class PointerDragBehavior implements Behavior<AbstractMesh> {
  102219. private static _AnyMouseID;
  102220. /**
  102221. * Abstract mesh the behavior is set on
  102222. */
  102223. attachedNode: AbstractMesh;
  102224. private _dragPlane;
  102225. private _scene;
  102226. private _pointerObserver;
  102227. private _beforeRenderObserver;
  102228. private static _planeScene;
  102229. private _useAlternatePickedPointAboveMaxDragAngleDragSpeed;
  102230. /**
  102231. * 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)
  102232. */
  102233. maxDragAngle: number;
  102234. /**
  102235. * @hidden
  102236. */
  102237. _useAlternatePickedPointAboveMaxDragAngle: boolean;
  102238. /**
  102239. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  102240. */
  102241. currentDraggingPointerID: number;
  102242. /**
  102243. * The last position where the pointer hit the drag plane in world space
  102244. */
  102245. lastDragPosition: Vector3;
  102246. /**
  102247. * If the behavior is currently in a dragging state
  102248. */
  102249. dragging: boolean;
  102250. /**
  102251. * 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)
  102252. */
  102253. dragDeltaRatio: number;
  102254. /**
  102255. * If the drag plane orientation should be updated during the dragging (Default: true)
  102256. */
  102257. updateDragPlane: boolean;
  102258. private _debugMode;
  102259. private _moving;
  102260. /**
  102261. * Fires each time the attached mesh is dragged with the pointer
  102262. * * delta between last drag position and current drag position in world space
  102263. * * dragDistance along the drag axis
  102264. * * dragPlaneNormal normal of the current drag plane used during the drag
  102265. * * dragPlanePoint in world space where the drag intersects the drag plane
  102266. */
  102267. onDragObservable: Observable<{
  102268. delta: Vector3;
  102269. dragPlanePoint: Vector3;
  102270. dragPlaneNormal: Vector3;
  102271. dragDistance: number;
  102272. pointerId: number;
  102273. }>;
  102274. /**
  102275. * Fires each time a drag begins (eg. mouse down on mesh)
  102276. */
  102277. onDragStartObservable: Observable<{
  102278. dragPlanePoint: Vector3;
  102279. pointerId: number;
  102280. }>;
  102281. /**
  102282. * Fires each time a drag ends (eg. mouse release after drag)
  102283. */
  102284. onDragEndObservable: Observable<{
  102285. dragPlanePoint: Vector3;
  102286. pointerId: number;
  102287. }>;
  102288. /**
  102289. * If the attached mesh should be moved when dragged
  102290. */
  102291. moveAttached: boolean;
  102292. /**
  102293. * If the drag behavior will react to drag events (Default: true)
  102294. */
  102295. enabled: boolean;
  102296. /**
  102297. * If pointer events should start and release the drag (Default: true)
  102298. */
  102299. startAndReleaseDragOnPointerEvents: boolean;
  102300. /**
  102301. * If camera controls should be detached during the drag
  102302. */
  102303. detachCameraControls: boolean;
  102304. /**
  102305. * If set, the drag plane/axis will be rotated based on the attached mesh's world rotation (Default: true)
  102306. */
  102307. useObjectOrienationForDragging: boolean;
  102308. private _options;
  102309. /**
  102310. * Creates a pointer drag behavior that can be attached to a mesh
  102311. * @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)
  102312. */
  102313. constructor(options?: {
  102314. dragAxis?: Vector3;
  102315. dragPlaneNormal?: Vector3;
  102316. });
  102317. /**
  102318. * Predicate to determine if it is valid to move the object to a new position when it is moved
  102319. */
  102320. validateDrag: (targetPosition: Vector3) => boolean;
  102321. /**
  102322. * The name of the behavior
  102323. */
  102324. readonly name: string;
  102325. /**
  102326. * Initializes the behavior
  102327. */
  102328. init(): void;
  102329. private _tmpVector;
  102330. private _alternatePickedPoint;
  102331. private _worldDragAxis;
  102332. private _targetPosition;
  102333. private _attachedElement;
  102334. /**
  102335. * Attaches the drag behavior the passed in mesh
  102336. * @param ownerNode The mesh that will be dragged around once attached
  102337. * @param predicate Predicate to use for pick filtering
  102338. */
  102339. attach(ownerNode: AbstractMesh, predicate?: (m: AbstractMesh) => boolean): void;
  102340. /**
  102341. * Force relase the drag action by code.
  102342. */
  102343. releaseDrag(): void;
  102344. private _startDragRay;
  102345. private _lastPointerRay;
  102346. /**
  102347. * Simulates the start of a pointer drag event on the behavior
  102348. * @param pointerId pointerID of the pointer that should be simulated (Default: Any mouse pointer ID)
  102349. * @param fromRay initial ray of the pointer to be simulated (Default: Ray from camera to attached mesh)
  102350. * @param startPickedPoint picked point of the pointer to be simulated (Default: attached mesh position)
  102351. */
  102352. startDrag(pointerId?: number, fromRay?: Ray, startPickedPoint?: Vector3): void;
  102353. private _startDrag;
  102354. private _dragDelta;
  102355. private _moveDrag;
  102356. private _pickWithRayOnDragPlane;
  102357. private _pointA;
  102358. private _pointB;
  102359. private _pointC;
  102360. private _lineA;
  102361. private _lineB;
  102362. private _localAxis;
  102363. private _lookAt;
  102364. private _updateDragPlanePosition;
  102365. /**
  102366. * Detaches the behavior from the mesh
  102367. */
  102368. detach(): void;
  102369. }
  102370. }
  102371. declare module BABYLON {
  102372. /**
  102373. * A behavior that when attached to a mesh will allow the mesh to be scaled
  102374. */
  102375. export class MultiPointerScaleBehavior implements Behavior<Mesh> {
  102376. private _dragBehaviorA;
  102377. private _dragBehaviorB;
  102378. private _startDistance;
  102379. private _initialScale;
  102380. private _targetScale;
  102381. private _ownerNode;
  102382. private _sceneRenderObserver;
  102383. /**
  102384. * Instantiate a new behavior that when attached to a mesh will allow the mesh to be scaled
  102385. */
  102386. constructor();
  102387. /**
  102388. * The name of the behavior
  102389. */
  102390. readonly name: string;
  102391. /**
  102392. * Initializes the behavior
  102393. */
  102394. init(): void;
  102395. private _getCurrentDistance;
  102396. /**
  102397. * Attaches the scale behavior the passed in mesh
  102398. * @param ownerNode The mesh that will be scaled around once attached
  102399. */
  102400. attach(ownerNode: Mesh): void;
  102401. /**
  102402. * Detaches the behavior from the mesh
  102403. */
  102404. detach(): void;
  102405. }
  102406. }
  102407. declare module BABYLON {
  102408. /**
  102409. * 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
  102410. */
  102411. export class SixDofDragBehavior implements Behavior<Mesh> {
  102412. private static _virtualScene;
  102413. private _ownerNode;
  102414. private _sceneRenderObserver;
  102415. private _scene;
  102416. private _targetPosition;
  102417. private _virtualOriginMesh;
  102418. private _virtualDragMesh;
  102419. private _pointerObserver;
  102420. private _moving;
  102421. private _startingOrientation;
  102422. /**
  102423. * 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)
  102424. */
  102425. private zDragFactor;
  102426. /**
  102427. * If the object should rotate to face the drag origin
  102428. */
  102429. rotateDraggedObject: boolean;
  102430. /**
  102431. * If the behavior is currently in a dragging state
  102432. */
  102433. dragging: boolean;
  102434. /**
  102435. * 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)
  102436. */
  102437. dragDeltaRatio: number;
  102438. /**
  102439. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  102440. */
  102441. currentDraggingPointerID: number;
  102442. /**
  102443. * If camera controls should be detached during the drag
  102444. */
  102445. detachCameraControls: boolean;
  102446. /**
  102447. * Fires each time a drag starts
  102448. */
  102449. onDragStartObservable: Observable<{}>;
  102450. /**
  102451. * Fires each time a drag ends (eg. mouse release after drag)
  102452. */
  102453. onDragEndObservable: Observable<{}>;
  102454. /**
  102455. * 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
  102456. */
  102457. constructor();
  102458. /**
  102459. * The name of the behavior
  102460. */
  102461. readonly name: string;
  102462. /**
  102463. * Initializes the behavior
  102464. */
  102465. init(): void;
  102466. /**
  102467. * In the case of multiplea active cameras, the cameraToUseForPointers should be used if set instead of active camera
  102468. */
  102469. private readonly _pointerCamera;
  102470. /**
  102471. * Attaches the scale behavior the passed in mesh
  102472. * @param ownerNode The mesh that will be scaled around once attached
  102473. */
  102474. attach(ownerNode: Mesh): void;
  102475. /**
  102476. * Detaches the behavior from the mesh
  102477. */
  102478. detach(): void;
  102479. }
  102480. }
  102481. declare module BABYLON {
  102482. /**
  102483. * Class used to apply inverse kinematics to bones
  102484. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#boneikcontroller
  102485. */
  102486. export class BoneIKController {
  102487. private static _tmpVecs;
  102488. private static _tmpQuat;
  102489. private static _tmpMats;
  102490. /**
  102491. * Gets or sets the target mesh
  102492. */
  102493. targetMesh: AbstractMesh;
  102494. /** Gets or sets the mesh used as pole */
  102495. poleTargetMesh: AbstractMesh;
  102496. /**
  102497. * Gets or sets the bone used as pole
  102498. */
  102499. poleTargetBone: Nullable<Bone>;
  102500. /**
  102501. * Gets or sets the target position
  102502. */
  102503. targetPosition: Vector3;
  102504. /**
  102505. * Gets or sets the pole target position
  102506. */
  102507. poleTargetPosition: Vector3;
  102508. /**
  102509. * Gets or sets the pole target local offset
  102510. */
  102511. poleTargetLocalOffset: Vector3;
  102512. /**
  102513. * Gets or sets the pole angle
  102514. */
  102515. poleAngle: number;
  102516. /**
  102517. * Gets or sets the mesh associated with the controller
  102518. */
  102519. mesh: AbstractMesh;
  102520. /**
  102521. * 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)
  102522. */
  102523. slerpAmount: number;
  102524. private _bone1Quat;
  102525. private _bone1Mat;
  102526. private _bone2Ang;
  102527. private _bone1;
  102528. private _bone2;
  102529. private _bone1Length;
  102530. private _bone2Length;
  102531. private _maxAngle;
  102532. private _maxReach;
  102533. private _rightHandedSystem;
  102534. private _bendAxis;
  102535. private _slerping;
  102536. private _adjustRoll;
  102537. /**
  102538. * Gets or sets maximum allowed angle
  102539. */
  102540. maxAngle: number;
  102541. /**
  102542. * Creates a new BoneIKController
  102543. * @param mesh defines the mesh to control
  102544. * @param bone defines the bone to control
  102545. * @param options defines options to set up the controller
  102546. */
  102547. constructor(mesh: AbstractMesh, bone: Bone, options?: {
  102548. targetMesh?: AbstractMesh;
  102549. poleTargetMesh?: AbstractMesh;
  102550. poleTargetBone?: Bone;
  102551. poleTargetLocalOffset?: Vector3;
  102552. poleAngle?: number;
  102553. bendAxis?: Vector3;
  102554. maxAngle?: number;
  102555. slerpAmount?: number;
  102556. });
  102557. private _setMaxAngle;
  102558. /**
  102559. * Force the controller to update the bones
  102560. */
  102561. update(): void;
  102562. }
  102563. }
  102564. declare module BABYLON {
  102565. /**
  102566. * Class used to make a bone look toward a point in space
  102567. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#bonelookcontroller
  102568. */
  102569. export class BoneLookController {
  102570. private static _tmpVecs;
  102571. private static _tmpQuat;
  102572. private static _tmpMats;
  102573. /**
  102574. * The target Vector3 that the bone will look at
  102575. */
  102576. target: Vector3;
  102577. /**
  102578. * The mesh that the bone is attached to
  102579. */
  102580. mesh: AbstractMesh;
  102581. /**
  102582. * The bone that will be looking to the target
  102583. */
  102584. bone: Bone;
  102585. /**
  102586. * The up axis of the coordinate system that is used when the bone is rotated
  102587. */
  102588. upAxis: Vector3;
  102589. /**
  102590. * The space that the up axis is in - Space.BONE, Space.LOCAL (default), or Space.WORLD
  102591. */
  102592. upAxisSpace: Space;
  102593. /**
  102594. * Used to make an adjustment to the yaw of the bone
  102595. */
  102596. adjustYaw: number;
  102597. /**
  102598. * Used to make an adjustment to the pitch of the bone
  102599. */
  102600. adjustPitch: number;
  102601. /**
  102602. * Used to make an adjustment to the roll of the bone
  102603. */
  102604. adjustRoll: number;
  102605. /**
  102606. * 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)
  102607. */
  102608. slerpAmount: number;
  102609. private _minYaw;
  102610. private _maxYaw;
  102611. private _minPitch;
  102612. private _maxPitch;
  102613. private _minYawSin;
  102614. private _minYawCos;
  102615. private _maxYawSin;
  102616. private _maxYawCos;
  102617. private _midYawConstraint;
  102618. private _minPitchTan;
  102619. private _maxPitchTan;
  102620. private _boneQuat;
  102621. private _slerping;
  102622. private _transformYawPitch;
  102623. private _transformYawPitchInv;
  102624. private _firstFrameSkipped;
  102625. private _yawRange;
  102626. private _fowardAxis;
  102627. /**
  102628. * Gets or sets the minimum yaw angle that the bone can look to
  102629. */
  102630. minYaw: number;
  102631. /**
  102632. * Gets or sets the maximum yaw angle that the bone can look to
  102633. */
  102634. maxYaw: number;
  102635. /**
  102636. * Gets or sets the minimum pitch angle that the bone can look to
  102637. */
  102638. minPitch: number;
  102639. /**
  102640. * Gets or sets the maximum pitch angle that the bone can look to
  102641. */
  102642. maxPitch: number;
  102643. /**
  102644. * Create a BoneLookController
  102645. * @param mesh the mesh that the bone belongs to
  102646. * @param bone the bone that will be looking to the target
  102647. * @param target the target Vector3 to look at
  102648. * @param options optional settings:
  102649. * * maxYaw: the maximum angle the bone will yaw to
  102650. * * minYaw: the minimum angle the bone will yaw to
  102651. * * maxPitch: the maximum angle the bone will pitch to
  102652. * * minPitch: the minimum angle the bone will yaw to
  102653. * * slerpAmount: set the between 0 and 1 to make the bone slerp to the target.
  102654. * * upAxis: the up axis of the coordinate system
  102655. * * upAxisSpace: the space that the up axis is in - Space.BONE, Space.LOCAL (default), or Space.WORLD.
  102656. * * yawAxis: set yawAxis if the bone does not yaw on the y axis
  102657. * * pitchAxis: set pitchAxis if the bone does not pitch on the x axis
  102658. * * adjustYaw: used to make an adjustment to the yaw of the bone
  102659. * * adjustPitch: used to make an adjustment to the pitch of the bone
  102660. * * adjustRoll: used to make an adjustment to the roll of the bone
  102661. **/
  102662. constructor(mesh: AbstractMesh, bone: Bone, target: Vector3, options?: {
  102663. maxYaw?: number;
  102664. minYaw?: number;
  102665. maxPitch?: number;
  102666. minPitch?: number;
  102667. slerpAmount?: number;
  102668. upAxis?: Vector3;
  102669. upAxisSpace?: Space;
  102670. yawAxis?: Vector3;
  102671. pitchAxis?: Vector3;
  102672. adjustYaw?: number;
  102673. adjustPitch?: number;
  102674. adjustRoll?: number;
  102675. });
  102676. /**
  102677. * Update the bone to look at the target. This should be called before the scene is rendered (use scene.registerBeforeRender())
  102678. */
  102679. update(): void;
  102680. private _getAngleDiff;
  102681. private _getAngleBetween;
  102682. private _isAngleBetween;
  102683. }
  102684. }
  102685. declare module BABYLON {
  102686. /**
  102687. * Manage the gamepad inputs to control an arc rotate camera.
  102688. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  102689. */
  102690. export class ArcRotateCameraGamepadInput implements ICameraInput<ArcRotateCamera> {
  102691. /**
  102692. * Defines the camera the input is attached to.
  102693. */
  102694. camera: ArcRotateCamera;
  102695. /**
  102696. * Defines the gamepad the input is gathering event from.
  102697. */
  102698. gamepad: Nullable<Gamepad>;
  102699. /**
  102700. * Defines the gamepad rotation sensiblity.
  102701. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  102702. */
  102703. gamepadRotationSensibility: number;
  102704. /**
  102705. * Defines the gamepad move sensiblity.
  102706. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  102707. */
  102708. gamepadMoveSensibility: number;
  102709. private _onGamepadConnectedObserver;
  102710. private _onGamepadDisconnectedObserver;
  102711. /**
  102712. * Attach the input controls to a specific dom element to get the input from.
  102713. * @param element Defines the element the controls should be listened from
  102714. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  102715. */
  102716. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  102717. /**
  102718. * Detach the current controls from the specified dom element.
  102719. * @param element Defines the element to stop listening the inputs from
  102720. */
  102721. detachControl(element: Nullable<HTMLElement>): void;
  102722. /**
  102723. * Update the current camera state depending on the inputs that have been used this frame.
  102724. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  102725. */
  102726. checkInputs(): void;
  102727. /**
  102728. * Gets the class name of the current intput.
  102729. * @returns the class name
  102730. */
  102731. getClassName(): string;
  102732. /**
  102733. * Get the friendly name associated with the input class.
  102734. * @returns the input friendly name
  102735. */
  102736. getSimpleName(): string;
  102737. }
  102738. }
  102739. declare module BABYLON {
  102740. interface ArcRotateCameraInputsManager {
  102741. /**
  102742. * Add orientation input support to the input manager.
  102743. * @returns the current input manager
  102744. */
  102745. addVRDeviceOrientation(): ArcRotateCameraInputsManager;
  102746. }
  102747. /**
  102748. * Manage the device orientation inputs (gyroscope) to control an arc rotate camera.
  102749. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  102750. */
  102751. export class ArcRotateCameraVRDeviceOrientationInput implements ICameraInput<ArcRotateCamera> {
  102752. /**
  102753. * Defines the camera the input is attached to.
  102754. */
  102755. camera: ArcRotateCamera;
  102756. /**
  102757. * Defines a correction factor applied on the alpha value retrieved from the orientation events.
  102758. */
  102759. alphaCorrection: number;
  102760. /**
  102761. * Defines a correction factor applied on the gamma value retrieved from the orientation events.
  102762. */
  102763. gammaCorrection: number;
  102764. private _alpha;
  102765. private _gamma;
  102766. private _dirty;
  102767. private _deviceOrientationHandler;
  102768. /**
  102769. * Instantiate a new ArcRotateCameraVRDeviceOrientationInput.
  102770. */
  102771. constructor();
  102772. /**
  102773. * Attach the input controls to a specific dom element to get the input from.
  102774. * @param element Defines the element the controls should be listened from
  102775. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  102776. */
  102777. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  102778. /** @hidden */
  102779. _onOrientationEvent(evt: DeviceOrientationEvent): void;
  102780. /**
  102781. * Update the current camera state depending on the inputs that have been used this frame.
  102782. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  102783. */
  102784. checkInputs(): void;
  102785. /**
  102786. * Detach the current controls from the specified dom element.
  102787. * @param element Defines the element to stop listening the inputs from
  102788. */
  102789. detachControl(element: Nullable<HTMLElement>): void;
  102790. /**
  102791. * Gets the class name of the current intput.
  102792. * @returns the class name
  102793. */
  102794. getClassName(): string;
  102795. /**
  102796. * Get the friendly name associated with the input class.
  102797. * @returns the input friendly name
  102798. */
  102799. getSimpleName(): string;
  102800. }
  102801. }
  102802. declare module BABYLON {
  102803. /**
  102804. * Listen to mouse events to control the camera.
  102805. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  102806. */
  102807. export class FlyCameraMouseInput implements ICameraInput<FlyCamera> {
  102808. /**
  102809. * Defines the camera the input is attached to.
  102810. */
  102811. camera: FlyCamera;
  102812. /**
  102813. * Defines if touch is enabled. (Default is true.)
  102814. */
  102815. touchEnabled: boolean;
  102816. /**
  102817. * Defines the buttons associated with the input to handle camera rotation.
  102818. */
  102819. buttons: number[];
  102820. /**
  102821. * Assign buttons for Yaw control.
  102822. */
  102823. buttonsYaw: number[];
  102824. /**
  102825. * Assign buttons for Pitch control.
  102826. */
  102827. buttonsPitch: number[];
  102828. /**
  102829. * Assign buttons for Roll control.
  102830. */
  102831. buttonsRoll: number[];
  102832. /**
  102833. * Detect if any button is being pressed while mouse is moved.
  102834. * -1 = Mouse locked.
  102835. * 0 = Left button.
  102836. * 1 = Middle Button.
  102837. * 2 = Right Button.
  102838. */
  102839. activeButton: number;
  102840. /**
  102841. * Defines the pointer's angular sensibility, to control the camera rotation speed.
  102842. * Higher values reduce its sensitivity.
  102843. */
  102844. angularSensibility: number;
  102845. private _mousemoveCallback;
  102846. private _observer;
  102847. private _rollObserver;
  102848. private previousPosition;
  102849. private noPreventDefault;
  102850. private element;
  102851. /**
  102852. * Listen to mouse events to control the camera.
  102853. * @param touchEnabled Define if touch is enabled. (Default is true.)
  102854. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  102855. */
  102856. constructor(touchEnabled?: boolean);
  102857. /**
  102858. * Attach the mouse control to the HTML DOM element.
  102859. * @param element Defines the element that listens to the input events.
  102860. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault().
  102861. */
  102862. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  102863. /**
  102864. * Detach the current controls from the specified dom element.
  102865. * @param element Defines the element to stop listening the inputs from
  102866. */
  102867. detachControl(element: Nullable<HTMLElement>): void;
  102868. /**
  102869. * Gets the class name of the current input.
  102870. * @returns the class name.
  102871. */
  102872. getClassName(): string;
  102873. /**
  102874. * Get the friendly name associated with the input class.
  102875. * @returns the input's friendly name.
  102876. */
  102877. getSimpleName(): string;
  102878. private _pointerInput;
  102879. private _onMouseMove;
  102880. /**
  102881. * Rotate camera by mouse offset.
  102882. */
  102883. private rotateCamera;
  102884. }
  102885. }
  102886. declare module BABYLON {
  102887. /**
  102888. * Default Inputs manager for the FlyCamera.
  102889. * It groups all the default supported inputs for ease of use.
  102890. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  102891. */
  102892. export class FlyCameraInputsManager extends CameraInputsManager<FlyCamera> {
  102893. /**
  102894. * Instantiates a new FlyCameraInputsManager.
  102895. * @param camera Defines the camera the inputs belong to.
  102896. */
  102897. constructor(camera: FlyCamera);
  102898. /**
  102899. * Add keyboard input support to the input manager.
  102900. * @returns the new FlyCameraKeyboardMoveInput().
  102901. */
  102902. addKeyboard(): FlyCameraInputsManager;
  102903. /**
  102904. * Add mouse input support to the input manager.
  102905. * @param touchEnabled Enable touch screen support.
  102906. * @returns the new FlyCameraMouseInput().
  102907. */
  102908. addMouse(touchEnabled?: boolean): FlyCameraInputsManager;
  102909. }
  102910. }
  102911. declare module BABYLON {
  102912. /**
  102913. * This is a flying camera, designed for 3D movement and rotation in all directions,
  102914. * such as in a 3D Space Shooter or a Flight Simulator.
  102915. */
  102916. export class FlyCamera extends TargetCamera {
  102917. /**
  102918. * Define the collision ellipsoid of the camera.
  102919. * This is helpful for simulating a camera body, like a player's body.
  102920. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  102921. */
  102922. ellipsoid: Vector3;
  102923. /**
  102924. * Define an offset for the position of the ellipsoid around the camera.
  102925. * This can be helpful if the camera is attached away from the player's body center,
  102926. * such as at its head.
  102927. */
  102928. ellipsoidOffset: Vector3;
  102929. /**
  102930. * Enable or disable collisions of the camera with the rest of the scene objects.
  102931. */
  102932. checkCollisions: boolean;
  102933. /**
  102934. * Enable or disable gravity on the camera.
  102935. */
  102936. applyGravity: boolean;
  102937. /**
  102938. * Define the current direction the camera is moving to.
  102939. */
  102940. cameraDirection: Vector3;
  102941. /**
  102942. * Define the current local rotation of the camera as a quaternion to prevent Gimbal lock.
  102943. * This overrides and empties cameraRotation.
  102944. */
  102945. rotationQuaternion: Quaternion;
  102946. /**
  102947. * Track Roll to maintain the wanted Rolling when looking around.
  102948. */
  102949. _trackRoll: number;
  102950. /**
  102951. * Slowly correct the Roll to its original value after a Pitch+Yaw rotation.
  102952. */
  102953. rollCorrect: number;
  102954. /**
  102955. * Mimic a banked turn, Rolling the camera when Yawing.
  102956. * It's recommended to use rollCorrect = 10 for faster banking correction.
  102957. */
  102958. bankedTurn: boolean;
  102959. /**
  102960. * Limit in radians for how much Roll banking will add. (Default: 90°)
  102961. */
  102962. bankedTurnLimit: number;
  102963. /**
  102964. * Value of 0 disables the banked Roll.
  102965. * Value of 1 is equal to the Yaw angle in radians.
  102966. */
  102967. bankedTurnMultiplier: number;
  102968. /**
  102969. * The inputs manager loads all the input sources, such as keyboard and mouse.
  102970. */
  102971. inputs: FlyCameraInputsManager;
  102972. /**
  102973. * Gets the input sensibility for mouse input.
  102974. * Higher values reduce sensitivity.
  102975. */
  102976. /**
  102977. * Sets the input sensibility for a mouse input.
  102978. * Higher values reduce sensitivity.
  102979. */
  102980. angularSensibility: number;
  102981. /**
  102982. * Get the keys for camera movement forward.
  102983. */
  102984. /**
  102985. * Set the keys for camera movement forward.
  102986. */
  102987. keysForward: number[];
  102988. /**
  102989. * Get the keys for camera movement backward.
  102990. */
  102991. keysBackward: number[];
  102992. /**
  102993. * Get the keys for camera movement up.
  102994. */
  102995. /**
  102996. * Set the keys for camera movement up.
  102997. */
  102998. keysUp: number[];
  102999. /**
  103000. * Get the keys for camera movement down.
  103001. */
  103002. /**
  103003. * Set the keys for camera movement down.
  103004. */
  103005. keysDown: number[];
  103006. /**
  103007. * Get the keys for camera movement left.
  103008. */
  103009. /**
  103010. * Set the keys for camera movement left.
  103011. */
  103012. keysLeft: number[];
  103013. /**
  103014. * Set the keys for camera movement right.
  103015. */
  103016. /**
  103017. * Set the keys for camera movement right.
  103018. */
  103019. keysRight: number[];
  103020. /**
  103021. * Event raised when the camera collides with a mesh in the scene.
  103022. */
  103023. onCollide: (collidedMesh: AbstractMesh) => void;
  103024. private _collider;
  103025. private _needMoveForGravity;
  103026. private _oldPosition;
  103027. private _diffPosition;
  103028. private _newPosition;
  103029. /** @hidden */
  103030. _localDirection: Vector3;
  103031. /** @hidden */
  103032. _transformedDirection: Vector3;
  103033. /**
  103034. * Instantiates a FlyCamera.
  103035. * This is a flying camera, designed for 3D movement and rotation in all directions,
  103036. * such as in a 3D Space Shooter or a Flight Simulator.
  103037. * @param name Define the name of the camera in the scene.
  103038. * @param position Define the starting position of the camera in the scene.
  103039. * @param scene Define the scene the camera belongs to.
  103040. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active, if no other camera has been defined as active.
  103041. */
  103042. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  103043. /**
  103044. * Attach a control to the HTML DOM element.
  103045. * @param element Defines the element that listens to the input events.
  103046. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault(). https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault
  103047. */
  103048. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  103049. /**
  103050. * Detach a control from the HTML DOM element.
  103051. * The camera will stop reacting to that input.
  103052. * @param element Defines the element that listens to the input events.
  103053. */
  103054. detachControl(element: HTMLElement): void;
  103055. private _collisionMask;
  103056. /**
  103057. * Get the mask that the camera ignores in collision events.
  103058. */
  103059. /**
  103060. * Set the mask that the camera ignores in collision events.
  103061. */
  103062. collisionMask: number;
  103063. /** @hidden */
  103064. _collideWithWorld(displacement: Vector3): void;
  103065. /** @hidden */
  103066. private _onCollisionPositionChange;
  103067. /** @hidden */
  103068. _checkInputs(): void;
  103069. /** @hidden */
  103070. _decideIfNeedsToMove(): boolean;
  103071. /** @hidden */
  103072. _updatePosition(): void;
  103073. /**
  103074. * Restore the Roll to its target value at the rate specified.
  103075. * @param rate - Higher means slower restoring.
  103076. * @hidden
  103077. */
  103078. restoreRoll(rate: number): void;
  103079. /**
  103080. * Destroy the camera and release the current resources held by it.
  103081. */
  103082. dispose(): void;
  103083. /**
  103084. * Get the current object class name.
  103085. * @returns the class name.
  103086. */
  103087. getClassName(): string;
  103088. }
  103089. }
  103090. declare module BABYLON {
  103091. /**
  103092. * Listen to keyboard events to control the camera.
  103093. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  103094. */
  103095. export class FlyCameraKeyboardInput implements ICameraInput<FlyCamera> {
  103096. /**
  103097. * Defines the camera the input is attached to.
  103098. */
  103099. camera: FlyCamera;
  103100. /**
  103101. * The list of keyboard keys used to control the forward move of the camera.
  103102. */
  103103. keysForward: number[];
  103104. /**
  103105. * The list of keyboard keys used to control the backward move of the camera.
  103106. */
  103107. keysBackward: number[];
  103108. /**
  103109. * The list of keyboard keys used to control the forward move of the camera.
  103110. */
  103111. keysUp: number[];
  103112. /**
  103113. * The list of keyboard keys used to control the backward move of the camera.
  103114. */
  103115. keysDown: number[];
  103116. /**
  103117. * The list of keyboard keys used to control the right strafe move of the camera.
  103118. */
  103119. keysRight: number[];
  103120. /**
  103121. * The list of keyboard keys used to control the left strafe move of the camera.
  103122. */
  103123. keysLeft: number[];
  103124. private _keys;
  103125. private _onCanvasBlurObserver;
  103126. private _onKeyboardObserver;
  103127. private _engine;
  103128. private _scene;
  103129. /**
  103130. * Attach the input controls to a specific dom element to get the input from.
  103131. * @param element Defines the element the controls should be listened from
  103132. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  103133. */
  103134. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  103135. /**
  103136. * Detach the current controls from the specified dom element.
  103137. * @param element Defines the element to stop listening the inputs from
  103138. */
  103139. detachControl(element: Nullable<HTMLElement>): void;
  103140. /**
  103141. * Gets the class name of the current intput.
  103142. * @returns the class name
  103143. */
  103144. getClassName(): string;
  103145. /** @hidden */
  103146. _onLostFocus(e: FocusEvent): void;
  103147. /**
  103148. * Get the friendly name associated with the input class.
  103149. * @returns the input friendly name
  103150. */
  103151. getSimpleName(): string;
  103152. /**
  103153. * Update the current camera state depending on the inputs that have been used this frame.
  103154. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  103155. */
  103156. checkInputs(): void;
  103157. }
  103158. }
  103159. declare module BABYLON {
  103160. /**
  103161. * Manage the mouse wheel inputs to control a follow camera.
  103162. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  103163. */
  103164. export class FollowCameraMouseWheelInput implements ICameraInput<FollowCamera> {
  103165. /**
  103166. * Defines the camera the input is attached to.
  103167. */
  103168. camera: FollowCamera;
  103169. /**
  103170. * Moue wheel controls zoom. (Mouse wheel modifies camera.radius value.)
  103171. */
  103172. axisControlRadius: boolean;
  103173. /**
  103174. * Moue wheel controls height. (Mouse wheel modifies camera.heightOffset value.)
  103175. */
  103176. axisControlHeight: boolean;
  103177. /**
  103178. * Moue wheel controls angle. (Mouse wheel modifies camera.rotationOffset value.)
  103179. */
  103180. axisControlRotation: boolean;
  103181. /**
  103182. * Gets or Set the mouse wheel precision or how fast is the camera moves in
  103183. * relation to mouseWheel events.
  103184. */
  103185. wheelPrecision: number;
  103186. /**
  103187. * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.
  103188. * It defines the percentage of current camera.radius to use as delta when wheel is used.
  103189. */
  103190. wheelDeltaPercentage: number;
  103191. private _wheel;
  103192. private _observer;
  103193. /**
  103194. * Attach the input controls to a specific dom element to get the input from.
  103195. * @param element Defines the element the controls should be listened from
  103196. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  103197. */
  103198. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  103199. /**
  103200. * Detach the current controls from the specified dom element.
  103201. * @param element Defines the element to stop listening the inputs from
  103202. */
  103203. detachControl(element: Nullable<HTMLElement>): void;
  103204. /**
  103205. * Gets the class name of the current intput.
  103206. * @returns the class name
  103207. */
  103208. getClassName(): string;
  103209. /**
  103210. * Get the friendly name associated with the input class.
  103211. * @returns the input friendly name
  103212. */
  103213. getSimpleName(): string;
  103214. }
  103215. }
  103216. declare module BABYLON {
  103217. /**
  103218. * Manage the pointers inputs to control an follow camera.
  103219. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  103220. */
  103221. export class FollowCameraPointersInput extends BaseCameraPointersInput {
  103222. /**
  103223. * Defines the camera the input is attached to.
  103224. */
  103225. camera: FollowCamera;
  103226. /**
  103227. * Gets the class name of the current input.
  103228. * @returns the class name
  103229. */
  103230. getClassName(): string;
  103231. /**
  103232. * Defines the pointer angular sensibility along the X axis or how fast is
  103233. * the camera rotating.
  103234. * A negative number will reverse the axis direction.
  103235. */
  103236. angularSensibilityX: number;
  103237. /**
  103238. * Defines the pointer angular sensibility along the Y axis or how fast is
  103239. * the camera rotating.
  103240. * A negative number will reverse the axis direction.
  103241. */
  103242. angularSensibilityY: number;
  103243. /**
  103244. * Defines the pointer pinch precision or how fast is the camera zooming.
  103245. * A negative number will reverse the axis direction.
  103246. */
  103247. pinchPrecision: number;
  103248. /**
  103249. * pinchDeltaPercentage will be used instead of pinchPrecision if different
  103250. * from 0.
  103251. * It defines the percentage of current camera.radius to use as delta when
  103252. * pinch zoom is used.
  103253. */
  103254. pinchDeltaPercentage: number;
  103255. /**
  103256. * Pointer X axis controls zoom. (X axis modifies camera.radius value.)
  103257. */
  103258. axisXControlRadius: boolean;
  103259. /**
  103260. * Pointer X axis controls height. (X axis modifies camera.heightOffset value.)
  103261. */
  103262. axisXControlHeight: boolean;
  103263. /**
  103264. * Pointer X axis controls angle. (X axis modifies camera.rotationOffset value.)
  103265. */
  103266. axisXControlRotation: boolean;
  103267. /**
  103268. * Pointer Y axis controls zoom. (Y axis modifies camera.radius value.)
  103269. */
  103270. axisYControlRadius: boolean;
  103271. /**
  103272. * Pointer Y axis controls height. (Y axis modifies camera.heightOffset value.)
  103273. */
  103274. axisYControlHeight: boolean;
  103275. /**
  103276. * Pointer Y axis controls angle. (Y axis modifies camera.rotationOffset value.)
  103277. */
  103278. axisYControlRotation: boolean;
  103279. /**
  103280. * Pinch controls zoom. (Pinch modifies camera.radius value.)
  103281. */
  103282. axisPinchControlRadius: boolean;
  103283. /**
  103284. * Pinch controls height. (Pinch modifies camera.heightOffset value.)
  103285. */
  103286. axisPinchControlHeight: boolean;
  103287. /**
  103288. * Pinch controls angle. (Pinch modifies camera.rotationOffset value.)
  103289. */
  103290. axisPinchControlRotation: boolean;
  103291. /**
  103292. * Log error messages if basic misconfiguration has occurred.
  103293. */
  103294. warningEnable: boolean;
  103295. protected onTouch(pointA: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  103296. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  103297. private _warningCounter;
  103298. private _warning;
  103299. }
  103300. }
  103301. declare module BABYLON {
  103302. /**
  103303. * Default Inputs manager for the FollowCamera.
  103304. * It groups all the default supported inputs for ease of use.
  103305. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  103306. */
  103307. export class FollowCameraInputsManager extends CameraInputsManager<FollowCamera> {
  103308. /**
  103309. * Instantiates a new FollowCameraInputsManager.
  103310. * @param camera Defines the camera the inputs belong to
  103311. */
  103312. constructor(camera: FollowCamera);
  103313. /**
  103314. * Add keyboard input support to the input manager.
  103315. * @returns the current input manager
  103316. */
  103317. addKeyboard(): FollowCameraInputsManager;
  103318. /**
  103319. * Add mouse wheel input support to the input manager.
  103320. * @returns the current input manager
  103321. */
  103322. addMouseWheel(): FollowCameraInputsManager;
  103323. /**
  103324. * Add pointers input support to the input manager.
  103325. * @returns the current input manager
  103326. */
  103327. addPointers(): FollowCameraInputsManager;
  103328. /**
  103329. * Add orientation input support to the input manager.
  103330. * @returns the current input manager
  103331. */
  103332. addVRDeviceOrientation(): FollowCameraInputsManager;
  103333. }
  103334. }
  103335. declare module BABYLON {
  103336. /**
  103337. * A follow camera takes a mesh as a target and follows it as it moves. Both a free camera version followCamera and
  103338. * an arc rotate version arcFollowCamera are available.
  103339. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  103340. */
  103341. export class FollowCamera extends TargetCamera {
  103342. /**
  103343. * Distance the follow camera should follow an object at
  103344. */
  103345. radius: number;
  103346. /**
  103347. * Minimum allowed distance of the camera to the axis of rotation
  103348. * (The camera can not get closer).
  103349. * This can help limiting how the Camera is able to move in the scene.
  103350. */
  103351. lowerRadiusLimit: Nullable<number>;
  103352. /**
  103353. * Maximum allowed distance of the camera to the axis of rotation
  103354. * (The camera can not get further).
  103355. * This can help limiting how the Camera is able to move in the scene.
  103356. */
  103357. upperRadiusLimit: Nullable<number>;
  103358. /**
  103359. * Define a rotation offset between the camera and the object it follows
  103360. */
  103361. rotationOffset: number;
  103362. /**
  103363. * Minimum allowed angle to camera position relative to target object.
  103364. * This can help limiting how the Camera is able to move in the scene.
  103365. */
  103366. lowerRotationOffsetLimit: Nullable<number>;
  103367. /**
  103368. * Maximum allowed angle to camera position relative to target object.
  103369. * This can help limiting how the Camera is able to move in the scene.
  103370. */
  103371. upperRotationOffsetLimit: Nullable<number>;
  103372. /**
  103373. * Define a height offset between the camera and the object it follows.
  103374. * It can help following an object from the top (like a car chaing a plane)
  103375. */
  103376. heightOffset: number;
  103377. /**
  103378. * Minimum allowed height of camera position relative to target object.
  103379. * This can help limiting how the Camera is able to move in the scene.
  103380. */
  103381. lowerHeightOffsetLimit: Nullable<number>;
  103382. /**
  103383. * Maximum allowed height of camera position relative to target object.
  103384. * This can help limiting how the Camera is able to move in the scene.
  103385. */
  103386. upperHeightOffsetLimit: Nullable<number>;
  103387. /**
  103388. * Define how fast the camera can accelerate to follow it s target.
  103389. */
  103390. cameraAcceleration: number;
  103391. /**
  103392. * Define the speed limit of the camera following an object.
  103393. */
  103394. maxCameraSpeed: number;
  103395. /**
  103396. * Define the target of the camera.
  103397. */
  103398. lockedTarget: Nullable<AbstractMesh>;
  103399. /**
  103400. * Defines the input associated with the camera.
  103401. */
  103402. inputs: FollowCameraInputsManager;
  103403. /**
  103404. * Instantiates the follow camera.
  103405. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  103406. * @param name Define the name of the camera in the scene
  103407. * @param position Define the position of the camera
  103408. * @param scene Define the scene the camera belong to
  103409. * @param lockedTarget Define the target of the camera
  103410. */
  103411. constructor(name: string, position: Vector3, scene: Scene, lockedTarget?: Nullable<AbstractMesh>);
  103412. private _follow;
  103413. /**
  103414. * Attached controls to the current camera.
  103415. * @param element Defines the element the controls should be listened from
  103416. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  103417. */
  103418. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  103419. /**
  103420. * Detach the current controls from the camera.
  103421. * The camera will stop reacting to inputs.
  103422. * @param element Defines the element to stop listening the inputs from
  103423. */
  103424. detachControl(element: HTMLElement): void;
  103425. /** @hidden */
  103426. _checkInputs(): void;
  103427. private _checkLimits;
  103428. /**
  103429. * Gets the camera class name.
  103430. * @returns the class name
  103431. */
  103432. getClassName(): string;
  103433. }
  103434. /**
  103435. * Arc Rotate version of the follow camera.
  103436. * It still follows a Defined mesh but in an Arc Rotate Camera fashion.
  103437. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  103438. */
  103439. export class ArcFollowCamera extends TargetCamera {
  103440. /** The longitudinal angle of the camera */
  103441. alpha: number;
  103442. /** The latitudinal angle of the camera */
  103443. beta: number;
  103444. /** The radius of the camera from its target */
  103445. radius: number;
  103446. /** Define the camera target (the messh it should follow) */
  103447. target: Nullable<AbstractMesh>;
  103448. private _cartesianCoordinates;
  103449. /**
  103450. * Instantiates a new ArcFollowCamera
  103451. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  103452. * @param name Define the name of the camera
  103453. * @param alpha Define the rotation angle of the camera around the logitudinal axis
  103454. * @param beta Define the rotation angle of the camera around the elevation axis
  103455. * @param radius Define the radius of the camera from its target point
  103456. * @param target Define the target of the camera
  103457. * @param scene Define the scene the camera belongs to
  103458. */
  103459. constructor(name: string,
  103460. /** The longitudinal angle of the camera */
  103461. alpha: number,
  103462. /** The latitudinal angle of the camera */
  103463. beta: number,
  103464. /** The radius of the camera from its target */
  103465. radius: number,
  103466. /** Define the camera target (the messh it should follow) */
  103467. target: Nullable<AbstractMesh>, scene: Scene);
  103468. private _follow;
  103469. /** @hidden */
  103470. _checkInputs(): void;
  103471. /**
  103472. * Returns the class name of the object.
  103473. * It is mostly used internally for serialization purposes.
  103474. */
  103475. getClassName(): string;
  103476. }
  103477. }
  103478. declare module BABYLON {
  103479. /**
  103480. * Manage the keyboard inputs to control the movement of a follow camera.
  103481. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  103482. */
  103483. export class FollowCameraKeyboardMoveInput implements ICameraInput<FollowCamera> {
  103484. /**
  103485. * Defines the camera the input is attached to.
  103486. */
  103487. camera: FollowCamera;
  103488. /**
  103489. * Defines the list of key codes associated with the up action (increase heightOffset)
  103490. */
  103491. keysHeightOffsetIncr: number[];
  103492. /**
  103493. * Defines the list of key codes associated with the down action (decrease heightOffset)
  103494. */
  103495. keysHeightOffsetDecr: number[];
  103496. /**
  103497. * Defines whether the Alt modifier key is required to move up/down (alter heightOffset)
  103498. */
  103499. keysHeightOffsetModifierAlt: boolean;
  103500. /**
  103501. * Defines whether the Ctrl modifier key is required to move up/down (alter heightOffset)
  103502. */
  103503. keysHeightOffsetModifierCtrl: boolean;
  103504. /**
  103505. * Defines whether the Shift modifier key is required to move up/down (alter heightOffset)
  103506. */
  103507. keysHeightOffsetModifierShift: boolean;
  103508. /**
  103509. * Defines the list of key codes associated with the left action (increase rotationOffset)
  103510. */
  103511. keysRotationOffsetIncr: number[];
  103512. /**
  103513. * Defines the list of key codes associated with the right action (decrease rotationOffset)
  103514. */
  103515. keysRotationOffsetDecr: number[];
  103516. /**
  103517. * Defines whether the Alt modifier key is required to move left/right (alter rotationOffset)
  103518. */
  103519. keysRotationOffsetModifierAlt: boolean;
  103520. /**
  103521. * Defines whether the Ctrl modifier key is required to move left/right (alter rotationOffset)
  103522. */
  103523. keysRotationOffsetModifierCtrl: boolean;
  103524. /**
  103525. * Defines whether the Shift modifier key is required to move left/right (alter rotationOffset)
  103526. */
  103527. keysRotationOffsetModifierShift: boolean;
  103528. /**
  103529. * Defines the list of key codes associated with the zoom-in action (decrease radius)
  103530. */
  103531. keysRadiusIncr: number[];
  103532. /**
  103533. * Defines the list of key codes associated with the zoom-out action (increase radius)
  103534. */
  103535. keysRadiusDecr: number[];
  103536. /**
  103537. * Defines whether the Alt modifier key is required to zoom in/out (alter radius value)
  103538. */
  103539. keysRadiusModifierAlt: boolean;
  103540. /**
  103541. * Defines whether the Ctrl modifier key is required to zoom in/out (alter radius value)
  103542. */
  103543. keysRadiusModifierCtrl: boolean;
  103544. /**
  103545. * Defines whether the Shift modifier key is required to zoom in/out (alter radius value)
  103546. */
  103547. keysRadiusModifierShift: boolean;
  103548. /**
  103549. * Defines the rate of change of heightOffset.
  103550. */
  103551. heightSensibility: number;
  103552. /**
  103553. * Defines the rate of change of rotationOffset.
  103554. */
  103555. rotationSensibility: number;
  103556. /**
  103557. * Defines the rate of change of radius.
  103558. */
  103559. radiusSensibility: number;
  103560. private _keys;
  103561. private _ctrlPressed;
  103562. private _altPressed;
  103563. private _shiftPressed;
  103564. private _onCanvasBlurObserver;
  103565. private _onKeyboardObserver;
  103566. private _engine;
  103567. private _scene;
  103568. /**
  103569. * Attach the input controls to a specific dom element to get the input from.
  103570. * @param element Defines the element the controls should be listened from
  103571. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  103572. */
  103573. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  103574. /**
  103575. * Detach the current controls from the specified dom element.
  103576. * @param element Defines the element to stop listening the inputs from
  103577. */
  103578. detachControl(element: Nullable<HTMLElement>): void;
  103579. /**
  103580. * Update the current camera state depending on the inputs that have been used this frame.
  103581. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  103582. */
  103583. checkInputs(): void;
  103584. /**
  103585. * Gets the class name of the current input.
  103586. * @returns the class name
  103587. */
  103588. getClassName(): string;
  103589. /**
  103590. * Get the friendly name associated with the input class.
  103591. * @returns the input friendly name
  103592. */
  103593. getSimpleName(): string;
  103594. /**
  103595. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  103596. * allow modification of the heightOffset value.
  103597. */
  103598. private _modifierHeightOffset;
  103599. /**
  103600. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  103601. * allow modification of the rotationOffset value.
  103602. */
  103603. private _modifierRotationOffset;
  103604. /**
  103605. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  103606. * allow modification of the radius value.
  103607. */
  103608. private _modifierRadius;
  103609. }
  103610. }
  103611. declare module BABYLON {
  103612. interface FreeCameraInputsManager {
  103613. /**
  103614. * @hidden
  103615. */
  103616. _deviceOrientationInput: Nullable<FreeCameraDeviceOrientationInput>;
  103617. /**
  103618. * Add orientation input support to the input manager.
  103619. * @returns the current input manager
  103620. */
  103621. addDeviceOrientation(): FreeCameraInputsManager;
  103622. }
  103623. /**
  103624. * Takes information about the orientation of the device as reported by the deviceorientation event to orient the camera.
  103625. * Screen rotation is taken into account.
  103626. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  103627. */
  103628. export class FreeCameraDeviceOrientationInput implements ICameraInput<FreeCamera> {
  103629. private _camera;
  103630. private _screenOrientationAngle;
  103631. private _constantTranform;
  103632. private _screenQuaternion;
  103633. private _alpha;
  103634. private _beta;
  103635. private _gamma;
  103636. /**
  103637. * Can be used to detect if a device orientation sensor is availible on a device
  103638. * @param timeout amount of time in milliseconds to wait for a response from the sensor (default: infinite)
  103639. * @returns a promise that will resolve on orientation change
  103640. */
  103641. static WaitForOrientationChangeAsync(timeout?: number): Promise<unknown>;
  103642. /**
  103643. * @hidden
  103644. */
  103645. _onDeviceOrientationChangedObservable: Observable<void>;
  103646. /**
  103647. * Instantiates a new input
  103648. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  103649. */
  103650. constructor();
  103651. /**
  103652. * Define the camera controlled by the input.
  103653. */
  103654. camera: FreeCamera;
  103655. /**
  103656. * Attach the input controls to a specific dom element to get the input from.
  103657. * @param element Defines the element the controls should be listened from
  103658. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  103659. */
  103660. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  103661. private _orientationChanged;
  103662. private _deviceOrientation;
  103663. /**
  103664. * Detach the current controls from the specified dom element.
  103665. * @param element Defines the element to stop listening the inputs from
  103666. */
  103667. detachControl(element: Nullable<HTMLElement>): void;
  103668. /**
  103669. * Update the current camera state depending on the inputs that have been used this frame.
  103670. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  103671. */
  103672. checkInputs(): void;
  103673. /**
  103674. * Gets the class name of the current intput.
  103675. * @returns the class name
  103676. */
  103677. getClassName(): string;
  103678. /**
  103679. * Get the friendly name associated with the input class.
  103680. * @returns the input friendly name
  103681. */
  103682. getSimpleName(): string;
  103683. }
  103684. }
  103685. declare module BABYLON {
  103686. /**
  103687. * Manage the gamepad inputs to control a free camera.
  103688. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  103689. */
  103690. export class FreeCameraGamepadInput implements ICameraInput<FreeCamera> {
  103691. /**
  103692. * Define the camera the input is attached to.
  103693. */
  103694. camera: FreeCamera;
  103695. /**
  103696. * Define the Gamepad controlling the input
  103697. */
  103698. gamepad: Nullable<Gamepad>;
  103699. /**
  103700. * Defines the gamepad rotation sensiblity.
  103701. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  103702. */
  103703. gamepadAngularSensibility: number;
  103704. /**
  103705. * Defines the gamepad move sensiblity.
  103706. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  103707. */
  103708. gamepadMoveSensibility: number;
  103709. private _onGamepadConnectedObserver;
  103710. private _onGamepadDisconnectedObserver;
  103711. private _cameraTransform;
  103712. private _deltaTransform;
  103713. private _vector3;
  103714. private _vector2;
  103715. /**
  103716. * Attach the input controls to a specific dom element to get the input from.
  103717. * @param element Defines the element the controls should be listened from
  103718. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  103719. */
  103720. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  103721. /**
  103722. * Detach the current controls from the specified dom element.
  103723. * @param element Defines the element to stop listening the inputs from
  103724. */
  103725. detachControl(element: Nullable<HTMLElement>): void;
  103726. /**
  103727. * Update the current camera state depending on the inputs that have been used this frame.
  103728. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  103729. */
  103730. checkInputs(): void;
  103731. /**
  103732. * Gets the class name of the current intput.
  103733. * @returns the class name
  103734. */
  103735. getClassName(): string;
  103736. /**
  103737. * Get the friendly name associated with the input class.
  103738. * @returns the input friendly name
  103739. */
  103740. getSimpleName(): string;
  103741. }
  103742. }
  103743. declare module BABYLON {
  103744. /**
  103745. * Defines the potential axis of a Joystick
  103746. */
  103747. export enum JoystickAxis {
  103748. /** X axis */
  103749. X = 0,
  103750. /** Y axis */
  103751. Y = 1,
  103752. /** Z axis */
  103753. Z = 2
  103754. }
  103755. /**
  103756. * Class used to define virtual joystick (used in touch mode)
  103757. */
  103758. export class VirtualJoystick {
  103759. /**
  103760. * Gets or sets a boolean indicating that left and right values must be inverted
  103761. */
  103762. reverseLeftRight: boolean;
  103763. /**
  103764. * Gets or sets a boolean indicating that up and down values must be inverted
  103765. */
  103766. reverseUpDown: boolean;
  103767. /**
  103768. * Gets the offset value for the position (ie. the change of the position value)
  103769. */
  103770. deltaPosition: Vector3;
  103771. /**
  103772. * Gets a boolean indicating if the virtual joystick was pressed
  103773. */
  103774. pressed: boolean;
  103775. /**
  103776. * Canvas the virtual joystick will render onto, default z-index of this is 5
  103777. */
  103778. static Canvas: Nullable<HTMLCanvasElement>;
  103779. private static _globalJoystickIndex;
  103780. private static vjCanvasContext;
  103781. private static vjCanvasWidth;
  103782. private static vjCanvasHeight;
  103783. private static halfWidth;
  103784. private _action;
  103785. private _axisTargetedByLeftAndRight;
  103786. private _axisTargetedByUpAndDown;
  103787. private _joystickSensibility;
  103788. private _inversedSensibility;
  103789. private _joystickPointerID;
  103790. private _joystickColor;
  103791. private _joystickPointerPos;
  103792. private _joystickPreviousPointerPos;
  103793. private _joystickPointerStartPos;
  103794. private _deltaJoystickVector;
  103795. private _leftJoystick;
  103796. private _touches;
  103797. private _onPointerDownHandlerRef;
  103798. private _onPointerMoveHandlerRef;
  103799. private _onPointerUpHandlerRef;
  103800. private _onResize;
  103801. /**
  103802. * Creates a new virtual joystick
  103803. * @param leftJoystick defines that the joystick is for left hand (false by default)
  103804. */
  103805. constructor(leftJoystick?: boolean);
  103806. /**
  103807. * Defines joystick sensibility (ie. the ratio beteen a physical move and virtual joystick position change)
  103808. * @param newJoystickSensibility defines the new sensibility
  103809. */
  103810. setJoystickSensibility(newJoystickSensibility: number): void;
  103811. private _onPointerDown;
  103812. private _onPointerMove;
  103813. private _onPointerUp;
  103814. /**
  103815. * Change the color of the virtual joystick
  103816. * @param newColor a string that must be a CSS color value (like "red") or the hexa value (like "#FF0000")
  103817. */
  103818. setJoystickColor(newColor: string): void;
  103819. /**
  103820. * Defines a callback to call when the joystick is touched
  103821. * @param action defines the callback
  103822. */
  103823. setActionOnTouch(action: () => any): void;
  103824. /**
  103825. * Defines which axis you'd like to control for left & right
  103826. * @param axis defines the axis to use
  103827. */
  103828. setAxisForLeftRight(axis: JoystickAxis): void;
  103829. /**
  103830. * Defines which axis you'd like to control for up & down
  103831. * @param axis defines the axis to use
  103832. */
  103833. setAxisForUpDown(axis: JoystickAxis): void;
  103834. private _drawVirtualJoystick;
  103835. /**
  103836. * Release internal HTML canvas
  103837. */
  103838. releaseCanvas(): void;
  103839. }
  103840. }
  103841. declare module BABYLON {
  103842. interface FreeCameraInputsManager {
  103843. /**
  103844. * Add virtual joystick input support to the input manager.
  103845. * @returns the current input manager
  103846. */
  103847. addVirtualJoystick(): FreeCameraInputsManager;
  103848. }
  103849. /**
  103850. * Manage the Virtual Joystick inputs to control the movement of a free camera.
  103851. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  103852. */
  103853. export class FreeCameraVirtualJoystickInput implements ICameraInput<FreeCamera> {
  103854. /**
  103855. * Defines the camera the input is attached to.
  103856. */
  103857. camera: FreeCamera;
  103858. private _leftjoystick;
  103859. private _rightjoystick;
  103860. /**
  103861. * Gets the left stick of the virtual joystick.
  103862. * @returns The virtual Joystick
  103863. */
  103864. getLeftJoystick(): VirtualJoystick;
  103865. /**
  103866. * Gets the right stick of the virtual joystick.
  103867. * @returns The virtual Joystick
  103868. */
  103869. getRightJoystick(): VirtualJoystick;
  103870. /**
  103871. * Update the current camera state depending on the inputs that have been used this frame.
  103872. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  103873. */
  103874. checkInputs(): void;
  103875. /**
  103876. * Attach the input controls to a specific dom element to get the input from.
  103877. * @param element Defines the element the controls should be listened from
  103878. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  103879. */
  103880. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  103881. /**
  103882. * Detach the current controls from the specified dom element.
  103883. * @param element Defines the element to stop listening the inputs from
  103884. */
  103885. detachControl(element: Nullable<HTMLElement>): void;
  103886. /**
  103887. * Gets the class name of the current intput.
  103888. * @returns the class name
  103889. */
  103890. getClassName(): string;
  103891. /**
  103892. * Get the friendly name associated with the input class.
  103893. * @returns the input friendly name
  103894. */
  103895. getSimpleName(): string;
  103896. }
  103897. }
  103898. declare module BABYLON {
  103899. /**
  103900. * This represents a FPS type of camera controlled by touch.
  103901. * This is like a universal camera minus the Gamepad controls.
  103902. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  103903. */
  103904. export class TouchCamera extends FreeCamera {
  103905. /**
  103906. * Defines the touch sensibility for rotation.
  103907. * The higher the faster.
  103908. */
  103909. touchAngularSensibility: number;
  103910. /**
  103911. * Defines the touch sensibility for move.
  103912. * The higher the faster.
  103913. */
  103914. touchMoveSensibility: number;
  103915. /**
  103916. * Instantiates a new touch camera.
  103917. * This represents a FPS type of camera controlled by touch.
  103918. * This is like a universal camera minus the Gamepad controls.
  103919. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  103920. * @param name Define the name of the camera in the scene
  103921. * @param position Define the start position of the camera in the scene
  103922. * @param scene Define the scene the camera belongs to
  103923. */
  103924. constructor(name: string, position: Vector3, scene: Scene);
  103925. /**
  103926. * Gets the current object class name.
  103927. * @return the class name
  103928. */
  103929. getClassName(): string;
  103930. /** @hidden */
  103931. _setupInputs(): void;
  103932. }
  103933. }
  103934. declare module BABYLON {
  103935. /**
  103936. * This is a camera specifically designed to react to device orientation events such as a modern mobile device
  103937. * being tilted forward or back and left or right.
  103938. */
  103939. export class DeviceOrientationCamera extends FreeCamera {
  103940. private _initialQuaternion;
  103941. private _quaternionCache;
  103942. private _tmpDragQuaternion;
  103943. private _disablePointerInputWhenUsingDeviceOrientation;
  103944. /**
  103945. * Creates a new device orientation camera
  103946. * @param name The name of the camera
  103947. * @param position The start position camera
  103948. * @param scene The scene the camera belongs to
  103949. */
  103950. constructor(name: string, position: Vector3, scene: Scene);
  103951. /**
  103952. * Gets or sets a boolean indicating that pointer input must be disabled on first orientation sensor update (Default: true)
  103953. */
  103954. disablePointerInputWhenUsingDeviceOrientation: boolean;
  103955. private _dragFactor;
  103956. /**
  103957. * Enabled turning on the y axis when the orientation sensor is active
  103958. * @param dragFactor the factor that controls the turn speed (default: 1/300)
  103959. */
  103960. enableHorizontalDragging(dragFactor?: number): void;
  103961. /**
  103962. * Gets the current instance class name ("DeviceOrientationCamera").
  103963. * This helps avoiding instanceof at run time.
  103964. * @returns the class name
  103965. */
  103966. getClassName(): string;
  103967. /**
  103968. * @hidden
  103969. * Checks and applies the current values of the inputs to the camera. (Internal use only)
  103970. */
  103971. _checkInputs(): void;
  103972. /**
  103973. * Reset the camera to its default orientation on the specified axis only.
  103974. * @param axis The axis to reset
  103975. */
  103976. resetToCurrentRotation(axis?: Axis): void;
  103977. }
  103978. }
  103979. declare module BABYLON {
  103980. /**
  103981. * Defines supported buttons for XBox360 compatible gamepads
  103982. */
  103983. export enum Xbox360Button {
  103984. /** A */
  103985. A = 0,
  103986. /** B */
  103987. B = 1,
  103988. /** X */
  103989. X = 2,
  103990. /** Y */
  103991. Y = 3,
  103992. /** Start */
  103993. Start = 4,
  103994. /** Back */
  103995. Back = 5,
  103996. /** Left button */
  103997. LB = 6,
  103998. /** Right button */
  103999. RB = 7,
  104000. /** Left stick */
  104001. LeftStick = 8,
  104002. /** Right stick */
  104003. RightStick = 9
  104004. }
  104005. /** Defines values for XBox360 DPad */
  104006. export enum Xbox360Dpad {
  104007. /** Up */
  104008. Up = 0,
  104009. /** Down */
  104010. Down = 1,
  104011. /** Left */
  104012. Left = 2,
  104013. /** Right */
  104014. Right = 3
  104015. }
  104016. /**
  104017. * Defines a XBox360 gamepad
  104018. */
  104019. export class Xbox360Pad extends Gamepad {
  104020. private _leftTrigger;
  104021. private _rightTrigger;
  104022. private _onlefttriggerchanged;
  104023. private _onrighttriggerchanged;
  104024. private _onbuttondown;
  104025. private _onbuttonup;
  104026. private _ondpaddown;
  104027. private _ondpadup;
  104028. /** Observable raised when a button is pressed */
  104029. onButtonDownObservable: Observable<Xbox360Button>;
  104030. /** Observable raised when a button is released */
  104031. onButtonUpObservable: Observable<Xbox360Button>;
  104032. /** Observable raised when a pad is pressed */
  104033. onPadDownObservable: Observable<Xbox360Dpad>;
  104034. /** Observable raised when a pad is released */
  104035. onPadUpObservable: Observable<Xbox360Dpad>;
  104036. private _buttonA;
  104037. private _buttonB;
  104038. private _buttonX;
  104039. private _buttonY;
  104040. private _buttonBack;
  104041. private _buttonStart;
  104042. private _buttonLB;
  104043. private _buttonRB;
  104044. private _buttonLeftStick;
  104045. private _buttonRightStick;
  104046. private _dPadUp;
  104047. private _dPadDown;
  104048. private _dPadLeft;
  104049. private _dPadRight;
  104050. private _isXboxOnePad;
  104051. /**
  104052. * Creates a new XBox360 gamepad object
  104053. * @param id defines the id of this gamepad
  104054. * @param index defines its index
  104055. * @param gamepad defines the internal HTML gamepad object
  104056. * @param xboxOne defines if it is a XBox One gamepad
  104057. */
  104058. constructor(id: string, index: number, gamepad: any, xboxOne?: boolean);
  104059. /**
  104060. * Defines the callback to call when left trigger is pressed
  104061. * @param callback defines the callback to use
  104062. */
  104063. onlefttriggerchanged(callback: (value: number) => void): void;
  104064. /**
  104065. * Defines the callback to call when right trigger is pressed
  104066. * @param callback defines the callback to use
  104067. */
  104068. onrighttriggerchanged(callback: (value: number) => void): void;
  104069. /**
  104070. * Gets the left trigger value
  104071. */
  104072. /**
  104073. * Sets the left trigger value
  104074. */
  104075. leftTrigger: number;
  104076. /**
  104077. * Gets the right trigger value
  104078. */
  104079. /**
  104080. * Sets the right trigger value
  104081. */
  104082. rightTrigger: number;
  104083. /**
  104084. * Defines the callback to call when a button is pressed
  104085. * @param callback defines the callback to use
  104086. */
  104087. onbuttondown(callback: (buttonPressed: Xbox360Button) => void): void;
  104088. /**
  104089. * Defines the callback to call when a button is released
  104090. * @param callback defines the callback to use
  104091. */
  104092. onbuttonup(callback: (buttonReleased: Xbox360Button) => void): void;
  104093. /**
  104094. * Defines the callback to call when a pad is pressed
  104095. * @param callback defines the callback to use
  104096. */
  104097. ondpaddown(callback: (dPadPressed: Xbox360Dpad) => void): void;
  104098. /**
  104099. * Defines the callback to call when a pad is released
  104100. * @param callback defines the callback to use
  104101. */
  104102. ondpadup(callback: (dPadReleased: Xbox360Dpad) => void): void;
  104103. private _setButtonValue;
  104104. private _setDPadValue;
  104105. /**
  104106. * Gets the value of the `A` button
  104107. */
  104108. /**
  104109. * Sets the value of the `A` button
  104110. */
  104111. buttonA: number;
  104112. /**
  104113. * Gets the value of the `B` button
  104114. */
  104115. /**
  104116. * Sets the value of the `B` button
  104117. */
  104118. buttonB: number;
  104119. /**
  104120. * Gets the value of the `X` button
  104121. */
  104122. /**
  104123. * Sets the value of the `X` button
  104124. */
  104125. buttonX: number;
  104126. /**
  104127. * Gets the value of the `Y` button
  104128. */
  104129. /**
  104130. * Sets the value of the `Y` button
  104131. */
  104132. buttonY: number;
  104133. /**
  104134. * Gets the value of the `Start` button
  104135. */
  104136. /**
  104137. * Sets the value of the `Start` button
  104138. */
  104139. buttonStart: number;
  104140. /**
  104141. * Gets the value of the `Back` button
  104142. */
  104143. /**
  104144. * Sets the value of the `Back` button
  104145. */
  104146. buttonBack: number;
  104147. /**
  104148. * Gets the value of the `Left` button
  104149. */
  104150. /**
  104151. * Sets the value of the `Left` button
  104152. */
  104153. buttonLB: number;
  104154. /**
  104155. * Gets the value of the `Right` button
  104156. */
  104157. /**
  104158. * Sets the value of the `Right` button
  104159. */
  104160. buttonRB: number;
  104161. /**
  104162. * Gets the value of the Left joystick
  104163. */
  104164. /**
  104165. * Sets the value of the Left joystick
  104166. */
  104167. buttonLeftStick: number;
  104168. /**
  104169. * Gets the value of the Right joystick
  104170. */
  104171. /**
  104172. * Sets the value of the Right joystick
  104173. */
  104174. buttonRightStick: number;
  104175. /**
  104176. * Gets the value of D-pad up
  104177. */
  104178. /**
  104179. * Sets the value of D-pad up
  104180. */
  104181. dPadUp: number;
  104182. /**
  104183. * Gets the value of D-pad down
  104184. */
  104185. /**
  104186. * Sets the value of D-pad down
  104187. */
  104188. dPadDown: number;
  104189. /**
  104190. * Gets the value of D-pad left
  104191. */
  104192. /**
  104193. * Sets the value of D-pad left
  104194. */
  104195. dPadLeft: number;
  104196. /**
  104197. * Gets the value of D-pad right
  104198. */
  104199. /**
  104200. * Sets the value of D-pad right
  104201. */
  104202. dPadRight: number;
  104203. /**
  104204. * Force the gamepad to synchronize with device values
  104205. */
  104206. update(): void;
  104207. /**
  104208. * Disposes the gamepad
  104209. */
  104210. dispose(): void;
  104211. }
  104212. }
  104213. declare module BABYLON {
  104214. /**
  104215. * Defines supported buttons for DualShock compatible gamepads
  104216. */
  104217. export enum DualShockButton {
  104218. /** Cross */
  104219. Cross = 0,
  104220. /** Circle */
  104221. Circle = 1,
  104222. /** Square */
  104223. Square = 2,
  104224. /** Triangle */
  104225. Triangle = 3,
  104226. /** Options */
  104227. Options = 4,
  104228. /** Share */
  104229. Share = 5,
  104230. /** L1 */
  104231. L1 = 6,
  104232. /** R1 */
  104233. R1 = 7,
  104234. /** Left stick */
  104235. LeftStick = 8,
  104236. /** Right stick */
  104237. RightStick = 9
  104238. }
  104239. /** Defines values for DualShock DPad */
  104240. export enum DualShockDpad {
  104241. /** Up */
  104242. Up = 0,
  104243. /** Down */
  104244. Down = 1,
  104245. /** Left */
  104246. Left = 2,
  104247. /** Right */
  104248. Right = 3
  104249. }
  104250. /**
  104251. * Defines a DualShock gamepad
  104252. */
  104253. export class DualShockPad extends Gamepad {
  104254. private _leftTrigger;
  104255. private _rightTrigger;
  104256. private _onlefttriggerchanged;
  104257. private _onrighttriggerchanged;
  104258. private _onbuttondown;
  104259. private _onbuttonup;
  104260. private _ondpaddown;
  104261. private _ondpadup;
  104262. /** Observable raised when a button is pressed */
  104263. onButtonDownObservable: Observable<DualShockButton>;
  104264. /** Observable raised when a button is released */
  104265. onButtonUpObservable: Observable<DualShockButton>;
  104266. /** Observable raised when a pad is pressed */
  104267. onPadDownObservable: Observable<DualShockDpad>;
  104268. /** Observable raised when a pad is released */
  104269. onPadUpObservable: Observable<DualShockDpad>;
  104270. private _buttonCross;
  104271. private _buttonCircle;
  104272. private _buttonSquare;
  104273. private _buttonTriangle;
  104274. private _buttonShare;
  104275. private _buttonOptions;
  104276. private _buttonL1;
  104277. private _buttonR1;
  104278. private _buttonLeftStick;
  104279. private _buttonRightStick;
  104280. private _dPadUp;
  104281. private _dPadDown;
  104282. private _dPadLeft;
  104283. private _dPadRight;
  104284. /**
  104285. * Creates a new DualShock gamepad object
  104286. * @param id defines the id of this gamepad
  104287. * @param index defines its index
  104288. * @param gamepad defines the internal HTML gamepad object
  104289. */
  104290. constructor(id: string, index: number, gamepad: any);
  104291. /**
  104292. * Defines the callback to call when left trigger is pressed
  104293. * @param callback defines the callback to use
  104294. */
  104295. onlefttriggerchanged(callback: (value: number) => void): void;
  104296. /**
  104297. * Defines the callback to call when right trigger is pressed
  104298. * @param callback defines the callback to use
  104299. */
  104300. onrighttriggerchanged(callback: (value: number) => void): void;
  104301. /**
  104302. * Gets the left trigger value
  104303. */
  104304. /**
  104305. * Sets the left trigger value
  104306. */
  104307. leftTrigger: number;
  104308. /**
  104309. * Gets the right trigger value
  104310. */
  104311. /**
  104312. * Sets the right trigger value
  104313. */
  104314. rightTrigger: number;
  104315. /**
  104316. * Defines the callback to call when a button is pressed
  104317. * @param callback defines the callback to use
  104318. */
  104319. onbuttondown(callback: (buttonPressed: DualShockButton) => void): void;
  104320. /**
  104321. * Defines the callback to call when a button is released
  104322. * @param callback defines the callback to use
  104323. */
  104324. onbuttonup(callback: (buttonReleased: DualShockButton) => void): void;
  104325. /**
  104326. * Defines the callback to call when a pad is pressed
  104327. * @param callback defines the callback to use
  104328. */
  104329. ondpaddown(callback: (dPadPressed: DualShockDpad) => void): void;
  104330. /**
  104331. * Defines the callback to call when a pad is released
  104332. * @param callback defines the callback to use
  104333. */
  104334. ondpadup(callback: (dPadReleased: DualShockDpad) => void): void;
  104335. private _setButtonValue;
  104336. private _setDPadValue;
  104337. /**
  104338. * Gets the value of the `Cross` button
  104339. */
  104340. /**
  104341. * Sets the value of the `Cross` button
  104342. */
  104343. buttonCross: number;
  104344. /**
  104345. * Gets the value of the `Circle` button
  104346. */
  104347. /**
  104348. * Sets the value of the `Circle` button
  104349. */
  104350. buttonCircle: number;
  104351. /**
  104352. * Gets the value of the `Square` button
  104353. */
  104354. /**
  104355. * Sets the value of the `Square` button
  104356. */
  104357. buttonSquare: number;
  104358. /**
  104359. * Gets the value of the `Triangle` button
  104360. */
  104361. /**
  104362. * Sets the value of the `Triangle` button
  104363. */
  104364. buttonTriangle: number;
  104365. /**
  104366. * Gets the value of the `Options` button
  104367. */
  104368. /**
  104369. * Sets the value of the `Options` button
  104370. */
  104371. buttonOptions: number;
  104372. /**
  104373. * Gets the value of the `Share` button
  104374. */
  104375. /**
  104376. * Sets the value of the `Share` button
  104377. */
  104378. buttonShare: number;
  104379. /**
  104380. * Gets the value of the `L1` button
  104381. */
  104382. /**
  104383. * Sets the value of the `L1` button
  104384. */
  104385. buttonL1: number;
  104386. /**
  104387. * Gets the value of the `R1` button
  104388. */
  104389. /**
  104390. * Sets the value of the `R1` button
  104391. */
  104392. buttonR1: number;
  104393. /**
  104394. * Gets the value of the Left joystick
  104395. */
  104396. /**
  104397. * Sets the value of the Left joystick
  104398. */
  104399. buttonLeftStick: number;
  104400. /**
  104401. * Gets the value of the Right joystick
  104402. */
  104403. /**
  104404. * Sets the value of the Right joystick
  104405. */
  104406. buttonRightStick: number;
  104407. /**
  104408. * Gets the value of D-pad up
  104409. */
  104410. /**
  104411. * Sets the value of D-pad up
  104412. */
  104413. dPadUp: number;
  104414. /**
  104415. * Gets the value of D-pad down
  104416. */
  104417. /**
  104418. * Sets the value of D-pad down
  104419. */
  104420. dPadDown: number;
  104421. /**
  104422. * Gets the value of D-pad left
  104423. */
  104424. /**
  104425. * Sets the value of D-pad left
  104426. */
  104427. dPadLeft: number;
  104428. /**
  104429. * Gets the value of D-pad right
  104430. */
  104431. /**
  104432. * Sets the value of D-pad right
  104433. */
  104434. dPadRight: number;
  104435. /**
  104436. * Force the gamepad to synchronize with device values
  104437. */
  104438. update(): void;
  104439. /**
  104440. * Disposes the gamepad
  104441. */
  104442. dispose(): void;
  104443. }
  104444. }
  104445. declare module BABYLON {
  104446. /**
  104447. * Manager for handling gamepads
  104448. */
  104449. export class GamepadManager {
  104450. private _scene?;
  104451. private _babylonGamepads;
  104452. private _oneGamepadConnected;
  104453. /** @hidden */
  104454. _isMonitoring: boolean;
  104455. private _gamepadEventSupported;
  104456. private _gamepadSupport;
  104457. /**
  104458. * observable to be triggered when the gamepad controller has been connected
  104459. */
  104460. onGamepadConnectedObservable: Observable<Gamepad>;
  104461. /**
  104462. * observable to be triggered when the gamepad controller has been disconnected
  104463. */
  104464. onGamepadDisconnectedObservable: Observable<Gamepad>;
  104465. private _onGamepadConnectedEvent;
  104466. private _onGamepadDisconnectedEvent;
  104467. /**
  104468. * Initializes the gamepad manager
  104469. * @param _scene BabylonJS scene
  104470. */
  104471. constructor(_scene?: Scene | undefined);
  104472. /**
  104473. * The gamepads in the game pad manager
  104474. */
  104475. readonly gamepads: Gamepad[];
  104476. /**
  104477. * Get the gamepad controllers based on type
  104478. * @param type The type of gamepad controller
  104479. * @returns Nullable gamepad
  104480. */
  104481. getGamepadByType(type?: number): Nullable<Gamepad>;
  104482. /**
  104483. * Disposes the gamepad manager
  104484. */
  104485. dispose(): void;
  104486. private _addNewGamepad;
  104487. private _startMonitoringGamepads;
  104488. private _stopMonitoringGamepads;
  104489. /** @hidden */
  104490. _checkGamepadsStatus(): void;
  104491. private _updateGamepadObjects;
  104492. }
  104493. }
  104494. declare module BABYLON {
  104495. interface Scene {
  104496. /** @hidden */
  104497. _gamepadManager: Nullable<GamepadManager>;
  104498. /**
  104499. * Gets the gamepad manager associated with the scene
  104500. * @see http://doc.babylonjs.com/how_to/how_to_use_gamepads
  104501. */
  104502. gamepadManager: GamepadManager;
  104503. }
  104504. /**
  104505. * Interface representing a free camera inputs manager
  104506. */
  104507. interface FreeCameraInputsManager {
  104508. /**
  104509. * Adds gamepad input support to the FreeCameraInputsManager.
  104510. * @returns the FreeCameraInputsManager
  104511. */
  104512. addGamepad(): FreeCameraInputsManager;
  104513. }
  104514. /**
  104515. * Interface representing an arc rotate camera inputs manager
  104516. */
  104517. interface ArcRotateCameraInputsManager {
  104518. /**
  104519. * Adds gamepad input support to the ArcRotateCamera InputManager.
  104520. * @returns the camera inputs manager
  104521. */
  104522. addGamepad(): ArcRotateCameraInputsManager;
  104523. }
  104524. /**
  104525. * Defines the gamepad scene component responsible to manage gamepads in a given scene
  104526. */
  104527. export class GamepadSystemSceneComponent implements ISceneComponent {
  104528. /**
  104529. * The component name helpfull to identify the component in the list of scene components.
  104530. */
  104531. readonly name: string;
  104532. /**
  104533. * The scene the component belongs to.
  104534. */
  104535. scene: Scene;
  104536. /**
  104537. * Creates a new instance of the component for the given scene
  104538. * @param scene Defines the scene to register the component in
  104539. */
  104540. constructor(scene: Scene);
  104541. /**
  104542. * Registers the component in a given scene
  104543. */
  104544. register(): void;
  104545. /**
  104546. * Rebuilds the elements related to this component in case of
  104547. * context lost for instance.
  104548. */
  104549. rebuild(): void;
  104550. /**
  104551. * Disposes the component and the associated ressources
  104552. */
  104553. dispose(): void;
  104554. private _beforeCameraUpdate;
  104555. }
  104556. }
  104557. declare module BABYLON {
  104558. /**
  104559. * 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,
  104560. * which still works and will still be found in many Playgrounds.
  104561. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  104562. */
  104563. export class UniversalCamera extends TouchCamera {
  104564. /**
  104565. * Defines the gamepad rotation sensiblity.
  104566. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  104567. */
  104568. gamepadAngularSensibility: number;
  104569. /**
  104570. * Defines the gamepad move sensiblity.
  104571. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  104572. */
  104573. gamepadMoveSensibility: number;
  104574. /**
  104575. * 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,
  104576. * which still works and will still be found in many Playgrounds.
  104577. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  104578. * @param name Define the name of the camera in the scene
  104579. * @param position Define the start position of the camera in the scene
  104580. * @param scene Define the scene the camera belongs to
  104581. */
  104582. constructor(name: string, position: Vector3, scene: Scene);
  104583. /**
  104584. * Gets the current object class name.
  104585. * @return the class name
  104586. */
  104587. getClassName(): string;
  104588. }
  104589. }
  104590. declare module BABYLON {
  104591. /**
  104592. * This represents a FPS type of camera. This is only here for back compat purpose.
  104593. * Please use the UniversalCamera instead as both are identical.
  104594. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  104595. */
  104596. export class GamepadCamera extends UniversalCamera {
  104597. /**
  104598. * Instantiates a new Gamepad Camera
  104599. * This represents a FPS type of camera. This is only here for back compat purpose.
  104600. * Please use the UniversalCamera instead as both are identical.
  104601. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  104602. * @param name Define the name of the camera in the scene
  104603. * @param position Define the start position of the camera in the scene
  104604. * @param scene Define the scene the camera belongs to
  104605. */
  104606. constructor(name: string, position: Vector3, scene: Scene);
  104607. /**
  104608. * Gets the current object class name.
  104609. * @return the class name
  104610. */
  104611. getClassName(): string;
  104612. }
  104613. }
  104614. declare module BABYLON {
  104615. /** @hidden */
  104616. export var passPixelShader: {
  104617. name: string;
  104618. shader: string;
  104619. };
  104620. }
  104621. declare module BABYLON {
  104622. /** @hidden */
  104623. export var passCubePixelShader: {
  104624. name: string;
  104625. shader: string;
  104626. };
  104627. }
  104628. declare module BABYLON {
  104629. /**
  104630. * PassPostProcess which produces an output the same as it's input
  104631. */
  104632. export class PassPostProcess extends PostProcess {
  104633. /**
  104634. * Creates the PassPostProcess
  104635. * @param name The name of the effect.
  104636. * @param options The required width/height ratio to downsize to before computing the render pass.
  104637. * @param camera The camera to apply the render pass to.
  104638. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  104639. * @param engine The engine which the post process will be applied. (default: current engine)
  104640. * @param reusable If the post process can be reused on the same frame. (default: false)
  104641. * @param textureType The type of texture to be used when performing the post processing.
  104642. * @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)
  104643. */
  104644. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  104645. }
  104646. /**
  104647. * PassCubePostProcess which produces an output the same as it's input (which must be a cube texture)
  104648. */
  104649. export class PassCubePostProcess extends PostProcess {
  104650. private _face;
  104651. /**
  104652. * Gets or sets the cube face to display.
  104653. * * 0 is +X
  104654. * * 1 is -X
  104655. * * 2 is +Y
  104656. * * 3 is -Y
  104657. * * 4 is +Z
  104658. * * 5 is -Z
  104659. */
  104660. face: number;
  104661. /**
  104662. * Creates the PassCubePostProcess
  104663. * @param name The name of the effect.
  104664. * @param options The required width/height ratio to downsize to before computing the render pass.
  104665. * @param camera The camera to apply the render pass to.
  104666. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  104667. * @param engine The engine which the post process will be applied. (default: current engine)
  104668. * @param reusable If the post process can be reused on the same frame. (default: false)
  104669. * @param textureType The type of texture to be used when performing the post processing.
  104670. * @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)
  104671. */
  104672. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  104673. }
  104674. }
  104675. declare module BABYLON {
  104676. /** @hidden */
  104677. export var anaglyphPixelShader: {
  104678. name: string;
  104679. shader: string;
  104680. };
  104681. }
  104682. declare module BABYLON {
  104683. /**
  104684. * Postprocess used to generate anaglyphic rendering
  104685. */
  104686. export class AnaglyphPostProcess extends PostProcess {
  104687. private _passedProcess;
  104688. /**
  104689. * Creates a new AnaglyphPostProcess
  104690. * @param name defines postprocess name
  104691. * @param options defines creation options or target ratio scale
  104692. * @param rigCameras defines cameras using this postprocess
  104693. * @param samplingMode defines required sampling mode (BABYLON.Texture.NEAREST_SAMPLINGMODE by default)
  104694. * @param engine defines hosting engine
  104695. * @param reusable defines if the postprocess will be reused multiple times per frame
  104696. */
  104697. constructor(name: string, options: number | PostProcessOptions, rigCameras: Camera[], samplingMode?: number, engine?: Engine, reusable?: boolean);
  104698. }
  104699. }
  104700. declare module BABYLON {
  104701. /**
  104702. * Camera used to simulate anaglyphic rendering (based on ArcRotateCamera)
  104703. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  104704. */
  104705. export class AnaglyphArcRotateCamera extends ArcRotateCamera {
  104706. /**
  104707. * Creates a new AnaglyphArcRotateCamera
  104708. * @param name defines camera name
  104709. * @param alpha defines alpha angle (in radians)
  104710. * @param beta defines beta angle (in radians)
  104711. * @param radius defines radius
  104712. * @param target defines camera target
  104713. * @param interaxialDistance defines distance between each color axis
  104714. * @param scene defines the hosting scene
  104715. */
  104716. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, interaxialDistance: number, scene: Scene);
  104717. /**
  104718. * Gets camera class name
  104719. * @returns AnaglyphArcRotateCamera
  104720. */
  104721. getClassName(): string;
  104722. }
  104723. }
  104724. declare module BABYLON {
  104725. /**
  104726. * Camera used to simulate anaglyphic rendering (based on FreeCamera)
  104727. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  104728. */
  104729. export class AnaglyphFreeCamera extends FreeCamera {
  104730. /**
  104731. * Creates a new AnaglyphFreeCamera
  104732. * @param name defines camera name
  104733. * @param position defines initial position
  104734. * @param interaxialDistance defines distance between each color axis
  104735. * @param scene defines the hosting scene
  104736. */
  104737. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  104738. /**
  104739. * Gets camera class name
  104740. * @returns AnaglyphFreeCamera
  104741. */
  104742. getClassName(): string;
  104743. }
  104744. }
  104745. declare module BABYLON {
  104746. /**
  104747. * Camera used to simulate anaglyphic rendering (based on GamepadCamera)
  104748. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  104749. */
  104750. export class AnaglyphGamepadCamera extends GamepadCamera {
  104751. /**
  104752. * Creates a new AnaglyphGamepadCamera
  104753. * @param name defines camera name
  104754. * @param position defines initial position
  104755. * @param interaxialDistance defines distance between each color axis
  104756. * @param scene defines the hosting scene
  104757. */
  104758. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  104759. /**
  104760. * Gets camera class name
  104761. * @returns AnaglyphGamepadCamera
  104762. */
  104763. getClassName(): string;
  104764. }
  104765. }
  104766. declare module BABYLON {
  104767. /**
  104768. * Camera used to simulate anaglyphic rendering (based on UniversalCamera)
  104769. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  104770. */
  104771. export class AnaglyphUniversalCamera extends UniversalCamera {
  104772. /**
  104773. * Creates a new AnaglyphUniversalCamera
  104774. * @param name defines camera name
  104775. * @param position defines initial position
  104776. * @param interaxialDistance defines distance between each color axis
  104777. * @param scene defines the hosting scene
  104778. */
  104779. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  104780. /**
  104781. * Gets camera class name
  104782. * @returns AnaglyphUniversalCamera
  104783. */
  104784. getClassName(): string;
  104785. }
  104786. }
  104787. declare module BABYLON {
  104788. /** @hidden */
  104789. export var stereoscopicInterlacePixelShader: {
  104790. name: string;
  104791. shader: string;
  104792. };
  104793. }
  104794. declare module BABYLON {
  104795. /**
  104796. * StereoscopicInterlacePostProcess used to render stereo views from a rigged camera
  104797. */
  104798. export class StereoscopicInterlacePostProcess extends PostProcess {
  104799. private _stepSize;
  104800. private _passedProcess;
  104801. /**
  104802. * Initializes a StereoscopicInterlacePostProcess
  104803. * @param name The name of the effect.
  104804. * @param rigCameras The rig cameras to be appled to the post process
  104805. * @param isStereoscopicHoriz If the rendered results are horizontal or verticle
  104806. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  104807. * @param engine The engine which the post process will be applied. (default: current engine)
  104808. * @param reusable If the post process can be reused on the same frame. (default: false)
  104809. */
  104810. constructor(name: string, rigCameras: Camera[], isStereoscopicHoriz: boolean, samplingMode?: number, engine?: Engine, reusable?: boolean);
  104811. }
  104812. }
  104813. declare module BABYLON {
  104814. /**
  104815. * Camera used to simulate stereoscopic rendering (based on ArcRotateCamera)
  104816. * @see http://doc.babylonjs.com/features/cameras
  104817. */
  104818. export class StereoscopicArcRotateCamera extends ArcRotateCamera {
  104819. /**
  104820. * Creates a new StereoscopicArcRotateCamera
  104821. * @param name defines camera name
  104822. * @param alpha defines alpha angle (in radians)
  104823. * @param beta defines beta angle (in radians)
  104824. * @param radius defines radius
  104825. * @param target defines camera target
  104826. * @param interaxialDistance defines distance between each color axis
  104827. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  104828. * @param scene defines the hosting scene
  104829. */
  104830. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  104831. /**
  104832. * Gets camera class name
  104833. * @returns StereoscopicArcRotateCamera
  104834. */
  104835. getClassName(): string;
  104836. }
  104837. }
  104838. declare module BABYLON {
  104839. /**
  104840. * Camera used to simulate stereoscopic rendering (based on FreeCamera)
  104841. * @see http://doc.babylonjs.com/features/cameras
  104842. */
  104843. export class StereoscopicFreeCamera extends FreeCamera {
  104844. /**
  104845. * Creates a new StereoscopicFreeCamera
  104846. * @param name defines camera name
  104847. * @param position defines initial position
  104848. * @param interaxialDistance defines distance between each color axis
  104849. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  104850. * @param scene defines the hosting scene
  104851. */
  104852. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  104853. /**
  104854. * Gets camera class name
  104855. * @returns StereoscopicFreeCamera
  104856. */
  104857. getClassName(): string;
  104858. }
  104859. }
  104860. declare module BABYLON {
  104861. /**
  104862. * Camera used to simulate stereoscopic rendering (based on GamepadCamera)
  104863. * @see http://doc.babylonjs.com/features/cameras
  104864. */
  104865. export class StereoscopicGamepadCamera extends GamepadCamera {
  104866. /**
  104867. * Creates a new StereoscopicGamepadCamera
  104868. * @param name defines camera name
  104869. * @param position defines initial position
  104870. * @param interaxialDistance defines distance between each color axis
  104871. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  104872. * @param scene defines the hosting scene
  104873. */
  104874. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  104875. /**
  104876. * Gets camera class name
  104877. * @returns StereoscopicGamepadCamera
  104878. */
  104879. getClassName(): string;
  104880. }
  104881. }
  104882. declare module BABYLON {
  104883. /**
  104884. * Camera used to simulate stereoscopic rendering (based on UniversalCamera)
  104885. * @see http://doc.babylonjs.com/features/cameras
  104886. */
  104887. export class StereoscopicUniversalCamera extends UniversalCamera {
  104888. /**
  104889. * Creates a new StereoscopicUniversalCamera
  104890. * @param name defines camera name
  104891. * @param position defines initial position
  104892. * @param interaxialDistance defines distance between each color axis
  104893. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  104894. * @param scene defines the hosting scene
  104895. */
  104896. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  104897. /**
  104898. * Gets camera class name
  104899. * @returns StereoscopicUniversalCamera
  104900. */
  104901. getClassName(): string;
  104902. }
  104903. }
  104904. declare module BABYLON {
  104905. /**
  104906. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  104907. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  104908. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  104909. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  104910. */
  104911. export class VirtualJoysticksCamera extends FreeCamera {
  104912. /**
  104913. * Intantiates a VirtualJoysticksCamera. It can be useful in First Person Shooter game for instance.
  104914. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  104915. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  104916. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  104917. * @param name Define the name of the camera in the scene
  104918. * @param position Define the start position of the camera in the scene
  104919. * @param scene Define the scene the camera belongs to
  104920. */
  104921. constructor(name: string, position: Vector3, scene: Scene);
  104922. /**
  104923. * Gets the current object class name.
  104924. * @return the class name
  104925. */
  104926. getClassName(): string;
  104927. }
  104928. }
  104929. declare module BABYLON {
  104930. /**
  104931. * This represents all the required metrics to create a VR camera.
  104932. * @see http://doc.babylonjs.com/babylon101/cameras#device-orientation-camera
  104933. */
  104934. export class VRCameraMetrics {
  104935. /**
  104936. * Define the horizontal resolution off the screen.
  104937. */
  104938. hResolution: number;
  104939. /**
  104940. * Define the vertical resolution off the screen.
  104941. */
  104942. vResolution: number;
  104943. /**
  104944. * Define the horizontal screen size.
  104945. */
  104946. hScreenSize: number;
  104947. /**
  104948. * Define the vertical screen size.
  104949. */
  104950. vScreenSize: number;
  104951. /**
  104952. * Define the vertical screen center position.
  104953. */
  104954. vScreenCenter: number;
  104955. /**
  104956. * Define the distance of the eyes to the screen.
  104957. */
  104958. eyeToScreenDistance: number;
  104959. /**
  104960. * Define the distance between both lenses
  104961. */
  104962. lensSeparationDistance: number;
  104963. /**
  104964. * Define the distance between both viewer's eyes.
  104965. */
  104966. interpupillaryDistance: number;
  104967. /**
  104968. * Define the distortion factor of the VR postprocess.
  104969. * Please, touch with care.
  104970. */
  104971. distortionK: number[];
  104972. /**
  104973. * Define the chromatic aberration correction factors for the VR post process.
  104974. */
  104975. chromaAbCorrection: number[];
  104976. /**
  104977. * Define the scale factor of the post process.
  104978. * The smaller the better but the slower.
  104979. */
  104980. postProcessScaleFactor: number;
  104981. /**
  104982. * Define an offset for the lens center.
  104983. */
  104984. lensCenterOffset: number;
  104985. /**
  104986. * Define if the current vr camera should compensate the distortion of the lense or not.
  104987. */
  104988. compensateDistortion: boolean;
  104989. /**
  104990. * Defines if multiview should be enabled when rendering (Default: false)
  104991. */
  104992. multiviewEnabled: boolean;
  104993. /**
  104994. * Gets the rendering aspect ratio based on the provided resolutions.
  104995. */
  104996. readonly aspectRatio: number;
  104997. /**
  104998. * Gets the aspect ratio based on the FOV, scale factors, and real screen sizes.
  104999. */
  105000. readonly aspectRatioFov: number;
  105001. /**
  105002. * @hidden
  105003. */
  105004. readonly leftHMatrix: Matrix;
  105005. /**
  105006. * @hidden
  105007. */
  105008. readonly rightHMatrix: Matrix;
  105009. /**
  105010. * @hidden
  105011. */
  105012. readonly leftPreViewMatrix: Matrix;
  105013. /**
  105014. * @hidden
  105015. */
  105016. readonly rightPreViewMatrix: Matrix;
  105017. /**
  105018. * Get the default VRMetrics based on the most generic setup.
  105019. * @returns the default vr metrics
  105020. */
  105021. static GetDefault(): VRCameraMetrics;
  105022. }
  105023. }
  105024. declare module BABYLON {
  105025. /** @hidden */
  105026. export var vrDistortionCorrectionPixelShader: {
  105027. name: string;
  105028. shader: string;
  105029. };
  105030. }
  105031. declare module BABYLON {
  105032. /**
  105033. * VRDistortionCorrectionPostProcess used for mobile VR
  105034. */
  105035. export class VRDistortionCorrectionPostProcess extends PostProcess {
  105036. private _isRightEye;
  105037. private _distortionFactors;
  105038. private _postProcessScaleFactor;
  105039. private _lensCenterOffset;
  105040. private _scaleIn;
  105041. private _scaleFactor;
  105042. private _lensCenter;
  105043. /**
  105044. * Initializes the VRDistortionCorrectionPostProcess
  105045. * @param name The name of the effect.
  105046. * @param camera The camera to apply the render pass to.
  105047. * @param isRightEye If this is for the right eye distortion
  105048. * @param vrMetrics All the required metrics for the VR camera
  105049. */
  105050. constructor(name: string, camera: Camera, isRightEye: boolean, vrMetrics: VRCameraMetrics);
  105051. }
  105052. }
  105053. declare module BABYLON {
  105054. /**
  105055. * Camera used to simulate VR rendering (based on ArcRotateCamera)
  105056. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  105057. */
  105058. export class VRDeviceOrientationArcRotateCamera extends ArcRotateCamera {
  105059. /**
  105060. * Creates a new VRDeviceOrientationArcRotateCamera
  105061. * @param name defines camera name
  105062. * @param alpha defines the camera rotation along the logitudinal axis
  105063. * @param beta defines the camera rotation along the latitudinal axis
  105064. * @param radius defines the camera distance from its target
  105065. * @param target defines the camera target
  105066. * @param scene defines the scene the camera belongs to
  105067. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  105068. * @param vrCameraMetrics defines the vr metrics associated to the camera
  105069. */
  105070. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  105071. /**
  105072. * Gets camera class name
  105073. * @returns VRDeviceOrientationArcRotateCamera
  105074. */
  105075. getClassName(): string;
  105076. }
  105077. }
  105078. declare module BABYLON {
  105079. /**
  105080. * Camera used to simulate VR rendering (based on FreeCamera)
  105081. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  105082. */
  105083. export class VRDeviceOrientationFreeCamera extends DeviceOrientationCamera {
  105084. /**
  105085. * Creates a new VRDeviceOrientationFreeCamera
  105086. * @param name defines camera name
  105087. * @param position defines the start position of the camera
  105088. * @param scene defines the scene the camera belongs to
  105089. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  105090. * @param vrCameraMetrics defines the vr metrics associated to the camera
  105091. */
  105092. constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  105093. /**
  105094. * Gets camera class name
  105095. * @returns VRDeviceOrientationFreeCamera
  105096. */
  105097. getClassName(): string;
  105098. }
  105099. }
  105100. declare module BABYLON {
  105101. /**
  105102. * Camera used to simulate VR rendering (based on VRDeviceOrientationFreeCamera)
  105103. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  105104. */
  105105. export class VRDeviceOrientationGamepadCamera extends VRDeviceOrientationFreeCamera {
  105106. /**
  105107. * Creates a new VRDeviceOrientationGamepadCamera
  105108. * @param name defines camera name
  105109. * @param position defines the start position of the camera
  105110. * @param scene defines the scene the camera belongs to
  105111. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  105112. * @param vrCameraMetrics defines the vr metrics associated to the camera
  105113. */
  105114. constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  105115. /**
  105116. * Gets camera class name
  105117. * @returns VRDeviceOrientationGamepadCamera
  105118. */
  105119. getClassName(): string;
  105120. }
  105121. }
  105122. declare module BABYLON {
  105123. /**
  105124. * Base class of materials working in push mode in babylon JS
  105125. * @hidden
  105126. */
  105127. export class PushMaterial extends Material {
  105128. protected _activeEffect: Effect;
  105129. protected _normalMatrix: Matrix;
  105130. /**
  105131. * Gets or sets a boolean indicating that the material is allowed to do shader hot swapping.
  105132. * This means that the material can keep using a previous shader while a new one is being compiled.
  105133. * This is mostly used when shader parallel compilation is supported (true by default)
  105134. */
  105135. allowShaderHotSwapping: boolean;
  105136. constructor(name: string, scene: Scene);
  105137. getEffect(): Effect;
  105138. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  105139. /**
  105140. * Binds the given world matrix to the active effect
  105141. *
  105142. * @param world the matrix to bind
  105143. */
  105144. bindOnlyWorldMatrix(world: Matrix): void;
  105145. /**
  105146. * Binds the given normal matrix to the active effect
  105147. *
  105148. * @param normalMatrix the matrix to bind
  105149. */
  105150. bindOnlyNormalMatrix(normalMatrix: Matrix): void;
  105151. bind(world: Matrix, mesh?: Mesh): void;
  105152. protected _afterBind(mesh: Mesh, effect?: Nullable<Effect>): void;
  105153. protected _mustRebind(scene: Scene, effect: Effect, visibility?: number): boolean;
  105154. }
  105155. }
  105156. declare module BABYLON {
  105157. /**
  105158. * This groups all the flags used to control the materials channel.
  105159. */
  105160. export class MaterialFlags {
  105161. private static _DiffuseTextureEnabled;
  105162. /**
  105163. * Are diffuse textures enabled in the application.
  105164. */
  105165. static DiffuseTextureEnabled: boolean;
  105166. private static _AmbientTextureEnabled;
  105167. /**
  105168. * Are ambient textures enabled in the application.
  105169. */
  105170. static AmbientTextureEnabled: boolean;
  105171. private static _OpacityTextureEnabled;
  105172. /**
  105173. * Are opacity textures enabled in the application.
  105174. */
  105175. static OpacityTextureEnabled: boolean;
  105176. private static _ReflectionTextureEnabled;
  105177. /**
  105178. * Are reflection textures enabled in the application.
  105179. */
  105180. static ReflectionTextureEnabled: boolean;
  105181. private static _EmissiveTextureEnabled;
  105182. /**
  105183. * Are emissive textures enabled in the application.
  105184. */
  105185. static EmissiveTextureEnabled: boolean;
  105186. private static _SpecularTextureEnabled;
  105187. /**
  105188. * Are specular textures enabled in the application.
  105189. */
  105190. static SpecularTextureEnabled: boolean;
  105191. private static _BumpTextureEnabled;
  105192. /**
  105193. * Are bump textures enabled in the application.
  105194. */
  105195. static BumpTextureEnabled: boolean;
  105196. private static _LightmapTextureEnabled;
  105197. /**
  105198. * Are lightmap textures enabled in the application.
  105199. */
  105200. static LightmapTextureEnabled: boolean;
  105201. private static _RefractionTextureEnabled;
  105202. /**
  105203. * Are refraction textures enabled in the application.
  105204. */
  105205. static RefractionTextureEnabled: boolean;
  105206. private static _ColorGradingTextureEnabled;
  105207. /**
  105208. * Are color grading textures enabled in the application.
  105209. */
  105210. static ColorGradingTextureEnabled: boolean;
  105211. private static _FresnelEnabled;
  105212. /**
  105213. * Are fresnels enabled in the application.
  105214. */
  105215. static FresnelEnabled: boolean;
  105216. private static _ClearCoatTextureEnabled;
  105217. /**
  105218. * Are clear coat textures enabled in the application.
  105219. */
  105220. static ClearCoatTextureEnabled: boolean;
  105221. private static _ClearCoatBumpTextureEnabled;
  105222. /**
  105223. * Are clear coat bump textures enabled in the application.
  105224. */
  105225. static ClearCoatBumpTextureEnabled: boolean;
  105226. private static _ClearCoatTintTextureEnabled;
  105227. /**
  105228. * Are clear coat tint textures enabled in the application.
  105229. */
  105230. static ClearCoatTintTextureEnabled: boolean;
  105231. private static _SheenTextureEnabled;
  105232. /**
  105233. * Are sheen textures enabled in the application.
  105234. */
  105235. static SheenTextureEnabled: boolean;
  105236. private static _AnisotropicTextureEnabled;
  105237. /**
  105238. * Are anisotropic textures enabled in the application.
  105239. */
  105240. static AnisotropicTextureEnabled: boolean;
  105241. private static _ThicknessTextureEnabled;
  105242. /**
  105243. * Are thickness textures enabled in the application.
  105244. */
  105245. static ThicknessTextureEnabled: boolean;
  105246. }
  105247. }
  105248. declare module BABYLON {
  105249. /** @hidden */
  105250. export var defaultFragmentDeclaration: {
  105251. name: string;
  105252. shader: string;
  105253. };
  105254. }
  105255. declare module BABYLON {
  105256. /** @hidden */
  105257. export var defaultUboDeclaration: {
  105258. name: string;
  105259. shader: string;
  105260. };
  105261. }
  105262. declare module BABYLON {
  105263. /** @hidden */
  105264. export var lightFragmentDeclaration: {
  105265. name: string;
  105266. shader: string;
  105267. };
  105268. }
  105269. declare module BABYLON {
  105270. /** @hidden */
  105271. export var lightUboDeclaration: {
  105272. name: string;
  105273. shader: string;
  105274. };
  105275. }
  105276. declare module BABYLON {
  105277. /** @hidden */
  105278. export var lightsFragmentFunctions: {
  105279. name: string;
  105280. shader: string;
  105281. };
  105282. }
  105283. declare module BABYLON {
  105284. /** @hidden */
  105285. export var shadowsFragmentFunctions: {
  105286. name: string;
  105287. shader: string;
  105288. };
  105289. }
  105290. declare module BABYLON {
  105291. /** @hidden */
  105292. export var fresnelFunction: {
  105293. name: string;
  105294. shader: string;
  105295. };
  105296. }
  105297. declare module BABYLON {
  105298. /** @hidden */
  105299. export var reflectionFunction: {
  105300. name: string;
  105301. shader: string;
  105302. };
  105303. }
  105304. declare module BABYLON {
  105305. /** @hidden */
  105306. export var bumpFragmentFunctions: {
  105307. name: string;
  105308. shader: string;
  105309. };
  105310. }
  105311. declare module BABYLON {
  105312. /** @hidden */
  105313. export var logDepthDeclaration: {
  105314. name: string;
  105315. shader: string;
  105316. };
  105317. }
  105318. declare module BABYLON {
  105319. /** @hidden */
  105320. export var bumpFragment: {
  105321. name: string;
  105322. shader: string;
  105323. };
  105324. }
  105325. declare module BABYLON {
  105326. /** @hidden */
  105327. export var depthPrePass: {
  105328. name: string;
  105329. shader: string;
  105330. };
  105331. }
  105332. declare module BABYLON {
  105333. /** @hidden */
  105334. export var lightFragment: {
  105335. name: string;
  105336. shader: string;
  105337. };
  105338. }
  105339. declare module BABYLON {
  105340. /** @hidden */
  105341. export var logDepthFragment: {
  105342. name: string;
  105343. shader: string;
  105344. };
  105345. }
  105346. declare module BABYLON {
  105347. /** @hidden */
  105348. export var defaultPixelShader: {
  105349. name: string;
  105350. shader: string;
  105351. };
  105352. }
  105353. declare module BABYLON {
  105354. /** @hidden */
  105355. export var defaultVertexDeclaration: {
  105356. name: string;
  105357. shader: string;
  105358. };
  105359. }
  105360. declare module BABYLON {
  105361. /** @hidden */
  105362. export var bumpVertexDeclaration: {
  105363. name: string;
  105364. shader: string;
  105365. };
  105366. }
  105367. declare module BABYLON {
  105368. /** @hidden */
  105369. export var bumpVertex: {
  105370. name: string;
  105371. shader: string;
  105372. };
  105373. }
  105374. declare module BABYLON {
  105375. /** @hidden */
  105376. export var fogVertex: {
  105377. name: string;
  105378. shader: string;
  105379. };
  105380. }
  105381. declare module BABYLON {
  105382. /** @hidden */
  105383. export var shadowsVertex: {
  105384. name: string;
  105385. shader: string;
  105386. };
  105387. }
  105388. declare module BABYLON {
  105389. /** @hidden */
  105390. export var pointCloudVertex: {
  105391. name: string;
  105392. shader: string;
  105393. };
  105394. }
  105395. declare module BABYLON {
  105396. /** @hidden */
  105397. export var logDepthVertex: {
  105398. name: string;
  105399. shader: string;
  105400. };
  105401. }
  105402. declare module BABYLON {
  105403. /** @hidden */
  105404. export var defaultVertexShader: {
  105405. name: string;
  105406. shader: string;
  105407. };
  105408. }
  105409. declare module BABYLON {
  105410. /** @hidden */
  105411. export class StandardMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  105412. MAINUV1: boolean;
  105413. MAINUV2: boolean;
  105414. DIFFUSE: boolean;
  105415. DIFFUSEDIRECTUV: number;
  105416. AMBIENT: boolean;
  105417. AMBIENTDIRECTUV: number;
  105418. OPACITY: boolean;
  105419. OPACITYDIRECTUV: number;
  105420. OPACITYRGB: boolean;
  105421. REFLECTION: boolean;
  105422. EMISSIVE: boolean;
  105423. EMISSIVEDIRECTUV: number;
  105424. SPECULAR: boolean;
  105425. SPECULARDIRECTUV: number;
  105426. BUMP: boolean;
  105427. BUMPDIRECTUV: number;
  105428. PARALLAX: boolean;
  105429. PARALLAXOCCLUSION: boolean;
  105430. SPECULAROVERALPHA: boolean;
  105431. CLIPPLANE: boolean;
  105432. CLIPPLANE2: boolean;
  105433. CLIPPLANE3: boolean;
  105434. CLIPPLANE4: boolean;
  105435. ALPHATEST: boolean;
  105436. DEPTHPREPASS: boolean;
  105437. ALPHAFROMDIFFUSE: boolean;
  105438. POINTSIZE: boolean;
  105439. FOG: boolean;
  105440. SPECULARTERM: boolean;
  105441. DIFFUSEFRESNEL: boolean;
  105442. OPACITYFRESNEL: boolean;
  105443. REFLECTIONFRESNEL: boolean;
  105444. REFRACTIONFRESNEL: boolean;
  105445. EMISSIVEFRESNEL: boolean;
  105446. FRESNEL: boolean;
  105447. NORMAL: boolean;
  105448. UV1: boolean;
  105449. UV2: boolean;
  105450. VERTEXCOLOR: boolean;
  105451. VERTEXALPHA: boolean;
  105452. NUM_BONE_INFLUENCERS: number;
  105453. BonesPerMesh: number;
  105454. BONETEXTURE: boolean;
  105455. INSTANCES: boolean;
  105456. GLOSSINESS: boolean;
  105457. ROUGHNESS: boolean;
  105458. EMISSIVEASILLUMINATION: boolean;
  105459. LINKEMISSIVEWITHDIFFUSE: boolean;
  105460. REFLECTIONFRESNELFROMSPECULAR: boolean;
  105461. LIGHTMAP: boolean;
  105462. LIGHTMAPDIRECTUV: number;
  105463. OBJECTSPACE_NORMALMAP: boolean;
  105464. USELIGHTMAPASSHADOWMAP: boolean;
  105465. REFLECTIONMAP_3D: boolean;
  105466. REFLECTIONMAP_SPHERICAL: boolean;
  105467. REFLECTIONMAP_PLANAR: boolean;
  105468. REFLECTIONMAP_CUBIC: boolean;
  105469. USE_LOCAL_REFLECTIONMAP_CUBIC: boolean;
  105470. REFLECTIONMAP_PROJECTION: boolean;
  105471. REFLECTIONMAP_SKYBOX: boolean;
  105472. REFLECTIONMAP_SKYBOX_TRANSFORMED: boolean;
  105473. REFLECTIONMAP_EXPLICIT: boolean;
  105474. REFLECTIONMAP_EQUIRECTANGULAR: boolean;
  105475. REFLECTIONMAP_EQUIRECTANGULAR_FIXED: boolean;
  105476. REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED: boolean;
  105477. INVERTCUBICMAP: boolean;
  105478. LOGARITHMICDEPTH: boolean;
  105479. REFRACTION: boolean;
  105480. REFRACTIONMAP_3D: boolean;
  105481. REFLECTIONOVERALPHA: boolean;
  105482. TWOSIDEDLIGHTING: boolean;
  105483. SHADOWFLOAT: boolean;
  105484. MORPHTARGETS: boolean;
  105485. MORPHTARGETS_NORMAL: boolean;
  105486. MORPHTARGETS_TANGENT: boolean;
  105487. MORPHTARGETS_UV: boolean;
  105488. NUM_MORPH_INFLUENCERS: number;
  105489. NONUNIFORMSCALING: boolean;
  105490. PREMULTIPLYALPHA: boolean;
  105491. IMAGEPROCESSING: boolean;
  105492. VIGNETTE: boolean;
  105493. VIGNETTEBLENDMODEMULTIPLY: boolean;
  105494. VIGNETTEBLENDMODEOPAQUE: boolean;
  105495. TONEMAPPING: boolean;
  105496. TONEMAPPING_ACES: boolean;
  105497. CONTRAST: boolean;
  105498. COLORCURVES: boolean;
  105499. COLORGRADING: boolean;
  105500. COLORGRADING3D: boolean;
  105501. SAMPLER3DGREENDEPTH: boolean;
  105502. SAMPLER3DBGRMAP: boolean;
  105503. IMAGEPROCESSINGPOSTPROCESS: boolean;
  105504. MULTIVIEW: boolean;
  105505. /**
  105506. * If the reflection texture on this material is in linear color space
  105507. * @hidden
  105508. */
  105509. IS_REFLECTION_LINEAR: boolean;
  105510. /**
  105511. * If the refraction texture on this material is in linear color space
  105512. * @hidden
  105513. */
  105514. IS_REFRACTION_LINEAR: boolean;
  105515. EXPOSURE: boolean;
  105516. constructor();
  105517. setReflectionMode(modeToEnable: string): void;
  105518. }
  105519. /**
  105520. * This is the default material used in Babylon. It is the best trade off between quality
  105521. * and performances.
  105522. * @see http://doc.babylonjs.com/babylon101/materials
  105523. */
  105524. export class StandardMaterial extends PushMaterial {
  105525. private _diffuseTexture;
  105526. /**
  105527. * The basic texture of the material as viewed under a light.
  105528. */
  105529. diffuseTexture: Nullable<BaseTexture>;
  105530. private _ambientTexture;
  105531. /**
  105532. * AKA Occlusion Texture in other nomenclature, it helps adding baked shadows into your material.
  105533. */
  105534. ambientTexture: Nullable<BaseTexture>;
  105535. private _opacityTexture;
  105536. /**
  105537. * Define the transparency of the material from a texture.
  105538. * The final alpha value can be read either from the red channel (if texture.getAlphaFromRGB is false)
  105539. * or from the luminance or the current texel (if texture.getAlphaFromRGB is true)
  105540. */
  105541. opacityTexture: Nullable<BaseTexture>;
  105542. private _reflectionTexture;
  105543. /**
  105544. * Define the texture used to display the reflection.
  105545. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  105546. */
  105547. reflectionTexture: Nullable<BaseTexture>;
  105548. private _emissiveTexture;
  105549. /**
  105550. * Define texture of the material as if self lit.
  105551. * This will be mixed in the final result even in the absence of light.
  105552. */
  105553. emissiveTexture: Nullable<BaseTexture>;
  105554. private _specularTexture;
  105555. /**
  105556. * Define how the color and intensity of the highlight given by the light in the material.
  105557. */
  105558. specularTexture: Nullable<BaseTexture>;
  105559. private _bumpTexture;
  105560. /**
  105561. * Bump mapping is a technique to simulate bump and dents on a rendered surface.
  105562. * 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.
  105563. * @see http://doc.babylonjs.com/how_to/more_materials#bump-map
  105564. */
  105565. bumpTexture: Nullable<BaseTexture>;
  105566. private _lightmapTexture;
  105567. /**
  105568. * Complex lighting can be computationally expensive to compute at runtime.
  105569. * To save on computation, lightmaps may be used to store calculated lighting in a texture which will be applied to a given mesh.
  105570. * @see http://doc.babylonjs.com/babylon101/lights#lightmaps
  105571. */
  105572. lightmapTexture: Nullable<BaseTexture>;
  105573. private _refractionTexture;
  105574. /**
  105575. * Define the texture used to display the refraction.
  105576. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  105577. */
  105578. refractionTexture: Nullable<BaseTexture>;
  105579. /**
  105580. * The color of the material lit by the environmental background lighting.
  105581. * @see http://doc.babylonjs.com/babylon101/materials#ambient-color-example
  105582. */
  105583. ambientColor: Color3;
  105584. /**
  105585. * The basic color of the material as viewed under a light.
  105586. */
  105587. diffuseColor: Color3;
  105588. /**
  105589. * Define how the color and intensity of the highlight given by the light in the material.
  105590. */
  105591. specularColor: Color3;
  105592. /**
  105593. * Define the color of the material as if self lit.
  105594. * This will be mixed in the final result even in the absence of light.
  105595. */
  105596. emissiveColor: Color3;
  105597. /**
  105598. * Defines how sharp are the highlights in the material.
  105599. * The bigger the value the sharper giving a more glossy feeling to the result.
  105600. * Reversely, the smaller the value the blurrier giving a more rough feeling to the result.
  105601. */
  105602. specularPower: number;
  105603. private _useAlphaFromDiffuseTexture;
  105604. /**
  105605. * Does the transparency come from the diffuse texture alpha channel.
  105606. */
  105607. useAlphaFromDiffuseTexture: boolean;
  105608. private _useEmissiveAsIllumination;
  105609. /**
  105610. * If true, the emissive value is added into the end result, otherwise it is multiplied in.
  105611. */
  105612. useEmissiveAsIllumination: boolean;
  105613. private _linkEmissiveWithDiffuse;
  105614. /**
  105615. * If true, some kind of energy conservation will prevent the end result to be more than 1 by reducing
  105616. * the emissive level when the final color is close to one.
  105617. */
  105618. linkEmissiveWithDiffuse: boolean;
  105619. private _useSpecularOverAlpha;
  105620. /**
  105621. * Specifies that the material will keep the specular highlights over a transparent surface (only the most limunous ones).
  105622. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  105623. */
  105624. useSpecularOverAlpha: boolean;
  105625. private _useReflectionOverAlpha;
  105626. /**
  105627. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  105628. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  105629. */
  105630. useReflectionOverAlpha: boolean;
  105631. private _disableLighting;
  105632. /**
  105633. * Does lights from the scene impacts this material.
  105634. * It can be a nice trick for performance to disable lighting on a fully emissive material.
  105635. */
  105636. disableLighting: boolean;
  105637. private _useObjectSpaceNormalMap;
  105638. /**
  105639. * Allows using an object space normal map (instead of tangent space).
  105640. */
  105641. useObjectSpaceNormalMap: boolean;
  105642. private _useParallax;
  105643. /**
  105644. * Is parallax enabled or not.
  105645. * @see http://doc.babylonjs.com/how_to/using_parallax_mapping
  105646. */
  105647. useParallax: boolean;
  105648. private _useParallaxOcclusion;
  105649. /**
  105650. * Is parallax occlusion enabled or not.
  105651. * If true, the outcome is way more realistic than traditional Parallax but you can expect a performance hit that worthes consideration.
  105652. * @see http://doc.babylonjs.com/how_to/using_parallax_mapping
  105653. */
  105654. useParallaxOcclusion: boolean;
  105655. /**
  105656. * 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.
  105657. */
  105658. parallaxScaleBias: number;
  105659. private _roughness;
  105660. /**
  105661. * Helps to define how blurry the reflections should appears in the material.
  105662. */
  105663. roughness: number;
  105664. /**
  105665. * In case of refraction, define the value of the index of refraction.
  105666. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  105667. */
  105668. indexOfRefraction: number;
  105669. /**
  105670. * Invert the refraction texture alongside the y axis.
  105671. * It can be useful with procedural textures or probe for instance.
  105672. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  105673. */
  105674. invertRefractionY: boolean;
  105675. /**
  105676. * Defines the alpha limits in alpha test mode.
  105677. */
  105678. alphaCutOff: number;
  105679. private _useLightmapAsShadowmap;
  105680. /**
  105681. * In case of light mapping, define whether the map contains light or shadow informations.
  105682. */
  105683. useLightmapAsShadowmap: boolean;
  105684. private _diffuseFresnelParameters;
  105685. /**
  105686. * Define the diffuse fresnel parameters of the material.
  105687. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  105688. */
  105689. diffuseFresnelParameters: FresnelParameters;
  105690. private _opacityFresnelParameters;
  105691. /**
  105692. * Define the opacity fresnel parameters of the material.
  105693. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  105694. */
  105695. opacityFresnelParameters: FresnelParameters;
  105696. private _reflectionFresnelParameters;
  105697. /**
  105698. * Define the reflection fresnel parameters of the material.
  105699. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  105700. */
  105701. reflectionFresnelParameters: FresnelParameters;
  105702. private _refractionFresnelParameters;
  105703. /**
  105704. * Define the refraction fresnel parameters of the material.
  105705. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  105706. */
  105707. refractionFresnelParameters: FresnelParameters;
  105708. private _emissiveFresnelParameters;
  105709. /**
  105710. * Define the emissive fresnel parameters of the material.
  105711. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  105712. */
  105713. emissiveFresnelParameters: FresnelParameters;
  105714. private _useReflectionFresnelFromSpecular;
  105715. /**
  105716. * If true automatically deducts the fresnels values from the material specularity.
  105717. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  105718. */
  105719. useReflectionFresnelFromSpecular: boolean;
  105720. private _useGlossinessFromSpecularMapAlpha;
  105721. /**
  105722. * Defines if the glossiness/roughness of the material should be read from the specular map alpha channel
  105723. */
  105724. useGlossinessFromSpecularMapAlpha: boolean;
  105725. private _maxSimultaneousLights;
  105726. /**
  105727. * Defines the maximum number of lights that can be used in the material
  105728. */
  105729. maxSimultaneousLights: number;
  105730. private _invertNormalMapX;
  105731. /**
  105732. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  105733. */
  105734. invertNormalMapX: boolean;
  105735. private _invertNormalMapY;
  105736. /**
  105737. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  105738. */
  105739. invertNormalMapY: boolean;
  105740. private _twoSidedLighting;
  105741. /**
  105742. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  105743. */
  105744. twoSidedLighting: boolean;
  105745. /**
  105746. * Default configuration related to image processing available in the standard Material.
  105747. */
  105748. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  105749. /**
  105750. * Gets the image processing configuration used either in this material.
  105751. */
  105752. /**
  105753. * Sets the Default image processing configuration used either in the this material.
  105754. *
  105755. * If sets to null, the scene one is in use.
  105756. */
  105757. imageProcessingConfiguration: ImageProcessingConfiguration;
  105758. /**
  105759. * Keep track of the image processing observer to allow dispose and replace.
  105760. */
  105761. private _imageProcessingObserver;
  105762. /**
  105763. * Attaches a new image processing configuration to the Standard Material.
  105764. * @param configuration
  105765. */
  105766. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  105767. /**
  105768. * Gets wether the color curves effect is enabled.
  105769. */
  105770. /**
  105771. * Sets wether the color curves effect is enabled.
  105772. */
  105773. cameraColorCurvesEnabled: boolean;
  105774. /**
  105775. * Gets wether the color grading effect is enabled.
  105776. */
  105777. /**
  105778. * Gets wether the color grading effect is enabled.
  105779. */
  105780. cameraColorGradingEnabled: boolean;
  105781. /**
  105782. * Gets wether tonemapping is enabled or not.
  105783. */
  105784. /**
  105785. * Sets wether tonemapping is enabled or not
  105786. */
  105787. cameraToneMappingEnabled: boolean;
  105788. /**
  105789. * The camera exposure used on this material.
  105790. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  105791. * This corresponds to a photographic exposure.
  105792. */
  105793. /**
  105794. * The camera exposure used on this material.
  105795. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  105796. * This corresponds to a photographic exposure.
  105797. */
  105798. cameraExposure: number;
  105799. /**
  105800. * Gets The camera contrast used on this material.
  105801. */
  105802. /**
  105803. * Sets The camera contrast used on this material.
  105804. */
  105805. cameraContrast: number;
  105806. /**
  105807. * Gets the Color Grading 2D Lookup Texture.
  105808. */
  105809. /**
  105810. * Sets the Color Grading 2D Lookup Texture.
  105811. */
  105812. cameraColorGradingTexture: Nullable<BaseTexture>;
  105813. /**
  105814. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  105815. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  105816. * 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;
  105817. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  105818. */
  105819. /**
  105820. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  105821. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  105822. * 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;
  105823. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  105824. */
  105825. cameraColorCurves: Nullable<ColorCurves>;
  105826. /**
  105827. * Custom callback helping to override the default shader used in the material.
  105828. */
  105829. customShaderNameResolve: (shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: StandardMaterialDefines) => string;
  105830. protected _renderTargets: SmartArray<RenderTargetTexture>;
  105831. protected _worldViewProjectionMatrix: Matrix;
  105832. protected _globalAmbientColor: Color3;
  105833. protected _useLogarithmicDepth: boolean;
  105834. protected _rebuildInParallel: boolean;
  105835. /**
  105836. * Instantiates a new standard material.
  105837. * This is the default material used in Babylon. It is the best trade off between quality
  105838. * and performances.
  105839. * @see http://doc.babylonjs.com/babylon101/materials
  105840. * @param name Define the name of the material in the scene
  105841. * @param scene Define the scene the material belong to
  105842. */
  105843. constructor(name: string, scene: Scene);
  105844. /**
  105845. * Gets a boolean indicating that current material needs to register RTT
  105846. */
  105847. readonly hasRenderTargetTextures: boolean;
  105848. /**
  105849. * Gets the current class name of the material e.g. "StandardMaterial"
  105850. * Mainly use in serialization.
  105851. * @returns the class name
  105852. */
  105853. getClassName(): string;
  105854. /**
  105855. * In case the depth buffer does not allow enough depth precision for your scene (might be the case in large scenes)
  105856. * You can try switching to logarithmic depth.
  105857. * @see http://doc.babylonjs.com/how_to/using_logarithmic_depth_buffer
  105858. */
  105859. useLogarithmicDepth: boolean;
  105860. /**
  105861. * Specifies if the material will require alpha blending
  105862. * @returns a boolean specifying if alpha blending is needed
  105863. */
  105864. needAlphaBlending(): boolean;
  105865. /**
  105866. * Specifies if this material should be rendered in alpha test mode
  105867. * @returns a boolean specifying if an alpha test is needed.
  105868. */
  105869. needAlphaTesting(): boolean;
  105870. protected _shouldUseAlphaFromDiffuseTexture(): boolean;
  105871. /**
  105872. * Get the texture used for alpha test purpose.
  105873. * @returns the diffuse texture in case of the standard material.
  105874. */
  105875. getAlphaTestTexture(): Nullable<BaseTexture>;
  105876. /**
  105877. * Get if the submesh is ready to be used and all its information available.
  105878. * Child classes can use it to update shaders
  105879. * @param mesh defines the mesh to check
  105880. * @param subMesh defines which submesh to check
  105881. * @param useInstances specifies that instances should be used
  105882. * @returns a boolean indicating that the submesh is ready or not
  105883. */
  105884. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  105885. /**
  105886. * Builds the material UBO layouts.
  105887. * Used internally during the effect preparation.
  105888. */
  105889. buildUniformLayout(): void;
  105890. /**
  105891. * Unbinds the material from the mesh
  105892. */
  105893. unbind(): void;
  105894. /**
  105895. * Binds the submesh to this material by preparing the effect and shader to draw
  105896. * @param world defines the world transformation matrix
  105897. * @param mesh defines the mesh containing the submesh
  105898. * @param subMesh defines the submesh to bind the material to
  105899. */
  105900. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  105901. /**
  105902. * Get the list of animatables in the material.
  105903. * @returns the list of animatables object used in the material
  105904. */
  105905. getAnimatables(): IAnimatable[];
  105906. /**
  105907. * Gets the active textures from the material
  105908. * @returns an array of textures
  105909. */
  105910. getActiveTextures(): BaseTexture[];
  105911. /**
  105912. * Specifies if the material uses a texture
  105913. * @param texture defines the texture to check against the material
  105914. * @returns a boolean specifying if the material uses the texture
  105915. */
  105916. hasTexture(texture: BaseTexture): boolean;
  105917. /**
  105918. * Disposes the material
  105919. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  105920. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  105921. */
  105922. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  105923. /**
  105924. * Makes a duplicate of the material, and gives it a new name
  105925. * @param name defines the new name for the duplicated material
  105926. * @returns the cloned material
  105927. */
  105928. clone(name: string): StandardMaterial;
  105929. /**
  105930. * Serializes this material in a JSON representation
  105931. * @returns the serialized material object
  105932. */
  105933. serialize(): any;
  105934. /**
  105935. * Creates a standard material from parsed material data
  105936. * @param source defines the JSON representation of the material
  105937. * @param scene defines the hosting scene
  105938. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  105939. * @returns a new standard material
  105940. */
  105941. static Parse(source: any, scene: Scene, rootUrl: string): StandardMaterial;
  105942. /**
  105943. * Are diffuse textures enabled in the application.
  105944. */
  105945. static DiffuseTextureEnabled: boolean;
  105946. /**
  105947. * Are ambient textures enabled in the application.
  105948. */
  105949. static AmbientTextureEnabled: boolean;
  105950. /**
  105951. * Are opacity textures enabled in the application.
  105952. */
  105953. static OpacityTextureEnabled: boolean;
  105954. /**
  105955. * Are reflection textures enabled in the application.
  105956. */
  105957. static ReflectionTextureEnabled: boolean;
  105958. /**
  105959. * Are emissive textures enabled in the application.
  105960. */
  105961. static EmissiveTextureEnabled: boolean;
  105962. /**
  105963. * Are specular textures enabled in the application.
  105964. */
  105965. static SpecularTextureEnabled: boolean;
  105966. /**
  105967. * Are bump textures enabled in the application.
  105968. */
  105969. static BumpTextureEnabled: boolean;
  105970. /**
  105971. * Are lightmap textures enabled in the application.
  105972. */
  105973. static LightmapTextureEnabled: boolean;
  105974. /**
  105975. * Are refraction textures enabled in the application.
  105976. */
  105977. static RefractionTextureEnabled: boolean;
  105978. /**
  105979. * Are color grading textures enabled in the application.
  105980. */
  105981. static ColorGradingTextureEnabled: boolean;
  105982. /**
  105983. * Are fresnels enabled in the application.
  105984. */
  105985. static FresnelEnabled: boolean;
  105986. }
  105987. }
  105988. declare module BABYLON {
  105989. /**
  105990. * A class extending Texture allowing drawing on a texture
  105991. * @see http://doc.babylonjs.com/how_to/dynamictexture
  105992. */
  105993. export class DynamicTexture extends Texture {
  105994. private _generateMipMaps;
  105995. private _canvas;
  105996. private _context;
  105997. private _engine;
  105998. /**
  105999. * Creates a DynamicTexture
  106000. * @param name defines the name of the texture
  106001. * @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
  106002. * @param scene defines the scene where you want the texture
  106003. * @param generateMipMaps defines the use of MinMaps or not (default is false)
  106004. * @param samplingMode defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  106005. * @param format defines the texture format to use (default is Engine.TEXTUREFORMAT_RGBA)
  106006. */
  106007. constructor(name: string, options: any, scene: Scene | null | undefined, generateMipMaps: boolean, samplingMode?: number, format?: number);
  106008. /**
  106009. * Get the current class name of the texture useful for serialization or dynamic coding.
  106010. * @returns "DynamicTexture"
  106011. */
  106012. getClassName(): string;
  106013. /**
  106014. * Gets the current state of canRescale
  106015. */
  106016. readonly canRescale: boolean;
  106017. private _recreate;
  106018. /**
  106019. * Scales the texture
  106020. * @param ratio the scale factor to apply to both width and height
  106021. */
  106022. scale(ratio: number): void;
  106023. /**
  106024. * Resizes the texture
  106025. * @param width the new width
  106026. * @param height the new height
  106027. */
  106028. scaleTo(width: number, height: number): void;
  106029. /**
  106030. * Gets the context of the canvas used by the texture
  106031. * @returns the canvas context of the dynamic texture
  106032. */
  106033. getContext(): CanvasRenderingContext2D;
  106034. /**
  106035. * Clears the texture
  106036. */
  106037. clear(): void;
  106038. /**
  106039. * Updates the texture
  106040. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  106041. * @param premulAlpha defines if alpha is stored as premultiplied (default is false)
  106042. */
  106043. update(invertY?: boolean, premulAlpha?: boolean): void;
  106044. /**
  106045. * Draws text onto the texture
  106046. * @param text defines the text to be drawn
  106047. * @param x defines the placement of the text from the left
  106048. * @param y defines the placement of the text from the top when invertY is true and from the bottom when false
  106049. * @param font defines the font to be used with font-style, font-size, font-name
  106050. * @param color defines the color used for the text
  106051. * @param clearColor defines the color for the canvas, use null to not overwrite canvas
  106052. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  106053. * @param update defines whether texture is immediately update (default is true)
  106054. */
  106055. drawText(text: string, x: number, y: number, font: string, color: string, clearColor: string, invertY?: boolean, update?: boolean): void;
  106056. /**
  106057. * Clones the texture
  106058. * @returns the clone of the texture.
  106059. */
  106060. clone(): DynamicTexture;
  106061. /**
  106062. * Serializes the dynamic texture. The scene should be ready before the dynamic texture is serialized
  106063. * @returns a serialized dynamic texture object
  106064. */
  106065. serialize(): any;
  106066. /** @hidden */
  106067. _rebuild(): void;
  106068. }
  106069. }
  106070. declare module BABYLON {
  106071. /** @hidden */
  106072. export var imageProcessingPixelShader: {
  106073. name: string;
  106074. shader: string;
  106075. };
  106076. }
  106077. declare module BABYLON {
  106078. /**
  106079. * ImageProcessingPostProcess
  106080. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#imageprocessing
  106081. */
  106082. export class ImageProcessingPostProcess extends PostProcess {
  106083. /**
  106084. * Default configuration related to image processing available in the PBR Material.
  106085. */
  106086. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  106087. /**
  106088. * Gets the image processing configuration used either in this material.
  106089. */
  106090. /**
  106091. * Sets the Default image processing configuration used either in the this material.
  106092. *
  106093. * If sets to null, the scene one is in use.
  106094. */
  106095. imageProcessingConfiguration: ImageProcessingConfiguration;
  106096. /**
  106097. * Keep track of the image processing observer to allow dispose and replace.
  106098. */
  106099. private _imageProcessingObserver;
  106100. /**
  106101. * Attaches a new image processing configuration to the PBR Material.
  106102. * @param configuration
  106103. */
  106104. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>, doNotBuild?: boolean): void;
  106105. /**
  106106. * Gets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  106107. */
  106108. /**
  106109. * Sets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  106110. */
  106111. colorCurves: Nullable<ColorCurves>;
  106112. /**
  106113. * Gets wether the color curves effect is enabled.
  106114. */
  106115. /**
  106116. * Sets wether the color curves effect is enabled.
  106117. */
  106118. colorCurvesEnabled: boolean;
  106119. /**
  106120. * Gets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  106121. */
  106122. /**
  106123. * Sets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  106124. */
  106125. colorGradingTexture: Nullable<BaseTexture>;
  106126. /**
  106127. * Gets wether the color grading effect is enabled.
  106128. */
  106129. /**
  106130. * Gets wether the color grading effect is enabled.
  106131. */
  106132. colorGradingEnabled: boolean;
  106133. /**
  106134. * Gets exposure used in the effect.
  106135. */
  106136. /**
  106137. * Sets exposure used in the effect.
  106138. */
  106139. exposure: number;
  106140. /**
  106141. * Gets wether tonemapping is enabled or not.
  106142. */
  106143. /**
  106144. * Sets wether tonemapping is enabled or not
  106145. */
  106146. toneMappingEnabled: boolean;
  106147. /**
  106148. * Gets the type of tone mapping effect.
  106149. */
  106150. /**
  106151. * Sets the type of tone mapping effect.
  106152. */
  106153. toneMappingType: number;
  106154. /**
  106155. * Gets contrast used in the effect.
  106156. */
  106157. /**
  106158. * Sets contrast used in the effect.
  106159. */
  106160. contrast: number;
  106161. /**
  106162. * Gets Vignette stretch size.
  106163. */
  106164. /**
  106165. * Sets Vignette stretch size.
  106166. */
  106167. vignetteStretch: number;
  106168. /**
  106169. * Gets Vignette centre X Offset.
  106170. */
  106171. /**
  106172. * Sets Vignette centre X Offset.
  106173. */
  106174. vignetteCentreX: number;
  106175. /**
  106176. * Gets Vignette centre Y Offset.
  106177. */
  106178. /**
  106179. * Sets Vignette centre Y Offset.
  106180. */
  106181. vignetteCentreY: number;
  106182. /**
  106183. * Gets Vignette weight or intensity of the vignette effect.
  106184. */
  106185. /**
  106186. * Sets Vignette weight or intensity of the vignette effect.
  106187. */
  106188. vignetteWeight: number;
  106189. /**
  106190. * Gets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  106191. * if vignetteEnabled is set to true.
  106192. */
  106193. /**
  106194. * Sets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  106195. * if vignetteEnabled is set to true.
  106196. */
  106197. vignetteColor: Color4;
  106198. /**
  106199. * Gets Camera field of view used by the Vignette effect.
  106200. */
  106201. /**
  106202. * Sets Camera field of view used by the Vignette effect.
  106203. */
  106204. vignetteCameraFov: number;
  106205. /**
  106206. * Gets the vignette blend mode allowing different kind of effect.
  106207. */
  106208. /**
  106209. * Sets the vignette blend mode allowing different kind of effect.
  106210. */
  106211. vignetteBlendMode: number;
  106212. /**
  106213. * Gets wether the vignette effect is enabled.
  106214. */
  106215. /**
  106216. * Sets wether the vignette effect is enabled.
  106217. */
  106218. vignetteEnabled: boolean;
  106219. private _fromLinearSpace;
  106220. /**
  106221. * Gets wether the input of the processing is in Gamma or Linear Space.
  106222. */
  106223. /**
  106224. * Sets wether the input of the processing is in Gamma or Linear Space.
  106225. */
  106226. fromLinearSpace: boolean;
  106227. /**
  106228. * Defines cache preventing GC.
  106229. */
  106230. private _defines;
  106231. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, imageProcessingConfiguration?: ImageProcessingConfiguration);
  106232. /**
  106233. * "ImageProcessingPostProcess"
  106234. * @returns "ImageProcessingPostProcess"
  106235. */
  106236. getClassName(): string;
  106237. protected _updateParameters(): void;
  106238. dispose(camera?: Camera): void;
  106239. }
  106240. }
  106241. declare module BABYLON {
  106242. /**
  106243. * Class containing static functions to help procedurally build meshes
  106244. */
  106245. export class GroundBuilder {
  106246. /**
  106247. * Creates a ground mesh
  106248. * * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground
  106249. * * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side
  106250. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  106251. * @param name defines the name of the mesh
  106252. * @param options defines the options used to create the mesh
  106253. * @param scene defines the hosting scene
  106254. * @returns the ground mesh
  106255. * @see https://doc.babylonjs.com/how_to/set_shapes#ground
  106256. */
  106257. static CreateGround(name: string, options: {
  106258. width?: number;
  106259. height?: number;
  106260. subdivisions?: number;
  106261. subdivisionsX?: number;
  106262. subdivisionsY?: number;
  106263. updatable?: boolean;
  106264. }, scene: any): Mesh;
  106265. /**
  106266. * Creates a tiled ground mesh
  106267. * * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates
  106268. * * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates
  106269. * * 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
  106270. * * 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
  106271. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  106272. * @param name defines the name of the mesh
  106273. * @param options defines the options used to create the mesh
  106274. * @param scene defines the hosting scene
  106275. * @returns the tiled ground mesh
  106276. * @see https://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  106277. */
  106278. static CreateTiledGround(name: string, options: {
  106279. xmin: number;
  106280. zmin: number;
  106281. xmax: number;
  106282. zmax: number;
  106283. subdivisions?: {
  106284. w: number;
  106285. h: number;
  106286. };
  106287. precision?: {
  106288. w: number;
  106289. h: number;
  106290. };
  106291. updatable?: boolean;
  106292. }, scene?: Nullable<Scene>): Mesh;
  106293. /**
  106294. * Creates a ground mesh from a height map
  106295. * * The parameter `url` sets the URL of the height map image resource.
  106296. * * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.
  106297. * * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.
  106298. * * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.
  106299. * * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.
  106300. * * 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.
  106301. * * 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).
  106302. * * The parameter `alphaFilter` will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  106303. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  106304. * @param name defines the name of the mesh
  106305. * @param url defines the url to the height map
  106306. * @param options defines the options used to create the mesh
  106307. * @param scene defines the hosting scene
  106308. * @returns the ground mesh
  106309. * @see https://doc.babylonjs.com/babylon101/height_map
  106310. * @see https://doc.babylonjs.com/how_to/set_shapes#ground-from-a-height-map
  106311. */
  106312. static CreateGroundFromHeightMap(name: string, url: string, options: {
  106313. width?: number;
  106314. height?: number;
  106315. subdivisions?: number;
  106316. minHeight?: number;
  106317. maxHeight?: number;
  106318. colorFilter?: Color3;
  106319. alphaFilter?: number;
  106320. updatable?: boolean;
  106321. onReady?: (mesh: GroundMesh) => void;
  106322. }, scene?: Nullable<Scene>): GroundMesh;
  106323. }
  106324. }
  106325. declare module BABYLON {
  106326. /**
  106327. * Class containing static functions to help procedurally build meshes
  106328. */
  106329. export class TorusBuilder {
  106330. /**
  106331. * Creates a torus mesh
  106332. * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)
  106333. * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)
  106334. * * The parameter `tessellation` sets the number of torus sides (postive integer, default 16)
  106335. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  106336. * * 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
  106337. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  106338. * @param name defines the name of the mesh
  106339. * @param options defines the options used to create the mesh
  106340. * @param scene defines the hosting scene
  106341. * @returns the torus mesh
  106342. * @see https://doc.babylonjs.com/how_to/set_shapes#torus
  106343. */
  106344. static CreateTorus(name: string, options: {
  106345. diameter?: number;
  106346. thickness?: number;
  106347. tessellation?: number;
  106348. updatable?: boolean;
  106349. sideOrientation?: number;
  106350. frontUVs?: Vector4;
  106351. backUVs?: Vector4;
  106352. }, scene: any): Mesh;
  106353. }
  106354. }
  106355. declare module BABYLON {
  106356. /**
  106357. * Class containing static functions to help procedurally build meshes
  106358. */
  106359. export class CylinderBuilder {
  106360. /**
  106361. * Creates a cylinder or a cone mesh
  106362. * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
  106363. * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
  106364. * * 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.
  106365. * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
  106366. * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
  106367. * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.
  106368. * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.
  106369. * * 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).
  106370. * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.
  106371. * * 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).
  106372. * * 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
  106373. * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7
  106374. * * 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
  106375. * * 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.
  106376. * * If `enclose` is false, a ring surface is one element.
  106377. * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
  106378. * * 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
  106379. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  106380. * * 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
  106381. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  106382. * @param name defines the name of the mesh
  106383. * @param options defines the options used to create the mesh
  106384. * @param scene defines the hosting scene
  106385. * @returns the cylinder mesh
  106386. * @see https://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  106387. */
  106388. static CreateCylinder(name: string, options: {
  106389. height?: number;
  106390. diameterTop?: number;
  106391. diameterBottom?: number;
  106392. diameter?: number;
  106393. tessellation?: number;
  106394. subdivisions?: number;
  106395. arc?: number;
  106396. faceColors?: Color4[];
  106397. faceUV?: Vector4[];
  106398. updatable?: boolean;
  106399. hasRings?: boolean;
  106400. enclose?: boolean;
  106401. cap?: number;
  106402. sideOrientation?: number;
  106403. frontUVs?: Vector4;
  106404. backUVs?: Vector4;
  106405. }, scene: any): Mesh;
  106406. }
  106407. }
  106408. declare module BABYLON {
  106409. /**
  106410. * Options to modify the vr teleportation behavior.
  106411. */
  106412. export interface VRTeleportationOptions {
  106413. /**
  106414. * The name of the mesh which should be used as the teleportation floor. (default: null)
  106415. */
  106416. floorMeshName?: string;
  106417. /**
  106418. * A list of meshes to be used as the teleportation floor. (default: empty)
  106419. */
  106420. floorMeshes?: Mesh[];
  106421. }
  106422. /**
  106423. * Options to modify the vr experience helper's behavior.
  106424. */
  106425. export interface VRExperienceHelperOptions extends WebVROptions {
  106426. /**
  106427. * Create a DeviceOrientationCamera to be used as your out of vr camera. (default: true)
  106428. */
  106429. createDeviceOrientationCamera?: boolean;
  106430. /**
  106431. * Create a VRDeviceOrientationFreeCamera to be used for VR when no external HMD is found. (default: true)
  106432. */
  106433. createFallbackVRDeviceOrientationFreeCamera?: boolean;
  106434. /**
  106435. * Uses the main button on the controller to toggle the laser casted. (default: true)
  106436. */
  106437. laserToggle?: boolean;
  106438. /**
  106439. * A list of meshes to be used as the teleportation floor. If specified, teleportation will be enabled (default: undefined)
  106440. */
  106441. floorMeshes?: Mesh[];
  106442. /**
  106443. * Distortion metrics for the fallback vrDeviceOrientationCamera (default: VRCameraMetrics.Default)
  106444. */
  106445. vrDeviceOrientationCameraMetrics?: VRCameraMetrics;
  106446. }
  106447. /**
  106448. * Event containing information after VR has been entered
  106449. */
  106450. export class OnAfterEnteringVRObservableEvent {
  106451. /**
  106452. * If entering vr was successful
  106453. */
  106454. success: boolean;
  106455. }
  106456. /**
  106457. * Helps to quickly add VR support to an existing scene.
  106458. * See http://doc.babylonjs.com/how_to/webvr_helper
  106459. */
  106460. export class VRExperienceHelper {
  106461. /** Options to modify the vr experience helper's behavior. */
  106462. webVROptions: VRExperienceHelperOptions;
  106463. private _scene;
  106464. private _position;
  106465. private _btnVR;
  106466. private _btnVRDisplayed;
  106467. private _webVRsupported;
  106468. private _webVRready;
  106469. private _webVRrequesting;
  106470. private _webVRpresenting;
  106471. private _hasEnteredVR;
  106472. private _fullscreenVRpresenting;
  106473. private _canvas;
  106474. private _webVRCamera;
  106475. private _vrDeviceOrientationCamera;
  106476. private _deviceOrientationCamera;
  106477. private _existingCamera;
  106478. private _onKeyDown;
  106479. private _onVrDisplayPresentChange;
  106480. private _onVRDisplayChanged;
  106481. private _onVRRequestPresentStart;
  106482. private _onVRRequestPresentComplete;
  106483. /**
  106484. * 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)
  106485. */
  106486. enableGazeEvenWhenNoPointerLock: boolean;
  106487. /**
  106488. * Gets or sets a boolean indicating that the VREXperienceHelper will exit VR if double tap is detected
  106489. */
  106490. exitVROnDoubleTap: boolean;
  106491. /**
  106492. * Observable raised right before entering VR.
  106493. */
  106494. onEnteringVRObservable: Observable<VRExperienceHelper>;
  106495. /**
  106496. * Observable raised when entering VR has completed.
  106497. */
  106498. onAfterEnteringVRObservable: Observable<OnAfterEnteringVRObservableEvent>;
  106499. /**
  106500. * Observable raised when exiting VR.
  106501. */
  106502. onExitingVRObservable: Observable<VRExperienceHelper>;
  106503. /**
  106504. * Observable raised when controller mesh is loaded.
  106505. */
  106506. onControllerMeshLoadedObservable: Observable<WebVRController>;
  106507. /** Return this.onEnteringVRObservable
  106508. * Note: This one is for backward compatibility. Please use onEnteringVRObservable directly
  106509. */
  106510. readonly onEnteringVR: Observable<VRExperienceHelper>;
  106511. /** Return this.onExitingVRObservable
  106512. * Note: This one is for backward compatibility. Please use onExitingVRObservable directly
  106513. */
  106514. readonly onExitingVR: Observable<VRExperienceHelper>;
  106515. /** Return this.onControllerMeshLoadedObservable
  106516. * Note: This one is for backward compatibility. Please use onControllerMeshLoadedObservable directly
  106517. */
  106518. readonly onControllerMeshLoaded: Observable<WebVRController>;
  106519. private _rayLength;
  106520. private _useCustomVRButton;
  106521. private _teleportationRequested;
  106522. private _teleportActive;
  106523. private _floorMeshName;
  106524. private _floorMeshesCollection;
  106525. private _rotationAllowed;
  106526. private _teleportBackwardsVector;
  106527. private _teleportationTarget;
  106528. private _isDefaultTeleportationTarget;
  106529. private _postProcessMove;
  106530. private _teleportationFillColor;
  106531. private _teleportationBorderColor;
  106532. private _rotationAngle;
  106533. private _haloCenter;
  106534. private _cameraGazer;
  106535. private _padSensibilityUp;
  106536. private _padSensibilityDown;
  106537. private _leftController;
  106538. private _rightController;
  106539. /**
  106540. * Observable raised when a new mesh is selected based on meshSelectionPredicate
  106541. */
  106542. onNewMeshSelected: Observable<AbstractMesh>;
  106543. /**
  106544. * Observable raised when a new mesh is selected based on meshSelectionPredicate.
  106545. * This observable will provide the mesh and the controller used to select the mesh
  106546. */
  106547. onMeshSelectedWithController: Observable<{
  106548. mesh: AbstractMesh;
  106549. controller: WebVRController;
  106550. }>;
  106551. /**
  106552. * Observable raised when a new mesh is picked based on meshSelectionPredicate
  106553. */
  106554. onNewMeshPicked: Observable<PickingInfo>;
  106555. private _circleEase;
  106556. /**
  106557. * Observable raised before camera teleportation
  106558. */
  106559. onBeforeCameraTeleport: Observable<Vector3>;
  106560. /**
  106561. * Observable raised after camera teleportation
  106562. */
  106563. onAfterCameraTeleport: Observable<Vector3>;
  106564. /**
  106565. * Observable raised when current selected mesh gets unselected
  106566. */
  106567. onSelectedMeshUnselected: Observable<AbstractMesh>;
  106568. private _raySelectionPredicate;
  106569. /**
  106570. * To be optionaly changed by user to define custom ray selection
  106571. */
  106572. raySelectionPredicate: (mesh: AbstractMesh) => boolean;
  106573. /**
  106574. * To be optionaly changed by user to define custom selection logic (after ray selection)
  106575. */
  106576. meshSelectionPredicate: (mesh: AbstractMesh) => boolean;
  106577. /**
  106578. * Set teleportation enabled. If set to false camera teleportation will be disabled but camera rotation will be kept.
  106579. */
  106580. teleportationEnabled: boolean;
  106581. private _defaultHeight;
  106582. private _teleportationInitialized;
  106583. private _interactionsEnabled;
  106584. private _interactionsRequested;
  106585. private _displayGaze;
  106586. private _displayLaserPointer;
  106587. /**
  106588. * The mesh used to display where the user is going to teleport.
  106589. */
  106590. /**
  106591. * Sets the mesh to be used to display where the user is going to teleport.
  106592. */
  106593. teleportationTarget: Mesh;
  106594. /**
  106595. * 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
  106596. * when set bakeCurrentTransformIntoVertices will be called on the mesh.
  106597. * See http://doc.babylonjs.com/resources/baking_transformations
  106598. */
  106599. gazeTrackerMesh: Mesh;
  106600. /**
  106601. * If the gaze trackers scale should be updated to be constant size when pointing at near/far meshes
  106602. */
  106603. updateGazeTrackerScale: boolean;
  106604. /**
  106605. * If the gaze trackers color should be updated when selecting meshes
  106606. */
  106607. updateGazeTrackerColor: boolean;
  106608. /**
  106609. * If the controller laser color should be updated when selecting meshes
  106610. */
  106611. updateControllerLaserColor: boolean;
  106612. /**
  106613. * The gaze tracking mesh corresponding to the left controller
  106614. */
  106615. readonly leftControllerGazeTrackerMesh: Nullable<Mesh>;
  106616. /**
  106617. * The gaze tracking mesh corresponding to the right controller
  106618. */
  106619. readonly rightControllerGazeTrackerMesh: Nullable<Mesh>;
  106620. /**
  106621. * If the ray of the gaze should be displayed.
  106622. */
  106623. /**
  106624. * Sets if the ray of the gaze should be displayed.
  106625. */
  106626. displayGaze: boolean;
  106627. /**
  106628. * If the ray of the LaserPointer should be displayed.
  106629. */
  106630. /**
  106631. * Sets if the ray of the LaserPointer should be displayed.
  106632. */
  106633. displayLaserPointer: boolean;
  106634. /**
  106635. * The deviceOrientationCamera used as the camera when not in VR.
  106636. */
  106637. readonly deviceOrientationCamera: Nullable<DeviceOrientationCamera>;
  106638. /**
  106639. * Based on the current WebVR support, returns the current VR camera used.
  106640. */
  106641. readonly currentVRCamera: Nullable<Camera>;
  106642. /**
  106643. * The webVRCamera which is used when in VR.
  106644. */
  106645. readonly webVRCamera: WebVRFreeCamera;
  106646. /**
  106647. * The deviceOrientationCamera that is used as a fallback when vr device is not connected.
  106648. */
  106649. readonly vrDeviceOrientationCamera: Nullable<VRDeviceOrientationFreeCamera>;
  106650. /**
  106651. * The html button that is used to trigger entering into VR.
  106652. */
  106653. readonly vrButton: Nullable<HTMLButtonElement>;
  106654. private readonly _teleportationRequestInitiated;
  106655. /**
  106656. * Defines wether or not Pointer lock should be requested when switching to
  106657. * full screen.
  106658. */
  106659. requestPointerLockOnFullScreen: boolean;
  106660. /**
  106661. * Instantiates a VRExperienceHelper.
  106662. * Helps to quickly add VR support to an existing scene.
  106663. * @param scene The scene the VRExperienceHelper belongs to.
  106664. * @param webVROptions Options to modify the vr experience helper's behavior.
  106665. */
  106666. constructor(scene: Scene,
  106667. /** Options to modify the vr experience helper's behavior. */
  106668. webVROptions?: VRExperienceHelperOptions);
  106669. private _onDefaultMeshLoaded;
  106670. private _onResize;
  106671. private _onFullscreenChange;
  106672. /**
  106673. * Gets a value indicating if we are currently in VR mode.
  106674. */
  106675. readonly isInVRMode: boolean;
  106676. private onVrDisplayPresentChange;
  106677. private onVRDisplayChanged;
  106678. private moveButtonToBottomRight;
  106679. private displayVRButton;
  106680. private updateButtonVisibility;
  106681. private _cachedAngularSensibility;
  106682. /**
  106683. * Attempt to enter VR. If a headset is connected and ready, will request present on that.
  106684. * Otherwise, will use the fullscreen API.
  106685. */
  106686. enterVR(): void;
  106687. /**
  106688. * Attempt to exit VR, or fullscreen.
  106689. */
  106690. exitVR(): void;
  106691. /**
  106692. * The position of the vr experience helper.
  106693. */
  106694. /**
  106695. * Sets the position of the vr experience helper.
  106696. */
  106697. position: Vector3;
  106698. /**
  106699. * Enables controllers and user interactions such as selecting and object or clicking on an object.
  106700. */
  106701. enableInteractions(): void;
  106702. private readonly _noControllerIsActive;
  106703. private beforeRender;
  106704. private _isTeleportationFloor;
  106705. /**
  106706. * Adds a floor mesh to be used for teleportation.
  106707. * @param floorMesh the mesh to be used for teleportation.
  106708. */
  106709. addFloorMesh(floorMesh: Mesh): void;
  106710. /**
  106711. * Removes a floor mesh from being used for teleportation.
  106712. * @param floorMesh the mesh to be removed.
  106713. */
  106714. removeFloorMesh(floorMesh: Mesh): void;
  106715. /**
  106716. * Enables interactions and teleportation using the VR controllers and gaze.
  106717. * @param vrTeleportationOptions options to modify teleportation behavior.
  106718. */
  106719. enableTeleportation(vrTeleportationOptions?: VRTeleportationOptions): void;
  106720. private _onNewGamepadConnected;
  106721. private _tryEnableInteractionOnController;
  106722. private _onNewGamepadDisconnected;
  106723. private _enableInteractionOnController;
  106724. private _checkTeleportWithRay;
  106725. private _checkRotate;
  106726. private _checkTeleportBackwards;
  106727. private _enableTeleportationOnController;
  106728. private _createTeleportationCircles;
  106729. private _displayTeleportationTarget;
  106730. private _hideTeleportationTarget;
  106731. private _rotateCamera;
  106732. private _moveTeleportationSelectorTo;
  106733. private _workingVector;
  106734. private _workingQuaternion;
  106735. private _workingMatrix;
  106736. /**
  106737. * Teleports the users feet to the desired location
  106738. * @param location The location where the user's feet should be placed
  106739. */
  106740. teleportCamera(location: Vector3): void;
  106741. private _convertNormalToDirectionOfRay;
  106742. private _castRayAndSelectObject;
  106743. private _notifySelectedMeshUnselected;
  106744. /**
  106745. * Sets the color of the laser ray from the vr controllers.
  106746. * @param color new color for the ray.
  106747. */
  106748. changeLaserColor(color: Color3): void;
  106749. /**
  106750. * Sets the color of the ray from the vr headsets gaze.
  106751. * @param color new color for the ray.
  106752. */
  106753. changeGazeColor(color: Color3): void;
  106754. /**
  106755. * Exits VR and disposes of the vr experience helper
  106756. */
  106757. dispose(): void;
  106758. /**
  106759. * Gets the name of the VRExperienceHelper class
  106760. * @returns "VRExperienceHelper"
  106761. */
  106762. getClassName(): string;
  106763. }
  106764. }
  106765. declare module BABYLON {
  106766. /**
  106767. * Manages an XRSession to work with Babylon's engine
  106768. * @see https://doc.babylonjs.com/how_to/webxr
  106769. */
  106770. export class WebXRSessionManager implements IDisposable {
  106771. private scene;
  106772. /**
  106773. * Fires every time a new xrFrame arrives which can be used to update the camera
  106774. */
  106775. onXRFrameObservable: Observable<any>;
  106776. /**
  106777. * Fires when the xr session is ended either by the device or manually done
  106778. */
  106779. onXRSessionEnded: Observable<any>;
  106780. /**
  106781. * Underlying xr session
  106782. */
  106783. session: XRSession;
  106784. /**
  106785. * Type of reference space used when creating the session
  106786. */
  106787. referenceSpace: XRReferenceSpace;
  106788. /** @hidden */
  106789. _sessionRenderTargetTexture: Nullable<RenderTargetTexture>;
  106790. /**
  106791. * Current XR frame
  106792. */
  106793. currentFrame: Nullable<XRFrame>;
  106794. private _xrNavigator;
  106795. private baseLayer;
  106796. /**
  106797. * Constructs a WebXRSessionManager, this must be initialized within a user action before usage
  106798. * @param scene The scene which the session should be created for
  106799. */
  106800. constructor(scene: Scene);
  106801. /**
  106802. * Initializes the manager
  106803. * After initialization enterXR can be called to start an XR session
  106804. * @returns Promise which resolves after it is initialized
  106805. */
  106806. initializeAsync(): Promise<void>;
  106807. /**
  106808. * Initializes an xr session
  106809. * @param xrSessionMode mode to initialize
  106810. * @returns a promise which will resolve once the session has been initialized
  106811. */
  106812. initializeSessionAsync(xrSessionMode: XRSessionMode): any;
  106813. /**
  106814. * Sets the reference space on the xr session
  106815. * @param referenceSpace space to set
  106816. * @returns a promise that will resolve once the reference space has been set
  106817. */
  106818. setReferenceSpaceAsync(referenceSpace: XRReferenceSpaceType): Promise<void>;
  106819. /**
  106820. * Updates the render state of the session
  106821. * @param state state to set
  106822. * @returns a promise that resolves once the render state has been updated
  106823. */
  106824. updateRenderStateAsync(state: XRRenderState): Promise<void>;
  106825. /**
  106826. * Starts rendering to the xr layer
  106827. * @returns a promise that will resolve once rendering has started
  106828. */
  106829. startRenderingToXRAsync(): Promise<void>;
  106830. /**
  106831. * Stops the xrSession and restores the renderloop
  106832. * @returns Promise which resolves after it exits XR
  106833. */
  106834. exitXRAsync(): Promise<unknown>;
  106835. /**
  106836. * Checks if a session would be supported for the creation options specified
  106837. * @param sessionMode session mode to check if supported eg. immersive-vr
  106838. * @returns true if supported
  106839. */
  106840. supportsSessionAsync(sessionMode: XRSessionMode): any;
  106841. /**
  106842. * @hidden
  106843. * Converts the render layer of xrSession to a render target
  106844. * @param session session to create render target for
  106845. * @param scene scene the new render target should be created for
  106846. */
  106847. static _CreateRenderTargetTextureFromSession(session: XRSession, scene: Scene, baseLayer: XRWebGLLayer): RenderTargetTexture;
  106848. /**
  106849. * Disposes of the session manager
  106850. */
  106851. dispose(): void;
  106852. }
  106853. }
  106854. declare module BABYLON {
  106855. /**
  106856. * WebXR Camera which holds the views for the xrSession
  106857. * @see https://doc.babylonjs.com/how_to/webxr
  106858. */
  106859. export class WebXRCamera extends FreeCamera {
  106860. private static _TmpMatrix;
  106861. /**
  106862. * Creates a new webXRCamera, this should only be set at the camera after it has been updated by the xrSessionManager
  106863. * @param name the name of the camera
  106864. * @param scene the scene to add the camera to
  106865. */
  106866. constructor(name: string, scene: Scene);
  106867. private _updateNumberOfRigCameras;
  106868. /** @hidden */
  106869. _updateForDualEyeDebugging(pupilDistance?: number): void;
  106870. /**
  106871. * Updates the cameras position from the current pose information of the XR session
  106872. * @param xrSessionManager the session containing pose information
  106873. * @returns true if the camera has been updated, false if the session did not contain pose or frame data
  106874. */
  106875. updateFromXRSessionManager(xrSessionManager: WebXRSessionManager): boolean;
  106876. }
  106877. }
  106878. declare module BABYLON {
  106879. /**
  106880. * Creates a canvas that is added/removed from the webpage when entering/exiting XR
  106881. */
  106882. export class WebXRManagedOutputCanvas implements IDisposable {
  106883. private helper;
  106884. private _canvas;
  106885. /**
  106886. * xrpresent context of the canvas which can be used to display/mirror xr content
  106887. */
  106888. canvasContext: WebGLRenderingContext;
  106889. /**
  106890. * xr layer for the canvas
  106891. */
  106892. xrLayer: Nullable<XRWebGLLayer>;
  106893. /**
  106894. * Initializes the xr layer for the session
  106895. * @param xrSession xr session
  106896. * @returns a promise that will resolve once the XR Layer has been created
  106897. */
  106898. initializeXRLayerAsync(xrSession: any): any;
  106899. /**
  106900. * Initializes the canvas to be added/removed upon entering/exiting xr
  106901. * @param helper the xr experience helper used to trigger adding/removing of the canvas
  106902. * @param canvas The canvas to be added/removed (If not specified a full screen canvas will be created)
  106903. */
  106904. constructor(helper: WebXRExperienceHelper, canvas?: HTMLCanvasElement);
  106905. /**
  106906. * Disposes of the object
  106907. */
  106908. dispose(): void;
  106909. private _setManagedOutputCanvas;
  106910. private _addCanvas;
  106911. private _removeCanvas;
  106912. }
  106913. }
  106914. declare module BABYLON {
  106915. /**
  106916. * States of the webXR experience
  106917. */
  106918. export enum WebXRState {
  106919. /**
  106920. * Transitioning to being in XR mode
  106921. */
  106922. ENTERING_XR = 0,
  106923. /**
  106924. * Transitioning to non XR mode
  106925. */
  106926. EXITING_XR = 1,
  106927. /**
  106928. * In XR mode and presenting
  106929. */
  106930. IN_XR = 2,
  106931. /**
  106932. * Not entered XR mode
  106933. */
  106934. NOT_IN_XR = 3
  106935. }
  106936. /**
  106937. * Base set of functionality needed to create an XR experince (WebXRSessionManager, Camera, StateManagement, etc.)
  106938. * @see https://doc.babylonjs.com/how_to/webxr
  106939. */
  106940. export class WebXRExperienceHelper implements IDisposable {
  106941. private scene;
  106942. /**
  106943. * 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
  106944. */
  106945. container: AbstractMesh;
  106946. /**
  106947. * Camera used to render xr content
  106948. */
  106949. camera: WebXRCamera;
  106950. /**
  106951. * The current state of the XR experience (eg. transitioning, in XR or not in XR)
  106952. */
  106953. state: WebXRState;
  106954. private _setState;
  106955. private static _TmpVector;
  106956. /**
  106957. * Fires when the state of the experience helper has changed
  106958. */
  106959. onStateChangedObservable: Observable<WebXRState>;
  106960. /** Session manager used to keep track of xr session */
  106961. sessionManager: WebXRSessionManager;
  106962. private _nonVRCamera;
  106963. private _originalSceneAutoClear;
  106964. private _supported;
  106965. /**
  106966. * Creates the experience helper
  106967. * @param scene the scene to attach the experience helper to
  106968. * @returns a promise for the experience helper
  106969. */
  106970. static CreateAsync(scene: Scene): Promise<WebXRExperienceHelper>;
  106971. /**
  106972. * Creates a WebXRExperienceHelper
  106973. * @param scene The scene the helper should be created in
  106974. */
  106975. private constructor();
  106976. /**
  106977. * Exits XR mode and returns the scene to its original state
  106978. * @returns promise that resolves after xr mode has exited
  106979. */
  106980. exitXRAsync(): Promise<unknown>;
  106981. /**
  106982. * Enters XR mode (This must be done within a user interaction in most browsers eg. button click)
  106983. * @param sessionCreationOptions options for the XR session
  106984. * @param referenceSpaceType frame of reference of the XR session
  106985. * @param outputCanvas the output canvas that will be used to enter XR mode
  106986. * @returns promise that resolves after xr mode has entered
  106987. */
  106988. enterXRAsync(sessionCreationOptions: XRSessionMode, referenceSpaceType: XRReferenceSpaceType, outputCanvas: WebXRManagedOutputCanvas): any;
  106989. /**
  106990. * Updates the global position of the camera by moving the camera's container
  106991. * This should be used instead of modifying the camera's position as it will be overwritten by an xrSessions's update frame
  106992. * @param position The desired global position of the camera
  106993. */
  106994. setPositionOfCameraUsingContainer(position: Vector3): void;
  106995. /**
  106996. * Rotates the xr camera by rotating the camera's container around the camera's position
  106997. * This should be used instead of modifying the camera's rotation as it will be overwritten by an xrSessions's update frame
  106998. * @param rotation the desired quaternion rotation to apply to the camera
  106999. */
  107000. rotateCameraByQuaternionUsingContainer(rotation: Quaternion): void;
  107001. /**
  107002. * Disposes of the experience helper
  107003. */
  107004. dispose(): void;
  107005. }
  107006. }
  107007. declare module BABYLON {
  107008. /**
  107009. * Button which can be used to enter a different mode of XR
  107010. */
  107011. export class WebXREnterExitUIButton {
  107012. /** button element */
  107013. element: HTMLElement;
  107014. /** XR initialization options for the button */
  107015. sessionMode: XRSessionMode;
  107016. /** Reference space type */
  107017. referenceSpaceType: XRReferenceSpaceType;
  107018. /**
  107019. * Creates a WebXREnterExitUIButton
  107020. * @param element button element
  107021. * @param sessionMode XR initialization session mode
  107022. * @param referenceSpaceType the type of reference space to be used
  107023. */
  107024. constructor(
  107025. /** button element */
  107026. element: HTMLElement,
  107027. /** XR initialization options for the button */
  107028. sessionMode: XRSessionMode,
  107029. /** Reference space type */
  107030. referenceSpaceType: XRReferenceSpaceType);
  107031. /**
  107032. * Overwritable function which can be used to update the button's visuals when the state changes
  107033. * @param activeButton the current active button in the UI
  107034. */
  107035. update(activeButton: Nullable<WebXREnterExitUIButton>): void;
  107036. }
  107037. /**
  107038. * Options to create the webXR UI
  107039. */
  107040. export class WebXREnterExitUIOptions {
  107041. /**
  107042. * Context to enter xr with
  107043. */
  107044. webXRManagedOutputCanvas?: Nullable<WebXRManagedOutputCanvas>;
  107045. /**
  107046. * User provided buttons to enable/disable WebXR. The system will provide default if not set
  107047. */
  107048. customButtons?: Array<WebXREnterExitUIButton>;
  107049. }
  107050. /**
  107051. * UI to allow the user to enter/exit XR mode
  107052. */
  107053. export class WebXREnterExitUI implements IDisposable {
  107054. private scene;
  107055. private _overlay;
  107056. private _buttons;
  107057. private _activeButton;
  107058. /**
  107059. * Fired every time the active button is changed.
  107060. *
  107061. * When xr is entered via a button that launches xr that button will be the callback parameter
  107062. *
  107063. * When exiting xr the callback parameter will be null)
  107064. */
  107065. activeButtonChangedObservable: Observable<Nullable<WebXREnterExitUIButton>>;
  107066. /**
  107067. * Creates UI to allow the user to enter/exit XR mode
  107068. * @param scene the scene to add the ui to
  107069. * @param helper the xr experience helper to enter/exit xr with
  107070. * @param options options to configure the UI
  107071. * @returns the created ui
  107072. */
  107073. static CreateAsync(scene: Scene, helper: WebXRExperienceHelper, options: WebXREnterExitUIOptions): Promise<WebXREnterExitUI>;
  107074. private constructor();
  107075. private _updateButtons;
  107076. /**
  107077. * Disposes of the object
  107078. */
  107079. dispose(): void;
  107080. }
  107081. }
  107082. declare module BABYLON {
  107083. /**
  107084. * Represents an XR input
  107085. */
  107086. export class WebXRController {
  107087. private scene;
  107088. /** The underlying input source for the controller */
  107089. inputSource: XRInputSource;
  107090. private parentContainer;
  107091. /**
  107092. * 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
  107093. */
  107094. grip?: AbstractMesh;
  107095. /**
  107096. * Pointer which can be used to select objects or attach a visible laser to
  107097. */
  107098. pointer: AbstractMesh;
  107099. /**
  107100. * Event that fires when the controller is removed/disposed
  107101. */
  107102. onDisposeObservable: Observable<{}>;
  107103. private _tmpMatrix;
  107104. private _tmpQuaternion;
  107105. private _tmpVector;
  107106. /**
  107107. * Creates the controller
  107108. * @see https://doc.babylonjs.com/how_to/webxr
  107109. * @param scene the scene which the controller should be associated to
  107110. * @param inputSource the underlying input source for the controller
  107111. * @param parentContainer parent that the controller meshes should be children of
  107112. */
  107113. constructor(scene: Scene,
  107114. /** The underlying input source for the controller */
  107115. inputSource: XRInputSource, parentContainer?: Nullable<AbstractMesh>);
  107116. /**
  107117. * Updates the controller pose based on the given XRFrame
  107118. * @param xrFrame xr frame to update the pose with
  107119. * @param referenceSpace reference space to use
  107120. */
  107121. updateFromXRFrame(xrFrame: XRFrame, referenceSpace: XRReferenceSpace): void;
  107122. /**
  107123. * Gets a world space ray coming from the controller
  107124. * @param result the resulting ray
  107125. */
  107126. getWorldPointerRayToRef(result: Ray): void;
  107127. /**
  107128. * Disposes of the object
  107129. */
  107130. dispose(): void;
  107131. }
  107132. }
  107133. declare module BABYLON {
  107134. /**
  107135. * XR input used to track XR inputs such as controllers/rays
  107136. */
  107137. export class WebXRInput implements IDisposable {
  107138. /**
  107139. * Base experience the input listens to
  107140. */
  107141. baseExperience: WebXRExperienceHelper;
  107142. /**
  107143. * XR controllers being tracked
  107144. */
  107145. controllers: Array<WebXRController>;
  107146. private _frameObserver;
  107147. private _stateObserver;
  107148. /**
  107149. * Event when a controller has been connected/added
  107150. */
  107151. onControllerAddedObservable: Observable<WebXRController>;
  107152. /**
  107153. * Event when a controller has been removed/disconnected
  107154. */
  107155. onControllerRemovedObservable: Observable<WebXRController>;
  107156. /**
  107157. * Initializes the WebXRInput
  107158. * @param baseExperience experience helper which the input should be created for
  107159. */
  107160. constructor(
  107161. /**
  107162. * Base experience the input listens to
  107163. */
  107164. baseExperience: WebXRExperienceHelper);
  107165. private _onInputSourcesChange;
  107166. private _addAndRemoveControllers;
  107167. /**
  107168. * Disposes of the object
  107169. */
  107170. dispose(): void;
  107171. }
  107172. }
  107173. declare module BABYLON {
  107174. /**
  107175. * Enables teleportation
  107176. */
  107177. export class WebXRControllerTeleportation {
  107178. private _teleportationFillColor;
  107179. private _teleportationBorderColor;
  107180. private _tmpRay;
  107181. private _tmpVector;
  107182. /**
  107183. * Creates a WebXRControllerTeleportation
  107184. * @param input input manager to add teleportation to
  107185. * @param floorMeshes floormeshes which can be teleported to
  107186. */
  107187. constructor(input: WebXRInput, floorMeshes?: Array<AbstractMesh>);
  107188. }
  107189. }
  107190. declare module BABYLON {
  107191. /**
  107192. * Handles pointer input automatically for the pointer of XR controllers
  107193. */
  107194. export class WebXRControllerPointerSelection {
  107195. private static _idCounter;
  107196. private _tmpRay;
  107197. /**
  107198. * Creates a WebXRControllerPointerSelection
  107199. * @param input input manager to setup pointer selection
  107200. */
  107201. constructor(input: WebXRInput);
  107202. private _convertNormalToDirectionOfRay;
  107203. private _updatePointerDistance;
  107204. }
  107205. }
  107206. declare module BABYLON {
  107207. /**
  107208. * Class used to represent data loading progression
  107209. */
  107210. export class SceneLoaderProgressEvent {
  107211. /** defines if data length to load can be evaluated */
  107212. readonly lengthComputable: boolean;
  107213. /** defines the loaded data length */
  107214. readonly loaded: number;
  107215. /** defines the data length to load */
  107216. readonly total: number;
  107217. /**
  107218. * Create a new progress event
  107219. * @param lengthComputable defines if data length to load can be evaluated
  107220. * @param loaded defines the loaded data length
  107221. * @param total defines the data length to load
  107222. */
  107223. constructor(
  107224. /** defines if data length to load can be evaluated */
  107225. lengthComputable: boolean,
  107226. /** defines the loaded data length */
  107227. loaded: number,
  107228. /** defines the data length to load */
  107229. total: number);
  107230. /**
  107231. * Creates a new SceneLoaderProgressEvent from a ProgressEvent
  107232. * @param event defines the source event
  107233. * @returns a new SceneLoaderProgressEvent
  107234. */
  107235. static FromProgressEvent(event: ProgressEvent): SceneLoaderProgressEvent;
  107236. }
  107237. /**
  107238. * Interface used by SceneLoader plugins to define supported file extensions
  107239. */
  107240. export interface ISceneLoaderPluginExtensions {
  107241. /**
  107242. * Defines the list of supported extensions
  107243. */
  107244. [extension: string]: {
  107245. isBinary: boolean;
  107246. };
  107247. }
  107248. /**
  107249. * Interface used by SceneLoader plugin factory
  107250. */
  107251. export interface ISceneLoaderPluginFactory {
  107252. /**
  107253. * Defines the name of the factory
  107254. */
  107255. name: string;
  107256. /**
  107257. * Function called to create a new plugin
  107258. * @return the new plugin
  107259. */
  107260. createPlugin(): ISceneLoaderPlugin | ISceneLoaderPluginAsync;
  107261. /**
  107262. * Boolean indicating if the plugin can direct load specific data
  107263. */
  107264. canDirectLoad?: (data: string) => boolean;
  107265. }
  107266. /**
  107267. * Interface used to define a SceneLoader plugin
  107268. */
  107269. export interface ISceneLoaderPlugin {
  107270. /**
  107271. * The friendly name of this plugin.
  107272. */
  107273. name: string;
  107274. /**
  107275. * The file extensions supported by this plugin.
  107276. */
  107277. extensions: string | ISceneLoaderPluginExtensions;
  107278. /**
  107279. * Import meshes into a scene.
  107280. * @param meshesNames An array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  107281. * @param scene The scene to import into
  107282. * @param data The data to import
  107283. * @param rootUrl The root url for scene and resources
  107284. * @param meshes The meshes array to import into
  107285. * @param particleSystems The particle systems array to import into
  107286. * @param skeletons The skeletons array to import into
  107287. * @param onError The callback when import fails
  107288. * @returns True if successful or false otherwise
  107289. */
  107290. importMesh(meshesNames: any, scene: Scene, data: any, rootUrl: string, meshes: AbstractMesh[], particleSystems: IParticleSystem[], skeletons: Skeleton[], onError?: (message: string, exception?: any) => void): boolean;
  107291. /**
  107292. * Load into a scene.
  107293. * @param scene The scene to load into
  107294. * @param data The data to import
  107295. * @param rootUrl The root url for scene and resources
  107296. * @param onError The callback when import fails
  107297. * @returns true if successful or false otherwise
  107298. */
  107299. load(scene: Scene, data: string, rootUrl: string, onError?: (message: string, exception?: any) => void): boolean;
  107300. /**
  107301. * The callback that returns true if the data can be directly loaded.
  107302. */
  107303. canDirectLoad?: (data: string) => boolean;
  107304. /**
  107305. * The callback that allows custom handling of the root url based on the response url.
  107306. */
  107307. rewriteRootURL?: (rootUrl: string, responseURL?: string) => string;
  107308. /**
  107309. * Load into an asset container.
  107310. * @param scene The scene to load into
  107311. * @param data The data to import
  107312. * @param rootUrl The root url for scene and resources
  107313. * @param onError The callback when import fails
  107314. * @returns The loaded asset container
  107315. */
  107316. loadAssetContainer(scene: Scene, data: string, rootUrl: string, onError?: (message: string, exception?: any) => void): AssetContainer;
  107317. }
  107318. /**
  107319. * Interface used to define an async SceneLoader plugin
  107320. */
  107321. export interface ISceneLoaderPluginAsync {
  107322. /**
  107323. * The friendly name of this plugin.
  107324. */
  107325. name: string;
  107326. /**
  107327. * The file extensions supported by this plugin.
  107328. */
  107329. extensions: string | ISceneLoaderPluginExtensions;
  107330. /**
  107331. * Import meshes into a scene.
  107332. * @param meshesNames An array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  107333. * @param scene The scene to import into
  107334. * @param data The data to import
  107335. * @param rootUrl The root url for scene and resources
  107336. * @param onProgress The callback when the load progresses
  107337. * @param fileName Defines the name of the file to load
  107338. * @returns The loaded meshes, particle systems, skeletons, and animation groups
  107339. */
  107340. importMeshAsync(meshesNames: any, scene: Scene, data: any, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<{
  107341. meshes: AbstractMesh[];
  107342. particleSystems: IParticleSystem[];
  107343. skeletons: Skeleton[];
  107344. animationGroups: AnimationGroup[];
  107345. }>;
  107346. /**
  107347. * Load into a scene.
  107348. * @param scene The scene to load into
  107349. * @param data The data to import
  107350. * @param rootUrl The root url for scene and resources
  107351. * @param onProgress The callback when the load progresses
  107352. * @param fileName Defines the name of the file to load
  107353. * @returns Nothing
  107354. */
  107355. loadAsync(scene: Scene, data: string, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<void>;
  107356. /**
  107357. * The callback that returns true if the data can be directly loaded.
  107358. */
  107359. canDirectLoad?: (data: string) => boolean;
  107360. /**
  107361. * The callback that allows custom handling of the root url based on the response url.
  107362. */
  107363. rewriteRootURL?: (rootUrl: string, responseURL?: string) => string;
  107364. /**
  107365. * Load into an asset container.
  107366. * @param scene The scene to load into
  107367. * @param data The data to import
  107368. * @param rootUrl The root url for scene and resources
  107369. * @param onProgress The callback when the load progresses
  107370. * @param fileName Defines the name of the file to load
  107371. * @returns The loaded asset container
  107372. */
  107373. loadAssetContainerAsync(scene: Scene, data: string, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<AssetContainer>;
  107374. }
  107375. /**
  107376. * Class used to load scene from various file formats using registered plugins
  107377. * @see http://doc.babylonjs.com/how_to/load_from_any_file_type
  107378. */
  107379. export class SceneLoader {
  107380. /**
  107381. * No logging while loading
  107382. */
  107383. static readonly NO_LOGGING: number;
  107384. /**
  107385. * Minimal logging while loading
  107386. */
  107387. static readonly MINIMAL_LOGGING: number;
  107388. /**
  107389. * Summary logging while loading
  107390. */
  107391. static readonly SUMMARY_LOGGING: number;
  107392. /**
  107393. * Detailled logging while loading
  107394. */
  107395. static readonly DETAILED_LOGGING: number;
  107396. /**
  107397. * Gets or sets a boolean indicating if entire scene must be loaded even if scene contains incremental data
  107398. */
  107399. static ForceFullSceneLoadingForIncremental: boolean;
  107400. /**
  107401. * Gets or sets a boolean indicating if loading screen must be displayed while loading a scene
  107402. */
  107403. static ShowLoadingScreen: boolean;
  107404. /**
  107405. * Defines the current logging level (while loading the scene)
  107406. * @ignorenaming
  107407. */
  107408. static loggingLevel: number;
  107409. /**
  107410. * Gets or set a boolean indicating if matrix weights must be cleaned upon loading
  107411. */
  107412. static CleanBoneMatrixWeights: boolean;
  107413. /**
  107414. * Event raised when a plugin is used to load a scene
  107415. */
  107416. static OnPluginActivatedObservable: Observable<ISceneLoaderPlugin | ISceneLoaderPluginAsync>;
  107417. private static _registeredPlugins;
  107418. private static _getDefaultPlugin;
  107419. private static _getPluginForExtension;
  107420. private static _getPluginForDirectLoad;
  107421. private static _getPluginForFilename;
  107422. private static _getDirectLoad;
  107423. private static _loadData;
  107424. private static _getFileInfo;
  107425. /**
  107426. * Gets a plugin that can load the given extension
  107427. * @param extension defines the extension to load
  107428. * @returns a plugin or null if none works
  107429. */
  107430. static GetPluginForExtension(extension: string): ISceneLoaderPlugin | ISceneLoaderPluginAsync | ISceneLoaderPluginFactory;
  107431. /**
  107432. * Gets a boolean indicating that the given extension can be loaded
  107433. * @param extension defines the extension to load
  107434. * @returns true if the extension is supported
  107435. */
  107436. static IsPluginForExtensionAvailable(extension: string): boolean;
  107437. /**
  107438. * Adds a new plugin to the list of registered plugins
  107439. * @param plugin defines the plugin to add
  107440. */
  107441. static RegisterPlugin(plugin: ISceneLoaderPlugin | ISceneLoaderPluginAsync): void;
  107442. /**
  107443. * Import meshes into a scene
  107444. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  107445. * @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)
  107446. * @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)
  107447. * @param scene the instance of BABYLON.Scene to append to
  107448. * @param onSuccess a callback with a list of imported meshes, particleSystems, and skeletons when import succeeds
  107449. * @param onProgress a callback with a progress event for each file being loaded
  107450. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  107451. * @param pluginExtension the extension used to determine the plugin
  107452. * @returns The loaded plugin
  107453. */
  107454. 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>;
  107455. /**
  107456. * Import meshes into a scene
  107457. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  107458. * @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)
  107459. * @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)
  107460. * @param scene the instance of BABYLON.Scene to append to
  107461. * @param onProgress a callback with a progress event for each file being loaded
  107462. * @param pluginExtension the extension used to determine the plugin
  107463. * @returns The loaded list of imported meshes, particle systems, skeletons, and animation groups
  107464. */
  107465. static ImportMeshAsync(meshNames: any, rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<{
  107466. meshes: AbstractMesh[];
  107467. particleSystems: IParticleSystem[];
  107468. skeletons: Skeleton[];
  107469. animationGroups: AnimationGroup[];
  107470. }>;
  107471. /**
  107472. * Load a scene
  107473. * @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)
  107474. * @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)
  107475. * @param engine is the instance of BABYLON.Engine to use to create the scene
  107476. * @param onSuccess a callback with the scene when import succeeds
  107477. * @param onProgress a callback with a progress event for each file being loaded
  107478. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  107479. * @param pluginExtension the extension used to determine the plugin
  107480. * @returns The loaded plugin
  107481. */
  107482. 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>;
  107483. /**
  107484. * Load a scene
  107485. * @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)
  107486. * @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)
  107487. * @param engine is the instance of BABYLON.Engine to use to create the scene
  107488. * @param onProgress a callback with a progress event for each file being loaded
  107489. * @param pluginExtension the extension used to determine the plugin
  107490. * @returns The loaded scene
  107491. */
  107492. static LoadAsync(rootUrl: string, sceneFilename?: string | File, engine?: Nullable<Engine>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<Scene>;
  107493. /**
  107494. * Append a scene
  107495. * @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)
  107496. * @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)
  107497. * @param scene is the instance of BABYLON.Scene to append to
  107498. * @param onSuccess a callback with the scene when import succeeds
  107499. * @param onProgress a callback with a progress event for each file being loaded
  107500. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  107501. * @param pluginExtension the extension used to determine the plugin
  107502. * @returns The loaded plugin
  107503. */
  107504. 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>;
  107505. /**
  107506. * Append a scene
  107507. * @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)
  107508. * @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)
  107509. * @param scene is the instance of BABYLON.Scene to append to
  107510. * @param onProgress a callback with a progress event for each file being loaded
  107511. * @param pluginExtension the extension used to determine the plugin
  107512. * @returns The given scene
  107513. */
  107514. static AppendAsync(rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<Scene>;
  107515. /**
  107516. * Load a scene into an asset container
  107517. * @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)
  107518. * @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)
  107519. * @param scene is the instance of BABYLON.Scene to append to (default: last created scene)
  107520. * @param onSuccess a callback with the scene when import succeeds
  107521. * @param onProgress a callback with a progress event for each file being loaded
  107522. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  107523. * @param pluginExtension the extension used to determine the plugin
  107524. * @returns The loaded plugin
  107525. */
  107526. 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>;
  107527. /**
  107528. * Load a scene into an asset container
  107529. * @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)
  107530. * @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)
  107531. * @param scene is the instance of Scene to append to
  107532. * @param onProgress a callback with a progress event for each file being loaded
  107533. * @param pluginExtension the extension used to determine the plugin
  107534. * @returns The loaded asset container
  107535. */
  107536. static LoadAssetContainerAsync(rootUrl: string, sceneFilename?: string, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<AssetContainer>;
  107537. }
  107538. }
  107539. declare module BABYLON {
  107540. /**
  107541. * Generic Controller
  107542. */
  107543. export class GenericController extends WebVRController {
  107544. /**
  107545. * Base Url for the controller model.
  107546. */
  107547. static readonly MODEL_BASE_URL: string;
  107548. /**
  107549. * File name for the controller model.
  107550. */
  107551. static readonly MODEL_FILENAME: string;
  107552. /**
  107553. * Creates a new GenericController from a gamepad
  107554. * @param vrGamepad the gamepad that the controller should be created from
  107555. */
  107556. constructor(vrGamepad: any);
  107557. /**
  107558. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  107559. * @param scene scene in which to add meshes
  107560. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  107561. */
  107562. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  107563. /**
  107564. * Called once for each button that changed state since the last frame
  107565. * @param buttonIdx Which button index changed
  107566. * @param state New state of the button
  107567. * @param changes Which properties on the state changed since last frame
  107568. */
  107569. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  107570. }
  107571. }
  107572. declare module BABYLON {
  107573. /**
  107574. * Defines the WindowsMotionController object that the state of the windows motion controller
  107575. */
  107576. export class WindowsMotionController extends WebVRController {
  107577. /**
  107578. * The base url used to load the left and right controller models
  107579. */
  107580. static MODEL_BASE_URL: string;
  107581. /**
  107582. * The name of the left controller model file
  107583. */
  107584. static MODEL_LEFT_FILENAME: string;
  107585. /**
  107586. * The name of the right controller model file
  107587. */
  107588. static MODEL_RIGHT_FILENAME: string;
  107589. /**
  107590. * The controller name prefix for this controller type
  107591. */
  107592. static readonly GAMEPAD_ID_PREFIX: string;
  107593. /**
  107594. * The controller id pattern for this controller type
  107595. */
  107596. private static readonly GAMEPAD_ID_PATTERN;
  107597. private _loadedMeshInfo;
  107598. private readonly _mapping;
  107599. /**
  107600. * Fired when the trackpad on this controller is clicked
  107601. */
  107602. onTrackpadChangedObservable: Observable<ExtendedGamepadButton>;
  107603. /**
  107604. * Fired when the trackpad on this controller is modified
  107605. */
  107606. onTrackpadValuesChangedObservable: Observable<StickValues>;
  107607. /**
  107608. * The current x and y values of this controller's trackpad
  107609. */
  107610. trackpad: StickValues;
  107611. /**
  107612. * Creates a new WindowsMotionController from a gamepad
  107613. * @param vrGamepad the gamepad that the controller should be created from
  107614. */
  107615. constructor(vrGamepad: any);
  107616. /**
  107617. * Fired when the trigger on this controller is modified
  107618. */
  107619. readonly onTriggerButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  107620. /**
  107621. * Fired when the menu button on this controller is modified
  107622. */
  107623. readonly onMenuButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  107624. /**
  107625. * Fired when the grip button on this controller is modified
  107626. */
  107627. readonly onGripButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  107628. /**
  107629. * Fired when the thumbstick button on this controller is modified
  107630. */
  107631. readonly onThumbstickButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  107632. /**
  107633. * Fired when the touchpad button on this controller is modified
  107634. */
  107635. readonly onTouchpadButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  107636. /**
  107637. * Fired when the touchpad values on this controller are modified
  107638. */
  107639. readonly onTouchpadValuesChangedObservable: Observable<StickValues>;
  107640. private _updateTrackpad;
  107641. /**
  107642. * Called once per frame by the engine.
  107643. */
  107644. update(): void;
  107645. /**
  107646. * Called once for each button that changed state since the last frame
  107647. * @param buttonIdx Which button index changed
  107648. * @param state New state of the button
  107649. * @param changes Which properties on the state changed since last frame
  107650. */
  107651. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  107652. /**
  107653. * Moves the buttons on the controller mesh based on their current state
  107654. * @param buttonName the name of the button to move
  107655. * @param buttonValue the value of the button which determines the buttons new position
  107656. */
  107657. protected _lerpButtonTransform(buttonName: string, buttonValue: number): void;
  107658. /**
  107659. * Moves the axis on the controller mesh based on its current state
  107660. * @param axis the index of the axis
  107661. * @param axisValue the value of the axis which determines the meshes new position
  107662. * @hidden
  107663. */
  107664. protected _lerpAxisTransform(axis: number, axisValue: number): void;
  107665. /**
  107666. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  107667. * @param scene scene in which to add meshes
  107668. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  107669. */
  107670. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void, forceDefault?: boolean): void;
  107671. /**
  107672. * Takes a list of meshes (as loaded from the glTF file) and finds the root node, as well as nodes that
  107673. * can be transformed by button presses and axes values, based on this._mapping.
  107674. *
  107675. * @param scene scene in which the meshes exist
  107676. * @param meshes list of meshes that make up the controller model to process
  107677. * @return structured view of the given meshes, with mapping of buttons and axes to meshes that can be transformed.
  107678. */
  107679. private processModel;
  107680. private createMeshInfo;
  107681. /**
  107682. * Gets the ray of the controller in the direction the controller is pointing
  107683. * @param length the length the resulting ray should be
  107684. * @returns a ray in the direction the controller is pointing
  107685. */
  107686. getForwardRay(length?: number): Ray;
  107687. /**
  107688. * Disposes of the controller
  107689. */
  107690. dispose(): void;
  107691. }
  107692. }
  107693. declare module BABYLON {
  107694. /**
  107695. * Oculus Touch Controller
  107696. */
  107697. export class OculusTouchController extends WebVRController {
  107698. /**
  107699. * Base Url for the controller model.
  107700. */
  107701. static MODEL_BASE_URL: string;
  107702. /**
  107703. * File name for the left controller model.
  107704. */
  107705. static MODEL_LEFT_FILENAME: string;
  107706. /**
  107707. * File name for the right controller model.
  107708. */
  107709. static MODEL_RIGHT_FILENAME: string;
  107710. /**
  107711. * Base Url for the Quest controller model.
  107712. */
  107713. static QUEST_MODEL_BASE_URL: string;
  107714. /**
  107715. * @hidden
  107716. * If the controllers are running on a device that needs the updated Quest controller models
  107717. */
  107718. static _IsQuest: boolean;
  107719. /**
  107720. * Fired when the secondary trigger on this controller is modified
  107721. */
  107722. onSecondaryTriggerStateChangedObservable: Observable<ExtendedGamepadButton>;
  107723. /**
  107724. * Fired when the thumb rest on this controller is modified
  107725. */
  107726. onThumbRestChangedObservable: Observable<ExtendedGamepadButton>;
  107727. /**
  107728. * Creates a new OculusTouchController from a gamepad
  107729. * @param vrGamepad the gamepad that the controller should be created from
  107730. */
  107731. constructor(vrGamepad: any);
  107732. /**
  107733. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  107734. * @param scene scene in which to add meshes
  107735. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  107736. */
  107737. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  107738. /**
  107739. * Fired when the A button on this controller is modified
  107740. */
  107741. readonly onAButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  107742. /**
  107743. * Fired when the B button on this controller is modified
  107744. */
  107745. readonly onBButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  107746. /**
  107747. * Fired when the X button on this controller is modified
  107748. */
  107749. readonly onXButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  107750. /**
  107751. * Fired when the Y button on this controller is modified
  107752. */
  107753. readonly onYButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  107754. /**
  107755. * Called once for each button that changed state since the last frame
  107756. * 0) thumb stick (touch, press, value = pressed (0,1)). value is in this.leftStick
  107757. * 1) index trigger (touch (?), press (only when value > 0.1), value 0 to 1)
  107758. * 2) secondary trigger (same)
  107759. * 3) A (right) X (left), touch, pressed = value
  107760. * 4) B / Y
  107761. * 5) thumb rest
  107762. * @param buttonIdx Which button index changed
  107763. * @param state New state of the button
  107764. * @param changes Which properties on the state changed since last frame
  107765. */
  107766. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  107767. }
  107768. }
  107769. declare module BABYLON {
  107770. /**
  107771. * Vive Controller
  107772. */
  107773. export class ViveController extends WebVRController {
  107774. /**
  107775. * Base Url for the controller model.
  107776. */
  107777. static MODEL_BASE_URL: string;
  107778. /**
  107779. * File name for the controller model.
  107780. */
  107781. static MODEL_FILENAME: string;
  107782. /**
  107783. * Creates a new ViveController from a gamepad
  107784. * @param vrGamepad the gamepad that the controller should be created from
  107785. */
  107786. constructor(vrGamepad: any);
  107787. /**
  107788. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  107789. * @param scene scene in which to add meshes
  107790. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  107791. */
  107792. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  107793. /**
  107794. * Fired when the left button on this controller is modified
  107795. */
  107796. readonly onLeftButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  107797. /**
  107798. * Fired when the right button on this controller is modified
  107799. */
  107800. readonly onRightButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  107801. /**
  107802. * Fired when the menu button on this controller is modified
  107803. */
  107804. readonly onMenuButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  107805. /**
  107806. * Called once for each button that changed state since the last frame
  107807. * Vive mapping:
  107808. * 0: touchpad
  107809. * 1: trigger
  107810. * 2: left AND right buttons
  107811. * 3: menu button
  107812. * @param buttonIdx Which button index changed
  107813. * @param state New state of the button
  107814. * @param changes Which properties on the state changed since last frame
  107815. */
  107816. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  107817. }
  107818. }
  107819. declare module BABYLON {
  107820. /**
  107821. * Loads a controller model and adds it as a child of the WebXRControllers grip when the controller is created
  107822. */
  107823. export class WebXRControllerModelLoader {
  107824. /**
  107825. * Creates the WebXRControllerModelLoader
  107826. * @param input xr input that creates the controllers
  107827. */
  107828. constructor(input: WebXRInput);
  107829. }
  107830. }
  107831. declare module BABYLON {
  107832. /**
  107833. * Contains an array of blocks representing the octree
  107834. */
  107835. export interface IOctreeContainer<T> {
  107836. /**
  107837. * Blocks within the octree
  107838. */
  107839. blocks: Array<OctreeBlock<T>>;
  107840. }
  107841. /**
  107842. * Class used to store a cell in an octree
  107843. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  107844. */
  107845. export class OctreeBlock<T> {
  107846. /**
  107847. * Gets the content of the current block
  107848. */
  107849. entries: T[];
  107850. /**
  107851. * Gets the list of block children
  107852. */
  107853. blocks: Array<OctreeBlock<T>>;
  107854. private _depth;
  107855. private _maxDepth;
  107856. private _capacity;
  107857. private _minPoint;
  107858. private _maxPoint;
  107859. private _boundingVectors;
  107860. private _creationFunc;
  107861. /**
  107862. * Creates a new block
  107863. * @param minPoint defines the minimum vector (in world space) of the block's bounding box
  107864. * @param maxPoint defines the maximum vector (in world space) of the block's bounding box
  107865. * @param capacity defines the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  107866. * @param depth defines the current depth of this block in the octree
  107867. * @param maxDepth defines the maximal depth allowed (beyond this value, the capacity is ignored)
  107868. * @param creationFunc defines a callback to call when an element is added to the block
  107869. */
  107870. constructor(minPoint: Vector3, maxPoint: Vector3, capacity: number, depth: number, maxDepth: number, creationFunc: (entry: T, block: OctreeBlock<T>) => void);
  107871. /**
  107872. * Gets the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  107873. */
  107874. readonly capacity: number;
  107875. /**
  107876. * Gets the minimum vector (in world space) of the block's bounding box
  107877. */
  107878. readonly minPoint: Vector3;
  107879. /**
  107880. * Gets the maximum vector (in world space) of the block's bounding box
  107881. */
  107882. readonly maxPoint: Vector3;
  107883. /**
  107884. * Add a new element to this block
  107885. * @param entry defines the element to add
  107886. */
  107887. addEntry(entry: T): void;
  107888. /**
  107889. * Remove an element from this block
  107890. * @param entry defines the element to remove
  107891. */
  107892. removeEntry(entry: T): void;
  107893. /**
  107894. * Add an array of elements to this block
  107895. * @param entries defines the array of elements to add
  107896. */
  107897. addEntries(entries: T[]): void;
  107898. /**
  107899. * Test if the current block intersects the furstum planes and if yes, then add its content to the selection array
  107900. * @param frustumPlanes defines the frustum planes to test
  107901. * @param selection defines the array to store current content if selection is positive
  107902. * @param allowDuplicate defines if the selection array can contains duplicated entries
  107903. */
  107904. select(frustumPlanes: Plane[], selection: SmartArrayNoDuplicate<T>, allowDuplicate?: boolean): void;
  107905. /**
  107906. * Test if the current block intersect with the given bounding sphere and if yes, then add its content to the selection array
  107907. * @param sphereCenter defines the bounding sphere center
  107908. * @param sphereRadius defines the bounding sphere radius
  107909. * @param selection defines the array to store current content if selection is positive
  107910. * @param allowDuplicate defines if the selection array can contains duplicated entries
  107911. */
  107912. intersects(sphereCenter: Vector3, sphereRadius: number, selection: SmartArrayNoDuplicate<T>, allowDuplicate?: boolean): void;
  107913. /**
  107914. * Test if the current block intersect with the given ray and if yes, then add its content to the selection array
  107915. * @param ray defines the ray to test with
  107916. * @param selection defines the array to store current content if selection is positive
  107917. */
  107918. intersectsRay(ray: Ray, selection: SmartArrayNoDuplicate<T>): void;
  107919. /**
  107920. * Subdivide the content into child blocks (this block will then be empty)
  107921. */
  107922. createInnerBlocks(): void;
  107923. /**
  107924. * @hidden
  107925. */
  107926. 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;
  107927. }
  107928. }
  107929. declare module BABYLON {
  107930. /**
  107931. * Octrees are a really powerful data structure that can quickly select entities based on space coordinates.
  107932. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  107933. */
  107934. export class Octree<T> {
  107935. /** 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.) */
  107936. maxDepth: number;
  107937. /**
  107938. * Blocks within the octree containing objects
  107939. */
  107940. blocks: Array<OctreeBlock<T>>;
  107941. /**
  107942. * Content stored in the octree
  107943. */
  107944. dynamicContent: T[];
  107945. private _maxBlockCapacity;
  107946. private _selectionContent;
  107947. private _creationFunc;
  107948. /**
  107949. * Creates a octree
  107950. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  107951. * @param creationFunc function to be used to instatiate the octree
  107952. * @param maxBlockCapacity defines the maximum number of meshes you want on your octree's leaves (default: 64)
  107953. * @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.)
  107954. */
  107955. constructor(creationFunc: (entry: T, block: OctreeBlock<T>) => void, maxBlockCapacity?: number,
  107956. /** 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.) */
  107957. maxDepth?: number);
  107958. /**
  107959. * Updates the octree by adding blocks for the passed in meshes within the min and max world parameters
  107960. * @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);
  107961. * @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);
  107962. * @param entries meshes to be added to the octree blocks
  107963. */
  107964. update(worldMin: Vector3, worldMax: Vector3, entries: T[]): void;
  107965. /**
  107966. * Adds a mesh to the octree
  107967. * @param entry Mesh to add to the octree
  107968. */
  107969. addMesh(entry: T): void;
  107970. /**
  107971. * Remove an element from the octree
  107972. * @param entry defines the element to remove
  107973. */
  107974. removeMesh(entry: T): void;
  107975. /**
  107976. * Selects an array of meshes within the frustum
  107977. * @param frustumPlanes The frustum planes to use which will select all meshes within it
  107978. * @param allowDuplicate If duplicate objects are allowed in the resulting object array
  107979. * @returns array of meshes within the frustum
  107980. */
  107981. select(frustumPlanes: Plane[], allowDuplicate?: boolean): SmartArray<T>;
  107982. /**
  107983. * Test if the octree intersect with the given bounding sphere and if yes, then add its content to the selection array
  107984. * @param sphereCenter defines the bounding sphere center
  107985. * @param sphereRadius defines the bounding sphere radius
  107986. * @param allowDuplicate defines if the selection array can contains duplicated entries
  107987. * @returns an array of objects that intersect the sphere
  107988. */
  107989. intersects(sphereCenter: Vector3, sphereRadius: number, allowDuplicate?: boolean): SmartArray<T>;
  107990. /**
  107991. * Test if the octree intersect with the given ray and if yes, then add its content to resulting array
  107992. * @param ray defines the ray to test with
  107993. * @returns array of intersected objects
  107994. */
  107995. intersectsRay(ray: Ray): SmartArray<T>;
  107996. /**
  107997. * Adds a mesh into the octree block if it intersects the block
  107998. */
  107999. static CreationFuncForMeshes: (entry: AbstractMesh, block: OctreeBlock<AbstractMesh>) => void;
  108000. /**
  108001. * Adds a submesh into the octree block if it intersects the block
  108002. */
  108003. static CreationFuncForSubMeshes: (entry: SubMesh, block: OctreeBlock<SubMesh>) => void;
  108004. }
  108005. }
  108006. declare module BABYLON {
  108007. interface Scene {
  108008. /**
  108009. * @hidden
  108010. * Backing Filed
  108011. */
  108012. _selectionOctree: Octree<AbstractMesh>;
  108013. /**
  108014. * Gets the octree used to boost mesh selection (picking)
  108015. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  108016. */
  108017. selectionOctree: Octree<AbstractMesh>;
  108018. /**
  108019. * Creates or updates the octree used to boost selection (picking)
  108020. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  108021. * @param maxCapacity defines the maximum capacity per leaf
  108022. * @param maxDepth defines the maximum depth of the octree
  108023. * @returns an octree of AbstractMesh
  108024. */
  108025. createOrUpdateSelectionOctree(maxCapacity?: number, maxDepth?: number): Octree<AbstractMesh>;
  108026. }
  108027. interface AbstractMesh {
  108028. /**
  108029. * @hidden
  108030. * Backing Field
  108031. */
  108032. _submeshesOctree: Octree<SubMesh>;
  108033. /**
  108034. * This function will create an octree to help to select the right submeshes for rendering, picking and collision computations.
  108035. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  108036. * @param maxCapacity defines the maximum size of each block (64 by default)
  108037. * @param maxDepth defines the maximum depth to use (no more than 2 levels by default)
  108038. * @returns the new octree
  108039. * @see https://www.babylonjs-playground.com/#NA4OQ#12
  108040. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  108041. */
  108042. createOrUpdateSubmeshesOctree(maxCapacity?: number, maxDepth?: number): Octree<SubMesh>;
  108043. }
  108044. /**
  108045. * Defines the octree scene component responsible to manage any octrees
  108046. * in a given scene.
  108047. */
  108048. export class OctreeSceneComponent {
  108049. /**
  108050. * The component name help to identify the component in the list of scene components.
  108051. */
  108052. readonly name: string;
  108053. /**
  108054. * The scene the component belongs to.
  108055. */
  108056. scene: Scene;
  108057. /**
  108058. * Indicates if the meshes have been checked to make sure they are isEnabled()
  108059. */
  108060. readonly checksIsEnabled: boolean;
  108061. /**
  108062. * Creates a new instance of the component for the given scene
  108063. * @param scene Defines the scene to register the component in
  108064. */
  108065. constructor(scene: Scene);
  108066. /**
  108067. * Registers the component in a given scene
  108068. */
  108069. register(): void;
  108070. /**
  108071. * Return the list of active meshes
  108072. * @returns the list of active meshes
  108073. */
  108074. getActiveMeshCandidates(): ISmartArrayLike<AbstractMesh>;
  108075. /**
  108076. * Return the list of active sub meshes
  108077. * @param mesh The mesh to get the candidates sub meshes from
  108078. * @returns the list of active sub meshes
  108079. */
  108080. getActiveSubMeshCandidates(mesh: AbstractMesh): ISmartArrayLike<SubMesh>;
  108081. private _tempRay;
  108082. /**
  108083. * Return the list of sub meshes intersecting with a given local ray
  108084. * @param mesh defines the mesh to find the submesh for
  108085. * @param localRay defines the ray in local space
  108086. * @returns the list of intersecting sub meshes
  108087. */
  108088. getIntersectingSubMeshCandidates(mesh: AbstractMesh, localRay: Ray): ISmartArrayLike<SubMesh>;
  108089. /**
  108090. * Return the list of sub meshes colliding with a collider
  108091. * @param mesh defines the mesh to find the submesh for
  108092. * @param collider defines the collider to evaluate the collision against
  108093. * @returns the list of colliding sub meshes
  108094. */
  108095. getCollidingSubMeshCandidates(mesh: AbstractMesh, collider: Collider): ISmartArrayLike<SubMesh>;
  108096. /**
  108097. * Rebuilds the elements related to this component in case of
  108098. * context lost for instance.
  108099. */
  108100. rebuild(): void;
  108101. /**
  108102. * Disposes the component and the associated ressources.
  108103. */
  108104. dispose(): void;
  108105. }
  108106. }
  108107. declare module BABYLON {
  108108. /**
  108109. * Renders a layer on top of an existing scene
  108110. */
  108111. export class UtilityLayerRenderer implements IDisposable {
  108112. /** the original scene that will be rendered on top of */
  108113. originalScene: Scene;
  108114. private _pointerCaptures;
  108115. private _lastPointerEvents;
  108116. private static _DefaultUtilityLayer;
  108117. private static _DefaultKeepDepthUtilityLayer;
  108118. private _sharedGizmoLight;
  108119. private _renderCamera;
  108120. /**
  108121. * Gets the camera that is used to render the utility layer (when not set, this will be the last active camera)
  108122. * @returns the camera that is used when rendering the utility layer
  108123. */
  108124. getRenderCamera(): Nullable<Camera>;
  108125. /**
  108126. * Sets the camera that should be used when rendering the utility layer (If set to null the last active camera will be used)
  108127. * @param cam the camera that should be used when rendering the utility layer
  108128. */
  108129. setRenderCamera(cam: Nullable<Camera>): void;
  108130. /**
  108131. * @hidden
  108132. * Light which used by gizmos to get light shading
  108133. */
  108134. _getSharedGizmoLight(): HemisphericLight;
  108135. /**
  108136. * If the picking should be done on the utility layer prior to the actual scene (Default: true)
  108137. */
  108138. pickUtilitySceneFirst: boolean;
  108139. /**
  108140. * 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)
  108141. */
  108142. static readonly DefaultUtilityLayer: UtilityLayerRenderer;
  108143. /**
  108144. * 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)
  108145. */
  108146. static readonly DefaultKeepDepthUtilityLayer: UtilityLayerRenderer;
  108147. /**
  108148. * The scene that is rendered on top of the original scene
  108149. */
  108150. utilityLayerScene: Scene;
  108151. /**
  108152. * If the utility layer should automatically be rendered on top of existing scene
  108153. */
  108154. shouldRender: boolean;
  108155. /**
  108156. * If set to true, only pointer down onPointerObservable events will be blocked when picking is occluded by original scene
  108157. */
  108158. onlyCheckPointerDownEvents: boolean;
  108159. /**
  108160. * If set to false, only pointerUp, pointerDown and pointerMove will be sent to the utilityLayerScene (false by default)
  108161. */
  108162. processAllEvents: boolean;
  108163. /**
  108164. * Observable raised when the pointer move from the utility layer scene to the main scene
  108165. */
  108166. onPointerOutObservable: Observable<number>;
  108167. /** Gets or sets a predicate that will be used to indicate utility meshes present in the main scene */
  108168. mainSceneTrackerPredicate: (mesh: Nullable<AbstractMesh>) => boolean;
  108169. private _afterRenderObserver;
  108170. private _sceneDisposeObserver;
  108171. private _originalPointerObserver;
  108172. /**
  108173. * Instantiates a UtilityLayerRenderer
  108174. * @param originalScene the original scene that will be rendered on top of
  108175. * @param handleEvents boolean indicating if the utility layer should handle events
  108176. */
  108177. constructor(
  108178. /** the original scene that will be rendered on top of */
  108179. originalScene: Scene, handleEvents?: boolean);
  108180. private _notifyObservers;
  108181. /**
  108182. * Renders the utility layers scene on top of the original scene
  108183. */
  108184. render(): void;
  108185. /**
  108186. * Disposes of the renderer
  108187. */
  108188. dispose(): void;
  108189. private _updateCamera;
  108190. }
  108191. }
  108192. declare module BABYLON {
  108193. /**
  108194. * Renders gizmos on top of an existing scene which provide controls for position, rotation, etc.
  108195. */
  108196. export class Gizmo implements IDisposable {
  108197. /** The utility layer the gizmo will be added to */
  108198. gizmoLayer: UtilityLayerRenderer;
  108199. /**
  108200. * The root mesh of the gizmo
  108201. */
  108202. _rootMesh: Mesh;
  108203. private _attachedMesh;
  108204. /**
  108205. * Ratio for the scale of the gizmo (Default: 1)
  108206. */
  108207. scaleRatio: number;
  108208. /**
  108209. * If a custom mesh has been set (Default: false)
  108210. */
  108211. protected _customMeshSet: boolean;
  108212. /**
  108213. * Mesh that the gizmo will be attached to. (eg. on a drag gizmo the mesh that will be dragged)
  108214. * * When set, interactions will be enabled
  108215. */
  108216. attachedMesh: Nullable<AbstractMesh>;
  108217. /**
  108218. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  108219. * @param mesh The mesh to replace the default mesh of the gizmo
  108220. */
  108221. setCustomMesh(mesh: Mesh): void;
  108222. /**
  108223. * If set the gizmo's rotation will be updated to match the attached mesh each frame (Default: true)
  108224. */
  108225. updateGizmoRotationToMatchAttachedMesh: boolean;
  108226. /**
  108227. * If set the gizmo's position will be updated to match the attached mesh each frame (Default: true)
  108228. */
  108229. updateGizmoPositionToMatchAttachedMesh: boolean;
  108230. /**
  108231. * When set, the gizmo will always appear the same size no matter where the camera is (default: true)
  108232. */
  108233. updateScale: boolean;
  108234. protected _interactionsEnabled: boolean;
  108235. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  108236. private _beforeRenderObserver;
  108237. private _tempVector;
  108238. /**
  108239. * Creates a gizmo
  108240. * @param gizmoLayer The utility layer the gizmo will be added to
  108241. */
  108242. constructor(
  108243. /** The utility layer the gizmo will be added to */
  108244. gizmoLayer?: UtilityLayerRenderer);
  108245. /**
  108246. * Updates the gizmo to match the attached mesh's position/rotation
  108247. */
  108248. protected _update(): void;
  108249. /**
  108250. * Disposes of the gizmo
  108251. */
  108252. dispose(): void;
  108253. }
  108254. }
  108255. declare module BABYLON {
  108256. /**
  108257. * Single plane drag gizmo
  108258. */
  108259. export class PlaneDragGizmo extends Gizmo {
  108260. /**
  108261. * Drag behavior responsible for the gizmos dragging interactions
  108262. */
  108263. dragBehavior: PointerDragBehavior;
  108264. private _pointerObserver;
  108265. /**
  108266. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  108267. */
  108268. snapDistance: number;
  108269. /**
  108270. * Event that fires each time the gizmo snaps to a new location.
  108271. * * snapDistance is the the change in distance
  108272. */
  108273. onSnapObservable: Observable<{
  108274. snapDistance: number;
  108275. }>;
  108276. private _plane;
  108277. private _coloredMaterial;
  108278. private _hoverMaterial;
  108279. private _isEnabled;
  108280. private _parent;
  108281. /** @hidden */
  108282. static _CreatePlane(scene: Scene, material: StandardMaterial): TransformNode;
  108283. /** @hidden */
  108284. static _CreateArrowInstance(scene: Scene, arrow: TransformNode): TransformNode;
  108285. /**
  108286. * Creates a PlaneDragGizmo
  108287. * @param gizmoLayer The utility layer the gizmo will be added to
  108288. * @param dragPlaneNormal The axis normal to which the gizmo will be able to drag on
  108289. * @param color The color of the gizmo
  108290. */
  108291. constructor(dragPlaneNormal: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<PositionGizmo>);
  108292. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  108293. /**
  108294. * If the gizmo is enabled
  108295. */
  108296. isEnabled: boolean;
  108297. /**
  108298. * Disposes of the gizmo
  108299. */
  108300. dispose(): void;
  108301. }
  108302. }
  108303. declare module BABYLON {
  108304. /**
  108305. * Gizmo that enables dragging a mesh along 3 axis
  108306. */
  108307. export class PositionGizmo extends Gizmo {
  108308. /**
  108309. * Internal gizmo used for interactions on the x axis
  108310. */
  108311. xGizmo: AxisDragGizmo;
  108312. /**
  108313. * Internal gizmo used for interactions on the y axis
  108314. */
  108315. yGizmo: AxisDragGizmo;
  108316. /**
  108317. * Internal gizmo used for interactions on the z axis
  108318. */
  108319. zGizmo: AxisDragGizmo;
  108320. /**
  108321. * Internal gizmo used for interactions on the yz plane
  108322. */
  108323. xPlaneGizmo: PlaneDragGizmo;
  108324. /**
  108325. * Internal gizmo used for interactions on the xz plane
  108326. */
  108327. yPlaneGizmo: PlaneDragGizmo;
  108328. /**
  108329. * Internal gizmo used for interactions on the xy plane
  108330. */
  108331. zPlaneGizmo: PlaneDragGizmo;
  108332. /**
  108333. * private variables
  108334. */
  108335. private _meshAttached;
  108336. private _updateGizmoRotationToMatchAttachedMesh;
  108337. private _snapDistance;
  108338. private _scaleRatio;
  108339. /** Fires an event when any of it's sub gizmos are dragged */
  108340. onDragStartObservable: Observable<unknown>;
  108341. /** Fires an event when any of it's sub gizmos are released from dragging */
  108342. onDragEndObservable: Observable<unknown>;
  108343. /**
  108344. * If set to true, planar drag is enabled
  108345. */
  108346. private _planarGizmoEnabled;
  108347. attachedMesh: Nullable<AbstractMesh>;
  108348. /**
  108349. * Creates a PositionGizmo
  108350. * @param gizmoLayer The utility layer the gizmo will be added to
  108351. */
  108352. constructor(gizmoLayer?: UtilityLayerRenderer);
  108353. /**
  108354. * If the planar drag gizmo is enabled
  108355. * setting this will enable/disable XY, XZ and YZ planes regardless of individual gizmo settings.
  108356. */
  108357. planarGizmoEnabled: boolean;
  108358. updateGizmoRotationToMatchAttachedMesh: boolean;
  108359. /**
  108360. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  108361. */
  108362. snapDistance: number;
  108363. /**
  108364. * Ratio for the scale of the gizmo (Default: 1)
  108365. */
  108366. scaleRatio: number;
  108367. /**
  108368. * Disposes of the gizmo
  108369. */
  108370. dispose(): void;
  108371. /**
  108372. * CustomMeshes are not supported by this gizmo
  108373. * @param mesh The mesh to replace the default mesh of the gizmo
  108374. */
  108375. setCustomMesh(mesh: Mesh): void;
  108376. }
  108377. }
  108378. declare module BABYLON {
  108379. /**
  108380. * Single axis drag gizmo
  108381. */
  108382. export class AxisDragGizmo extends Gizmo {
  108383. /**
  108384. * Drag behavior responsible for the gizmos dragging interactions
  108385. */
  108386. dragBehavior: PointerDragBehavior;
  108387. private _pointerObserver;
  108388. /**
  108389. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  108390. */
  108391. snapDistance: number;
  108392. /**
  108393. * Event that fires each time the gizmo snaps to a new location.
  108394. * * snapDistance is the the change in distance
  108395. */
  108396. onSnapObservable: Observable<{
  108397. snapDistance: number;
  108398. }>;
  108399. private _isEnabled;
  108400. private _parent;
  108401. private _arrow;
  108402. private _coloredMaterial;
  108403. private _hoverMaterial;
  108404. /** @hidden */
  108405. static _CreateArrow(scene: Scene, material: StandardMaterial): TransformNode;
  108406. /** @hidden */
  108407. static _CreateArrowInstance(scene: Scene, arrow: TransformNode): TransformNode;
  108408. /**
  108409. * Creates an AxisDragGizmo
  108410. * @param gizmoLayer The utility layer the gizmo will be added to
  108411. * @param dragAxis The axis which the gizmo will be able to drag on
  108412. * @param color The color of the gizmo
  108413. */
  108414. constructor(dragAxis: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<PositionGizmo>);
  108415. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  108416. /**
  108417. * If the gizmo is enabled
  108418. */
  108419. isEnabled: boolean;
  108420. /**
  108421. * Disposes of the gizmo
  108422. */
  108423. dispose(): void;
  108424. }
  108425. }
  108426. declare module BABYLON.Debug {
  108427. /**
  108428. * The Axes viewer will show 3 axes in a specific point in space
  108429. */
  108430. export class AxesViewer {
  108431. private _xAxis;
  108432. private _yAxis;
  108433. private _zAxis;
  108434. private _scaleLinesFactor;
  108435. private _instanced;
  108436. /**
  108437. * Gets the hosting scene
  108438. */
  108439. scene: Scene;
  108440. /**
  108441. * Gets or sets a number used to scale line length
  108442. */
  108443. scaleLines: number;
  108444. /** Gets the node hierarchy used to render x-axis */
  108445. readonly xAxis: TransformNode;
  108446. /** Gets the node hierarchy used to render y-axis */
  108447. readonly yAxis: TransformNode;
  108448. /** Gets the node hierarchy used to render z-axis */
  108449. readonly zAxis: TransformNode;
  108450. /**
  108451. * Creates a new AxesViewer
  108452. * @param scene defines the hosting scene
  108453. * @param scaleLines defines a number used to scale line length (1 by default)
  108454. * @param renderingGroupId defines a number used to set the renderingGroupId of the meshes (2 by default)
  108455. * @param xAxis defines the node hierarchy used to render the x-axis
  108456. * @param yAxis defines the node hierarchy used to render the y-axis
  108457. * @param zAxis defines the node hierarchy used to render the z-axis
  108458. */
  108459. constructor(scene: Scene, scaleLines?: number, renderingGroupId?: Nullable<number>, xAxis?: TransformNode, yAxis?: TransformNode, zAxis?: TransformNode);
  108460. /**
  108461. * Force the viewer to update
  108462. * @param position defines the position of the viewer
  108463. * @param xaxis defines the x axis of the viewer
  108464. * @param yaxis defines the y axis of the viewer
  108465. * @param zaxis defines the z axis of the viewer
  108466. */
  108467. update(position: Vector3, xaxis: Vector3, yaxis: Vector3, zaxis: Vector3): void;
  108468. /**
  108469. * Creates an instance of this axes viewer.
  108470. * @returns a new axes viewer with instanced meshes
  108471. */
  108472. createInstance(): AxesViewer;
  108473. /** Releases resources */
  108474. dispose(): void;
  108475. private static _SetRenderingGroupId;
  108476. }
  108477. }
  108478. declare module BABYLON.Debug {
  108479. /**
  108480. * The BoneAxesViewer will attach 3 axes to a specific bone of a specific mesh
  108481. * @see demo here: https://www.babylonjs-playground.com/#0DE8F4#8
  108482. */
  108483. export class BoneAxesViewer extends AxesViewer {
  108484. /**
  108485. * Gets or sets the target mesh where to display the axes viewer
  108486. */
  108487. mesh: Nullable<Mesh>;
  108488. /**
  108489. * Gets or sets the target bone where to display the axes viewer
  108490. */
  108491. bone: Nullable<Bone>;
  108492. /** Gets current position */
  108493. pos: Vector3;
  108494. /** Gets direction of X axis */
  108495. xaxis: Vector3;
  108496. /** Gets direction of Y axis */
  108497. yaxis: Vector3;
  108498. /** Gets direction of Z axis */
  108499. zaxis: Vector3;
  108500. /**
  108501. * Creates a new BoneAxesViewer
  108502. * @param scene defines the hosting scene
  108503. * @param bone defines the target bone
  108504. * @param mesh defines the target mesh
  108505. * @param scaleLines defines a scaling factor for line length (1 by default)
  108506. */
  108507. constructor(scene: Scene, bone: Bone, mesh: Mesh, scaleLines?: number);
  108508. /**
  108509. * Force the viewer to update
  108510. */
  108511. update(): void;
  108512. /** Releases resources */
  108513. dispose(): void;
  108514. }
  108515. }
  108516. declare module BABYLON {
  108517. /**
  108518. * Interface used to define scene explorer extensibility option
  108519. */
  108520. export interface IExplorerExtensibilityOption {
  108521. /**
  108522. * Define the option label
  108523. */
  108524. label: string;
  108525. /**
  108526. * Defines the action to execute on click
  108527. */
  108528. action: (entity: any) => void;
  108529. }
  108530. /**
  108531. * Defines a group of actions associated with a predicate to use when extending the Inspector scene explorer
  108532. */
  108533. export interface IExplorerExtensibilityGroup {
  108534. /**
  108535. * Defines a predicate to test if a given type mut be extended
  108536. */
  108537. predicate: (entity: any) => boolean;
  108538. /**
  108539. * Gets the list of options added to a type
  108540. */
  108541. entries: IExplorerExtensibilityOption[];
  108542. }
  108543. /**
  108544. * Interface used to define the options to use to create the Inspector
  108545. */
  108546. export interface IInspectorOptions {
  108547. /**
  108548. * Display in overlay mode (default: false)
  108549. */
  108550. overlay?: boolean;
  108551. /**
  108552. * HTML element to use as root (the parent of the rendering canvas will be used as default value)
  108553. */
  108554. globalRoot?: HTMLElement;
  108555. /**
  108556. * Display the Scene explorer
  108557. */
  108558. showExplorer?: boolean;
  108559. /**
  108560. * Display the property inspector
  108561. */
  108562. showInspector?: boolean;
  108563. /**
  108564. * Display in embed mode (both panes on the right)
  108565. */
  108566. embedMode?: boolean;
  108567. /**
  108568. * let the Inspector handles resize of the canvas when panes are resized (default to true)
  108569. */
  108570. handleResize?: boolean;
  108571. /**
  108572. * Allow the panes to popup (default: true)
  108573. */
  108574. enablePopup?: boolean;
  108575. /**
  108576. * Allow the panes to be closed by users (default: true)
  108577. */
  108578. enableClose?: boolean;
  108579. /**
  108580. * Optional list of extensibility entries
  108581. */
  108582. explorerExtensibility?: IExplorerExtensibilityGroup[];
  108583. /**
  108584. * Optional URL to get the inspector script from (by default it uses the babylonjs CDN).
  108585. */
  108586. inspectorURL?: string;
  108587. }
  108588. interface Scene {
  108589. /**
  108590. * @hidden
  108591. * Backing field
  108592. */
  108593. _debugLayer: DebugLayer;
  108594. /**
  108595. * Gets the debug layer (aka Inspector) associated with the scene
  108596. * @see http://doc.babylonjs.com/features/playground_debuglayer
  108597. */
  108598. debugLayer: DebugLayer;
  108599. }
  108600. /**
  108601. * The debug layer (aka Inspector) is the go to tool in order to better understand
  108602. * what is happening in your scene
  108603. * @see http://doc.babylonjs.com/features/playground_debuglayer
  108604. */
  108605. export class DebugLayer {
  108606. /**
  108607. * Define the url to get the inspector script from.
  108608. * By default it uses the babylonjs CDN.
  108609. * @ignoreNaming
  108610. */
  108611. static InspectorURL: string;
  108612. private _scene;
  108613. private BJSINSPECTOR;
  108614. private _onPropertyChangedObservable?;
  108615. /**
  108616. * Observable triggered when a property is changed through the inspector.
  108617. */
  108618. readonly onPropertyChangedObservable: any;
  108619. /**
  108620. * Instantiates a new debug layer.
  108621. * The debug layer (aka Inspector) is the go to tool in order to better understand
  108622. * what is happening in your scene
  108623. * @see http://doc.babylonjs.com/features/playground_debuglayer
  108624. * @param scene Defines the scene to inspect
  108625. */
  108626. constructor(scene: Scene);
  108627. /** Creates the inspector window. */
  108628. private _createInspector;
  108629. /**
  108630. * Select a specific entity in the scene explorer and highlight a specific block in that entity property grid
  108631. * @param entity defines the entity to select
  108632. * @param lineContainerTitle defines the specific block to highlight
  108633. */
  108634. select(entity: any, lineContainerTitle?: string): void;
  108635. /** Get the inspector from bundle or global */
  108636. private _getGlobalInspector;
  108637. /**
  108638. * Get if the inspector is visible or not.
  108639. * @returns true if visible otherwise, false
  108640. */
  108641. isVisible(): boolean;
  108642. /**
  108643. * Hide the inspector and close its window.
  108644. */
  108645. hide(): void;
  108646. /**
  108647. * Launch the debugLayer.
  108648. * @param config Define the configuration of the inspector
  108649. * @return a promise fulfilled when the debug layer is visible
  108650. */
  108651. show(config?: IInspectorOptions): Promise<DebugLayer>;
  108652. }
  108653. }
  108654. declare module BABYLON {
  108655. /**
  108656. * Class containing static functions to help procedurally build meshes
  108657. */
  108658. export class BoxBuilder {
  108659. /**
  108660. * Creates a box mesh
  108661. * * The parameter `size` sets the size (float) of each box side (default 1)
  108662. * * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value of `size`)
  108663. * * 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)
  108664. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  108665. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  108666. * * 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
  108667. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  108668. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  108669. * @param name defines the name of the mesh
  108670. * @param options defines the options used to create the mesh
  108671. * @param scene defines the hosting scene
  108672. * @returns the box mesh
  108673. */
  108674. static CreateBox(name: string, options: {
  108675. size?: number;
  108676. width?: number;
  108677. height?: number;
  108678. depth?: number;
  108679. faceUV?: Vector4[];
  108680. faceColors?: Color4[];
  108681. sideOrientation?: number;
  108682. frontUVs?: Vector4;
  108683. backUVs?: Vector4;
  108684. wrap?: boolean;
  108685. topBaseAt?: number;
  108686. bottomBaseAt?: number;
  108687. updatable?: boolean;
  108688. }, scene?: Nullable<Scene>): Mesh;
  108689. }
  108690. }
  108691. declare module BABYLON {
  108692. /**
  108693. * Class containing static functions to help procedurally build meshes
  108694. */
  108695. export class SphereBuilder {
  108696. /**
  108697. * Creates a sphere mesh
  108698. * * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)
  108699. * * 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`)
  108700. * * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32)
  108701. * * 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
  108702. * * 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)
  108703. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  108704. * * 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
  108705. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  108706. * @param name defines the name of the mesh
  108707. * @param options defines the options used to create the mesh
  108708. * @param scene defines the hosting scene
  108709. * @returns the sphere mesh
  108710. * @see https://doc.babylonjs.com/how_to/set_shapes#sphere
  108711. */
  108712. static CreateSphere(name: string, options: {
  108713. segments?: number;
  108714. diameter?: number;
  108715. diameterX?: number;
  108716. diameterY?: number;
  108717. diameterZ?: number;
  108718. arc?: number;
  108719. slice?: number;
  108720. sideOrientation?: number;
  108721. frontUVs?: Vector4;
  108722. backUVs?: Vector4;
  108723. updatable?: boolean;
  108724. }, scene?: Nullable<Scene>): Mesh;
  108725. }
  108726. }
  108727. declare module BABYLON.Debug {
  108728. /**
  108729. * Used to show the physics impostor around the specific mesh
  108730. */
  108731. export class PhysicsViewer {
  108732. /** @hidden */
  108733. protected _impostors: Array<Nullable<PhysicsImpostor>>;
  108734. /** @hidden */
  108735. protected _meshes: Array<Nullable<AbstractMesh>>;
  108736. /** @hidden */
  108737. protected _scene: Nullable<Scene>;
  108738. /** @hidden */
  108739. protected _numMeshes: number;
  108740. /** @hidden */
  108741. protected _physicsEnginePlugin: Nullable<IPhysicsEnginePlugin>;
  108742. private _renderFunction;
  108743. private _utilityLayer;
  108744. private _debugBoxMesh;
  108745. private _debugSphereMesh;
  108746. private _debugCylinderMesh;
  108747. private _debugMaterial;
  108748. private _debugMeshMeshes;
  108749. /**
  108750. * Creates a new PhysicsViewer
  108751. * @param scene defines the hosting scene
  108752. */
  108753. constructor(scene: Scene);
  108754. /** @hidden */
  108755. protected _updateDebugMeshes(): void;
  108756. /**
  108757. * Renders a specified physic impostor
  108758. * @param impostor defines the impostor to render
  108759. * @param targetMesh defines the mesh represented by the impostor
  108760. * @returns the new debug mesh used to render the impostor
  108761. */
  108762. showImpostor(impostor: PhysicsImpostor, targetMesh?: Mesh): Nullable<AbstractMesh>;
  108763. /**
  108764. * Hides a specified physic impostor
  108765. * @param impostor defines the impostor to hide
  108766. */
  108767. hideImpostor(impostor: Nullable<PhysicsImpostor>): void;
  108768. private _getDebugMaterial;
  108769. private _getDebugBoxMesh;
  108770. private _getDebugSphereMesh;
  108771. private _getDebugCylinderMesh;
  108772. private _getDebugMeshMesh;
  108773. private _getDebugMesh;
  108774. /** Releases all resources */
  108775. dispose(): void;
  108776. }
  108777. }
  108778. declare module BABYLON {
  108779. /**
  108780. * Class containing static functions to help procedurally build meshes
  108781. */
  108782. export class LinesBuilder {
  108783. /**
  108784. * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh
  108785. * * 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
  108786. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function
  108787. * * The parameter `lines` is an array of lines, each line being an array of successive Vector3
  108788. * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter
  108789. * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point
  108790. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
  108791. * * 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
  108792. * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
  108793. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  108794. * @see https://doc.babylonjs.com/how_to/parametric_shapes#line-system
  108795. * @param name defines the name of the new line system
  108796. * @param options defines the options used to create the line system
  108797. * @param scene defines the hosting scene
  108798. * @returns a new line system mesh
  108799. */
  108800. static CreateLineSystem(name: string, options: {
  108801. lines: Vector3[][];
  108802. updatable?: boolean;
  108803. instance?: Nullable<LinesMesh>;
  108804. colors?: Nullable<Color4[][]>;
  108805. useVertexAlpha?: boolean;
  108806. }, scene: Nullable<Scene>): LinesMesh;
  108807. /**
  108808. * Creates a line mesh
  108809. * 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
  108810. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  108811. * * The parameter `points` is an array successive Vector3
  108812. * * 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
  108813. * * The optional parameter `colors` is an array of successive Color4, one per line point
  108814. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
  108815. * * When updating an instance, remember that only point positions can change, not the number of points
  108816. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  108817. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lines
  108818. * @param name defines the name of the new line system
  108819. * @param options defines the options used to create the line system
  108820. * @param scene defines the hosting scene
  108821. * @returns a new line mesh
  108822. */
  108823. static CreateLines(name: string, options: {
  108824. points: Vector3[];
  108825. updatable?: boolean;
  108826. instance?: Nullable<LinesMesh>;
  108827. colors?: Color4[];
  108828. useVertexAlpha?: boolean;
  108829. }, scene?: Nullable<Scene>): LinesMesh;
  108830. /**
  108831. * Creates a dashed line mesh
  108832. * * 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
  108833. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  108834. * * The parameter `points` is an array successive Vector3
  108835. * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)
  108836. * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)
  108837. * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  108838. * * 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
  108839. * * When updating an instance, remember that only point positions can change, not the number of points
  108840. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  108841. * @param name defines the name of the mesh
  108842. * @param options defines the options used to create the mesh
  108843. * @param scene defines the hosting scene
  108844. * @returns the dashed line mesh
  108845. * @see https://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines
  108846. */
  108847. static CreateDashedLines(name: string, options: {
  108848. points: Vector3[];
  108849. dashSize?: number;
  108850. gapSize?: number;
  108851. dashNb?: number;
  108852. updatable?: boolean;
  108853. instance?: LinesMesh;
  108854. }, scene?: Nullable<Scene>): LinesMesh;
  108855. }
  108856. }
  108857. declare module BABYLON {
  108858. /**
  108859. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  108860. * in order to better appreciate the issue one might have.
  108861. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  108862. */
  108863. export class RayHelper {
  108864. /**
  108865. * Defines the ray we are currently tryin to visualize.
  108866. */
  108867. ray: Nullable<Ray>;
  108868. private _renderPoints;
  108869. private _renderLine;
  108870. private _renderFunction;
  108871. private _scene;
  108872. private _updateToMeshFunction;
  108873. private _attachedToMesh;
  108874. private _meshSpaceDirection;
  108875. private _meshSpaceOrigin;
  108876. /**
  108877. * Helper function to create a colored helper in a scene in one line.
  108878. * @param ray Defines the ray we are currently tryin to visualize
  108879. * @param scene Defines the scene the ray is used in
  108880. * @param color Defines the color we want to see the ray in
  108881. * @returns The newly created ray helper.
  108882. */
  108883. static CreateAndShow(ray: Ray, scene: Scene, color: Color3): RayHelper;
  108884. /**
  108885. * Instantiate a new ray helper.
  108886. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  108887. * in order to better appreciate the issue one might have.
  108888. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  108889. * @param ray Defines the ray we are currently tryin to visualize
  108890. */
  108891. constructor(ray: Ray);
  108892. /**
  108893. * Shows the ray we are willing to debug.
  108894. * @param scene Defines the scene the ray needs to be rendered in
  108895. * @param color Defines the color the ray needs to be rendered in
  108896. */
  108897. show(scene: Scene, color?: Color3): void;
  108898. /**
  108899. * Hides the ray we are debugging.
  108900. */
  108901. hide(): void;
  108902. private _render;
  108903. /**
  108904. * Attach a ray helper to a mesh so that we can easily see its orientation for instance or information like its normals.
  108905. * @param mesh Defines the mesh we want the helper attached to
  108906. * @param meshSpaceDirection Defines the direction of the Ray in mesh space (local space of the mesh node)
  108907. * @param meshSpaceOrigin Defines the origin of the Ray in mesh space (local space of the mesh node)
  108908. * @param length Defines the length of the ray
  108909. */
  108910. attachToMesh(mesh: AbstractMesh, meshSpaceDirection?: Vector3, meshSpaceOrigin?: Vector3, length?: number): void;
  108911. /**
  108912. * Detach the ray helper from the mesh it has previously been attached to.
  108913. */
  108914. detachFromMesh(): void;
  108915. private _updateToMesh;
  108916. /**
  108917. * Dispose the helper and release its associated resources.
  108918. */
  108919. dispose(): void;
  108920. }
  108921. }
  108922. declare module BABYLON.Debug {
  108923. /**
  108924. * Class used to render a debug view of a given skeleton
  108925. * @see http://www.babylonjs-playground.com/#1BZJVJ#8
  108926. */
  108927. export class SkeletonViewer {
  108928. /** defines the skeleton to render */
  108929. skeleton: Skeleton;
  108930. /** defines the mesh attached to the skeleton */
  108931. mesh: AbstractMesh;
  108932. /** defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */
  108933. autoUpdateBonesMatrices: boolean;
  108934. /** defines the rendering group id to use with the viewer */
  108935. renderingGroupId: number;
  108936. /** Gets or sets the color used to render the skeleton */
  108937. color: Color3;
  108938. private _scene;
  108939. private _debugLines;
  108940. private _debugMesh;
  108941. private _isEnabled;
  108942. private _renderFunction;
  108943. private _utilityLayer;
  108944. /**
  108945. * Returns the mesh used to render the bones
  108946. */
  108947. readonly debugMesh: Nullable<LinesMesh>;
  108948. /**
  108949. * Creates a new SkeletonViewer
  108950. * @param skeleton defines the skeleton to render
  108951. * @param mesh defines the mesh attached to the skeleton
  108952. * @param scene defines the hosting scene
  108953. * @param autoUpdateBonesMatrices defines a boolean indicating if bones matrices must be forced to update before rendering (true by default)
  108954. * @param renderingGroupId defines the rendering group id to use with the viewer
  108955. */
  108956. constructor(
  108957. /** defines the skeleton to render */
  108958. skeleton: Skeleton,
  108959. /** defines the mesh attached to the skeleton */
  108960. mesh: AbstractMesh, scene: Scene,
  108961. /** defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */
  108962. autoUpdateBonesMatrices?: boolean,
  108963. /** defines the rendering group id to use with the viewer */
  108964. renderingGroupId?: number);
  108965. /** Gets or sets a boolean indicating if the viewer is enabled */
  108966. isEnabled: boolean;
  108967. private _getBonePosition;
  108968. private _getLinesForBonesWithLength;
  108969. private _getLinesForBonesNoLength;
  108970. /** Update the viewer to sync with current skeleton state */
  108971. update(): void;
  108972. /** Release associated resources */
  108973. dispose(): void;
  108974. }
  108975. }
  108976. declare module BABYLON {
  108977. /**
  108978. * Options to create the null engine
  108979. */
  108980. export class NullEngineOptions {
  108981. /**
  108982. * Render width (Default: 512)
  108983. */
  108984. renderWidth: number;
  108985. /**
  108986. * Render height (Default: 256)
  108987. */
  108988. renderHeight: number;
  108989. /**
  108990. * Texture size (Default: 512)
  108991. */
  108992. textureSize: number;
  108993. /**
  108994. * If delta time between frames should be constant
  108995. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  108996. */
  108997. deterministicLockstep: boolean;
  108998. /**
  108999. * Maximum about of steps between frames (Default: 4)
  109000. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  109001. */
  109002. lockstepMaxSteps: number;
  109003. }
  109004. /**
  109005. * The null engine class provides support for headless version of babylon.js.
  109006. * This can be used in server side scenario or for testing purposes
  109007. */
  109008. export class NullEngine extends Engine {
  109009. private _options;
  109010. /**
  109011. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  109012. */
  109013. isDeterministicLockStep(): boolean;
  109014. /** @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep */
  109015. getLockstepMaxSteps(): number;
  109016. /**
  109017. * Sets hardware scaling, used to save performance if needed
  109018. * @see https://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  109019. */
  109020. getHardwareScalingLevel(): number;
  109021. constructor(options?: NullEngineOptions);
  109022. createVertexBuffer(vertices: FloatArray): DataBuffer;
  109023. createIndexBuffer(indices: IndicesArray): DataBuffer;
  109024. clear(color: IColor4Like, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  109025. getRenderWidth(useScreen?: boolean): number;
  109026. getRenderHeight(useScreen?: boolean): number;
  109027. setViewport(viewport: IViewportLike, requiredWidth?: number, requiredHeight?: number): void;
  109028. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: string, context?: WebGLRenderingContext): WebGLProgram;
  109029. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): Nullable<WebGLUniformLocation>[];
  109030. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  109031. bindSamplers(effect: Effect): void;
  109032. enableEffect(effect: Effect): void;
  109033. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  109034. setIntArray(uniform: WebGLUniformLocation, array: Int32Array): void;
  109035. setIntArray2(uniform: WebGLUniformLocation, array: Int32Array): void;
  109036. setIntArray3(uniform: WebGLUniformLocation, array: Int32Array): void;
  109037. setIntArray4(uniform: WebGLUniformLocation, array: Int32Array): void;
  109038. setFloatArray(uniform: WebGLUniformLocation, array: Float32Array): void;
  109039. setFloatArray2(uniform: WebGLUniformLocation, array: Float32Array): void;
  109040. setFloatArray3(uniform: WebGLUniformLocation, array: Float32Array): void;
  109041. setFloatArray4(uniform: WebGLUniformLocation, array: Float32Array): void;
  109042. setArray(uniform: WebGLUniformLocation, array: number[]): void;
  109043. setArray2(uniform: WebGLUniformLocation, array: number[]): void;
  109044. setArray3(uniform: WebGLUniformLocation, array: number[]): void;
  109045. setArray4(uniform: WebGLUniformLocation, array: number[]): void;
  109046. setMatrices(uniform: WebGLUniformLocation, matrices: Float32Array): void;
  109047. setMatrix3x3(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  109048. setMatrix2x2(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  109049. setFloat(uniform: WebGLUniformLocation, value: number): void;
  109050. setFloat2(uniform: WebGLUniformLocation, x: number, y: number): void;
  109051. setFloat3(uniform: WebGLUniformLocation, x: number, y: number, z: number): void;
  109052. setBool(uniform: WebGLUniformLocation, bool: number): void;
  109053. setFloat4(uniform: WebGLUniformLocation, x: number, y: number, z: number, w: number): void;
  109054. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  109055. bindBuffers(vertexBuffers: {
  109056. [key: string]: VertexBuffer;
  109057. }, indexBuffer: DataBuffer, effect: Effect): void;
  109058. wipeCaches(bruteForce?: boolean): void;
  109059. draw(useTriangles: boolean, indexStart: number, indexCount: number, instancesCount?: number): void;
  109060. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  109061. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  109062. /** @hidden */
  109063. _createTexture(): WebGLTexture;
  109064. /** @hidden */
  109065. _releaseTexture(texture: InternalTexture): void;
  109066. 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;
  109067. createRenderTargetTexture(size: any, options: boolean | RenderTargetCreationOptions): InternalTexture;
  109068. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  109069. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean): void;
  109070. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  109071. createDynamicVertexBuffer(vertices: FloatArray): DataBuffer;
  109072. updateDynamicTexture(texture: Nullable<InternalTexture>, canvas: HTMLCanvasElement, invertY: boolean, premulAlpha?: boolean, format?: number): void;
  109073. areAllEffectsReady(): boolean;
  109074. /**
  109075. * @hidden
  109076. * Get the current error code of the webGL context
  109077. * @returns the error code
  109078. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  109079. */
  109080. getError(): number;
  109081. /** @hidden */
  109082. _getUnpackAlignement(): number;
  109083. /** @hidden */
  109084. _unpackFlipY(value: boolean): void;
  109085. updateDynamicIndexBuffer(indexBuffer: WebGLBuffer, indices: IndicesArray, offset?: number): void;
  109086. /**
  109087. * Updates a dynamic vertex buffer.
  109088. * @param vertexBuffer the vertex buffer to update
  109089. * @param data the data used to update the vertex buffer
  109090. * @param byteOffset the byte offset of the data (optional)
  109091. * @param byteLength the byte length of the data (optional)
  109092. */
  109093. updateDynamicVertexBuffer(vertexBuffer: WebGLBuffer, vertices: FloatArray, byteOffset?: number, byteLength?: number): void;
  109094. _bindTextureDirectly(target: number, texture: InternalTexture): boolean;
  109095. /** @hidden */
  109096. _bindTexture(channel: number, texture: InternalTexture): void;
  109097. protected _deleteBuffer(buffer: WebGLBuffer): void;
  109098. releaseEffects(): void;
  109099. displayLoadingUI(): void;
  109100. hideLoadingUI(): void;
  109101. /** @hidden */
  109102. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  109103. /** @hidden */
  109104. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  109105. /** @hidden */
  109106. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  109107. /** @hidden */
  109108. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement, faceIndex?: number, lod?: number): void;
  109109. }
  109110. }
  109111. declare module BABYLON {
  109112. /** @hidden */
  109113. export class _OcclusionDataStorage {
  109114. /** @hidden */
  109115. occlusionInternalRetryCounter: number;
  109116. /** @hidden */
  109117. isOcclusionQueryInProgress: boolean;
  109118. /** @hidden */
  109119. isOccluded: boolean;
  109120. /** @hidden */
  109121. occlusionRetryCount: number;
  109122. /** @hidden */
  109123. occlusionType: number;
  109124. /** @hidden */
  109125. occlusionQueryAlgorithmType: number;
  109126. }
  109127. interface Engine {
  109128. /**
  109129. * Create a new webGL query (you must be sure that queries are supported by checking getCaps() function)
  109130. * @return the new query
  109131. */
  109132. createQuery(): WebGLQuery;
  109133. /**
  109134. * Delete and release a webGL query
  109135. * @param query defines the query to delete
  109136. * @return the current engine
  109137. */
  109138. deleteQuery(query: WebGLQuery): Engine;
  109139. /**
  109140. * Check if a given query has resolved and got its value
  109141. * @param query defines the query to check
  109142. * @returns true if the query got its value
  109143. */
  109144. isQueryResultAvailable(query: WebGLQuery): boolean;
  109145. /**
  109146. * Gets the value of a given query
  109147. * @param query defines the query to check
  109148. * @returns the value of the query
  109149. */
  109150. getQueryResult(query: WebGLQuery): number;
  109151. /**
  109152. * Initiates an occlusion query
  109153. * @param algorithmType defines the algorithm to use
  109154. * @param query defines the query to use
  109155. * @returns the current engine
  109156. * @see http://doc.babylonjs.com/features/occlusionquery
  109157. */
  109158. beginOcclusionQuery(algorithmType: number, query: WebGLQuery): Engine;
  109159. /**
  109160. * Ends an occlusion query
  109161. * @see http://doc.babylonjs.com/features/occlusionquery
  109162. * @param algorithmType defines the algorithm to use
  109163. * @returns the current engine
  109164. */
  109165. endOcclusionQuery(algorithmType: number): Engine;
  109166. /**
  109167. * Starts a time query (used to measure time spent by the GPU on a specific frame)
  109168. * Please note that only one query can be issued at a time
  109169. * @returns a time token used to track the time span
  109170. */
  109171. startTimeQuery(): Nullable<_TimeToken>;
  109172. /**
  109173. * Ends a time query
  109174. * @param token defines the token used to measure the time span
  109175. * @returns the time spent (in ns)
  109176. */
  109177. endTimeQuery(token: _TimeToken): int;
  109178. /** @hidden */
  109179. _currentNonTimestampToken: Nullable<_TimeToken>;
  109180. /** @hidden */
  109181. _createTimeQuery(): WebGLQuery;
  109182. /** @hidden */
  109183. _deleteTimeQuery(query: WebGLQuery): void;
  109184. /** @hidden */
  109185. _getGlAlgorithmType(algorithmType: number): number;
  109186. /** @hidden */
  109187. _getTimeQueryResult(query: WebGLQuery): any;
  109188. /** @hidden */
  109189. _getTimeQueryAvailability(query: WebGLQuery): any;
  109190. }
  109191. interface AbstractMesh {
  109192. /**
  109193. * Backing filed
  109194. * @hidden
  109195. */
  109196. __occlusionDataStorage: _OcclusionDataStorage;
  109197. /**
  109198. * Access property
  109199. * @hidden
  109200. */
  109201. _occlusionDataStorage: _OcclusionDataStorage;
  109202. /**
  109203. * 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.
  109204. * The default value is -1 which means don't break the query and wait till the result
  109205. * @see http://doc.babylonjs.com/features/occlusionquery
  109206. */
  109207. occlusionRetryCount: number;
  109208. /**
  109209. * 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:
  109210. * * OCCLUSION_TYPE_NONE (Default Value): this option means no occlusion query whith the Mesh.
  109211. * * OCCLUSION_TYPE_OPTIMISTIC: this option is means use occlusion query and if occlusionRetryCount is reached and the query is broken show the mesh.
  109212. * * 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.
  109213. * @see http://doc.babylonjs.com/features/occlusionquery
  109214. */
  109215. occlusionType: number;
  109216. /**
  109217. * This property determines the type of occlusion query algorithm to run in WebGl, you can use:
  109218. * * AbstractMesh.OCCLUSION_ALGORITHM_TYPE_ACCURATE which is mapped to GL_ANY_SAMPLES_PASSED.
  109219. * * 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.
  109220. * @see http://doc.babylonjs.com/features/occlusionquery
  109221. */
  109222. occlusionQueryAlgorithmType: number;
  109223. /**
  109224. * 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
  109225. * @see http://doc.babylonjs.com/features/occlusionquery
  109226. */
  109227. isOccluded: boolean;
  109228. /**
  109229. * Flag to check the progress status of the query
  109230. * @see http://doc.babylonjs.com/features/occlusionquery
  109231. */
  109232. isOcclusionQueryInProgress: boolean;
  109233. }
  109234. }
  109235. declare module BABYLON {
  109236. /** @hidden */
  109237. export var _forceTransformFeedbackToBundle: boolean;
  109238. interface Engine {
  109239. /**
  109240. * Creates a webGL transform feedback object
  109241. * Please makes sure to check webGLVersion property to check if you are running webGL 2+
  109242. * @returns the webGL transform feedback object
  109243. */
  109244. createTransformFeedback(): WebGLTransformFeedback;
  109245. /**
  109246. * Delete a webGL transform feedback object
  109247. * @param value defines the webGL transform feedback object to delete
  109248. */
  109249. deleteTransformFeedback(value: WebGLTransformFeedback): void;
  109250. /**
  109251. * Bind a webGL transform feedback object to the webgl context
  109252. * @param value defines the webGL transform feedback object to bind
  109253. */
  109254. bindTransformFeedback(value: Nullable<WebGLTransformFeedback>): void;
  109255. /**
  109256. * Begins a transform feedback operation
  109257. * @param usePoints defines if points or triangles must be used
  109258. */
  109259. beginTransformFeedback(usePoints: boolean): void;
  109260. /**
  109261. * Ends a transform feedback operation
  109262. */
  109263. endTransformFeedback(): void;
  109264. /**
  109265. * Specify the varyings to use with transform feedback
  109266. * @param program defines the associated webGL program
  109267. * @param value defines the list of strings representing the varying names
  109268. */
  109269. setTranformFeedbackVaryings(program: WebGLProgram, value: string[]): void;
  109270. /**
  109271. * Bind a webGL buffer for a transform feedback operation
  109272. * @param value defines the webGL buffer to bind
  109273. */
  109274. bindTransformFeedbackBuffer(value: Nullable<DataBuffer>): void;
  109275. }
  109276. }
  109277. declare module BABYLON {
  109278. /**
  109279. * Creation options of the multi render target texture.
  109280. */
  109281. export interface IMultiRenderTargetOptions {
  109282. /**
  109283. * Define if the texture needs to create mip maps after render.
  109284. */
  109285. generateMipMaps?: boolean;
  109286. /**
  109287. * Define the types of all the draw buffers we want to create
  109288. */
  109289. types?: number[];
  109290. /**
  109291. * Define the sampling modes of all the draw buffers we want to create
  109292. */
  109293. samplingModes?: number[];
  109294. /**
  109295. * Define if a depth buffer is required
  109296. */
  109297. generateDepthBuffer?: boolean;
  109298. /**
  109299. * Define if a stencil buffer is required
  109300. */
  109301. generateStencilBuffer?: boolean;
  109302. /**
  109303. * Define if a depth texture is required instead of a depth buffer
  109304. */
  109305. generateDepthTexture?: boolean;
  109306. /**
  109307. * Define the number of desired draw buffers
  109308. */
  109309. textureCount?: number;
  109310. /**
  109311. * Define if aspect ratio should be adapted to the texture or stay the scene one
  109312. */
  109313. doNotChangeAspectRatio?: boolean;
  109314. /**
  109315. * Define the default type of the buffers we are creating
  109316. */
  109317. defaultType?: number;
  109318. }
  109319. /**
  109320. * A multi render target, like a render target provides the ability to render to a texture.
  109321. * Unlike the render target, it can render to several draw buffers in one draw.
  109322. * This is specially interesting in deferred rendering or for any effects requiring more than
  109323. * just one color from a single pass.
  109324. */
  109325. export class MultiRenderTarget extends RenderTargetTexture {
  109326. private _internalTextures;
  109327. private _textures;
  109328. private _multiRenderTargetOptions;
  109329. /**
  109330. * Get if draw buffers are currently supported by the used hardware and browser.
  109331. */
  109332. readonly isSupported: boolean;
  109333. /**
  109334. * Get the list of textures generated by the multi render target.
  109335. */
  109336. readonly textures: Texture[];
  109337. /**
  109338. * Get the depth texture generated by the multi render target if options.generateDepthTexture has been set
  109339. */
  109340. readonly depthTexture: Texture;
  109341. /**
  109342. * Set the wrapping mode on U of all the textures we are rendering to.
  109343. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  109344. */
  109345. wrapU: number;
  109346. /**
  109347. * Set the wrapping mode on V of all the textures we are rendering to.
  109348. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  109349. */
  109350. wrapV: number;
  109351. /**
  109352. * Instantiate a new multi render target texture.
  109353. * A multi render target, like a render target provides the ability to render to a texture.
  109354. * Unlike the render target, it can render to several draw buffers in one draw.
  109355. * This is specially interesting in deferred rendering or for any effects requiring more than
  109356. * just one color from a single pass.
  109357. * @param name Define the name of the texture
  109358. * @param size Define the size of the buffers to render to
  109359. * @param count Define the number of target we are rendering into
  109360. * @param scene Define the scene the texture belongs to
  109361. * @param options Define the options used to create the multi render target
  109362. */
  109363. constructor(name: string, size: any, count: number, scene: Scene, options?: IMultiRenderTargetOptions);
  109364. /** @hidden */
  109365. _rebuild(): void;
  109366. private _createInternalTextures;
  109367. private _createTextures;
  109368. /**
  109369. * Define the number of samples used if MSAA is enabled.
  109370. */
  109371. samples: number;
  109372. /**
  109373. * Resize all the textures in the multi render target.
  109374. * Be carrefull as it will recreate all the data in the new texture.
  109375. * @param size Define the new size
  109376. */
  109377. resize(size: any): void;
  109378. protected unbindFrameBuffer(engine: Engine, faceIndex: number): void;
  109379. /**
  109380. * Dispose the render targets and their associated resources
  109381. */
  109382. dispose(): void;
  109383. /**
  109384. * Release all the underlying texture used as draw buffers.
  109385. */
  109386. releaseInternalTextures(): void;
  109387. }
  109388. }
  109389. declare module BABYLON {
  109390. interface Engine {
  109391. /**
  109392. * Unbind a list of render target textures from the webGL context
  109393. * This is used only when drawBuffer extension or webGL2 are active
  109394. * @param textures defines the render target textures to unbind
  109395. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  109396. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  109397. */
  109398. unBindMultiColorAttachmentFramebuffer(textures: InternalTexture[], disableGenerateMipMaps: boolean, onBeforeUnbind?: () => void): void;
  109399. /**
  109400. * Create a multi render target texture
  109401. * @see http://doc.babylonjs.com/features/webgl2#multiple-render-target
  109402. * @param size defines the size of the texture
  109403. * @param options defines the creation options
  109404. * @returns the cube texture as an InternalTexture
  109405. */
  109406. createMultipleRenderTarget(size: any, options: IMultiRenderTargetOptions): InternalTexture[];
  109407. /**
  109408. * Update the sample count for a given multiple render target texture
  109409. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  109410. * @param textures defines the textures to update
  109411. * @param samples defines the sample count to set
  109412. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  109413. */
  109414. updateMultipleRenderTargetTextureSampleCount(textures: Nullable<InternalTexture[]>, samples: number): number;
  109415. }
  109416. }
  109417. declare module BABYLON {
  109418. /** @hidden */
  109419. export var rgbdEncodePixelShader: {
  109420. name: string;
  109421. shader: string;
  109422. };
  109423. }
  109424. declare module BABYLON {
  109425. /** @hidden */
  109426. export var rgbdDecodePixelShader: {
  109427. name: string;
  109428. shader: string;
  109429. };
  109430. }
  109431. declare module BABYLON {
  109432. /**
  109433. * Raw texture data and descriptor sufficient for WebGL texture upload
  109434. */
  109435. export interface EnvironmentTextureInfo {
  109436. /**
  109437. * Version of the environment map
  109438. */
  109439. version: number;
  109440. /**
  109441. * Width of image
  109442. */
  109443. width: number;
  109444. /**
  109445. * Irradiance information stored in the file.
  109446. */
  109447. irradiance: any;
  109448. /**
  109449. * Specular information stored in the file.
  109450. */
  109451. specular: any;
  109452. }
  109453. /**
  109454. * Defines One Image in the file. It requires only the position in the file
  109455. * as well as the length.
  109456. */
  109457. interface BufferImageData {
  109458. /**
  109459. * Length of the image data.
  109460. */
  109461. length: number;
  109462. /**
  109463. * Position of the data from the null terminator delimiting the end of the JSON.
  109464. */
  109465. position: number;
  109466. }
  109467. /**
  109468. * Defines the specular data enclosed in the file.
  109469. * This corresponds to the version 1 of the data.
  109470. */
  109471. export interface EnvironmentTextureSpecularInfoV1 {
  109472. /**
  109473. * Defines where the specular Payload is located. It is a runtime value only not stored in the file.
  109474. */
  109475. specularDataPosition?: number;
  109476. /**
  109477. * This contains all the images data needed to reconstruct the cubemap.
  109478. */
  109479. mipmaps: Array<BufferImageData>;
  109480. /**
  109481. * Defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness.
  109482. */
  109483. lodGenerationScale: number;
  109484. }
  109485. /**
  109486. * Sets of helpers addressing the serialization and deserialization of environment texture
  109487. * stored in a BabylonJS env file.
  109488. * Those files are usually stored as .env files.
  109489. */
  109490. export class EnvironmentTextureTools {
  109491. /**
  109492. * Magic number identifying the env file.
  109493. */
  109494. private static _MagicBytes;
  109495. /**
  109496. * Gets the environment info from an env file.
  109497. * @param data The array buffer containing the .env bytes.
  109498. * @returns the environment file info (the json header) if successfully parsed.
  109499. */
  109500. static GetEnvInfo(data: ArrayBuffer): Nullable<EnvironmentTextureInfo>;
  109501. /**
  109502. * Creates an environment texture from a loaded cube texture.
  109503. * @param texture defines the cube texture to convert in env file
  109504. * @return a promise containing the environment data if succesfull.
  109505. */
  109506. static CreateEnvTextureAsync(texture: CubeTexture): Promise<ArrayBuffer>;
  109507. /**
  109508. * Creates a JSON representation of the spherical data.
  109509. * @param texture defines the texture containing the polynomials
  109510. * @return the JSON representation of the spherical info
  109511. */
  109512. private static _CreateEnvTextureIrradiance;
  109513. /**
  109514. * Creates the ArrayBufferViews used for initializing environment texture image data.
  109515. * @param arrayBuffer the underlying ArrayBuffer to which the views refer
  109516. * @param info parameters that determine what views will be created for accessing the underlying buffer
  109517. * @return the views described by info providing access to the underlying buffer
  109518. */
  109519. static CreateImageDataArrayBufferViews(arrayBuffer: any, info: EnvironmentTextureInfo): Array<Array<ArrayBufferView>>;
  109520. /**
  109521. * Uploads the texture info contained in the env file to the GPU.
  109522. * @param texture defines the internal texture to upload to
  109523. * @param arrayBuffer defines the buffer cotaining the data to load
  109524. * @param info defines the texture info retrieved through the GetEnvInfo method
  109525. * @returns a promise
  109526. */
  109527. static UploadEnvLevelsAsync(texture: InternalTexture, arrayBuffer: any, info: EnvironmentTextureInfo): Promise<void>;
  109528. /**
  109529. * Uploads the levels of image data to the GPU.
  109530. * @param texture defines the internal texture to upload to
  109531. * @param imageData defines the array buffer views of image data [mipmap][face]
  109532. * @returns a promise
  109533. */
  109534. static UploadLevelsAsync(texture: InternalTexture, imageData: ArrayBufferView[][]): Promise<void>;
  109535. /**
  109536. * Uploads spherical polynomials information to the texture.
  109537. * @param texture defines the texture we are trying to upload the information to
  109538. * @param info defines the environment texture info retrieved through the GetEnvInfo method
  109539. */
  109540. static UploadEnvSpherical(texture: InternalTexture, info: EnvironmentTextureInfo): void;
  109541. /** @hidden */
  109542. static _UpdateRGBDAsync(internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number): Promise<void>;
  109543. }
  109544. }
  109545. declare module BABYLON {
  109546. /**
  109547. * Contains position and normal vectors for a vertex
  109548. */
  109549. export class PositionNormalVertex {
  109550. /** the position of the vertex (defaut: 0,0,0) */
  109551. position: Vector3;
  109552. /** the normal of the vertex (defaut: 0,1,0) */
  109553. normal: Vector3;
  109554. /**
  109555. * Creates a PositionNormalVertex
  109556. * @param position the position of the vertex (defaut: 0,0,0)
  109557. * @param normal the normal of the vertex (defaut: 0,1,0)
  109558. */
  109559. constructor(
  109560. /** the position of the vertex (defaut: 0,0,0) */
  109561. position?: Vector3,
  109562. /** the normal of the vertex (defaut: 0,1,0) */
  109563. normal?: Vector3);
  109564. /**
  109565. * Clones the PositionNormalVertex
  109566. * @returns the cloned PositionNormalVertex
  109567. */
  109568. clone(): PositionNormalVertex;
  109569. }
  109570. /**
  109571. * Contains position, normal and uv vectors for a vertex
  109572. */
  109573. export class PositionNormalTextureVertex {
  109574. /** the position of the vertex (defaut: 0,0,0) */
  109575. position: Vector3;
  109576. /** the normal of the vertex (defaut: 0,1,0) */
  109577. normal: Vector3;
  109578. /** the uv of the vertex (default: 0,0) */
  109579. uv: Vector2;
  109580. /**
  109581. * Creates a PositionNormalTextureVertex
  109582. * @param position the position of the vertex (defaut: 0,0,0)
  109583. * @param normal the normal of the vertex (defaut: 0,1,0)
  109584. * @param uv the uv of the vertex (default: 0,0)
  109585. */
  109586. constructor(
  109587. /** the position of the vertex (defaut: 0,0,0) */
  109588. position?: Vector3,
  109589. /** the normal of the vertex (defaut: 0,1,0) */
  109590. normal?: Vector3,
  109591. /** the uv of the vertex (default: 0,0) */
  109592. uv?: Vector2);
  109593. /**
  109594. * Clones the PositionNormalTextureVertex
  109595. * @returns the cloned PositionNormalTextureVertex
  109596. */
  109597. clone(): PositionNormalTextureVertex;
  109598. }
  109599. }
  109600. declare module BABYLON {
  109601. /** @hidden */
  109602. export class NativeShaderProcessor extends WebGL2ShaderProcessor {
  109603. private _genericAttributeLocation;
  109604. private _varyingLocationCount;
  109605. private _varyingLocationMap;
  109606. private _replacements;
  109607. private _textureCount;
  109608. private _uniforms;
  109609. lineProcessor(line: string): string;
  109610. attributeProcessor(attribute: string): string;
  109611. varyingProcessor(varying: string, isFragment: boolean): string;
  109612. uniformProcessor(uniform: string): string;
  109613. preProcessor(code: string, defines: string[], isFragment: boolean): string;
  109614. postProcessor(code: string, defines: string[], isFragment: boolean): string;
  109615. }
  109616. }
  109617. declare module BABYLON {
  109618. /**
  109619. * Container for accessors for natively-stored mesh data buffers.
  109620. */
  109621. class NativeDataBuffer extends DataBuffer {
  109622. /**
  109623. * Accessor value used to identify/retrieve a natively-stored index buffer.
  109624. */
  109625. nativeIndexBuffer?: any;
  109626. /**
  109627. * Accessor value used to identify/retrieve a natively-stored vertex buffer.
  109628. */
  109629. nativeVertexBuffer?: any;
  109630. }
  109631. /** @hidden */
  109632. export class NativeEngine extends Engine {
  109633. private readonly _native;
  109634. getHardwareScalingLevel(): number;
  109635. constructor();
  109636. /**
  109637. * Can be used to override the current requestAnimationFrame requester.
  109638. * @hidden
  109639. */
  109640. protected _queueNewFrame(bindedRenderFunction: any, requester: any): number;
  109641. clear(color: Color4, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  109642. createIndexBuffer(indices: IndicesArray): NativeDataBuffer;
  109643. createVertexBuffer(data: DataArray): NativeDataBuffer;
  109644. recordVertexArrayObject(vertexBuffers: {
  109645. [key: string]: VertexBuffer;
  109646. }, indexBuffer: Nullable<NativeDataBuffer>, effect: Effect): WebGLVertexArrayObject;
  109647. bindVertexArrayObject(vertexArray: WebGLVertexArrayObject): void;
  109648. releaseVertexArrayObject(vertexArray: WebGLVertexArrayObject): void;
  109649. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  109650. /**
  109651. * Draw a list of indexed primitives
  109652. * @param fillMode defines the primitive to use
  109653. * @param indexStart defines the starting index
  109654. * @param indexCount defines the number of index to draw
  109655. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  109656. */
  109657. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  109658. /**
  109659. * Draw a list of unindexed primitives
  109660. * @param fillMode defines the primitive to use
  109661. * @param verticesStart defines the index of first vertex to draw
  109662. * @param verticesCount defines the count of vertices to draw
  109663. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  109664. */
  109665. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  109666. createPipelineContext(): IPipelineContext;
  109667. _preparePipelineContext(pipelineContext: IPipelineContext, vertexSourceCode: string, fragmentSourceCode: string, createAsRaw: boolean, rebuildRebind: any, defines: Nullable<string>, transformFeedbackVaryings: Nullable<string[]>): void;
  109668. /** @hidden */
  109669. _isRenderingStateCompiled(pipelineContext: IPipelineContext): boolean;
  109670. /** @hidden */
  109671. _executeWhenRenderingStateIsCompiled(pipelineContext: IPipelineContext, action: () => void): void;
  109672. createRawShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): any;
  109673. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: Nullable<string>, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): any;
  109674. protected _setProgram(program: WebGLProgram): void;
  109675. _releaseEffect(effect: Effect): void;
  109676. _deletePipelineContext(pipelineContext: IPipelineContext): void;
  109677. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): WebGLUniformLocation[];
  109678. bindUniformBlock(pipelineContext: IPipelineContext, blockName: string, index: number): void;
  109679. bindSamplers(effect: Effect): void;
  109680. setMatrix(uniform: WebGLUniformLocation, matrix: Matrix): void;
  109681. getRenderWidth(useScreen?: boolean): number;
  109682. getRenderHeight(useScreen?: boolean): number;
  109683. setViewport(viewport: Viewport, requiredWidth?: number, requiredHeight?: number): void;
  109684. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  109685. /**
  109686. * Set the z offset to apply to current rendering
  109687. * @param value defines the offset to apply
  109688. */
  109689. setZOffset(value: number): void;
  109690. /**
  109691. * Gets the current value of the zOffset
  109692. * @returns the current zOffset state
  109693. */
  109694. getZOffset(): number;
  109695. /**
  109696. * Enable or disable depth buffering
  109697. * @param enable defines the state to set
  109698. */
  109699. setDepthBuffer(enable: boolean): void;
  109700. /**
  109701. * Gets a boolean indicating if depth writing is enabled
  109702. * @returns the current depth writing state
  109703. */
  109704. getDepthWrite(): boolean;
  109705. /**
  109706. * Enable or disable depth writing
  109707. * @param enable defines the state to set
  109708. */
  109709. setDepthWrite(enable: boolean): void;
  109710. /**
  109711. * Enable or disable color writing
  109712. * @param enable defines the state to set
  109713. */
  109714. setColorWrite(enable: boolean): void;
  109715. /**
  109716. * Gets a boolean indicating if color writing is enabled
  109717. * @returns the current color writing state
  109718. */
  109719. getColorWrite(): boolean;
  109720. /**
  109721. * Sets alpha constants used by some alpha blending modes
  109722. * @param r defines the red component
  109723. * @param g defines the green component
  109724. * @param b defines the blue component
  109725. * @param a defines the alpha component
  109726. */
  109727. setAlphaConstants(r: number, g: number, b: number, a: number): void;
  109728. /**
  109729. * Sets the current alpha mode
  109730. * @param mode defines the mode to use (one of the BABYLON.Engine.ALPHA_XXX)
  109731. * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)
  109732. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  109733. */
  109734. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  109735. /**
  109736. * Gets the current alpha mode
  109737. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  109738. * @returns the current alpha mode
  109739. */
  109740. getAlphaMode(): number;
  109741. setIntArray(uniform: WebGLUniformLocation, array: Int32Array): void;
  109742. setIntArray2(uniform: WebGLUniformLocation, array: Int32Array): void;
  109743. setIntArray3(uniform: WebGLUniformLocation, array: Int32Array): void;
  109744. setIntArray4(uniform: WebGLUniformLocation, array: Int32Array): void;
  109745. setFloatArray(uniform: WebGLUniformLocation, array: Float32Array): void;
  109746. setFloatArray2(uniform: WebGLUniformLocation, array: Float32Array): void;
  109747. setFloatArray3(uniform: WebGLUniformLocation, array: Float32Array): void;
  109748. setFloatArray4(uniform: WebGLUniformLocation, array: Float32Array): void;
  109749. setArray(uniform: WebGLUniformLocation, array: number[]): void;
  109750. setArray2(uniform: WebGLUniformLocation, array: number[]): void;
  109751. setArray3(uniform: WebGLUniformLocation, array: number[]): void;
  109752. setArray4(uniform: WebGLUniformLocation, array: number[]): void;
  109753. setMatrices(uniform: WebGLUniformLocation, matrices: Float32Array): void;
  109754. setMatrix3x3(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  109755. setMatrix2x2(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  109756. setFloat(uniform: WebGLUniformLocation, value: number): void;
  109757. setFloat2(uniform: WebGLUniformLocation, x: number, y: number): void;
  109758. setFloat3(uniform: WebGLUniformLocation, x: number, y: number, z: number): void;
  109759. setBool(uniform: WebGLUniformLocation, bool: number): void;
  109760. setFloat4(uniform: WebGLUniformLocation, x: number, y: number, z: number, w: number): void;
  109761. setColor3(uniform: WebGLUniformLocation, color3: Color3): void;
  109762. setColor4(uniform: WebGLUniformLocation, color3: Color3, alpha: number): void;
  109763. wipeCaches(bruteForce?: boolean): void;
  109764. _createTexture(): WebGLTexture;
  109765. protected _deleteTexture(texture: Nullable<WebGLTexture>): void;
  109766. /**
  109767. * Usually called from BABYLON.Texture.ts.
  109768. * Passed information to create a WebGLTexture
  109769. * @param urlArg defines a value which contains one of the following:
  109770. * * A conventional http URL, e.g. 'http://...' or 'file://...'
  109771. * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
  109772. * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
  109773. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
  109774. * @param invertY when true, image is flipped when loaded. You probably want true. Ignored for compressed textures. Must be flipped in the file
  109775. * @param scene needed for loading to the correct scene
  109776. * @param samplingMode mode with should be used sample / access the texture (Default: BABYLON.Texture.TRILINEAR_SAMPLINGMODE)
  109777. * @param onLoad optional callback to be called upon successful completion
  109778. * @param onError optional callback to be called upon failure
  109779. * @param buffer a source of a file previously fetched as either a base64 string, an ArrayBuffer (compressed or image format), or a Blob
  109780. * @param fallback an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
  109781. * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
  109782. * @param forcedExtension defines the extension to use to pick the right loader
  109783. * @returns a InternalTexture for assignment back into BABYLON.Texture
  109784. */
  109785. 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;
  109786. /**
  109787. * Creates a cube texture
  109788. * @param rootUrl defines the url where the files to load is located
  109789. * @param scene defines the current scene
  109790. * @param files defines the list of files to load (1 per face)
  109791. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  109792. * @param onLoad defines an optional callback raised when the texture is loaded
  109793. * @param onError defines an optional callback raised if there is an issue to load the texture
  109794. * @param format defines the format of the data
  109795. * @param forcedExtension defines the extension to use to pick the right loader
  109796. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  109797. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  109798. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  109799. * @param fallback defines texture to use while falling back when (compressed) texture file not found.
  109800. * @returns the cube texture as an InternalTexture
  109801. */
  109802. 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;
  109803. private _getSamplingFilter;
  109804. private static _GetNativeTextureFormat;
  109805. createRenderTargetTexture(size: number | {
  109806. width: number;
  109807. height: number;
  109808. }, options: boolean | RenderTargetCreationOptions): InternalTexture;
  109809. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  109810. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean): void;
  109811. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  109812. createDynamicVertexBuffer(data: DataArray): DataBuffer;
  109813. updateDynamicIndexBuffer(indexBuffer: DataBuffer, indices: IndicesArray, offset?: number): void;
  109814. /**
  109815. * Updates a dynamic vertex buffer.
  109816. * @param vertexBuffer the vertex buffer to update
  109817. * @param data the data used to update the vertex buffer
  109818. * @param byteOffset the byte offset of the data (optional)
  109819. * @param byteLength the byte length of the data (optional)
  109820. */
  109821. updateDynamicVertexBuffer(vertexBuffer: DataBuffer, data: DataArray, byteOffset?: number, byteLength?: number): void;
  109822. protected _setTexture(channel: number, texture: Nullable<BaseTexture>, isPartOfTextureArray?: boolean, depthStencilTexture?: boolean): boolean;
  109823. private _updateAnisotropicLevel;
  109824. private _getAddressMode;
  109825. /** @hidden */
  109826. _bindTexture(channel: number, texture: InternalTexture): void;
  109827. protected _deleteBuffer(buffer: NativeDataBuffer): void;
  109828. releaseEffects(): void;
  109829. /** @hidden */
  109830. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  109831. /** @hidden */
  109832. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  109833. /** @hidden */
  109834. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  109835. /** @hidden */
  109836. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement, faceIndex?: number, lod?: number): void;
  109837. }
  109838. }
  109839. declare module BABYLON {
  109840. /**
  109841. * Gather the list of clipboard event types as constants.
  109842. */
  109843. export class ClipboardEventTypes {
  109844. /**
  109845. * The clipboard event is fired when a copy command is active (pressed).
  109846. */
  109847. static readonly COPY: number;
  109848. /**
  109849. * The clipboard event is fired when a cut command is active (pressed).
  109850. */
  109851. static readonly CUT: number;
  109852. /**
  109853. * The clipboard event is fired when a paste command is active (pressed).
  109854. */
  109855. static readonly PASTE: number;
  109856. }
  109857. /**
  109858. * This class is used to store clipboard related info for the onClipboardObservable event.
  109859. */
  109860. export class ClipboardInfo {
  109861. /**
  109862. * Defines the type of event (BABYLON.ClipboardEventTypes)
  109863. */
  109864. type: number;
  109865. /**
  109866. * Defines the related dom event
  109867. */
  109868. event: ClipboardEvent;
  109869. /**
  109870. *Creates an instance of ClipboardInfo.
  109871. * @param type Defines the type of event (BABYLON.ClipboardEventTypes)
  109872. * @param event Defines the related dom event
  109873. */
  109874. constructor(
  109875. /**
  109876. * Defines the type of event (BABYLON.ClipboardEventTypes)
  109877. */
  109878. type: number,
  109879. /**
  109880. * Defines the related dom event
  109881. */
  109882. event: ClipboardEvent);
  109883. /**
  109884. * Get the clipboard event's type from the keycode.
  109885. * @param keyCode Defines the keyCode for the current keyboard event.
  109886. * @return {number}
  109887. */
  109888. static GetTypeFromCharacter(keyCode: number): number;
  109889. }
  109890. }
  109891. declare module BABYLON {
  109892. /**
  109893. * Google Daydream controller
  109894. */
  109895. export class DaydreamController extends WebVRController {
  109896. /**
  109897. * Base Url for the controller model.
  109898. */
  109899. static MODEL_BASE_URL: string;
  109900. /**
  109901. * File name for the controller model.
  109902. */
  109903. static MODEL_FILENAME: string;
  109904. /**
  109905. * Gamepad Id prefix used to identify Daydream Controller.
  109906. */
  109907. static readonly GAMEPAD_ID_PREFIX: string;
  109908. /**
  109909. * Creates a new DaydreamController from a gamepad
  109910. * @param vrGamepad the gamepad that the controller should be created from
  109911. */
  109912. constructor(vrGamepad: any);
  109913. /**
  109914. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  109915. * @param scene scene in which to add meshes
  109916. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  109917. */
  109918. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  109919. /**
  109920. * Called once for each button that changed state since the last frame
  109921. * @param buttonIdx Which button index changed
  109922. * @param state New state of the button
  109923. * @param changes Which properties on the state changed since last frame
  109924. */
  109925. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  109926. }
  109927. }
  109928. declare module BABYLON {
  109929. /**
  109930. * Gear VR Controller
  109931. */
  109932. export class GearVRController extends WebVRController {
  109933. /**
  109934. * Base Url for the controller model.
  109935. */
  109936. static MODEL_BASE_URL: string;
  109937. /**
  109938. * File name for the controller model.
  109939. */
  109940. static MODEL_FILENAME: string;
  109941. /**
  109942. * Gamepad Id prefix used to identify this controller.
  109943. */
  109944. static readonly GAMEPAD_ID_PREFIX: string;
  109945. private readonly _buttonIndexToObservableNameMap;
  109946. /**
  109947. * Creates a new GearVRController from a gamepad
  109948. * @param vrGamepad the gamepad that the controller should be created from
  109949. */
  109950. constructor(vrGamepad: any);
  109951. /**
  109952. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  109953. * @param scene scene in which to add meshes
  109954. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  109955. */
  109956. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  109957. /**
  109958. * Called once for each button that changed state since the last frame
  109959. * @param buttonIdx Which button index changed
  109960. * @param state New state of the button
  109961. * @param changes Which properties on the state changed since last frame
  109962. */
  109963. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  109964. }
  109965. }
  109966. declare module BABYLON {
  109967. /**
  109968. * Class containing static functions to help procedurally build meshes
  109969. */
  109970. export class PolyhedronBuilder {
  109971. /**
  109972. * Creates a polyhedron mesh
  109973. * * 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
  109974. * * The parameter `size` (positive float, default 1) sets the polygon size
  109975. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  109976. * * 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`
  109977. * * 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
  109978. * * 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)`)
  109979. * * 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
  109980. * * 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
  109981. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  109982. * * 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
  109983. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  109984. * @param name defines the name of the mesh
  109985. * @param options defines the options used to create the mesh
  109986. * @param scene defines the hosting scene
  109987. * @returns the polyhedron mesh
  109988. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes
  109989. */
  109990. static CreatePolyhedron(name: string, options: {
  109991. type?: number;
  109992. size?: number;
  109993. sizeX?: number;
  109994. sizeY?: number;
  109995. sizeZ?: number;
  109996. custom?: any;
  109997. faceUV?: Vector4[];
  109998. faceColors?: Color4[];
  109999. flat?: boolean;
  110000. updatable?: boolean;
  110001. sideOrientation?: number;
  110002. frontUVs?: Vector4;
  110003. backUVs?: Vector4;
  110004. }, scene?: Nullable<Scene>): Mesh;
  110005. }
  110006. }
  110007. declare module BABYLON {
  110008. /**
  110009. * Gizmo that enables scaling a mesh along 3 axis
  110010. */
  110011. export class ScaleGizmo extends Gizmo {
  110012. /**
  110013. * Internal gizmo used for interactions on the x axis
  110014. */
  110015. xGizmo: AxisScaleGizmo;
  110016. /**
  110017. * Internal gizmo used for interactions on the y axis
  110018. */
  110019. yGizmo: AxisScaleGizmo;
  110020. /**
  110021. * Internal gizmo used for interactions on the z axis
  110022. */
  110023. zGizmo: AxisScaleGizmo;
  110024. /**
  110025. * Internal gizmo used to scale all axis equally
  110026. */
  110027. uniformScaleGizmo: AxisScaleGizmo;
  110028. private _meshAttached;
  110029. private _updateGizmoRotationToMatchAttachedMesh;
  110030. private _snapDistance;
  110031. private _scaleRatio;
  110032. private _uniformScalingMesh;
  110033. private _octahedron;
  110034. /** Fires an event when any of it's sub gizmos are dragged */
  110035. onDragStartObservable: Observable<unknown>;
  110036. /** Fires an event when any of it's sub gizmos are released from dragging */
  110037. onDragEndObservable: Observable<unknown>;
  110038. attachedMesh: Nullable<AbstractMesh>;
  110039. /**
  110040. * Creates a ScaleGizmo
  110041. * @param gizmoLayer The utility layer the gizmo will be added to
  110042. */
  110043. constructor(gizmoLayer?: UtilityLayerRenderer);
  110044. updateGizmoRotationToMatchAttachedMesh: boolean;
  110045. /**
  110046. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  110047. */
  110048. snapDistance: number;
  110049. /**
  110050. * Ratio for the scale of the gizmo (Default: 1)
  110051. */
  110052. scaleRatio: number;
  110053. /**
  110054. * Disposes of the gizmo
  110055. */
  110056. dispose(): void;
  110057. }
  110058. }
  110059. declare module BABYLON {
  110060. /**
  110061. * Single axis scale gizmo
  110062. */
  110063. export class AxisScaleGizmo extends Gizmo {
  110064. /**
  110065. * Drag behavior responsible for the gizmos dragging interactions
  110066. */
  110067. dragBehavior: PointerDragBehavior;
  110068. private _pointerObserver;
  110069. /**
  110070. * Scale distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  110071. */
  110072. snapDistance: number;
  110073. /**
  110074. * Event that fires each time the gizmo snaps to a new location.
  110075. * * snapDistance is the the change in distance
  110076. */
  110077. onSnapObservable: Observable<{
  110078. snapDistance: number;
  110079. }>;
  110080. /**
  110081. * If the scaling operation should be done on all axis (default: false)
  110082. */
  110083. uniformScaling: boolean;
  110084. private _isEnabled;
  110085. private _parent;
  110086. private _arrow;
  110087. private _coloredMaterial;
  110088. private _hoverMaterial;
  110089. /**
  110090. * Creates an AxisScaleGizmo
  110091. * @param gizmoLayer The utility layer the gizmo will be added to
  110092. * @param dragAxis The axis which the gizmo will be able to scale on
  110093. * @param color The color of the gizmo
  110094. */
  110095. constructor(dragAxis: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<ScaleGizmo>);
  110096. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  110097. /**
  110098. * If the gizmo is enabled
  110099. */
  110100. isEnabled: boolean;
  110101. /**
  110102. * Disposes of the gizmo
  110103. */
  110104. dispose(): void;
  110105. /**
  110106. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  110107. * @param mesh The mesh to replace the default mesh of the gizmo
  110108. * @param useGizmoMaterial If the gizmo's default material should be used (default: false)
  110109. */
  110110. setCustomMesh(mesh: Mesh, useGizmoMaterial?: boolean): void;
  110111. }
  110112. }
  110113. declare module BABYLON {
  110114. /**
  110115. * Bounding box gizmo
  110116. */
  110117. export class BoundingBoxGizmo extends Gizmo {
  110118. private _lineBoundingBox;
  110119. private _rotateSpheresParent;
  110120. private _scaleBoxesParent;
  110121. private _boundingDimensions;
  110122. private _renderObserver;
  110123. private _pointerObserver;
  110124. private _scaleDragSpeed;
  110125. private _tmpQuaternion;
  110126. private _tmpVector;
  110127. private _tmpRotationMatrix;
  110128. /**
  110129. * 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)
  110130. */
  110131. ignoreChildren: boolean;
  110132. /**
  110133. * 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)
  110134. */
  110135. includeChildPredicate: Nullable<(abstractMesh: AbstractMesh) => boolean>;
  110136. /**
  110137. * The size of the rotation spheres attached to the bounding box (Default: 0.1)
  110138. */
  110139. rotationSphereSize: number;
  110140. /**
  110141. * The size of the scale boxes attached to the bounding box (Default: 0.1)
  110142. */
  110143. scaleBoxSize: number;
  110144. /**
  110145. * 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)
  110146. */
  110147. fixedDragMeshScreenSize: boolean;
  110148. /**
  110149. * The distance away from the object which the draggable meshes should appear world sized when fixedDragMeshScreenSize is set to true (default: 10)
  110150. */
  110151. fixedDragMeshScreenSizeDistanceFactor: number;
  110152. /**
  110153. * Fired when a rotation sphere or scale box is dragged
  110154. */
  110155. onDragStartObservable: Observable<{}>;
  110156. /**
  110157. * Fired when a scale box is dragged
  110158. */
  110159. onScaleBoxDragObservable: Observable<{}>;
  110160. /**
  110161. * Fired when a scale box drag is ended
  110162. */
  110163. onScaleBoxDragEndObservable: Observable<{}>;
  110164. /**
  110165. * Fired when a rotation sphere is dragged
  110166. */
  110167. onRotationSphereDragObservable: Observable<{}>;
  110168. /**
  110169. * Fired when a rotation sphere drag is ended
  110170. */
  110171. onRotationSphereDragEndObservable: Observable<{}>;
  110172. /**
  110173. * 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)
  110174. */
  110175. scalePivot: Nullable<Vector3>;
  110176. /**
  110177. * Mesh used as a pivot to rotate the attached mesh
  110178. */
  110179. private _anchorMesh;
  110180. private _existingMeshScale;
  110181. private _dragMesh;
  110182. private pointerDragBehavior;
  110183. private coloredMaterial;
  110184. private hoverColoredMaterial;
  110185. /**
  110186. * Sets the color of the bounding box gizmo
  110187. * @param color the color to set
  110188. */
  110189. setColor(color: Color3): void;
  110190. /**
  110191. * Creates an BoundingBoxGizmo
  110192. * @param gizmoLayer The utility layer the gizmo will be added to
  110193. * @param color The color of the gizmo
  110194. */
  110195. constructor(color?: Color3, gizmoLayer?: UtilityLayerRenderer);
  110196. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  110197. private _selectNode;
  110198. /**
  110199. * Updates the bounding box information for the Gizmo
  110200. */
  110201. updateBoundingBox(): void;
  110202. private _updateRotationSpheres;
  110203. private _updateScaleBoxes;
  110204. /**
  110205. * Enables rotation on the specified axis and disables rotation on the others
  110206. * @param axis The list of axis that should be enabled (eg. "xy" or "xyz")
  110207. */
  110208. setEnabledRotationAxis(axis: string): void;
  110209. /**
  110210. * Enables/disables scaling
  110211. * @param enable if scaling should be enabled
  110212. */
  110213. setEnabledScaling(enable: boolean): void;
  110214. private _updateDummy;
  110215. /**
  110216. * Enables a pointer drag behavior on the bounding box of the gizmo
  110217. */
  110218. enableDragBehavior(): void;
  110219. /**
  110220. * Disposes of the gizmo
  110221. */
  110222. dispose(): void;
  110223. /**
  110224. * 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)
  110225. * @param mesh the mesh to wrap in the bounding box mesh and make not pickable
  110226. * @returns the bounding box mesh with the passed in mesh as a child
  110227. */
  110228. static MakeNotPickableAndWrapInBoundingBox(mesh: Mesh): Mesh;
  110229. /**
  110230. * CustomMeshes are not supported by this gizmo
  110231. * @param mesh The mesh to replace the default mesh of the gizmo
  110232. */
  110233. setCustomMesh(mesh: Mesh): void;
  110234. }
  110235. }
  110236. declare module BABYLON {
  110237. /**
  110238. * Single plane rotation gizmo
  110239. */
  110240. export class PlaneRotationGizmo extends Gizmo {
  110241. /**
  110242. * Drag behavior responsible for the gizmos dragging interactions
  110243. */
  110244. dragBehavior: PointerDragBehavior;
  110245. private _pointerObserver;
  110246. /**
  110247. * Rotation distance in radians that the gizmo will snap to (Default: 0)
  110248. */
  110249. snapDistance: number;
  110250. /**
  110251. * Event that fires each time the gizmo snaps to a new location.
  110252. * * snapDistance is the the change in distance
  110253. */
  110254. onSnapObservable: Observable<{
  110255. snapDistance: number;
  110256. }>;
  110257. private _isEnabled;
  110258. private _parent;
  110259. /**
  110260. * Creates a PlaneRotationGizmo
  110261. * @param gizmoLayer The utility layer the gizmo will be added to
  110262. * @param planeNormal The normal of the plane which the gizmo will be able to rotate on
  110263. * @param color The color of the gizmo
  110264. * @param tessellation Amount of tessellation to be used when creating rotation circles
  110265. * @param useEulerRotation Use and update Euler angle instead of quaternion
  110266. */
  110267. constructor(planeNormal: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, tessellation?: number, parent?: Nullable<RotationGizmo>, useEulerRotation?: boolean);
  110268. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  110269. /**
  110270. * If the gizmo is enabled
  110271. */
  110272. isEnabled: boolean;
  110273. /**
  110274. * Disposes of the gizmo
  110275. */
  110276. dispose(): void;
  110277. }
  110278. }
  110279. declare module BABYLON {
  110280. /**
  110281. * Gizmo that enables rotating a mesh along 3 axis
  110282. */
  110283. export class RotationGizmo extends Gizmo {
  110284. /**
  110285. * Internal gizmo used for interactions on the x axis
  110286. */
  110287. xGizmo: PlaneRotationGizmo;
  110288. /**
  110289. * Internal gizmo used for interactions on the y axis
  110290. */
  110291. yGizmo: PlaneRotationGizmo;
  110292. /**
  110293. * Internal gizmo used for interactions on the z axis
  110294. */
  110295. zGizmo: PlaneRotationGizmo;
  110296. /** Fires an event when any of it's sub gizmos are dragged */
  110297. onDragStartObservable: Observable<unknown>;
  110298. /** Fires an event when any of it's sub gizmos are released from dragging */
  110299. onDragEndObservable: Observable<unknown>;
  110300. private _meshAttached;
  110301. attachedMesh: Nullable<AbstractMesh>;
  110302. /**
  110303. * Creates a RotationGizmo
  110304. * @param gizmoLayer The utility layer the gizmo will be added to
  110305. * @param tessellation Amount of tessellation to be used when creating rotation circles
  110306. * @param useEulerRotation Use and update Euler angle instead of quaternion
  110307. */
  110308. constructor(gizmoLayer?: UtilityLayerRenderer, tessellation?: number, useEulerRotation?: boolean);
  110309. updateGizmoRotationToMatchAttachedMesh: boolean;
  110310. /**
  110311. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  110312. */
  110313. snapDistance: number;
  110314. /**
  110315. * Ratio for the scale of the gizmo (Default: 1)
  110316. */
  110317. scaleRatio: number;
  110318. /**
  110319. * Disposes of the gizmo
  110320. */
  110321. dispose(): void;
  110322. /**
  110323. * CustomMeshes are not supported by this gizmo
  110324. * @param mesh The mesh to replace the default mesh of the gizmo
  110325. */
  110326. setCustomMesh(mesh: Mesh): void;
  110327. }
  110328. }
  110329. declare module BABYLON {
  110330. /**
  110331. * Helps setup gizmo's in the scene to rotate/scale/position meshes
  110332. */
  110333. export class GizmoManager implements IDisposable {
  110334. private scene;
  110335. /**
  110336. * Gizmo's created by the gizmo manager, gizmo will be null until gizmo has been enabled for the first time
  110337. */
  110338. gizmos: {
  110339. positionGizmo: Nullable<PositionGizmo>;
  110340. rotationGizmo: Nullable<RotationGizmo>;
  110341. scaleGizmo: Nullable<ScaleGizmo>;
  110342. boundingBoxGizmo: Nullable<BoundingBoxGizmo>;
  110343. };
  110344. /** When true, the gizmo will be detached from the current object when a pointer down occurs with an empty picked mesh */
  110345. clearGizmoOnEmptyPointerEvent: boolean;
  110346. /** Fires an event when the manager is attached to a mesh */
  110347. onAttachedToMeshObservable: Observable<Nullable<AbstractMesh>>;
  110348. private _gizmosEnabled;
  110349. private _pointerObserver;
  110350. private _attachedMesh;
  110351. private _boundingBoxColor;
  110352. private _defaultUtilityLayer;
  110353. private _defaultKeepDepthUtilityLayer;
  110354. /**
  110355. * When bounding box gizmo is enabled, this can be used to track drag/end events
  110356. */
  110357. boundingBoxDragBehavior: SixDofDragBehavior;
  110358. /**
  110359. * Array of meshes which will have the gizmo attached when a pointer selected them. If null, all meshes are attachable. (Default: null)
  110360. */
  110361. attachableMeshes: Nullable<Array<AbstractMesh>>;
  110362. /**
  110363. * If pointer events should perform attaching/detaching a gizmo, if false this can be done manually via attachToMesh. (Default: true)
  110364. */
  110365. usePointerToAttachGizmos: boolean;
  110366. /**
  110367. * Utility layer that the bounding box gizmo belongs to
  110368. */
  110369. readonly keepDepthUtilityLayer: UtilityLayerRenderer;
  110370. /**
  110371. * Utility layer that all gizmos besides bounding box belong to
  110372. */
  110373. readonly utilityLayer: UtilityLayerRenderer;
  110374. /**
  110375. * Instatiates a gizmo manager
  110376. * @param scene the scene to overlay the gizmos on top of
  110377. */
  110378. constructor(scene: Scene);
  110379. /**
  110380. * Attaches a set of gizmos to the specified mesh
  110381. * @param mesh The mesh the gizmo's should be attached to
  110382. */
  110383. attachToMesh(mesh: Nullable<AbstractMesh>): void;
  110384. /**
  110385. * If the position gizmo is enabled
  110386. */
  110387. positionGizmoEnabled: boolean;
  110388. /**
  110389. * If the rotation gizmo is enabled
  110390. */
  110391. rotationGizmoEnabled: boolean;
  110392. /**
  110393. * If the scale gizmo is enabled
  110394. */
  110395. scaleGizmoEnabled: boolean;
  110396. /**
  110397. * If the boundingBox gizmo is enabled
  110398. */
  110399. boundingBoxGizmoEnabled: boolean;
  110400. /**
  110401. * Disposes of the gizmo manager
  110402. */
  110403. dispose(): void;
  110404. }
  110405. }
  110406. declare module BABYLON {
  110407. /**
  110408. * A directional light is defined by a direction (what a surprise!).
  110409. * The light is emitted from everywhere in the specified direction, and has an infinite range.
  110410. * 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.
  110411. * Documentation: https://doc.babylonjs.com/babylon101/lights
  110412. */
  110413. export class DirectionalLight extends ShadowLight {
  110414. private _shadowFrustumSize;
  110415. /**
  110416. * Fix frustum size for the shadow generation. This is disabled if the value is 0.
  110417. */
  110418. /**
  110419. * Specifies a fix frustum size for the shadow generation.
  110420. */
  110421. shadowFrustumSize: number;
  110422. private _shadowOrthoScale;
  110423. /**
  110424. * Gets the shadow projection scale against the optimal computed one.
  110425. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  110426. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  110427. */
  110428. /**
  110429. * Sets the shadow projection scale against the optimal computed one.
  110430. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  110431. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  110432. */
  110433. shadowOrthoScale: number;
  110434. /**
  110435. * Automatically compute the projection matrix to best fit (including all the casters)
  110436. * on each frame.
  110437. */
  110438. autoUpdateExtends: boolean;
  110439. private _orthoLeft;
  110440. private _orthoRight;
  110441. private _orthoTop;
  110442. private _orthoBottom;
  110443. /**
  110444. * Creates a DirectionalLight object in the scene, oriented towards the passed direction (Vector3).
  110445. * The directional light is emitted from everywhere in the given direction.
  110446. * It can cast shadows.
  110447. * Documentation : https://doc.babylonjs.com/babylon101/lights
  110448. * @param name The friendly name of the light
  110449. * @param direction The direction of the light
  110450. * @param scene The scene the light belongs to
  110451. */
  110452. constructor(name: string, direction: Vector3, scene: Scene);
  110453. /**
  110454. * Returns the string "DirectionalLight".
  110455. * @return The class name
  110456. */
  110457. getClassName(): string;
  110458. /**
  110459. * Returns the integer 1.
  110460. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  110461. */
  110462. getTypeID(): number;
  110463. /**
  110464. * Sets the passed matrix "matrix" as projection matrix for the shadows cast by the light according to the passed view matrix.
  110465. * Returns the DirectionalLight Shadow projection matrix.
  110466. */
  110467. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  110468. /**
  110469. * Sets the passed matrix "matrix" as fixed frustum projection matrix for the shadows cast by the light according to the passed view matrix.
  110470. * Returns the DirectionalLight Shadow projection matrix.
  110471. */
  110472. protected _setDefaultFixedFrustumShadowProjectionMatrix(matrix: Matrix): void;
  110473. /**
  110474. * Sets the passed matrix "matrix" as auto extend projection matrix for the shadows cast by the light according to the passed view matrix.
  110475. * Returns the DirectionalLight Shadow projection matrix.
  110476. */
  110477. protected _setDefaultAutoExtendShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  110478. protected _buildUniformLayout(): void;
  110479. /**
  110480. * Sets the passed Effect object with the DirectionalLight transformed position (or position if not parented) and the passed name.
  110481. * @param effect The effect to update
  110482. * @param lightIndex The index of the light in the effect to update
  110483. * @returns The directional light
  110484. */
  110485. transferToEffect(effect: Effect, lightIndex: string): DirectionalLight;
  110486. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): Light;
  110487. /**
  110488. * Gets the minZ used for shadow according to both the scene and the light.
  110489. *
  110490. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  110491. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  110492. * @param activeCamera The camera we are returning the min for
  110493. * @returns the depth min z
  110494. */
  110495. getDepthMinZ(activeCamera: Camera): number;
  110496. /**
  110497. * Gets the maxZ used for shadow according to both the scene and the light.
  110498. *
  110499. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  110500. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  110501. * @param activeCamera The camera we are returning the max for
  110502. * @returns the depth max z
  110503. */
  110504. getDepthMaxZ(activeCamera: Camera): number;
  110505. /**
  110506. * Prepares the list of defines specific to the light type.
  110507. * @param defines the list of defines
  110508. * @param lightIndex defines the index of the light for the effect
  110509. */
  110510. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  110511. }
  110512. }
  110513. declare module BABYLON {
  110514. /**
  110515. * Class containing static functions to help procedurally build meshes
  110516. */
  110517. export class HemisphereBuilder {
  110518. /**
  110519. * Creates a hemisphere mesh
  110520. * @param name defines the name of the mesh
  110521. * @param options defines the options used to create the mesh
  110522. * @param scene defines the hosting scene
  110523. * @returns the hemisphere mesh
  110524. */
  110525. static CreateHemisphere(name: string, options: {
  110526. segments?: number;
  110527. diameter?: number;
  110528. sideOrientation?: number;
  110529. }, scene: any): Mesh;
  110530. }
  110531. }
  110532. declare module BABYLON {
  110533. /**
  110534. * A spot light is defined by a position, a direction, an angle, and an exponent.
  110535. * These values define a cone of light starting from the position, emitting toward the direction.
  110536. * The angle, in radians, defines the size (field of illumination) of the spotlight's conical beam,
  110537. * and the exponent defines the speed of the decay of the light with distance (reach).
  110538. * Documentation: https://doc.babylonjs.com/babylon101/lights
  110539. */
  110540. export class SpotLight extends ShadowLight {
  110541. private _angle;
  110542. private _innerAngle;
  110543. private _cosHalfAngle;
  110544. private _lightAngleScale;
  110545. private _lightAngleOffset;
  110546. /**
  110547. * Gets the cone angle of the spot light in Radians.
  110548. */
  110549. /**
  110550. * Sets the cone angle of the spot light in Radians.
  110551. */
  110552. angle: number;
  110553. /**
  110554. * Only used in gltf falloff mode, this defines the angle where
  110555. * the directional falloff will start before cutting at angle which could be seen
  110556. * as outer angle.
  110557. */
  110558. /**
  110559. * Only used in gltf falloff mode, this defines the angle where
  110560. * the directional falloff will start before cutting at angle which could be seen
  110561. * as outer angle.
  110562. */
  110563. innerAngle: number;
  110564. private _shadowAngleScale;
  110565. /**
  110566. * Allows scaling the angle of the light for shadow generation only.
  110567. */
  110568. /**
  110569. * Allows scaling the angle of the light for shadow generation only.
  110570. */
  110571. shadowAngleScale: number;
  110572. /**
  110573. * The light decay speed with the distance from the emission spot.
  110574. */
  110575. exponent: number;
  110576. private _projectionTextureMatrix;
  110577. /**
  110578. * Allows reading the projecton texture
  110579. */
  110580. readonly projectionTextureMatrix: Matrix;
  110581. protected _projectionTextureLightNear: number;
  110582. /**
  110583. * Gets the near clip of the Spotlight for texture projection.
  110584. */
  110585. /**
  110586. * Sets the near clip of the Spotlight for texture projection.
  110587. */
  110588. projectionTextureLightNear: number;
  110589. protected _projectionTextureLightFar: number;
  110590. /**
  110591. * Gets the far clip of the Spotlight for texture projection.
  110592. */
  110593. /**
  110594. * Sets the far clip of the Spotlight for texture projection.
  110595. */
  110596. projectionTextureLightFar: number;
  110597. protected _projectionTextureUpDirection: Vector3;
  110598. /**
  110599. * Gets the Up vector of the Spotlight for texture projection.
  110600. */
  110601. /**
  110602. * Sets the Up vector of the Spotlight for texture projection.
  110603. */
  110604. projectionTextureUpDirection: Vector3;
  110605. private _projectionTexture;
  110606. /**
  110607. * Gets the projection texture of the light.
  110608. */
  110609. /**
  110610. * Sets the projection texture of the light.
  110611. */
  110612. projectionTexture: Nullable<BaseTexture>;
  110613. private _projectionTextureViewLightDirty;
  110614. private _projectionTextureProjectionLightDirty;
  110615. private _projectionTextureDirty;
  110616. private _projectionTextureViewTargetVector;
  110617. private _projectionTextureViewLightMatrix;
  110618. private _projectionTextureProjectionLightMatrix;
  110619. private _projectionTextureScalingMatrix;
  110620. /**
  110621. * Creates a SpotLight object in the scene. A spot light is a simply light oriented cone.
  110622. * It can cast shadows.
  110623. * Documentation : https://doc.babylonjs.com/babylon101/lights
  110624. * @param name The light friendly name
  110625. * @param position The position of the spot light in the scene
  110626. * @param direction The direction of the light in the scene
  110627. * @param angle The cone angle of the light in Radians
  110628. * @param exponent The light decay speed with the distance from the emission spot
  110629. * @param scene The scene the lights belongs to
  110630. */
  110631. constructor(name: string, position: Vector3, direction: Vector3, angle: number, exponent: number, scene: Scene);
  110632. /**
  110633. * Returns the string "SpotLight".
  110634. * @returns the class name
  110635. */
  110636. getClassName(): string;
  110637. /**
  110638. * Returns the integer 2.
  110639. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  110640. */
  110641. getTypeID(): number;
  110642. /**
  110643. * Overrides the direction setter to recompute the projection texture view light Matrix.
  110644. */
  110645. protected _setDirection(value: Vector3): void;
  110646. /**
  110647. * Overrides the position setter to recompute the projection texture view light Matrix.
  110648. */
  110649. protected _setPosition(value: Vector3): void;
  110650. /**
  110651. * 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.
  110652. * Returns the SpotLight.
  110653. */
  110654. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  110655. protected _computeProjectionTextureViewLightMatrix(): void;
  110656. protected _computeProjectionTextureProjectionLightMatrix(): void;
  110657. /**
  110658. * Main function for light texture projection matrix computing.
  110659. */
  110660. protected _computeProjectionTextureMatrix(): void;
  110661. protected _buildUniformLayout(): void;
  110662. private _computeAngleValues;
  110663. /**
  110664. * Sets the passed Effect object with the SpotLight transfomed position (or position if not parented) and normalized direction.
  110665. * @param effect The effect to update
  110666. * @param lightIndex The index of the light in the effect to update
  110667. * @returns The spot light
  110668. */
  110669. transferToEffect(effect: Effect, lightIndex: string): SpotLight;
  110670. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): this;
  110671. /**
  110672. * Disposes the light and the associated resources.
  110673. */
  110674. dispose(): void;
  110675. /**
  110676. * Prepares the list of defines specific to the light type.
  110677. * @param defines the list of defines
  110678. * @param lightIndex defines the index of the light for the effect
  110679. */
  110680. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  110681. }
  110682. }
  110683. declare module BABYLON {
  110684. /**
  110685. * Gizmo that enables viewing a light
  110686. */
  110687. export class LightGizmo extends Gizmo {
  110688. private _lightMesh;
  110689. private _material;
  110690. private cachedPosition;
  110691. private cachedForward;
  110692. /**
  110693. * Creates a LightGizmo
  110694. * @param gizmoLayer The utility layer the gizmo will be added to
  110695. */
  110696. constructor(gizmoLayer?: UtilityLayerRenderer);
  110697. private _light;
  110698. /**
  110699. * The light that the gizmo is attached to
  110700. */
  110701. light: Nullable<Light>;
  110702. /**
  110703. * Gets the material used to render the light gizmo
  110704. */
  110705. readonly material: StandardMaterial;
  110706. /**
  110707. * @hidden
  110708. * Updates the gizmo to match the attached mesh's position/rotation
  110709. */
  110710. protected _update(): void;
  110711. private static _Scale;
  110712. /**
  110713. * Creates the lines for a light mesh
  110714. */
  110715. private static _createLightLines;
  110716. /**
  110717. * Disposes of the light gizmo
  110718. */
  110719. dispose(): void;
  110720. private static _CreateHemisphericLightMesh;
  110721. private static _CreatePointLightMesh;
  110722. private static _CreateSpotLightMesh;
  110723. private static _CreateDirectionalLightMesh;
  110724. }
  110725. }
  110726. declare module BABYLON {
  110727. /** @hidden */
  110728. export var backgroundFragmentDeclaration: {
  110729. name: string;
  110730. shader: string;
  110731. };
  110732. }
  110733. declare module BABYLON {
  110734. /** @hidden */
  110735. export var backgroundUboDeclaration: {
  110736. name: string;
  110737. shader: string;
  110738. };
  110739. }
  110740. declare module BABYLON {
  110741. /** @hidden */
  110742. export var backgroundPixelShader: {
  110743. name: string;
  110744. shader: string;
  110745. };
  110746. }
  110747. declare module BABYLON {
  110748. /** @hidden */
  110749. export var backgroundVertexDeclaration: {
  110750. name: string;
  110751. shader: string;
  110752. };
  110753. }
  110754. declare module BABYLON {
  110755. /** @hidden */
  110756. export var backgroundVertexShader: {
  110757. name: string;
  110758. shader: string;
  110759. };
  110760. }
  110761. declare module BABYLON {
  110762. /**
  110763. * Background material used to create an efficient environement around your scene.
  110764. */
  110765. export class BackgroundMaterial extends PushMaterial {
  110766. /**
  110767. * Standard reflectance value at parallel view angle.
  110768. */
  110769. static StandardReflectance0: number;
  110770. /**
  110771. * Standard reflectance value at grazing angle.
  110772. */
  110773. static StandardReflectance90: number;
  110774. protected _primaryColor: Color3;
  110775. /**
  110776. * Key light Color (multiply against the environement texture)
  110777. */
  110778. primaryColor: Color3;
  110779. protected __perceptualColor: Nullable<Color3>;
  110780. /**
  110781. * Experimental Internal Use Only.
  110782. *
  110783. * Key light Color in "perceptual value" meaning the color you would like to see on screen.
  110784. * This acts as a helper to set the primary color to a more "human friendly" value.
  110785. * Conversion to linear space as well as exposure and tone mapping correction will be applied to keep the
  110786. * output color as close as possible from the chosen value.
  110787. * (This does not account for contrast color grading and color curves as they are considered post effect and not directly
  110788. * part of lighting setup.)
  110789. */
  110790. _perceptualColor: Nullable<Color3>;
  110791. protected _primaryColorShadowLevel: float;
  110792. /**
  110793. * Defines the level of the shadows (dark area of the reflection map) in order to help scaling the colors.
  110794. * The color opposite to the primary color is used at the level chosen to define what the black area would look.
  110795. */
  110796. primaryColorShadowLevel: float;
  110797. protected _primaryColorHighlightLevel: float;
  110798. /**
  110799. * Defines the level of the highliights (highlight area of the reflection map) in order to help scaling the colors.
  110800. * The primary color is used at the level chosen to define what the white area would look.
  110801. */
  110802. primaryColorHighlightLevel: float;
  110803. protected _reflectionTexture: Nullable<BaseTexture>;
  110804. /**
  110805. * Reflection Texture used in the material.
  110806. * Should be author in a specific way for the best result (refer to the documentation).
  110807. */
  110808. reflectionTexture: Nullable<BaseTexture>;
  110809. protected _reflectionBlur: float;
  110810. /**
  110811. * Reflection Texture level of blur.
  110812. *
  110813. * Can be use to reuse an existing HDR Texture and target a specific LOD to prevent authoring the
  110814. * texture twice.
  110815. */
  110816. reflectionBlur: float;
  110817. protected _diffuseTexture: Nullable<BaseTexture>;
  110818. /**
  110819. * Diffuse Texture used in the material.
  110820. * Should be author in a specific way for the best result (refer to the documentation).
  110821. */
  110822. diffuseTexture: Nullable<BaseTexture>;
  110823. protected _shadowLights: Nullable<IShadowLight[]>;
  110824. /**
  110825. * Specify the list of lights casting shadow on the material.
  110826. * All scene shadow lights will be included if null.
  110827. */
  110828. shadowLights: Nullable<IShadowLight[]>;
  110829. protected _shadowLevel: float;
  110830. /**
  110831. * Helps adjusting the shadow to a softer level if required.
  110832. * 0 means black shadows and 1 means no shadows.
  110833. */
  110834. shadowLevel: float;
  110835. protected _sceneCenter: Vector3;
  110836. /**
  110837. * In case of opacity Fresnel or reflection falloff, this is use as a scene center.
  110838. * It is usually zero but might be interesting to modify according to your setup.
  110839. */
  110840. sceneCenter: Vector3;
  110841. protected _opacityFresnel: boolean;
  110842. /**
  110843. * This helps specifying that the material is falling off to the sky box at grazing angle.
  110844. * This helps ensuring a nice transition when the camera goes under the ground.
  110845. */
  110846. opacityFresnel: boolean;
  110847. protected _reflectionFresnel: boolean;
  110848. /**
  110849. * This helps specifying that the material is falling off from diffuse to the reflection texture at grazing angle.
  110850. * This helps adding a mirror texture on the ground.
  110851. */
  110852. reflectionFresnel: boolean;
  110853. protected _reflectionFalloffDistance: number;
  110854. /**
  110855. * This helps specifying the falloff radius off the reflection texture from the sceneCenter.
  110856. * This helps adding a nice falloff effect to the reflection if used as a mirror for instance.
  110857. */
  110858. reflectionFalloffDistance: number;
  110859. protected _reflectionAmount: number;
  110860. /**
  110861. * This specifies the weight of the reflection against the background in case of reflection Fresnel.
  110862. */
  110863. reflectionAmount: number;
  110864. protected _reflectionReflectance0: number;
  110865. /**
  110866. * This specifies the weight of the reflection at grazing angle.
  110867. */
  110868. reflectionReflectance0: number;
  110869. protected _reflectionReflectance90: number;
  110870. /**
  110871. * This specifies the weight of the reflection at a perpendicular point of view.
  110872. */
  110873. reflectionReflectance90: number;
  110874. /**
  110875. * Sets the reflection reflectance fresnel values according to the default standard
  110876. * empirically know to work well :-)
  110877. */
  110878. reflectionStandardFresnelWeight: number;
  110879. protected _useRGBColor: boolean;
  110880. /**
  110881. * Helps to directly use the maps channels instead of their level.
  110882. */
  110883. useRGBColor: boolean;
  110884. protected _enableNoise: boolean;
  110885. /**
  110886. * This helps reducing the banding effect that could occur on the background.
  110887. */
  110888. enableNoise: boolean;
  110889. /**
  110890. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  110891. * Best used when trying to implement visual zoom effects like fish-eye or binoculars while not adjusting camera fov.
  110892. * Recommended to be keep at 1.0 except for special cases.
  110893. */
  110894. fovMultiplier: number;
  110895. private _fovMultiplier;
  110896. /**
  110897. * Enable the FOV adjustment feature controlled by fovMultiplier.
  110898. */
  110899. useEquirectangularFOV: boolean;
  110900. private _maxSimultaneousLights;
  110901. /**
  110902. * Number of Simultaneous lights allowed on the material.
  110903. */
  110904. maxSimultaneousLights: int;
  110905. /**
  110906. * Default configuration related to image processing available in the Background Material.
  110907. */
  110908. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  110909. /**
  110910. * Keep track of the image processing observer to allow dispose and replace.
  110911. */
  110912. private _imageProcessingObserver;
  110913. /**
  110914. * Attaches a new image processing configuration to the PBR Material.
  110915. * @param configuration (if null the scene configuration will be use)
  110916. */
  110917. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  110918. /**
  110919. * Gets the image processing configuration used either in this material.
  110920. */
  110921. /**
  110922. * Sets the Default image processing configuration used either in the this material.
  110923. *
  110924. * If sets to null, the scene one is in use.
  110925. */
  110926. imageProcessingConfiguration: Nullable<ImageProcessingConfiguration>;
  110927. /**
  110928. * Gets wether the color curves effect is enabled.
  110929. */
  110930. /**
  110931. * Sets wether the color curves effect is enabled.
  110932. */
  110933. cameraColorCurvesEnabled: boolean;
  110934. /**
  110935. * Gets wether the color grading effect is enabled.
  110936. */
  110937. /**
  110938. * Gets wether the color grading effect is enabled.
  110939. */
  110940. cameraColorGradingEnabled: boolean;
  110941. /**
  110942. * Gets wether tonemapping is enabled or not.
  110943. */
  110944. /**
  110945. * Sets wether tonemapping is enabled or not
  110946. */
  110947. cameraToneMappingEnabled: boolean;
  110948. /**
  110949. * The camera exposure used on this material.
  110950. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  110951. * This corresponds to a photographic exposure.
  110952. */
  110953. /**
  110954. * The camera exposure used on this material.
  110955. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  110956. * This corresponds to a photographic exposure.
  110957. */
  110958. cameraExposure: float;
  110959. /**
  110960. * Gets The camera contrast used on this material.
  110961. */
  110962. /**
  110963. * Sets The camera contrast used on this material.
  110964. */
  110965. cameraContrast: float;
  110966. /**
  110967. * Gets the Color Grading 2D Lookup Texture.
  110968. */
  110969. /**
  110970. * Sets the Color Grading 2D Lookup Texture.
  110971. */
  110972. cameraColorGradingTexture: Nullable<BaseTexture>;
  110973. /**
  110974. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  110975. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  110976. * 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;
  110977. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  110978. */
  110979. /**
  110980. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  110981. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  110982. * 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;
  110983. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  110984. */
  110985. cameraColorCurves: Nullable<ColorCurves>;
  110986. /**
  110987. * Due to a bug in iOS10, video tags (which are using the background material) are in BGR and not RGB.
  110988. * Setting this flag to true (not done automatically!) will convert it back to RGB.
  110989. */
  110990. switchToBGR: boolean;
  110991. private _renderTargets;
  110992. private _reflectionControls;
  110993. private _white;
  110994. private _primaryShadowColor;
  110995. private _primaryHighlightColor;
  110996. /**
  110997. * Instantiates a Background Material in the given scene
  110998. * @param name The friendly name of the material
  110999. * @param scene The scene to add the material to
  111000. */
  111001. constructor(name: string, scene: Scene);
  111002. /**
  111003. * Gets a boolean indicating that current material needs to register RTT
  111004. */
  111005. readonly hasRenderTargetTextures: boolean;
  111006. /**
  111007. * The entire material has been created in order to prevent overdraw.
  111008. * @returns false
  111009. */
  111010. needAlphaTesting(): boolean;
  111011. /**
  111012. * The entire material has been created in order to prevent overdraw.
  111013. * @returns true if blending is enable
  111014. */
  111015. needAlphaBlending(): boolean;
  111016. /**
  111017. * Checks wether the material is ready to be rendered for a given mesh.
  111018. * @param mesh The mesh to render
  111019. * @param subMesh The submesh to check against
  111020. * @param useInstances Specify wether or not the material is used with instances
  111021. * @returns true if all the dependencies are ready (Textures, Effects...)
  111022. */
  111023. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  111024. /**
  111025. * Compute the primary color according to the chosen perceptual color.
  111026. */
  111027. private _computePrimaryColorFromPerceptualColor;
  111028. /**
  111029. * Compute the highlights and shadow colors according to their chosen levels.
  111030. */
  111031. private _computePrimaryColors;
  111032. /**
  111033. * Build the uniform buffer used in the material.
  111034. */
  111035. buildUniformLayout(): void;
  111036. /**
  111037. * Unbind the material.
  111038. */
  111039. unbind(): void;
  111040. /**
  111041. * Bind only the world matrix to the material.
  111042. * @param world The world matrix to bind.
  111043. */
  111044. bindOnlyWorldMatrix(world: Matrix): void;
  111045. /**
  111046. * Bind the material for a dedicated submeh (every used meshes will be considered opaque).
  111047. * @param world The world matrix to bind.
  111048. * @param subMesh The submesh to bind for.
  111049. */
  111050. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  111051. /**
  111052. * Checks to see if a texture is used in the material.
  111053. * @param texture - Base texture to use.
  111054. * @returns - Boolean specifying if a texture is used in the material.
  111055. */
  111056. hasTexture(texture: BaseTexture): boolean;
  111057. /**
  111058. * Dispose the material.
  111059. * @param forceDisposeEffect Force disposal of the associated effect.
  111060. * @param forceDisposeTextures Force disposal of the associated textures.
  111061. */
  111062. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  111063. /**
  111064. * Clones the material.
  111065. * @param name The cloned name.
  111066. * @returns The cloned material.
  111067. */
  111068. clone(name: string): BackgroundMaterial;
  111069. /**
  111070. * Serializes the current material to its JSON representation.
  111071. * @returns The JSON representation.
  111072. */
  111073. serialize(): any;
  111074. /**
  111075. * Gets the class name of the material
  111076. * @returns "BackgroundMaterial"
  111077. */
  111078. getClassName(): string;
  111079. /**
  111080. * Parse a JSON input to create back a background material.
  111081. * @param source The JSON data to parse
  111082. * @param scene The scene to create the parsed material in
  111083. * @param rootUrl The root url of the assets the material depends upon
  111084. * @returns the instantiated BackgroundMaterial.
  111085. */
  111086. static Parse(source: any, scene: Scene, rootUrl: string): BackgroundMaterial;
  111087. }
  111088. }
  111089. declare module BABYLON {
  111090. /**
  111091. * Represents the different options available during the creation of
  111092. * a Environment helper.
  111093. *
  111094. * This can control the default ground, skybox and image processing setup of your scene.
  111095. */
  111096. export interface IEnvironmentHelperOptions {
  111097. /**
  111098. * Specifies wether or not to create a ground.
  111099. * True by default.
  111100. */
  111101. createGround: boolean;
  111102. /**
  111103. * Specifies the ground size.
  111104. * 15 by default.
  111105. */
  111106. groundSize: number;
  111107. /**
  111108. * The texture used on the ground for the main color.
  111109. * Comes from the BabylonJS CDN by default.
  111110. *
  111111. * Remarks: Can be either a texture or a url.
  111112. */
  111113. groundTexture: string | BaseTexture;
  111114. /**
  111115. * The color mixed in the ground texture by default.
  111116. * BabylonJS clearColor by default.
  111117. */
  111118. groundColor: Color3;
  111119. /**
  111120. * Specifies the ground opacity.
  111121. * 1 by default.
  111122. */
  111123. groundOpacity: number;
  111124. /**
  111125. * Enables the ground to receive shadows.
  111126. * True by default.
  111127. */
  111128. enableGroundShadow: boolean;
  111129. /**
  111130. * Helps preventing the shadow to be fully black on the ground.
  111131. * 0.5 by default.
  111132. */
  111133. groundShadowLevel: number;
  111134. /**
  111135. * Creates a mirror texture attach to the ground.
  111136. * false by default.
  111137. */
  111138. enableGroundMirror: boolean;
  111139. /**
  111140. * Specifies the ground mirror size ratio.
  111141. * 0.3 by default as the default kernel is 64.
  111142. */
  111143. groundMirrorSizeRatio: number;
  111144. /**
  111145. * Specifies the ground mirror blur kernel size.
  111146. * 64 by default.
  111147. */
  111148. groundMirrorBlurKernel: number;
  111149. /**
  111150. * Specifies the ground mirror visibility amount.
  111151. * 1 by default
  111152. */
  111153. groundMirrorAmount: number;
  111154. /**
  111155. * Specifies the ground mirror reflectance weight.
  111156. * This uses the standard weight of the background material to setup the fresnel effect
  111157. * of the mirror.
  111158. * 1 by default.
  111159. */
  111160. groundMirrorFresnelWeight: number;
  111161. /**
  111162. * Specifies the ground mirror Falloff distance.
  111163. * This can helps reducing the size of the reflection.
  111164. * 0 by Default.
  111165. */
  111166. groundMirrorFallOffDistance: number;
  111167. /**
  111168. * Specifies the ground mirror texture type.
  111169. * Unsigned Int by Default.
  111170. */
  111171. groundMirrorTextureType: number;
  111172. /**
  111173. * Specifies a bias applied to the ground vertical position to prevent z-fighting with
  111174. * the shown objects.
  111175. */
  111176. groundYBias: number;
  111177. /**
  111178. * Specifies wether or not to create a skybox.
  111179. * True by default.
  111180. */
  111181. createSkybox: boolean;
  111182. /**
  111183. * Specifies the skybox size.
  111184. * 20 by default.
  111185. */
  111186. skyboxSize: number;
  111187. /**
  111188. * The texture used on the skybox for the main color.
  111189. * Comes from the BabylonJS CDN by default.
  111190. *
  111191. * Remarks: Can be either a texture or a url.
  111192. */
  111193. skyboxTexture: string | BaseTexture;
  111194. /**
  111195. * The color mixed in the skybox texture by default.
  111196. * BabylonJS clearColor by default.
  111197. */
  111198. skyboxColor: Color3;
  111199. /**
  111200. * The background rotation around the Y axis of the scene.
  111201. * This helps aligning the key lights of your scene with the background.
  111202. * 0 by default.
  111203. */
  111204. backgroundYRotation: number;
  111205. /**
  111206. * Compute automatically the size of the elements to best fit with the scene.
  111207. */
  111208. sizeAuto: boolean;
  111209. /**
  111210. * Default position of the rootMesh if autoSize is not true.
  111211. */
  111212. rootPosition: Vector3;
  111213. /**
  111214. * Sets up the image processing in the scene.
  111215. * true by default.
  111216. */
  111217. setupImageProcessing: boolean;
  111218. /**
  111219. * The texture used as your environment texture in the scene.
  111220. * Comes from the BabylonJS CDN by default and in use if setupImageProcessing is true.
  111221. *
  111222. * Remarks: Can be either a texture or a url.
  111223. */
  111224. environmentTexture: string | BaseTexture;
  111225. /**
  111226. * The value of the exposure to apply to the scene.
  111227. * 0.6 by default if setupImageProcessing is true.
  111228. */
  111229. cameraExposure: number;
  111230. /**
  111231. * The value of the contrast to apply to the scene.
  111232. * 1.6 by default if setupImageProcessing is true.
  111233. */
  111234. cameraContrast: number;
  111235. /**
  111236. * Specifies wether or not tonemapping should be enabled in the scene.
  111237. * true by default if setupImageProcessing is true.
  111238. */
  111239. toneMappingEnabled: boolean;
  111240. }
  111241. /**
  111242. * The Environment helper class can be used to add a fully featuread none expensive background to your scene.
  111243. * It includes by default a skybox and a ground relying on the BackgroundMaterial.
  111244. * It also helps with the default setup of your imageProcessing configuration.
  111245. */
  111246. export class EnvironmentHelper {
  111247. /**
  111248. * Default ground texture URL.
  111249. */
  111250. private static _groundTextureCDNUrl;
  111251. /**
  111252. * Default skybox texture URL.
  111253. */
  111254. private static _skyboxTextureCDNUrl;
  111255. /**
  111256. * Default environment texture URL.
  111257. */
  111258. private static _environmentTextureCDNUrl;
  111259. /**
  111260. * Creates the default options for the helper.
  111261. */
  111262. private static _getDefaultOptions;
  111263. private _rootMesh;
  111264. /**
  111265. * Gets the root mesh created by the helper.
  111266. */
  111267. readonly rootMesh: Mesh;
  111268. private _skybox;
  111269. /**
  111270. * Gets the skybox created by the helper.
  111271. */
  111272. readonly skybox: Nullable<Mesh>;
  111273. private _skyboxTexture;
  111274. /**
  111275. * Gets the skybox texture created by the helper.
  111276. */
  111277. readonly skyboxTexture: Nullable<BaseTexture>;
  111278. private _skyboxMaterial;
  111279. /**
  111280. * Gets the skybox material created by the helper.
  111281. */
  111282. readonly skyboxMaterial: Nullable<BackgroundMaterial>;
  111283. private _ground;
  111284. /**
  111285. * Gets the ground mesh created by the helper.
  111286. */
  111287. readonly ground: Nullable<Mesh>;
  111288. private _groundTexture;
  111289. /**
  111290. * Gets the ground texture created by the helper.
  111291. */
  111292. readonly groundTexture: Nullable<BaseTexture>;
  111293. private _groundMirror;
  111294. /**
  111295. * Gets the ground mirror created by the helper.
  111296. */
  111297. readonly groundMirror: Nullable<MirrorTexture>;
  111298. /**
  111299. * Gets the ground mirror render list to helps pushing the meshes
  111300. * you wish in the ground reflection.
  111301. */
  111302. readonly groundMirrorRenderList: Nullable<AbstractMesh[]>;
  111303. private _groundMaterial;
  111304. /**
  111305. * Gets the ground material created by the helper.
  111306. */
  111307. readonly groundMaterial: Nullable<BackgroundMaterial>;
  111308. /**
  111309. * Stores the creation options.
  111310. */
  111311. private readonly _scene;
  111312. private _options;
  111313. /**
  111314. * This observable will be notified with any error during the creation of the environment,
  111315. * mainly texture creation errors.
  111316. */
  111317. onErrorObservable: Observable<{
  111318. message?: string;
  111319. exception?: any;
  111320. }>;
  111321. /**
  111322. * constructor
  111323. * @param options Defines the options we want to customize the helper
  111324. * @param scene The scene to add the material to
  111325. */
  111326. constructor(options: Partial<IEnvironmentHelperOptions>, scene: Scene);
  111327. /**
  111328. * Updates the background according to the new options
  111329. * @param options
  111330. */
  111331. updateOptions(options: Partial<IEnvironmentHelperOptions>): void;
  111332. /**
  111333. * Sets the primary color of all the available elements.
  111334. * @param color the main color to affect to the ground and the background
  111335. */
  111336. setMainColor(color: Color3): void;
  111337. /**
  111338. * Setup the image processing according to the specified options.
  111339. */
  111340. private _setupImageProcessing;
  111341. /**
  111342. * Setup the environment texture according to the specified options.
  111343. */
  111344. private _setupEnvironmentTexture;
  111345. /**
  111346. * Setup the background according to the specified options.
  111347. */
  111348. private _setupBackground;
  111349. /**
  111350. * Get the scene sizes according to the setup.
  111351. */
  111352. private _getSceneSize;
  111353. /**
  111354. * Setup the ground according to the specified options.
  111355. */
  111356. private _setupGround;
  111357. /**
  111358. * Setup the ground material according to the specified options.
  111359. */
  111360. private _setupGroundMaterial;
  111361. /**
  111362. * Setup the ground diffuse texture according to the specified options.
  111363. */
  111364. private _setupGroundDiffuseTexture;
  111365. /**
  111366. * Setup the ground mirror texture according to the specified options.
  111367. */
  111368. private _setupGroundMirrorTexture;
  111369. /**
  111370. * Setup the ground to receive the mirror texture.
  111371. */
  111372. private _setupMirrorInGroundMaterial;
  111373. /**
  111374. * Setup the skybox according to the specified options.
  111375. */
  111376. private _setupSkybox;
  111377. /**
  111378. * Setup the skybox material according to the specified options.
  111379. */
  111380. private _setupSkyboxMaterial;
  111381. /**
  111382. * Setup the skybox reflection texture according to the specified options.
  111383. */
  111384. private _setupSkyboxReflectionTexture;
  111385. private _errorHandler;
  111386. /**
  111387. * Dispose all the elements created by the Helper.
  111388. */
  111389. dispose(): void;
  111390. }
  111391. }
  111392. declare module BABYLON {
  111393. /**
  111394. * Display a 360 degree photo on an approximately spherical surface, useful for VR applications or skyboxes.
  111395. * As a subclass of TransformNode, this allow parenting to the camera with different locations in the scene.
  111396. * This class achieves its effect with a Texture and a correctly configured BackgroundMaterial on an inverted sphere.
  111397. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  111398. */
  111399. export class PhotoDome extends TransformNode {
  111400. /**
  111401. * Define the image as a Monoscopic panoramic 360 image.
  111402. */
  111403. static readonly MODE_MONOSCOPIC: number;
  111404. /**
  111405. * Define the image as a Stereoscopic TopBottom/OverUnder panoramic 360 image.
  111406. */
  111407. static readonly MODE_TOPBOTTOM: number;
  111408. /**
  111409. * Define the image as a Stereoscopic Side by Side panoramic 360 image.
  111410. */
  111411. static readonly MODE_SIDEBYSIDE: number;
  111412. private _useDirectMapping;
  111413. /**
  111414. * The texture being displayed on the sphere
  111415. */
  111416. protected _photoTexture: Texture;
  111417. /**
  111418. * Gets or sets the texture being displayed on the sphere
  111419. */
  111420. photoTexture: Texture;
  111421. /**
  111422. * Observable raised when an error occured while loading the 360 image
  111423. */
  111424. onLoadErrorObservable: Observable<string>;
  111425. /**
  111426. * The skybox material
  111427. */
  111428. protected _material: BackgroundMaterial;
  111429. /**
  111430. * The surface used for the skybox
  111431. */
  111432. protected _mesh: Mesh;
  111433. /**
  111434. * Gets the mesh used for the skybox.
  111435. */
  111436. readonly mesh: Mesh;
  111437. /**
  111438. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  111439. * Also see the options.resolution property.
  111440. */
  111441. fovMultiplier: number;
  111442. private _imageMode;
  111443. /**
  111444. * Gets or set the current video mode for the video. It can be:
  111445. * * PhotoDome.MODE_MONOSCOPIC : Define the image as a Monoscopic panoramic 360 image.
  111446. * * PhotoDome.MODE_TOPBOTTOM : Define the image as a Stereoscopic TopBottom/OverUnder panoramic 360 image.
  111447. * * PhotoDome.MODE_SIDEBYSIDE : Define the image as a Stereoscopic Side by Side panoramic 360 image.
  111448. */
  111449. imageMode: number;
  111450. /**
  111451. * Create an instance of this class and pass through the parameters to the relevant classes, Texture, StandardMaterial, and Mesh.
  111452. * @param name Element's name, child elements will append suffixes for their own names.
  111453. * @param urlsOfPhoto defines the url of the photo to display
  111454. * @param options defines an object containing optional or exposed sub element properties
  111455. * @param onError defines a callback called when an error occured while loading the texture
  111456. */
  111457. constructor(name: string, urlOfPhoto: string, options: {
  111458. resolution?: number;
  111459. size?: number;
  111460. useDirectMapping?: boolean;
  111461. faceForward?: boolean;
  111462. }, scene: Scene, onError?: Nullable<(message?: string, exception?: any) => void>);
  111463. private _onBeforeCameraRenderObserver;
  111464. private _changeImageMode;
  111465. /**
  111466. * Releases resources associated with this node.
  111467. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  111468. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  111469. */
  111470. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  111471. }
  111472. }
  111473. declare module BABYLON {
  111474. /**
  111475. * Class used to host RGBD texture specific utilities
  111476. */
  111477. export class RGBDTextureTools {
  111478. /**
  111479. * Expand the RGBD Texture from RGBD to Half Float if possible.
  111480. * @param texture the texture to expand.
  111481. */
  111482. static ExpandRGBDTexture(texture: Texture): void;
  111483. }
  111484. }
  111485. declare module BABYLON {
  111486. /**
  111487. * Class used to host texture specific utilities
  111488. */
  111489. export class BRDFTextureTools {
  111490. /**
  111491. * Gets a default environment BRDF for MS-BRDF Height Correlated BRDF
  111492. * @param scene defines the hosting scene
  111493. * @returns the environment BRDF texture
  111494. */
  111495. static GetEnvironmentBRDFTexture(scene: Scene): BaseTexture;
  111496. private static _environmentBRDFBase64Texture;
  111497. }
  111498. }
  111499. declare module BABYLON {
  111500. /**
  111501. * @hidden
  111502. */
  111503. export interface IMaterialClearCoatDefines {
  111504. CLEARCOAT: boolean;
  111505. CLEARCOAT_DEFAULTIOR: boolean;
  111506. CLEARCOAT_TEXTURE: boolean;
  111507. CLEARCOAT_TEXTUREDIRECTUV: number;
  111508. CLEARCOAT_BUMP: boolean;
  111509. CLEARCOAT_BUMPDIRECTUV: number;
  111510. CLEARCOAT_TINT: boolean;
  111511. CLEARCOAT_TINT_TEXTURE: boolean;
  111512. CLEARCOAT_TINT_TEXTUREDIRECTUV: number;
  111513. /** @hidden */
  111514. _areTexturesDirty: boolean;
  111515. }
  111516. /**
  111517. * Define the code related to the clear coat parameters of the pbr material.
  111518. */
  111519. export class PBRClearCoatConfiguration {
  111520. /**
  111521. * This defaults to 1.5 corresponding to a 0.04 f0 or a 4% reflectance at normal incidence
  111522. * The default fits with a polyurethane material.
  111523. */
  111524. private static readonly _DefaultIndexOfRefraction;
  111525. private _isEnabled;
  111526. /**
  111527. * Defines if the clear coat is enabled in the material.
  111528. */
  111529. isEnabled: boolean;
  111530. /**
  111531. * Defines the clear coat layer strength (between 0 and 1) it defaults to 1.
  111532. */
  111533. intensity: number;
  111534. /**
  111535. * Defines the clear coat layer roughness.
  111536. */
  111537. roughness: number;
  111538. private _indexOfRefraction;
  111539. /**
  111540. * Defines the index of refraction of the clear coat.
  111541. * This defaults to 1.5 corresponding to a 0.04 f0 or a 4% reflectance at normal incidence
  111542. * The default fits with a polyurethane material.
  111543. * Changing the default value is more performance intensive.
  111544. */
  111545. indexOfRefraction: number;
  111546. private _texture;
  111547. /**
  111548. * Stores the clear coat values in a texture.
  111549. */
  111550. texture: Nullable<BaseTexture>;
  111551. private _bumpTexture;
  111552. /**
  111553. * Define the clear coat specific bump texture.
  111554. */
  111555. bumpTexture: Nullable<BaseTexture>;
  111556. private _isTintEnabled;
  111557. /**
  111558. * Defines if the clear coat tint is enabled in the material.
  111559. */
  111560. isTintEnabled: boolean;
  111561. /**
  111562. * Defines the clear coat tint of the material.
  111563. * This is only use if tint is enabled
  111564. */
  111565. tintColor: Color3;
  111566. /**
  111567. * Defines the distance at which the tint color should be found in the
  111568. * clear coat media.
  111569. * This is only use if tint is enabled
  111570. */
  111571. tintColorAtDistance: number;
  111572. /**
  111573. * Defines the clear coat layer thickness.
  111574. * This is only use if tint is enabled
  111575. */
  111576. tintThickness: number;
  111577. private _tintTexture;
  111578. /**
  111579. * Stores the clear tint values in a texture.
  111580. * rgb is tint
  111581. * a is a thickness factor
  111582. */
  111583. tintTexture: Nullable<BaseTexture>;
  111584. /** @hidden */
  111585. private _internalMarkAllSubMeshesAsTexturesDirty;
  111586. /** @hidden */
  111587. _markAllSubMeshesAsTexturesDirty(): void;
  111588. /**
  111589. * Instantiate a new istance of clear coat configuration.
  111590. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  111591. */
  111592. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  111593. /**
  111594. * Gets wehter the submesh is ready to be used or not.
  111595. * @param defines the list of "defines" to update.
  111596. * @param scene defines the scene the material belongs to.
  111597. * @param engine defines the engine the material belongs to.
  111598. * @param disableBumpMap defines wether the material disables bump or not.
  111599. * @returns - boolean indicating that the submesh is ready or not.
  111600. */
  111601. isReadyForSubMesh(defines: IMaterialClearCoatDefines, scene: Scene, engine: Engine, disableBumpMap: boolean): boolean;
  111602. /**
  111603. * Checks to see if a texture is used in the material.
  111604. * @param defines the list of "defines" to update.
  111605. * @param scene defines the scene to the material belongs to.
  111606. */
  111607. prepareDefines(defines: IMaterialClearCoatDefines, scene: Scene): void;
  111608. /**
  111609. * Binds the material data.
  111610. * @param uniformBuffer defines the Uniform buffer to fill in.
  111611. * @param scene defines the scene the material belongs to.
  111612. * @param engine defines the engine the material belongs to.
  111613. * @param disableBumpMap defines wether the material disables bump or not.
  111614. * @param isFrozen defines wether the material is frozen or not.
  111615. * @param invertNormalMapX If sets to true, x component of normal map value will be inverted (x = 1.0 - x).
  111616. * @param invertNormalMapY If sets to true, y component of normal map value will be inverted (y = 1.0 - y).
  111617. */
  111618. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, disableBumpMap: boolean, isFrozen: boolean, invertNormalMapX: boolean, invertNormalMapY: boolean): void;
  111619. /**
  111620. * Checks to see if a texture is used in the material.
  111621. * @param texture - Base texture to use.
  111622. * @returns - Boolean specifying if a texture is used in the material.
  111623. */
  111624. hasTexture(texture: BaseTexture): boolean;
  111625. /**
  111626. * Returns an array of the actively used textures.
  111627. * @param activeTextures Array of BaseTextures
  111628. */
  111629. getActiveTextures(activeTextures: BaseTexture[]): void;
  111630. /**
  111631. * Returns the animatable textures.
  111632. * @param animatables Array of animatable textures.
  111633. */
  111634. getAnimatables(animatables: IAnimatable[]): void;
  111635. /**
  111636. * Disposes the resources of the material.
  111637. * @param forceDisposeTextures - Forces the disposal of all textures.
  111638. */
  111639. dispose(forceDisposeTextures?: boolean): void;
  111640. /**
  111641. * Get the current class name of the texture useful for serialization or dynamic coding.
  111642. * @returns "PBRClearCoatConfiguration"
  111643. */
  111644. getClassName(): string;
  111645. /**
  111646. * Add fallbacks to the effect fallbacks list.
  111647. * @param defines defines the Base texture to use.
  111648. * @param fallbacks defines the current fallback list.
  111649. * @param currentRank defines the current fallback rank.
  111650. * @returns the new fallback rank.
  111651. */
  111652. static AddFallbacks(defines: IMaterialClearCoatDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  111653. /**
  111654. * Add the required uniforms to the current list.
  111655. * @param uniforms defines the current uniform list.
  111656. */
  111657. static AddUniforms(uniforms: string[]): void;
  111658. /**
  111659. * Add the required samplers to the current list.
  111660. * @param samplers defines the current sampler list.
  111661. */
  111662. static AddSamplers(samplers: string[]): void;
  111663. /**
  111664. * Add the required uniforms to the current buffer.
  111665. * @param uniformBuffer defines the current uniform buffer.
  111666. */
  111667. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  111668. /**
  111669. * Makes a duplicate of the current configuration into another one.
  111670. * @param clearCoatConfiguration define the config where to copy the info
  111671. */
  111672. copyTo(clearCoatConfiguration: PBRClearCoatConfiguration): void;
  111673. /**
  111674. * Serializes this clear coat configuration.
  111675. * @returns - An object with the serialized config.
  111676. */
  111677. serialize(): any;
  111678. /**
  111679. * Parses a anisotropy Configuration from a serialized object.
  111680. * @param source - Serialized object.
  111681. * @param scene Defines the scene we are parsing for
  111682. * @param rootUrl Defines the rootUrl to load from
  111683. */
  111684. parse(source: any, scene: Scene, rootUrl: string): void;
  111685. }
  111686. }
  111687. declare module BABYLON {
  111688. /**
  111689. * @hidden
  111690. */
  111691. export interface IMaterialAnisotropicDefines {
  111692. ANISOTROPIC: boolean;
  111693. ANISOTROPIC_TEXTURE: boolean;
  111694. ANISOTROPIC_TEXTUREDIRECTUV: number;
  111695. MAINUV1: boolean;
  111696. _areTexturesDirty: boolean;
  111697. _needUVs: boolean;
  111698. }
  111699. /**
  111700. * Define the code related to the anisotropic parameters of the pbr material.
  111701. */
  111702. export class PBRAnisotropicConfiguration {
  111703. private _isEnabled;
  111704. /**
  111705. * Defines if the anisotropy is enabled in the material.
  111706. */
  111707. isEnabled: boolean;
  111708. /**
  111709. * Defines the anisotropy strength (between 0 and 1) it defaults to 1.
  111710. */
  111711. intensity: number;
  111712. /**
  111713. * Defines if the effect is along the tangents, bitangents or in between.
  111714. * By default, the effect is "strectching" the highlights along the tangents.
  111715. */
  111716. direction: Vector2;
  111717. private _texture;
  111718. /**
  111719. * Stores the anisotropy values in a texture.
  111720. * rg is direction (like normal from -1 to 1)
  111721. * b is a intensity
  111722. */
  111723. texture: Nullable<BaseTexture>;
  111724. /** @hidden */
  111725. private _internalMarkAllSubMeshesAsTexturesDirty;
  111726. /** @hidden */
  111727. _markAllSubMeshesAsTexturesDirty(): void;
  111728. /**
  111729. * Instantiate a new istance of anisotropy configuration.
  111730. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  111731. */
  111732. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  111733. /**
  111734. * Specifies that the submesh is ready to be used.
  111735. * @param defines the list of "defines" to update.
  111736. * @param scene defines the scene the material belongs to.
  111737. * @returns - boolean indicating that the submesh is ready or not.
  111738. */
  111739. isReadyForSubMesh(defines: IMaterialAnisotropicDefines, scene: Scene): boolean;
  111740. /**
  111741. * Checks to see if a texture is used in the material.
  111742. * @param defines the list of "defines" to update.
  111743. * @param mesh the mesh we are preparing the defines for.
  111744. * @param scene defines the scene the material belongs to.
  111745. */
  111746. prepareDefines(defines: IMaterialAnisotropicDefines, mesh: AbstractMesh, scene: Scene): void;
  111747. /**
  111748. * Binds the material data.
  111749. * @param uniformBuffer defines the Uniform buffer to fill in.
  111750. * @param scene defines the scene the material belongs to.
  111751. * @param isFrozen defines wether the material is frozen or not.
  111752. */
  111753. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, isFrozen: boolean): void;
  111754. /**
  111755. * Checks to see if a texture is used in the material.
  111756. * @param texture - Base texture to use.
  111757. * @returns - Boolean specifying if a texture is used in the material.
  111758. */
  111759. hasTexture(texture: BaseTexture): boolean;
  111760. /**
  111761. * Returns an array of the actively used textures.
  111762. * @param activeTextures Array of BaseTextures
  111763. */
  111764. getActiveTextures(activeTextures: BaseTexture[]): void;
  111765. /**
  111766. * Returns the animatable textures.
  111767. * @param animatables Array of animatable textures.
  111768. */
  111769. getAnimatables(animatables: IAnimatable[]): void;
  111770. /**
  111771. * Disposes the resources of the material.
  111772. * @param forceDisposeTextures - Forces the disposal of all textures.
  111773. */
  111774. dispose(forceDisposeTextures?: boolean): void;
  111775. /**
  111776. * Get the current class name of the texture useful for serialization or dynamic coding.
  111777. * @returns "PBRAnisotropicConfiguration"
  111778. */
  111779. getClassName(): string;
  111780. /**
  111781. * Add fallbacks to the effect fallbacks list.
  111782. * @param defines defines the Base texture to use.
  111783. * @param fallbacks defines the current fallback list.
  111784. * @param currentRank defines the current fallback rank.
  111785. * @returns the new fallback rank.
  111786. */
  111787. static AddFallbacks(defines: IMaterialAnisotropicDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  111788. /**
  111789. * Add the required uniforms to the current list.
  111790. * @param uniforms defines the current uniform list.
  111791. */
  111792. static AddUniforms(uniforms: string[]): void;
  111793. /**
  111794. * Add the required uniforms to the current buffer.
  111795. * @param uniformBuffer defines the current uniform buffer.
  111796. */
  111797. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  111798. /**
  111799. * Add the required samplers to the current list.
  111800. * @param samplers defines the current sampler list.
  111801. */
  111802. static AddSamplers(samplers: string[]): void;
  111803. /**
  111804. * Makes a duplicate of the current configuration into another one.
  111805. * @param anisotropicConfiguration define the config where to copy the info
  111806. */
  111807. copyTo(anisotropicConfiguration: PBRAnisotropicConfiguration): void;
  111808. /**
  111809. * Serializes this anisotropy configuration.
  111810. * @returns - An object with the serialized config.
  111811. */
  111812. serialize(): any;
  111813. /**
  111814. * Parses a anisotropy Configuration from a serialized object.
  111815. * @param source - Serialized object.
  111816. * @param scene Defines the scene we are parsing for
  111817. * @param rootUrl Defines the rootUrl to load from
  111818. */
  111819. parse(source: any, scene: Scene, rootUrl: string): void;
  111820. }
  111821. }
  111822. declare module BABYLON {
  111823. /**
  111824. * @hidden
  111825. */
  111826. export interface IMaterialBRDFDefines {
  111827. BRDF_V_HEIGHT_CORRELATED: boolean;
  111828. MS_BRDF_ENERGY_CONSERVATION: boolean;
  111829. SPHERICAL_HARMONICS: boolean;
  111830. /** @hidden */
  111831. _areMiscDirty: boolean;
  111832. }
  111833. /**
  111834. * Define the code related to the BRDF parameters of the pbr material.
  111835. */
  111836. export class PBRBRDFConfiguration {
  111837. /**
  111838. * Default value used for the energy conservation.
  111839. * This should only be changed to adapt to the type of texture in scene.environmentBRDFTexture.
  111840. */
  111841. static DEFAULT_USE_ENERGY_CONSERVATION: boolean;
  111842. /**
  111843. * Default value used for the Smith Visibility Height Correlated mode.
  111844. * This should only be changed to adapt to the type of texture in scene.environmentBRDFTexture.
  111845. */
  111846. static DEFAULT_USE_SMITH_VISIBILITY_HEIGHT_CORRELATED: boolean;
  111847. /**
  111848. * Default value used for the IBL diffuse part.
  111849. * This can help switching back to the polynomials mode globally which is a tiny bit
  111850. * less GPU intensive at the drawback of a lower quality.
  111851. */
  111852. static DEFAULT_USE_SPHERICAL_HARMONICS: boolean;
  111853. private _useEnergyConservation;
  111854. /**
  111855. * Defines if the material uses energy conservation.
  111856. */
  111857. useEnergyConservation: boolean;
  111858. private _useSmithVisibilityHeightCorrelated;
  111859. /**
  111860. * LEGACY Mode set to false
  111861. * Defines if the material uses height smith correlated visibility term.
  111862. * If you intent to not use our default BRDF, you need to load a separate BRDF Texture for the PBR
  111863. * You can either load https://assets.babylonjs.com/environments/uncorrelatedBRDF.png
  111864. * or https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds to have more precision
  111865. * Not relying on height correlated will also disable energy conservation.
  111866. */
  111867. useSmithVisibilityHeightCorrelated: boolean;
  111868. private _useSphericalHarmonics;
  111869. /**
  111870. * LEGACY Mode set to false
  111871. * Defines if the material uses spherical harmonics vs spherical polynomials for the
  111872. * diffuse part of the IBL.
  111873. * The harmonics despite a tiny bigger cost has been proven to provide closer results
  111874. * to the ground truth.
  111875. */
  111876. useSphericalHarmonics: boolean;
  111877. /** @hidden */
  111878. private _internalMarkAllSubMeshesAsMiscDirty;
  111879. /** @hidden */
  111880. _markAllSubMeshesAsMiscDirty(): void;
  111881. /**
  111882. * Instantiate a new istance of clear coat configuration.
  111883. * @param markAllSubMeshesAsMiscDirty Callback to flag the material to dirty
  111884. */
  111885. constructor(markAllSubMeshesAsMiscDirty: () => void);
  111886. /**
  111887. * Checks to see if a texture is used in the material.
  111888. * @param defines the list of "defines" to update.
  111889. */
  111890. prepareDefines(defines: IMaterialBRDFDefines): void;
  111891. /**
  111892. * Get the current class name of the texture useful for serialization or dynamic coding.
  111893. * @returns "PBRClearCoatConfiguration"
  111894. */
  111895. getClassName(): string;
  111896. /**
  111897. * Makes a duplicate of the current configuration into another one.
  111898. * @param brdfConfiguration define the config where to copy the info
  111899. */
  111900. copyTo(brdfConfiguration: PBRBRDFConfiguration): void;
  111901. /**
  111902. * Serializes this BRDF configuration.
  111903. * @returns - An object with the serialized config.
  111904. */
  111905. serialize(): any;
  111906. /**
  111907. * Parses a anisotropy Configuration from a serialized object.
  111908. * @param source - Serialized object.
  111909. * @param scene Defines the scene we are parsing for
  111910. * @param rootUrl Defines the rootUrl to load from
  111911. */
  111912. parse(source: any, scene: Scene, rootUrl: string): void;
  111913. }
  111914. }
  111915. declare module BABYLON {
  111916. /**
  111917. * @hidden
  111918. */
  111919. export interface IMaterialSheenDefines {
  111920. SHEEN: boolean;
  111921. SHEEN_TEXTURE: boolean;
  111922. SHEEN_TEXTUREDIRECTUV: number;
  111923. SHEEN_LINKWITHALBEDO: boolean;
  111924. /** @hidden */
  111925. _areTexturesDirty: boolean;
  111926. }
  111927. /**
  111928. * Define the code related to the Sheen parameters of the pbr material.
  111929. */
  111930. export class PBRSheenConfiguration {
  111931. private _isEnabled;
  111932. /**
  111933. * Defines if the material uses sheen.
  111934. */
  111935. isEnabled: boolean;
  111936. private _linkSheenWithAlbedo;
  111937. /**
  111938. * Defines if the sheen is linked to the sheen color.
  111939. */
  111940. linkSheenWithAlbedo: boolean;
  111941. /**
  111942. * Defines the sheen intensity.
  111943. */
  111944. intensity: number;
  111945. /**
  111946. * Defines the sheen color.
  111947. */
  111948. color: Color3;
  111949. private _texture;
  111950. /**
  111951. * Stores the sheen tint values in a texture.
  111952. * rgb is tint
  111953. * a is a intensity
  111954. */
  111955. texture: Nullable<BaseTexture>;
  111956. /** @hidden */
  111957. private _internalMarkAllSubMeshesAsTexturesDirty;
  111958. /** @hidden */
  111959. _markAllSubMeshesAsTexturesDirty(): void;
  111960. /**
  111961. * Instantiate a new istance of clear coat configuration.
  111962. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  111963. */
  111964. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  111965. /**
  111966. * Specifies that the submesh is ready to be used.
  111967. * @param defines the list of "defines" to update.
  111968. * @param scene defines the scene the material belongs to.
  111969. * @returns - boolean indicating that the submesh is ready or not.
  111970. */
  111971. isReadyForSubMesh(defines: IMaterialSheenDefines, scene: Scene): boolean;
  111972. /**
  111973. * Checks to see if a texture is used in the material.
  111974. * @param defines the list of "defines" to update.
  111975. * @param scene defines the scene the material belongs to.
  111976. */
  111977. prepareDefines(defines: IMaterialSheenDefines, scene: Scene): void;
  111978. /**
  111979. * Binds the material data.
  111980. * @param uniformBuffer defines the Uniform buffer to fill in.
  111981. * @param scene defines the scene the material belongs to.
  111982. * @param isFrozen defines wether the material is frozen or not.
  111983. */
  111984. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, isFrozen: boolean): void;
  111985. /**
  111986. * Checks to see if a texture is used in the material.
  111987. * @param texture - Base texture to use.
  111988. * @returns - Boolean specifying if a texture is used in the material.
  111989. */
  111990. hasTexture(texture: BaseTexture): boolean;
  111991. /**
  111992. * Returns an array of the actively used textures.
  111993. * @param activeTextures Array of BaseTextures
  111994. */
  111995. getActiveTextures(activeTextures: BaseTexture[]): void;
  111996. /**
  111997. * Returns the animatable textures.
  111998. * @param animatables Array of animatable textures.
  111999. */
  112000. getAnimatables(animatables: IAnimatable[]): void;
  112001. /**
  112002. * Disposes the resources of the material.
  112003. * @param forceDisposeTextures - Forces the disposal of all textures.
  112004. */
  112005. dispose(forceDisposeTextures?: boolean): void;
  112006. /**
  112007. * Get the current class name of the texture useful for serialization or dynamic coding.
  112008. * @returns "PBRSheenConfiguration"
  112009. */
  112010. getClassName(): string;
  112011. /**
  112012. * Add fallbacks to the effect fallbacks list.
  112013. * @param defines defines the Base texture to use.
  112014. * @param fallbacks defines the current fallback list.
  112015. * @param currentRank defines the current fallback rank.
  112016. * @returns the new fallback rank.
  112017. */
  112018. static AddFallbacks(defines: IMaterialSheenDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  112019. /**
  112020. * Add the required uniforms to the current list.
  112021. * @param uniforms defines the current uniform list.
  112022. */
  112023. static AddUniforms(uniforms: string[]): void;
  112024. /**
  112025. * Add the required uniforms to the current buffer.
  112026. * @param uniformBuffer defines the current uniform buffer.
  112027. */
  112028. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  112029. /**
  112030. * Add the required samplers to the current list.
  112031. * @param samplers defines the current sampler list.
  112032. */
  112033. static AddSamplers(samplers: string[]): void;
  112034. /**
  112035. * Makes a duplicate of the current configuration into another one.
  112036. * @param sheenConfiguration define the config where to copy the info
  112037. */
  112038. copyTo(sheenConfiguration: PBRSheenConfiguration): void;
  112039. /**
  112040. * Serializes this BRDF configuration.
  112041. * @returns - An object with the serialized config.
  112042. */
  112043. serialize(): any;
  112044. /**
  112045. * Parses a anisotropy Configuration from a serialized object.
  112046. * @param source - Serialized object.
  112047. * @param scene Defines the scene we are parsing for
  112048. * @param rootUrl Defines the rootUrl to load from
  112049. */
  112050. parse(source: any, scene: Scene, rootUrl: string): void;
  112051. }
  112052. }
  112053. declare module BABYLON {
  112054. /**
  112055. * @hidden
  112056. */
  112057. export interface IMaterialSubSurfaceDefines {
  112058. SUBSURFACE: boolean;
  112059. SS_REFRACTION: boolean;
  112060. SS_TRANSLUCENCY: boolean;
  112061. SS_SCATERRING: boolean;
  112062. SS_THICKNESSANDMASK_TEXTURE: boolean;
  112063. SS_THICKNESSANDMASK_TEXTUREDIRECTUV: number;
  112064. SS_REFRACTIONMAP_3D: boolean;
  112065. SS_REFRACTIONMAP_OPPOSITEZ: boolean;
  112066. SS_LODINREFRACTIONALPHA: boolean;
  112067. SS_GAMMAREFRACTION: boolean;
  112068. SS_RGBDREFRACTION: boolean;
  112069. SS_LINEARSPECULARREFRACTION: boolean;
  112070. SS_LINKREFRACTIONTOTRANSPARENCY: boolean;
  112071. SS_MASK_FROM_THICKNESS_TEXTURE: boolean;
  112072. /** @hidden */
  112073. _areTexturesDirty: boolean;
  112074. }
  112075. /**
  112076. * Define the code related to the sub surface parameters of the pbr material.
  112077. */
  112078. export class PBRSubSurfaceConfiguration {
  112079. private _isRefractionEnabled;
  112080. /**
  112081. * Defines if the refraction is enabled in the material.
  112082. */
  112083. isRefractionEnabled: boolean;
  112084. private _isTranslucencyEnabled;
  112085. /**
  112086. * Defines if the translucency is enabled in the material.
  112087. */
  112088. isTranslucencyEnabled: boolean;
  112089. private _isScatteringEnabled;
  112090. /**
  112091. * Defines the refraction intensity of the material.
  112092. * The refraction when enabled replaces the Diffuse part of the material.
  112093. * The intensity helps transitionning between diffuse and refraction.
  112094. */
  112095. refractionIntensity: number;
  112096. /**
  112097. * Defines the translucency intensity of the material.
  112098. * When translucency has been enabled, this defines how much of the "translucency"
  112099. * is addded to the diffuse part of the material.
  112100. */
  112101. translucencyIntensity: number;
  112102. /**
  112103. * Defines the scattering intensity of the material.
  112104. * When scattering has been enabled, this defines how much of the "scattered light"
  112105. * is addded to the diffuse part of the material.
  112106. */
  112107. scatteringIntensity: number;
  112108. private _thicknessTexture;
  112109. /**
  112110. * Stores the average thickness of a mesh in a texture (The texture is holding the values linearly).
  112111. * The red channel of the texture should contain the thickness remapped between 0 and 1.
  112112. * 0 would mean minimumThickness
  112113. * 1 would mean maximumThickness
  112114. * The other channels might be use as a mask to vary the different effects intensity.
  112115. */
  112116. thicknessTexture: Nullable<BaseTexture>;
  112117. private _refractionTexture;
  112118. /**
  112119. * Defines the texture to use for refraction.
  112120. */
  112121. refractionTexture: Nullable<BaseTexture>;
  112122. private _indexOfRefraction;
  112123. /**
  112124. * Defines the index of refraction used in the material.
  112125. * https://en.wikipedia.org/wiki/List_of_refractive_indices
  112126. */
  112127. indexOfRefraction: number;
  112128. private _invertRefractionY;
  112129. /**
  112130. * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
  112131. */
  112132. invertRefractionY: boolean;
  112133. private _linkRefractionWithTransparency;
  112134. /**
  112135. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  112136. * Materials half opaque for instance using refraction could benefit from this control.
  112137. */
  112138. linkRefractionWithTransparency: boolean;
  112139. /**
  112140. * Defines the minimum thickness stored in the thickness map.
  112141. * If no thickness map is defined, this value will be used to simulate thickness.
  112142. */
  112143. minimumThickness: number;
  112144. /**
  112145. * Defines the maximum thickness stored in the thickness map.
  112146. */
  112147. maximumThickness: number;
  112148. /**
  112149. * Defines the volume tint of the material.
  112150. * This is used for both translucency and scattering.
  112151. */
  112152. tintColor: Color3;
  112153. /**
  112154. * Defines the distance at which the tint color should be found in the media.
  112155. * This is used for refraction only.
  112156. */
  112157. tintColorAtDistance: number;
  112158. /**
  112159. * Defines how far each channel transmit through the media.
  112160. * It is defined as a color to simplify it selection.
  112161. */
  112162. diffusionDistance: Color3;
  112163. private _useMaskFromThicknessTexture;
  112164. /**
  112165. * Stores the intensity of the different subsurface effects in the thickness texture.
  112166. * * the green channel is the translucency intensity.
  112167. * * the blue channel is the scattering intensity.
  112168. * * the alpha channel is the refraction intensity.
  112169. */
  112170. useMaskFromThicknessTexture: boolean;
  112171. /** @hidden */
  112172. private _internalMarkAllSubMeshesAsTexturesDirty;
  112173. /** @hidden */
  112174. _markAllSubMeshesAsTexturesDirty(): void;
  112175. /**
  112176. * Instantiate a new istance of sub surface configuration.
  112177. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  112178. */
  112179. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  112180. /**
  112181. * Gets wehter the submesh is ready to be used or not.
  112182. * @param defines the list of "defines" to update.
  112183. * @param scene defines the scene the material belongs to.
  112184. * @returns - boolean indicating that the submesh is ready or not.
  112185. */
  112186. isReadyForSubMesh(defines: IMaterialSubSurfaceDefines, scene: Scene): boolean;
  112187. /**
  112188. * Checks to see if a texture is used in the material.
  112189. * @param defines the list of "defines" to update.
  112190. * @param scene defines the scene to the material belongs to.
  112191. */
  112192. prepareDefines(defines: IMaterialSubSurfaceDefines, scene: Scene): void;
  112193. /**
  112194. * Binds the material data.
  112195. * @param uniformBuffer defines the Uniform buffer to fill in.
  112196. * @param scene defines the scene the material belongs to.
  112197. * @param engine defines the engine the material belongs to.
  112198. * @param isFrozen defines wether the material is frozen or not.
  112199. * @param lodBasedMicrosurface defines wether the material relies on lod based microsurface or not.
  112200. */
  112201. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, isFrozen: boolean, lodBasedMicrosurface: boolean): void;
  112202. /**
  112203. * Unbinds the material from the mesh.
  112204. * @param activeEffect defines the effect that should be unbound from.
  112205. * @returns true if unbound, otherwise false
  112206. */
  112207. unbind(activeEffect: Effect): boolean;
  112208. /**
  112209. * Returns the texture used for refraction or null if none is used.
  112210. * @param scene defines the scene the material belongs to.
  112211. * @returns - Refraction texture if present. If no refraction texture and refraction
  112212. * is linked with transparency, returns environment texture. Otherwise, returns null.
  112213. */
  112214. private _getRefractionTexture;
  112215. /**
  112216. * Returns true if alpha blending should be disabled.
  112217. */
  112218. readonly disableAlphaBlending: boolean;
  112219. /**
  112220. * Fills the list of render target textures.
  112221. * @param renderTargets the list of render targets to update
  112222. */
  112223. fillRenderTargetTextures(renderTargets: SmartArray<RenderTargetTexture>): void;
  112224. /**
  112225. * Checks to see if a texture is used in the material.
  112226. * @param texture - Base texture to use.
  112227. * @returns - Boolean specifying if a texture is used in the material.
  112228. */
  112229. hasTexture(texture: BaseTexture): boolean;
  112230. /**
  112231. * Gets a boolean indicating that current material needs to register RTT
  112232. * @returns true if this uses a render target otherwise false.
  112233. */
  112234. hasRenderTargetTextures(): boolean;
  112235. /**
  112236. * Returns an array of the actively used textures.
  112237. * @param activeTextures Array of BaseTextures
  112238. */
  112239. getActiveTextures(activeTextures: BaseTexture[]): void;
  112240. /**
  112241. * Returns the animatable textures.
  112242. * @param animatables Array of animatable textures.
  112243. */
  112244. getAnimatables(animatables: IAnimatable[]): void;
  112245. /**
  112246. * Disposes the resources of the material.
  112247. * @param forceDisposeTextures - Forces the disposal of all textures.
  112248. */
  112249. dispose(forceDisposeTextures?: boolean): void;
  112250. /**
  112251. * Get the current class name of the texture useful for serialization or dynamic coding.
  112252. * @returns "PBRSubSurfaceConfiguration"
  112253. */
  112254. getClassName(): string;
  112255. /**
  112256. * Add fallbacks to the effect fallbacks list.
  112257. * @param defines defines the Base texture to use.
  112258. * @param fallbacks defines the current fallback list.
  112259. * @param currentRank defines the current fallback rank.
  112260. * @returns the new fallback rank.
  112261. */
  112262. static AddFallbacks(defines: IMaterialSubSurfaceDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  112263. /**
  112264. * Add the required uniforms to the current list.
  112265. * @param uniforms defines the current uniform list.
  112266. */
  112267. static AddUniforms(uniforms: string[]): void;
  112268. /**
  112269. * Add the required samplers to the current list.
  112270. * @param samplers defines the current sampler list.
  112271. */
  112272. static AddSamplers(samplers: string[]): void;
  112273. /**
  112274. * Add the required uniforms to the current buffer.
  112275. * @param uniformBuffer defines the current uniform buffer.
  112276. */
  112277. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  112278. /**
  112279. * Makes a duplicate of the current configuration into another one.
  112280. * @param configuration define the config where to copy the info
  112281. */
  112282. copyTo(configuration: PBRSubSurfaceConfiguration): void;
  112283. /**
  112284. * Serializes this Sub Surface configuration.
  112285. * @returns - An object with the serialized config.
  112286. */
  112287. serialize(): any;
  112288. /**
  112289. * Parses a anisotropy Configuration from a serialized object.
  112290. * @param source - Serialized object.
  112291. * @param scene Defines the scene we are parsing for
  112292. * @param rootUrl Defines the rootUrl to load from
  112293. */
  112294. parse(source: any, scene: Scene, rootUrl: string): void;
  112295. }
  112296. }
  112297. declare module BABYLON {
  112298. /** @hidden */
  112299. export var pbrFragmentDeclaration: {
  112300. name: string;
  112301. shader: string;
  112302. };
  112303. }
  112304. declare module BABYLON {
  112305. /** @hidden */
  112306. export var pbrUboDeclaration: {
  112307. name: string;
  112308. shader: string;
  112309. };
  112310. }
  112311. declare module BABYLON {
  112312. /** @hidden */
  112313. export var pbrFragmentExtraDeclaration: {
  112314. name: string;
  112315. shader: string;
  112316. };
  112317. }
  112318. declare module BABYLON {
  112319. /** @hidden */
  112320. export var pbrFragmentSamplersDeclaration: {
  112321. name: string;
  112322. shader: string;
  112323. };
  112324. }
  112325. declare module BABYLON {
  112326. /** @hidden */
  112327. export var pbrHelperFunctions: {
  112328. name: string;
  112329. shader: string;
  112330. };
  112331. }
  112332. declare module BABYLON {
  112333. /** @hidden */
  112334. export var harmonicsFunctions: {
  112335. name: string;
  112336. shader: string;
  112337. };
  112338. }
  112339. declare module BABYLON {
  112340. /** @hidden */
  112341. export var pbrDirectLightingSetupFunctions: {
  112342. name: string;
  112343. shader: string;
  112344. };
  112345. }
  112346. declare module BABYLON {
  112347. /** @hidden */
  112348. export var pbrDirectLightingFalloffFunctions: {
  112349. name: string;
  112350. shader: string;
  112351. };
  112352. }
  112353. declare module BABYLON {
  112354. /** @hidden */
  112355. export var pbrBRDFFunctions: {
  112356. name: string;
  112357. shader: string;
  112358. };
  112359. }
  112360. declare module BABYLON {
  112361. /** @hidden */
  112362. export var pbrDirectLightingFunctions: {
  112363. name: string;
  112364. shader: string;
  112365. };
  112366. }
  112367. declare module BABYLON {
  112368. /** @hidden */
  112369. export var pbrIBLFunctions: {
  112370. name: string;
  112371. shader: string;
  112372. };
  112373. }
  112374. declare module BABYLON {
  112375. /** @hidden */
  112376. export var pbrDebug: {
  112377. name: string;
  112378. shader: string;
  112379. };
  112380. }
  112381. declare module BABYLON {
  112382. /** @hidden */
  112383. export var pbrPixelShader: {
  112384. name: string;
  112385. shader: string;
  112386. };
  112387. }
  112388. declare module BABYLON {
  112389. /** @hidden */
  112390. export var pbrVertexDeclaration: {
  112391. name: string;
  112392. shader: string;
  112393. };
  112394. }
  112395. declare module BABYLON {
  112396. /** @hidden */
  112397. export var pbrVertexShader: {
  112398. name: string;
  112399. shader: string;
  112400. };
  112401. }
  112402. declare module BABYLON {
  112403. /**
  112404. * Manages the defines for the PBR Material.
  112405. * @hidden
  112406. */
  112407. export class PBRMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines, IMaterialClearCoatDefines, IMaterialAnisotropicDefines, IMaterialBRDFDefines, IMaterialSheenDefines, IMaterialSubSurfaceDefines {
  112408. PBR: boolean;
  112409. MAINUV1: boolean;
  112410. MAINUV2: boolean;
  112411. UV1: boolean;
  112412. UV2: boolean;
  112413. ALBEDO: boolean;
  112414. ALBEDODIRECTUV: number;
  112415. VERTEXCOLOR: boolean;
  112416. AMBIENT: boolean;
  112417. AMBIENTDIRECTUV: number;
  112418. AMBIENTINGRAYSCALE: boolean;
  112419. OPACITY: boolean;
  112420. VERTEXALPHA: boolean;
  112421. OPACITYDIRECTUV: number;
  112422. OPACITYRGB: boolean;
  112423. ALPHATEST: boolean;
  112424. DEPTHPREPASS: boolean;
  112425. ALPHABLEND: boolean;
  112426. ALPHAFROMALBEDO: boolean;
  112427. ALPHATESTVALUE: string;
  112428. SPECULAROVERALPHA: boolean;
  112429. RADIANCEOVERALPHA: boolean;
  112430. ALPHAFRESNEL: boolean;
  112431. LINEARALPHAFRESNEL: boolean;
  112432. PREMULTIPLYALPHA: boolean;
  112433. EMISSIVE: boolean;
  112434. EMISSIVEDIRECTUV: number;
  112435. REFLECTIVITY: boolean;
  112436. REFLECTIVITYDIRECTUV: number;
  112437. SPECULARTERM: boolean;
  112438. MICROSURFACEFROMREFLECTIVITYMAP: boolean;
  112439. MICROSURFACEAUTOMATIC: boolean;
  112440. LODBASEDMICROSFURACE: boolean;
  112441. MICROSURFACEMAP: boolean;
  112442. MICROSURFACEMAPDIRECTUV: number;
  112443. METALLICWORKFLOW: boolean;
  112444. ROUGHNESSSTOREINMETALMAPALPHA: boolean;
  112445. ROUGHNESSSTOREINMETALMAPGREEN: boolean;
  112446. METALLNESSSTOREINMETALMAPBLUE: boolean;
  112447. AOSTOREINMETALMAPRED: boolean;
  112448. ENVIRONMENTBRDF: boolean;
  112449. ENVIRONMENTBRDF_RGBD: boolean;
  112450. NORMAL: boolean;
  112451. TANGENT: boolean;
  112452. BUMP: boolean;
  112453. BUMPDIRECTUV: number;
  112454. OBJECTSPACE_NORMALMAP: boolean;
  112455. PARALLAX: boolean;
  112456. PARALLAXOCCLUSION: boolean;
  112457. NORMALXYSCALE: boolean;
  112458. LIGHTMAP: boolean;
  112459. LIGHTMAPDIRECTUV: number;
  112460. USELIGHTMAPASSHADOWMAP: boolean;
  112461. GAMMALIGHTMAP: boolean;
  112462. RGBDLIGHTMAP: boolean;
  112463. REFLECTION: boolean;
  112464. REFLECTIONMAP_3D: boolean;
  112465. REFLECTIONMAP_SPHERICAL: boolean;
  112466. REFLECTIONMAP_PLANAR: boolean;
  112467. REFLECTIONMAP_CUBIC: boolean;
  112468. USE_LOCAL_REFLECTIONMAP_CUBIC: boolean;
  112469. REFLECTIONMAP_PROJECTION: boolean;
  112470. REFLECTIONMAP_SKYBOX: boolean;
  112471. REFLECTIONMAP_SKYBOX_TRANSFORMED: boolean;
  112472. REFLECTIONMAP_EXPLICIT: boolean;
  112473. REFLECTIONMAP_EQUIRECTANGULAR: boolean;
  112474. REFLECTIONMAP_EQUIRECTANGULAR_FIXED: boolean;
  112475. REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED: boolean;
  112476. INVERTCUBICMAP: boolean;
  112477. USESPHERICALFROMREFLECTIONMAP: boolean;
  112478. USEIRRADIANCEMAP: boolean;
  112479. SPHERICAL_HARMONICS: boolean;
  112480. USESPHERICALINVERTEX: boolean;
  112481. REFLECTIONMAP_OPPOSITEZ: boolean;
  112482. LODINREFLECTIONALPHA: boolean;
  112483. GAMMAREFLECTION: boolean;
  112484. RGBDREFLECTION: boolean;
  112485. LINEARSPECULARREFLECTION: boolean;
  112486. RADIANCEOCCLUSION: boolean;
  112487. HORIZONOCCLUSION: boolean;
  112488. INSTANCES: boolean;
  112489. NUM_BONE_INFLUENCERS: number;
  112490. BonesPerMesh: number;
  112491. BONETEXTURE: boolean;
  112492. NONUNIFORMSCALING: boolean;
  112493. MORPHTARGETS: boolean;
  112494. MORPHTARGETS_NORMAL: boolean;
  112495. MORPHTARGETS_TANGENT: boolean;
  112496. MORPHTARGETS_UV: boolean;
  112497. NUM_MORPH_INFLUENCERS: number;
  112498. IMAGEPROCESSING: boolean;
  112499. VIGNETTE: boolean;
  112500. VIGNETTEBLENDMODEMULTIPLY: boolean;
  112501. VIGNETTEBLENDMODEOPAQUE: boolean;
  112502. TONEMAPPING: boolean;
  112503. TONEMAPPING_ACES: boolean;
  112504. CONTRAST: boolean;
  112505. COLORCURVES: boolean;
  112506. COLORGRADING: boolean;
  112507. COLORGRADING3D: boolean;
  112508. SAMPLER3DGREENDEPTH: boolean;
  112509. SAMPLER3DBGRMAP: boolean;
  112510. IMAGEPROCESSINGPOSTPROCESS: boolean;
  112511. EXPOSURE: boolean;
  112512. MULTIVIEW: boolean;
  112513. USEPHYSICALLIGHTFALLOFF: boolean;
  112514. USEGLTFLIGHTFALLOFF: boolean;
  112515. TWOSIDEDLIGHTING: boolean;
  112516. SHADOWFLOAT: boolean;
  112517. CLIPPLANE: boolean;
  112518. CLIPPLANE2: boolean;
  112519. CLIPPLANE3: boolean;
  112520. CLIPPLANE4: boolean;
  112521. POINTSIZE: boolean;
  112522. FOG: boolean;
  112523. LOGARITHMICDEPTH: boolean;
  112524. FORCENORMALFORWARD: boolean;
  112525. SPECULARAA: boolean;
  112526. CLEARCOAT: boolean;
  112527. CLEARCOAT_DEFAULTIOR: boolean;
  112528. CLEARCOAT_TEXTURE: boolean;
  112529. CLEARCOAT_TEXTUREDIRECTUV: number;
  112530. CLEARCOAT_BUMP: boolean;
  112531. CLEARCOAT_BUMPDIRECTUV: number;
  112532. CLEARCOAT_TINT: boolean;
  112533. CLEARCOAT_TINT_TEXTURE: boolean;
  112534. CLEARCOAT_TINT_TEXTUREDIRECTUV: number;
  112535. ANISOTROPIC: boolean;
  112536. ANISOTROPIC_TEXTURE: boolean;
  112537. ANISOTROPIC_TEXTUREDIRECTUV: number;
  112538. BRDF_V_HEIGHT_CORRELATED: boolean;
  112539. MS_BRDF_ENERGY_CONSERVATION: boolean;
  112540. SHEEN: boolean;
  112541. SHEEN_TEXTURE: boolean;
  112542. SHEEN_TEXTUREDIRECTUV: number;
  112543. SHEEN_LINKWITHALBEDO: boolean;
  112544. SUBSURFACE: boolean;
  112545. SS_REFRACTION: boolean;
  112546. SS_TRANSLUCENCY: boolean;
  112547. SS_SCATERRING: boolean;
  112548. SS_THICKNESSANDMASK_TEXTURE: boolean;
  112549. SS_THICKNESSANDMASK_TEXTUREDIRECTUV: number;
  112550. SS_REFRACTIONMAP_3D: boolean;
  112551. SS_REFRACTIONMAP_OPPOSITEZ: boolean;
  112552. SS_LODINREFRACTIONALPHA: boolean;
  112553. SS_GAMMAREFRACTION: boolean;
  112554. SS_RGBDREFRACTION: boolean;
  112555. SS_LINEARSPECULARREFRACTION: boolean;
  112556. SS_LINKREFRACTIONTOTRANSPARENCY: boolean;
  112557. SS_MASK_FROM_THICKNESS_TEXTURE: boolean;
  112558. UNLIT: boolean;
  112559. DEBUGMODE: number;
  112560. /**
  112561. * Initializes the PBR Material defines.
  112562. */
  112563. constructor();
  112564. /**
  112565. * Resets the PBR Material defines.
  112566. */
  112567. reset(): void;
  112568. }
  112569. /**
  112570. * The Physically based material base class of BJS.
  112571. *
  112572. * This offers the main features of a standard PBR material.
  112573. * For more information, please refer to the documentation :
  112574. * https://doc.babylonjs.com/how_to/physically_based_rendering
  112575. */
  112576. export abstract class PBRBaseMaterial extends PushMaterial {
  112577. /**
  112578. * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.
  112579. */
  112580. static readonly PBRMATERIAL_OPAQUE: number;
  112581. /**
  112582. * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
  112583. */
  112584. static readonly PBRMATERIAL_ALPHATEST: number;
  112585. /**
  112586. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  112587. */
  112588. static readonly PBRMATERIAL_ALPHABLEND: number;
  112589. /**
  112590. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  112591. * They are also discarded below the alpha cutoff threshold to improve performances.
  112592. */
  112593. static readonly PBRMATERIAL_ALPHATESTANDBLEND: number;
  112594. /**
  112595. * Defines the default value of how much AO map is occluding the analytical lights
  112596. * (point spot...).
  112597. */
  112598. static DEFAULT_AO_ON_ANALYTICAL_LIGHTS: number;
  112599. /**
  112600. * PBRMaterialLightFalloff Physical: light is falling off following the inverse squared distance law.
  112601. */
  112602. static readonly LIGHTFALLOFF_PHYSICAL: number;
  112603. /**
  112604. * PBRMaterialLightFalloff gltf: light is falling off as described in the gltf moving to PBR document
  112605. * to enhance interoperability with other engines.
  112606. */
  112607. static readonly LIGHTFALLOFF_GLTF: number;
  112608. /**
  112609. * PBRMaterialLightFalloff Standard: light is falling off like in the standard material
  112610. * to enhance interoperability with other materials.
  112611. */
  112612. static readonly LIGHTFALLOFF_STANDARD: number;
  112613. /**
  112614. * Intensity of the direct lights e.g. the four lights available in your scene.
  112615. * This impacts both the direct diffuse and specular highlights.
  112616. */
  112617. protected _directIntensity: number;
  112618. /**
  112619. * Intensity of the emissive part of the material.
  112620. * This helps controlling the emissive effect without modifying the emissive color.
  112621. */
  112622. protected _emissiveIntensity: number;
  112623. /**
  112624. * Intensity of the environment e.g. how much the environment will light the object
  112625. * either through harmonics for rough material or through the refelction for shiny ones.
  112626. */
  112627. protected _environmentIntensity: number;
  112628. /**
  112629. * This is a special control allowing the reduction of the specular highlights coming from the
  112630. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  112631. */
  112632. protected _specularIntensity: number;
  112633. /**
  112634. * This stores the direct, emissive, environment, and specular light intensities into a Vector4.
  112635. */
  112636. private _lightingInfos;
  112637. /**
  112638. * Debug Control allowing disabling the bump map on this material.
  112639. */
  112640. protected _disableBumpMap: boolean;
  112641. /**
  112642. * AKA Diffuse Texture in standard nomenclature.
  112643. */
  112644. protected _albedoTexture: Nullable<BaseTexture>;
  112645. /**
  112646. * AKA Occlusion Texture in other nomenclature.
  112647. */
  112648. protected _ambientTexture: Nullable<BaseTexture>;
  112649. /**
  112650. * AKA Occlusion Texture Intensity in other nomenclature.
  112651. */
  112652. protected _ambientTextureStrength: number;
  112653. /**
  112654. * Defines how much the AO map is occluding the analytical lights (point spot...).
  112655. * 1 means it completely occludes it
  112656. * 0 mean it has no impact
  112657. */
  112658. protected _ambientTextureImpactOnAnalyticalLights: number;
  112659. /**
  112660. * Stores the alpha values in a texture.
  112661. */
  112662. protected _opacityTexture: Nullable<BaseTexture>;
  112663. /**
  112664. * Stores the reflection values in a texture.
  112665. */
  112666. protected _reflectionTexture: Nullable<BaseTexture>;
  112667. /**
  112668. * Stores the emissive values in a texture.
  112669. */
  112670. protected _emissiveTexture: Nullable<BaseTexture>;
  112671. /**
  112672. * AKA Specular texture in other nomenclature.
  112673. */
  112674. protected _reflectivityTexture: Nullable<BaseTexture>;
  112675. /**
  112676. * Used to switch from specular/glossiness to metallic/roughness workflow.
  112677. */
  112678. protected _metallicTexture: Nullable<BaseTexture>;
  112679. /**
  112680. * Specifies the metallic scalar of the metallic/roughness workflow.
  112681. * Can also be used to scale the metalness values of the metallic texture.
  112682. */
  112683. protected _metallic: Nullable<number>;
  112684. /**
  112685. * Specifies the roughness scalar of the metallic/roughness workflow.
  112686. * Can also be used to scale the roughness values of the metallic texture.
  112687. */
  112688. protected _roughness: Nullable<number>;
  112689. /**
  112690. * Used to enable roughness/glossiness fetch from a separate channel depending on the current mode.
  112691. * Gray Scale represents roughness in metallic mode and glossiness in specular mode.
  112692. */
  112693. protected _microSurfaceTexture: Nullable<BaseTexture>;
  112694. /**
  112695. * Stores surface normal data used to displace a mesh in a texture.
  112696. */
  112697. protected _bumpTexture: Nullable<BaseTexture>;
  112698. /**
  112699. * Stores the pre-calculated light information of a mesh in a texture.
  112700. */
  112701. protected _lightmapTexture: Nullable<BaseTexture>;
  112702. /**
  112703. * The color of a material in ambient lighting.
  112704. */
  112705. protected _ambientColor: Color3;
  112706. /**
  112707. * AKA Diffuse Color in other nomenclature.
  112708. */
  112709. protected _albedoColor: Color3;
  112710. /**
  112711. * AKA Specular Color in other nomenclature.
  112712. */
  112713. protected _reflectivityColor: Color3;
  112714. /**
  112715. * The color applied when light is reflected from a material.
  112716. */
  112717. protected _reflectionColor: Color3;
  112718. /**
  112719. * The color applied when light is emitted from a material.
  112720. */
  112721. protected _emissiveColor: Color3;
  112722. /**
  112723. * AKA Glossiness in other nomenclature.
  112724. */
  112725. protected _microSurface: number;
  112726. /**
  112727. * Specifies that the material will use the light map as a show map.
  112728. */
  112729. protected _useLightmapAsShadowmap: boolean;
  112730. /**
  112731. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  112732. * makes the reflect vector face the model (under horizon).
  112733. */
  112734. protected _useHorizonOcclusion: boolean;
  112735. /**
  112736. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  112737. * too much the area relying on ambient texture to define their ambient occlusion.
  112738. */
  112739. protected _useRadianceOcclusion: boolean;
  112740. /**
  112741. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  112742. */
  112743. protected _useAlphaFromAlbedoTexture: boolean;
  112744. /**
  112745. * Specifies that the material will keeps the specular highlights over a transparent surface (only the most limunous ones).
  112746. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  112747. */
  112748. protected _useSpecularOverAlpha: boolean;
  112749. /**
  112750. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  112751. */
  112752. protected _useMicroSurfaceFromReflectivityMapAlpha: boolean;
  112753. /**
  112754. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  112755. */
  112756. protected _useRoughnessFromMetallicTextureAlpha: boolean;
  112757. /**
  112758. * Specifies if the metallic texture contains the roughness information in its green channel.
  112759. */
  112760. protected _useRoughnessFromMetallicTextureGreen: boolean;
  112761. /**
  112762. * Specifies if the metallic texture contains the metallness information in its blue channel.
  112763. */
  112764. protected _useMetallnessFromMetallicTextureBlue: boolean;
  112765. /**
  112766. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  112767. */
  112768. protected _useAmbientOcclusionFromMetallicTextureRed: boolean;
  112769. /**
  112770. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  112771. */
  112772. protected _useAmbientInGrayScale: boolean;
  112773. /**
  112774. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  112775. * The material will try to infer what glossiness each pixel should be.
  112776. */
  112777. protected _useAutoMicroSurfaceFromReflectivityMap: boolean;
  112778. /**
  112779. * Defines the falloff type used in this material.
  112780. * It by default is Physical.
  112781. */
  112782. protected _lightFalloff: number;
  112783. /**
  112784. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  112785. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  112786. */
  112787. protected _useRadianceOverAlpha: boolean;
  112788. /**
  112789. * Allows using an object space normal map (instead of tangent space).
  112790. */
  112791. protected _useObjectSpaceNormalMap: boolean;
  112792. /**
  112793. * Allows using the bump map in parallax mode.
  112794. */
  112795. protected _useParallax: boolean;
  112796. /**
  112797. * Allows using the bump map in parallax occlusion mode.
  112798. */
  112799. protected _useParallaxOcclusion: boolean;
  112800. /**
  112801. * Controls the scale bias of the parallax mode.
  112802. */
  112803. protected _parallaxScaleBias: number;
  112804. /**
  112805. * If sets to true, disables all the lights affecting the material.
  112806. */
  112807. protected _disableLighting: boolean;
  112808. /**
  112809. * Number of Simultaneous lights allowed on the material.
  112810. */
  112811. protected _maxSimultaneousLights: number;
  112812. /**
  112813. * If sets to true, x component of normal map value will be inverted (x = 1.0 - x).
  112814. */
  112815. protected _invertNormalMapX: boolean;
  112816. /**
  112817. * If sets to true, y component of normal map value will be inverted (y = 1.0 - y).
  112818. */
  112819. protected _invertNormalMapY: boolean;
  112820. /**
  112821. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  112822. */
  112823. protected _twoSidedLighting: boolean;
  112824. /**
  112825. * Defines the alpha limits in alpha test mode.
  112826. */
  112827. protected _alphaCutOff: number;
  112828. /**
  112829. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  112830. */
  112831. protected _forceAlphaTest: boolean;
  112832. /**
  112833. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  112834. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  112835. */
  112836. protected _useAlphaFresnel: boolean;
  112837. /**
  112838. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  112839. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  112840. */
  112841. protected _useLinearAlphaFresnel: boolean;
  112842. /**
  112843. * The transparency mode of the material.
  112844. */
  112845. protected _transparencyMode: Nullable<number>;
  112846. /**
  112847. * Specifies the environment BRDF texture used to comput the scale and offset roughness values
  112848. * from cos thetav and roughness:
  112849. * http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_notes_v2.pdf
  112850. */
  112851. protected _environmentBRDFTexture: Nullable<BaseTexture>;
  112852. /**
  112853. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  112854. */
  112855. protected _forceIrradianceInFragment: boolean;
  112856. /**
  112857. * Force normal to face away from face.
  112858. */
  112859. protected _forceNormalForward: boolean;
  112860. /**
  112861. * Enables specular anti aliasing in the PBR shader.
  112862. * It will both interacts on the Geometry for analytical and IBL lighting.
  112863. * It also prefilter the roughness map based on the bump values.
  112864. */
  112865. protected _enableSpecularAntiAliasing: boolean;
  112866. /**
  112867. * Default configuration related to image processing available in the PBR Material.
  112868. */
  112869. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  112870. /**
  112871. * Keep track of the image processing observer to allow dispose and replace.
  112872. */
  112873. private _imageProcessingObserver;
  112874. /**
  112875. * Attaches a new image processing configuration to the PBR Material.
  112876. * @param configuration
  112877. */
  112878. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  112879. /**
  112880. * Stores the available render targets.
  112881. */
  112882. private _renderTargets;
  112883. /**
  112884. * Sets the global ambient color for the material used in lighting calculations.
  112885. */
  112886. private _globalAmbientColor;
  112887. /**
  112888. * Enables the use of logarithmic depth buffers, which is good for wide depth buffers.
  112889. */
  112890. private _useLogarithmicDepth;
  112891. /**
  112892. * If set to true, no lighting calculations will be applied.
  112893. */
  112894. private _unlit;
  112895. private _debugMode;
  112896. /**
  112897. * @hidden
  112898. * This is reserved for the inspector.
  112899. * Defines the material debug mode.
  112900. * It helps seeing only some components of the material while troubleshooting.
  112901. */
  112902. debugMode: number;
  112903. /**
  112904. * @hidden
  112905. * This is reserved for the inspector.
  112906. * Specify from where on screen the debug mode should start.
  112907. * The value goes from -1 (full screen) to 1 (not visible)
  112908. * It helps with side by side comparison against the final render
  112909. * This defaults to -1
  112910. */
  112911. private debugLimit;
  112912. /**
  112913. * @hidden
  112914. * This is reserved for the inspector.
  112915. * As the default viewing range might not be enough (if the ambient is really small for instance)
  112916. * You can use the factor to better multiply the final value.
  112917. */
  112918. private debugFactor;
  112919. /**
  112920. * Defines the clear coat layer parameters for the material.
  112921. */
  112922. readonly clearCoat: PBRClearCoatConfiguration;
  112923. /**
  112924. * Defines the anisotropic parameters for the material.
  112925. */
  112926. readonly anisotropy: PBRAnisotropicConfiguration;
  112927. /**
  112928. * Defines the BRDF parameters for the material.
  112929. */
  112930. readonly brdf: PBRBRDFConfiguration;
  112931. /**
  112932. * Defines the Sheen parameters for the material.
  112933. */
  112934. readonly sheen: PBRSheenConfiguration;
  112935. /**
  112936. * Defines the SubSurface parameters for the material.
  112937. */
  112938. readonly subSurface: PBRSubSurfaceConfiguration;
  112939. /**
  112940. * Custom callback helping to override the default shader used in the material.
  112941. */
  112942. customShaderNameResolve: (shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: PBRMaterialDefines) => string;
  112943. protected _rebuildInParallel: boolean;
  112944. /**
  112945. * Instantiates a new PBRMaterial instance.
  112946. *
  112947. * @param name The material name
  112948. * @param scene The scene the material will be use in.
  112949. */
  112950. constructor(name: string, scene: Scene);
  112951. /**
  112952. * Gets a boolean indicating that current material needs to register RTT
  112953. */
  112954. readonly hasRenderTargetTextures: boolean;
  112955. /**
  112956. * Gets the name of the material class.
  112957. */
  112958. getClassName(): string;
  112959. /**
  112960. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  112961. */
  112962. /**
  112963. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  112964. */
  112965. useLogarithmicDepth: boolean;
  112966. /**
  112967. * Gets the current transparency mode.
  112968. */
  112969. /**
  112970. * Sets the transparency mode of the material.
  112971. *
  112972. * | Value | Type | Description |
  112973. * | ----- | ----------------------------------- | ----------- |
  112974. * | 0 | OPAQUE | |
  112975. * | 1 | ALPHATEST | |
  112976. * | 2 | ALPHABLEND | |
  112977. * | 3 | ALPHATESTANDBLEND | |
  112978. *
  112979. */
  112980. transparencyMode: Nullable<number>;
  112981. /**
  112982. * Returns true if alpha blending should be disabled.
  112983. */
  112984. private readonly _disableAlphaBlending;
  112985. /**
  112986. * Specifies whether or not this material should be rendered in alpha blend mode.
  112987. */
  112988. needAlphaBlending(): boolean;
  112989. /**
  112990. * Specifies if the mesh will require alpha blending.
  112991. * @param mesh - BJS mesh.
  112992. */
  112993. needAlphaBlendingForMesh(mesh: AbstractMesh): boolean;
  112994. /**
  112995. * Specifies whether or not this material should be rendered in alpha test mode.
  112996. */
  112997. needAlphaTesting(): boolean;
  112998. /**
  112999. * Specifies whether or not the alpha value of the albedo texture should be used for alpha blending.
  113000. */
  113001. protected _shouldUseAlphaFromAlbedoTexture(): boolean;
  113002. /**
  113003. * Gets the texture used for the alpha test.
  113004. */
  113005. getAlphaTestTexture(): Nullable<BaseTexture>;
  113006. /**
  113007. * Specifies that the submesh is ready to be used.
  113008. * @param mesh - BJS mesh.
  113009. * @param subMesh - A submesh of the BJS mesh. Used to check if it is ready.
  113010. * @param useInstances - Specifies that instances should be used.
  113011. * @returns - boolean indicating that the submesh is ready or not.
  113012. */
  113013. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  113014. /**
  113015. * Specifies if the material uses metallic roughness workflow.
  113016. * @returns boolean specifiying if the material uses metallic roughness workflow.
  113017. */
  113018. isMetallicWorkflow(): boolean;
  113019. private _prepareEffect;
  113020. private _prepareDefines;
  113021. /**
  113022. * Force shader compilation
  113023. */
  113024. forceCompilation(mesh: AbstractMesh, onCompiled?: (material: Material) => void, options?: Partial<{
  113025. clipPlane: boolean;
  113026. }>): void;
  113027. /**
  113028. * Initializes the uniform buffer layout for the shader.
  113029. */
  113030. buildUniformLayout(): void;
  113031. /**
  113032. * Unbinds the material from the mesh
  113033. */
  113034. unbind(): void;
  113035. /**
  113036. * Binds the submesh data.
  113037. * @param world - The world matrix.
  113038. * @param mesh - The BJS mesh.
  113039. * @param subMesh - A submesh of the BJS mesh.
  113040. */
  113041. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  113042. /**
  113043. * Returns the animatable textures.
  113044. * @returns - Array of animatable textures.
  113045. */
  113046. getAnimatables(): IAnimatable[];
  113047. /**
  113048. * Returns the texture used for reflections.
  113049. * @returns - Reflection texture if present. Otherwise, returns the environment texture.
  113050. */
  113051. private _getReflectionTexture;
  113052. /**
  113053. * Returns an array of the actively used textures.
  113054. * @returns - Array of BaseTextures
  113055. */
  113056. getActiveTextures(): BaseTexture[];
  113057. /**
  113058. * Checks to see if a texture is used in the material.
  113059. * @param texture - Base texture to use.
  113060. * @returns - Boolean specifying if a texture is used in the material.
  113061. */
  113062. hasTexture(texture: BaseTexture): boolean;
  113063. /**
  113064. * Disposes the resources of the material.
  113065. * @param forceDisposeEffect - Forces the disposal of effects.
  113066. * @param forceDisposeTextures - Forces the disposal of all textures.
  113067. */
  113068. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  113069. }
  113070. }
  113071. declare module BABYLON {
  113072. /**
  113073. * The Physically based material of BJS.
  113074. *
  113075. * This offers the main features of a standard PBR material.
  113076. * For more information, please refer to the documentation :
  113077. * https://doc.babylonjs.com/how_to/physically_based_rendering
  113078. */
  113079. export class PBRMaterial extends PBRBaseMaterial {
  113080. /**
  113081. * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.
  113082. */
  113083. static readonly PBRMATERIAL_OPAQUE: number;
  113084. /**
  113085. * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
  113086. */
  113087. static readonly PBRMATERIAL_ALPHATEST: number;
  113088. /**
  113089. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  113090. */
  113091. static readonly PBRMATERIAL_ALPHABLEND: number;
  113092. /**
  113093. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  113094. * They are also discarded below the alpha cutoff threshold to improve performances.
  113095. */
  113096. static readonly PBRMATERIAL_ALPHATESTANDBLEND: number;
  113097. /**
  113098. * Defines the default value of how much AO map is occluding the analytical lights
  113099. * (point spot...).
  113100. */
  113101. static DEFAULT_AO_ON_ANALYTICAL_LIGHTS: number;
  113102. /**
  113103. * Intensity of the direct lights e.g. the four lights available in your scene.
  113104. * This impacts both the direct diffuse and specular highlights.
  113105. */
  113106. directIntensity: number;
  113107. /**
  113108. * Intensity of the emissive part of the material.
  113109. * This helps controlling the emissive effect without modifying the emissive color.
  113110. */
  113111. emissiveIntensity: number;
  113112. /**
  113113. * Intensity of the environment e.g. how much the environment will light the object
  113114. * either through harmonics for rough material or through the refelction for shiny ones.
  113115. */
  113116. environmentIntensity: number;
  113117. /**
  113118. * This is a special control allowing the reduction of the specular highlights coming from the
  113119. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  113120. */
  113121. specularIntensity: number;
  113122. /**
  113123. * Debug Control allowing disabling the bump map on this material.
  113124. */
  113125. disableBumpMap: boolean;
  113126. /**
  113127. * AKA Diffuse Texture in standard nomenclature.
  113128. */
  113129. albedoTexture: BaseTexture;
  113130. /**
  113131. * AKA Occlusion Texture in other nomenclature.
  113132. */
  113133. ambientTexture: BaseTexture;
  113134. /**
  113135. * AKA Occlusion Texture Intensity in other nomenclature.
  113136. */
  113137. ambientTextureStrength: number;
  113138. /**
  113139. * Defines how much the AO map is occluding the analytical lights (point spot...).
  113140. * 1 means it completely occludes it
  113141. * 0 mean it has no impact
  113142. */
  113143. ambientTextureImpactOnAnalyticalLights: number;
  113144. /**
  113145. * Stores the alpha values in a texture.
  113146. */
  113147. opacityTexture: BaseTexture;
  113148. /**
  113149. * Stores the reflection values in a texture.
  113150. */
  113151. reflectionTexture: Nullable<BaseTexture>;
  113152. /**
  113153. * Stores the emissive values in a texture.
  113154. */
  113155. emissiveTexture: BaseTexture;
  113156. /**
  113157. * AKA Specular texture in other nomenclature.
  113158. */
  113159. reflectivityTexture: BaseTexture;
  113160. /**
  113161. * Used to switch from specular/glossiness to metallic/roughness workflow.
  113162. */
  113163. metallicTexture: BaseTexture;
  113164. /**
  113165. * Specifies the metallic scalar of the metallic/roughness workflow.
  113166. * Can also be used to scale the metalness values of the metallic texture.
  113167. */
  113168. metallic: Nullable<number>;
  113169. /**
  113170. * Specifies the roughness scalar of the metallic/roughness workflow.
  113171. * Can also be used to scale the roughness values of the metallic texture.
  113172. */
  113173. roughness: Nullable<number>;
  113174. /**
  113175. * Used to enable roughness/glossiness fetch from a separate channel depending on the current mode.
  113176. * Gray Scale represents roughness in metallic mode and glossiness in specular mode.
  113177. */
  113178. microSurfaceTexture: BaseTexture;
  113179. /**
  113180. * Stores surface normal data used to displace a mesh in a texture.
  113181. */
  113182. bumpTexture: BaseTexture;
  113183. /**
  113184. * Stores the pre-calculated light information of a mesh in a texture.
  113185. */
  113186. lightmapTexture: BaseTexture;
  113187. /**
  113188. * Stores the refracted light information in a texture.
  113189. */
  113190. refractionTexture: Nullable<BaseTexture>;
  113191. /**
  113192. * The color of a material in ambient lighting.
  113193. */
  113194. ambientColor: Color3;
  113195. /**
  113196. * AKA Diffuse Color in other nomenclature.
  113197. */
  113198. albedoColor: Color3;
  113199. /**
  113200. * AKA Specular Color in other nomenclature.
  113201. */
  113202. reflectivityColor: Color3;
  113203. /**
  113204. * The color reflected from the material.
  113205. */
  113206. reflectionColor: Color3;
  113207. /**
  113208. * The color emitted from the material.
  113209. */
  113210. emissiveColor: Color3;
  113211. /**
  113212. * AKA Glossiness in other nomenclature.
  113213. */
  113214. microSurface: number;
  113215. /**
  113216. * source material index of refraction (IOR)' / 'destination material IOR.
  113217. */
  113218. indexOfRefraction: number;
  113219. /**
  113220. * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
  113221. */
  113222. invertRefractionY: boolean;
  113223. /**
  113224. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  113225. * Materials half opaque for instance using refraction could benefit from this control.
  113226. */
  113227. linkRefractionWithTransparency: boolean;
  113228. /**
  113229. * If true, the light map contains occlusion information instead of lighting info.
  113230. */
  113231. useLightmapAsShadowmap: boolean;
  113232. /**
  113233. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  113234. */
  113235. useAlphaFromAlbedoTexture: boolean;
  113236. /**
  113237. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  113238. */
  113239. forceAlphaTest: boolean;
  113240. /**
  113241. * Defines the alpha limits in alpha test mode.
  113242. */
  113243. alphaCutOff: number;
  113244. /**
  113245. * Specifies that the material will keep the specular highlights over a transparent surface (only the most limunous ones).
  113246. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  113247. */
  113248. useSpecularOverAlpha: boolean;
  113249. /**
  113250. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  113251. */
  113252. useMicroSurfaceFromReflectivityMapAlpha: boolean;
  113253. /**
  113254. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  113255. */
  113256. useRoughnessFromMetallicTextureAlpha: boolean;
  113257. /**
  113258. * Specifies if the metallic texture contains the roughness information in its green channel.
  113259. */
  113260. useRoughnessFromMetallicTextureGreen: boolean;
  113261. /**
  113262. * Specifies if the metallic texture contains the metallness information in its blue channel.
  113263. */
  113264. useMetallnessFromMetallicTextureBlue: boolean;
  113265. /**
  113266. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  113267. */
  113268. useAmbientOcclusionFromMetallicTextureRed: boolean;
  113269. /**
  113270. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  113271. */
  113272. useAmbientInGrayScale: boolean;
  113273. /**
  113274. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  113275. * The material will try to infer what glossiness each pixel should be.
  113276. */
  113277. useAutoMicroSurfaceFromReflectivityMap: boolean;
  113278. /**
  113279. * BJS is using an harcoded light falloff based on a manually sets up range.
  113280. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  113281. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  113282. */
  113283. /**
  113284. * BJS is using an harcoded light falloff based on a manually sets up range.
  113285. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  113286. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  113287. */
  113288. usePhysicalLightFalloff: boolean;
  113289. /**
  113290. * In order to support the falloff compatibility with gltf, a special mode has been added
  113291. * to reproduce the gltf light falloff.
  113292. */
  113293. /**
  113294. * In order to support the falloff compatibility with gltf, a special mode has been added
  113295. * to reproduce the gltf light falloff.
  113296. */
  113297. useGLTFLightFalloff: boolean;
  113298. /**
  113299. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  113300. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  113301. */
  113302. useRadianceOverAlpha: boolean;
  113303. /**
  113304. * Allows using an object space normal map (instead of tangent space).
  113305. */
  113306. useObjectSpaceNormalMap: boolean;
  113307. /**
  113308. * Allows using the bump map in parallax mode.
  113309. */
  113310. useParallax: boolean;
  113311. /**
  113312. * Allows using the bump map in parallax occlusion mode.
  113313. */
  113314. useParallaxOcclusion: boolean;
  113315. /**
  113316. * Controls the scale bias of the parallax mode.
  113317. */
  113318. parallaxScaleBias: number;
  113319. /**
  113320. * If sets to true, disables all the lights affecting the material.
  113321. */
  113322. disableLighting: boolean;
  113323. /**
  113324. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  113325. */
  113326. forceIrradianceInFragment: boolean;
  113327. /**
  113328. * Number of Simultaneous lights allowed on the material.
  113329. */
  113330. maxSimultaneousLights: number;
  113331. /**
  113332. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  113333. */
  113334. invertNormalMapX: boolean;
  113335. /**
  113336. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  113337. */
  113338. invertNormalMapY: boolean;
  113339. /**
  113340. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  113341. */
  113342. twoSidedLighting: boolean;
  113343. /**
  113344. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  113345. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  113346. */
  113347. useAlphaFresnel: boolean;
  113348. /**
  113349. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  113350. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  113351. */
  113352. useLinearAlphaFresnel: boolean;
  113353. /**
  113354. * Let user defines the brdf lookup texture used for IBL.
  113355. * A default 8bit version is embedded but you could point at :
  113356. * * Default texture: https://assets.babylonjs.com/environments/correlatedMSBRDF_RGBD.png
  113357. * * Default 16bit pixel depth texture: https://assets.babylonjs.com/environments/correlatedMSBRDF.dds
  113358. * * LEGACY Default None correlated https://assets.babylonjs.com/environments/uncorrelatedBRDF_RGBD.png
  113359. * * LEGACY Default None correlated 16bit pixel depth https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds
  113360. */
  113361. environmentBRDFTexture: Nullable<BaseTexture>;
  113362. /**
  113363. * Force normal to face away from face.
  113364. */
  113365. forceNormalForward: boolean;
  113366. /**
  113367. * Enables specular anti aliasing in the PBR shader.
  113368. * It will both interacts on the Geometry for analytical and IBL lighting.
  113369. * It also prefilter the roughness map based on the bump values.
  113370. */
  113371. enableSpecularAntiAliasing: boolean;
  113372. /**
  113373. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  113374. * makes the reflect vector face the model (under horizon).
  113375. */
  113376. useHorizonOcclusion: boolean;
  113377. /**
  113378. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  113379. * too much the area relying on ambient texture to define their ambient occlusion.
  113380. */
  113381. useRadianceOcclusion: boolean;
  113382. /**
  113383. * If set to true, no lighting calculations will be applied.
  113384. */
  113385. unlit: boolean;
  113386. /**
  113387. * Gets the image processing configuration used either in this material.
  113388. */
  113389. /**
  113390. * Sets the Default image processing configuration used either in the this material.
  113391. *
  113392. * If sets to null, the scene one is in use.
  113393. */
  113394. imageProcessingConfiguration: ImageProcessingConfiguration;
  113395. /**
  113396. * Gets wether the color curves effect is enabled.
  113397. */
  113398. /**
  113399. * Sets wether the color curves effect is enabled.
  113400. */
  113401. cameraColorCurvesEnabled: boolean;
  113402. /**
  113403. * Gets wether the color grading effect is enabled.
  113404. */
  113405. /**
  113406. * Gets wether the color grading effect is enabled.
  113407. */
  113408. cameraColorGradingEnabled: boolean;
  113409. /**
  113410. * Gets wether tonemapping is enabled or not.
  113411. */
  113412. /**
  113413. * Sets wether tonemapping is enabled or not
  113414. */
  113415. cameraToneMappingEnabled: boolean;
  113416. /**
  113417. * The camera exposure used on this material.
  113418. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  113419. * This corresponds to a photographic exposure.
  113420. */
  113421. /**
  113422. * The camera exposure used on this material.
  113423. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  113424. * This corresponds to a photographic exposure.
  113425. */
  113426. cameraExposure: number;
  113427. /**
  113428. * Gets The camera contrast used on this material.
  113429. */
  113430. /**
  113431. * Sets The camera contrast used on this material.
  113432. */
  113433. cameraContrast: number;
  113434. /**
  113435. * Gets the Color Grading 2D Lookup Texture.
  113436. */
  113437. /**
  113438. * Sets the Color Grading 2D Lookup Texture.
  113439. */
  113440. cameraColorGradingTexture: Nullable<BaseTexture>;
  113441. /**
  113442. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  113443. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  113444. * 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;
  113445. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  113446. */
  113447. /**
  113448. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  113449. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  113450. * 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;
  113451. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  113452. */
  113453. cameraColorCurves: Nullable<ColorCurves>;
  113454. /**
  113455. * Instantiates a new PBRMaterial instance.
  113456. *
  113457. * @param name The material name
  113458. * @param scene The scene the material will be use in.
  113459. */
  113460. constructor(name: string, scene: Scene);
  113461. /**
  113462. * Returns the name of this material class.
  113463. */
  113464. getClassName(): string;
  113465. /**
  113466. * Makes a duplicate of the current material.
  113467. * @param name - name to use for the new material.
  113468. */
  113469. clone(name: string): PBRMaterial;
  113470. /**
  113471. * Serializes this PBR Material.
  113472. * @returns - An object with the serialized material.
  113473. */
  113474. serialize(): any;
  113475. /**
  113476. * Parses a PBR Material from a serialized object.
  113477. * @param source - Serialized object.
  113478. * @param scene - BJS scene instance.
  113479. * @param rootUrl - url for the scene object
  113480. * @returns - PBRMaterial
  113481. */
  113482. static Parse(source: any, scene: Scene, rootUrl: string): PBRMaterial;
  113483. }
  113484. }
  113485. declare module BABYLON {
  113486. /**
  113487. * Direct draw surface info
  113488. * @see https://docs.microsoft.com/en-us/windows/desktop/direct3ddds/dx-graphics-dds-pguide
  113489. */
  113490. export interface DDSInfo {
  113491. /**
  113492. * Width of the texture
  113493. */
  113494. width: number;
  113495. /**
  113496. * Width of the texture
  113497. */
  113498. height: number;
  113499. /**
  113500. * Number of Mipmaps for the texture
  113501. * @see https://en.wikipedia.org/wiki/Mipmap
  113502. */
  113503. mipmapCount: number;
  113504. /**
  113505. * If the textures format is a known fourCC format
  113506. * @see https://www.fourcc.org/
  113507. */
  113508. isFourCC: boolean;
  113509. /**
  113510. * If the texture is an RGB format eg. DXGI_FORMAT_B8G8R8X8_UNORM format
  113511. */
  113512. isRGB: boolean;
  113513. /**
  113514. * If the texture is a lumincance format
  113515. */
  113516. isLuminance: boolean;
  113517. /**
  113518. * If this is a cube texture
  113519. * @see https://docs.microsoft.com/en-us/windows/desktop/direct3ddds/dds-file-layout-for-cubic-environment-maps
  113520. */
  113521. isCube: boolean;
  113522. /**
  113523. * If the texture is a compressed format eg. FOURCC_DXT1
  113524. */
  113525. isCompressed: boolean;
  113526. /**
  113527. * The dxgiFormat of the texture
  113528. * @see https://docs.microsoft.com/en-us/windows/desktop/api/dxgiformat/ne-dxgiformat-dxgi_format
  113529. */
  113530. dxgiFormat: number;
  113531. /**
  113532. * Texture type eg. Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT
  113533. */
  113534. textureType: number;
  113535. /**
  113536. * Sphericle polynomial created for the dds texture
  113537. */
  113538. sphericalPolynomial?: SphericalPolynomial;
  113539. }
  113540. /**
  113541. * Class used to provide DDS decompression tools
  113542. */
  113543. export class DDSTools {
  113544. /**
  113545. * Gets or sets a boolean indicating that LOD info is stored in alpha channel (false by default)
  113546. */
  113547. static StoreLODInAlphaChannel: boolean;
  113548. /**
  113549. * Gets DDS information from an array buffer
  113550. * @param arrayBuffer defines the array buffer to read data from
  113551. * @returns the DDS information
  113552. */
  113553. static GetDDSInfo(arrayBuffer: any): DDSInfo;
  113554. private static _FloatView;
  113555. private static _Int32View;
  113556. private static _ToHalfFloat;
  113557. private static _FromHalfFloat;
  113558. private static _GetHalfFloatAsFloatRGBAArrayBuffer;
  113559. private static _GetHalfFloatRGBAArrayBuffer;
  113560. private static _GetFloatRGBAArrayBuffer;
  113561. private static _GetFloatAsUIntRGBAArrayBuffer;
  113562. private static _GetHalfFloatAsUIntRGBAArrayBuffer;
  113563. private static _GetRGBAArrayBuffer;
  113564. private static _ExtractLongWordOrder;
  113565. private static _GetRGBArrayBuffer;
  113566. private static _GetLuminanceArrayBuffer;
  113567. /**
  113568. * Uploads DDS Levels to a Babylon Texture
  113569. * @hidden
  113570. */
  113571. static UploadDDSLevels(engine: Engine, texture: InternalTexture, arrayBuffer: any, info: DDSInfo, loadMipmaps: boolean, faces: number, lodIndex?: number, currentFace?: number): void;
  113572. }
  113573. interface Engine {
  113574. /**
  113575. * Create a cube texture from prefiltered data (ie. the mipmaps contain ready to use data for PBR reflection)
  113576. * @param rootUrl defines the url where the file to load is located
  113577. * @param scene defines the current scene
  113578. * @param lodScale defines scale to apply to the mip map selection
  113579. * @param lodOffset defines offset to apply to the mip map selection
  113580. * @param onLoad defines an optional callback raised when the texture is loaded
  113581. * @param onError defines an optional callback raised if there is an issue to load the texture
  113582. * @param format defines the format of the data
  113583. * @param forcedExtension defines the extension to use to pick the right loader
  113584. * @param createPolynomials defines wheter or not to create polynomails harmonics for the texture
  113585. * @returns the cube texture as an InternalTexture
  113586. */
  113587. 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;
  113588. }
  113589. }
  113590. declare module BABYLON {
  113591. /**
  113592. * Implementation of the DDS Texture Loader.
  113593. * @hidden
  113594. */
  113595. export class _DDSTextureLoader implements IInternalTextureLoader {
  113596. /**
  113597. * Defines wether the loader supports cascade loading the different faces.
  113598. */
  113599. readonly supportCascades: boolean;
  113600. /**
  113601. * This returns if the loader support the current file information.
  113602. * @param extension defines the file extension of the file being loaded
  113603. * @param textureFormatInUse defines the current compressed format in use iun the engine
  113604. * @param fallback defines the fallback internal texture if any
  113605. * @param isBase64 defines whether the texture is encoded as a base64
  113606. * @param isBuffer defines whether the texture data are stored as a buffer
  113607. * @returns true if the loader can load the specified file
  113608. */
  113609. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  113610. /**
  113611. * Transform the url before loading if required.
  113612. * @param rootUrl the url of the texture
  113613. * @param textureFormatInUse defines the current compressed format in use iun the engine
  113614. * @returns the transformed texture
  113615. */
  113616. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  113617. /**
  113618. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  113619. * @param rootUrl the url of the texture
  113620. * @param textureFormatInUse defines the current compressed format in use iun the engine
  113621. * @returns the fallback texture
  113622. */
  113623. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  113624. /**
  113625. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  113626. * @param data contains the texture data
  113627. * @param texture defines the BabylonJS internal texture
  113628. * @param createPolynomials will be true if polynomials have been requested
  113629. * @param onLoad defines the callback to trigger once the texture is ready
  113630. * @param onError defines the callback to trigger in case of error
  113631. */
  113632. loadCubeData(imgs: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  113633. /**
  113634. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  113635. * @param data contains the texture data
  113636. * @param texture defines the BabylonJS internal texture
  113637. * @param callback defines the method to call once ready to upload
  113638. */
  113639. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  113640. }
  113641. }
  113642. declare module BABYLON {
  113643. /**
  113644. * Implementation of the ENV Texture Loader.
  113645. * @hidden
  113646. */
  113647. export class _ENVTextureLoader implements IInternalTextureLoader {
  113648. /**
  113649. * Defines wether the loader supports cascade loading the different faces.
  113650. */
  113651. readonly supportCascades: boolean;
  113652. /**
  113653. * This returns if the loader support the current file information.
  113654. * @param extension defines the file extension of the file being loaded
  113655. * @param textureFormatInUse defines the current compressed format in use iun the engine
  113656. * @param fallback defines the fallback internal texture if any
  113657. * @param isBase64 defines whether the texture is encoded as a base64
  113658. * @param isBuffer defines whether the texture data are stored as a buffer
  113659. * @returns true if the loader can load the specified file
  113660. */
  113661. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  113662. /**
  113663. * Transform the url before loading if required.
  113664. * @param rootUrl the url of the texture
  113665. * @param textureFormatInUse defines the current compressed format in use iun the engine
  113666. * @returns the transformed texture
  113667. */
  113668. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  113669. /**
  113670. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  113671. * @param rootUrl the url of the texture
  113672. * @param textureFormatInUse defines the current compressed format in use iun the engine
  113673. * @returns the fallback texture
  113674. */
  113675. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  113676. /**
  113677. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  113678. * @param data contains the texture data
  113679. * @param texture defines the BabylonJS internal texture
  113680. * @param createPolynomials will be true if polynomials have been requested
  113681. * @param onLoad defines the callback to trigger once the texture is ready
  113682. * @param onError defines the callback to trigger in case of error
  113683. */
  113684. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  113685. /**
  113686. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  113687. * @param data contains the texture data
  113688. * @param texture defines the BabylonJS internal texture
  113689. * @param callback defines the method to call once ready to upload
  113690. */
  113691. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  113692. }
  113693. }
  113694. declare module BABYLON {
  113695. /**
  113696. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  113697. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  113698. */
  113699. export class KhronosTextureContainer {
  113700. /** contents of the KTX container file */
  113701. arrayBuffer: any;
  113702. private static HEADER_LEN;
  113703. private static COMPRESSED_2D;
  113704. private static COMPRESSED_3D;
  113705. private static TEX_2D;
  113706. private static TEX_3D;
  113707. /**
  113708. * Gets the openGL type
  113709. */
  113710. glType: number;
  113711. /**
  113712. * Gets the openGL type size
  113713. */
  113714. glTypeSize: number;
  113715. /**
  113716. * Gets the openGL format
  113717. */
  113718. glFormat: number;
  113719. /**
  113720. * Gets the openGL internal format
  113721. */
  113722. glInternalFormat: number;
  113723. /**
  113724. * Gets the base internal format
  113725. */
  113726. glBaseInternalFormat: number;
  113727. /**
  113728. * Gets image width in pixel
  113729. */
  113730. pixelWidth: number;
  113731. /**
  113732. * Gets image height in pixel
  113733. */
  113734. pixelHeight: number;
  113735. /**
  113736. * Gets image depth in pixels
  113737. */
  113738. pixelDepth: number;
  113739. /**
  113740. * Gets the number of array elements
  113741. */
  113742. numberOfArrayElements: number;
  113743. /**
  113744. * Gets the number of faces
  113745. */
  113746. numberOfFaces: number;
  113747. /**
  113748. * Gets the number of mipmap levels
  113749. */
  113750. numberOfMipmapLevels: number;
  113751. /**
  113752. * Gets the bytes of key value data
  113753. */
  113754. bytesOfKeyValueData: number;
  113755. /**
  113756. * Gets the load type
  113757. */
  113758. loadType: number;
  113759. /**
  113760. * If the container has been made invalid (eg. constructor failed to correctly load array buffer)
  113761. */
  113762. isInvalid: boolean;
  113763. /**
  113764. * Creates a new KhronosTextureContainer
  113765. * @param arrayBuffer contents of the KTX container file
  113766. * @param facesExpected should be either 1 or 6, based whether a cube texture or or
  113767. * @param threeDExpected provision for indicating that data should be a 3D texture, not implemented
  113768. * @param textureArrayExpected provision for indicating that data should be a texture array, not implemented
  113769. */
  113770. constructor(
  113771. /** contents of the KTX container file */
  113772. arrayBuffer: any, facesExpected: number, threeDExpected?: boolean, textureArrayExpected?: boolean);
  113773. /**
  113774. * Uploads KTX content to a Babylon Texture.
  113775. * It is assumed that the texture has already been created & is currently bound
  113776. * @hidden
  113777. */
  113778. uploadLevels(texture: InternalTexture, loadMipmaps: boolean): void;
  113779. private _upload2DCompressedLevels;
  113780. }
  113781. }
  113782. declare module BABYLON {
  113783. /**
  113784. * Implementation of the KTX Texture Loader.
  113785. * @hidden
  113786. */
  113787. export class _KTXTextureLoader implements IInternalTextureLoader {
  113788. /**
  113789. * Defines wether the loader supports cascade loading the different faces.
  113790. */
  113791. readonly supportCascades: boolean;
  113792. /**
  113793. * This returns if the loader support the current file information.
  113794. * @param extension defines the file extension of the file being loaded
  113795. * @param textureFormatInUse defines the current compressed format in use iun the engine
  113796. * @param fallback defines the fallback internal texture if any
  113797. * @param isBase64 defines whether the texture is encoded as a base64
  113798. * @param isBuffer defines whether the texture data are stored as a buffer
  113799. * @returns true if the loader can load the specified file
  113800. */
  113801. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  113802. /**
  113803. * Transform the url before loading if required.
  113804. * @param rootUrl the url of the texture
  113805. * @param textureFormatInUse defines the current compressed format in use iun the engine
  113806. * @returns the transformed texture
  113807. */
  113808. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  113809. /**
  113810. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  113811. * @param rootUrl the url of the texture
  113812. * @param textureFormatInUse defines the current compressed format in use iun the engine
  113813. * @returns the fallback texture
  113814. */
  113815. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  113816. /**
  113817. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  113818. * @param data contains the texture data
  113819. * @param texture defines the BabylonJS internal texture
  113820. * @param createPolynomials will be true if polynomials have been requested
  113821. * @param onLoad defines the callback to trigger once the texture is ready
  113822. * @param onError defines the callback to trigger in case of error
  113823. */
  113824. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  113825. /**
  113826. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  113827. * @param data contains the texture data
  113828. * @param texture defines the BabylonJS internal texture
  113829. * @param callback defines the method to call once ready to upload
  113830. */
  113831. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void, loadFailed: boolean) => void): void;
  113832. }
  113833. }
  113834. declare module BABYLON {
  113835. /**
  113836. * Options for the default xr helper
  113837. */
  113838. export class WebXRDefaultExperienceOptions {
  113839. /**
  113840. * Floor meshes that should be used for teleporting
  113841. */
  113842. floorMeshes: Array<AbstractMesh>;
  113843. }
  113844. /**
  113845. * Default experience which provides a similar setup to the previous webVRExperience
  113846. */
  113847. export class WebXRDefaultExperience {
  113848. /**
  113849. * Base experience
  113850. */
  113851. baseExperience: WebXRExperienceHelper;
  113852. /**
  113853. * Input experience extension
  113854. */
  113855. input: WebXRInput;
  113856. /**
  113857. * Loads the controller models
  113858. */
  113859. controllerModelLoader: WebXRControllerModelLoader;
  113860. /**
  113861. * Enables laser pointer and selection
  113862. */
  113863. pointerSelection: WebXRControllerPointerSelection;
  113864. /**
  113865. * Enables teleportation
  113866. */
  113867. teleportation: WebXRControllerTeleportation;
  113868. /**
  113869. * Enables ui for enetering/exiting xr
  113870. */
  113871. enterExitUI: WebXREnterExitUI;
  113872. /**
  113873. * Default output canvas xr should render to
  113874. */
  113875. outputCanvas: WebXRManagedOutputCanvas;
  113876. /**
  113877. * Creates the default xr experience
  113878. * @param scene scene
  113879. * @param options options for basic configuration
  113880. * @returns resulting WebXRDefaultExperience
  113881. */
  113882. static CreateAsync(scene: Scene, options: WebXRDefaultExperienceOptions): Promise<WebXRDefaultExperience>;
  113883. private constructor();
  113884. /**
  113885. * DIsposes of the experience helper
  113886. */
  113887. dispose(): void;
  113888. }
  113889. }
  113890. declare module BABYLON {
  113891. /** @hidden */
  113892. export var _forceSceneHelpersToBundle: boolean;
  113893. interface Scene {
  113894. /**
  113895. * Creates a default light for the scene.
  113896. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-light
  113897. * @param replace has the default false, when true replaces the existing lights in the scene with a hemispheric light
  113898. */
  113899. createDefaultLight(replace?: boolean): void;
  113900. /**
  113901. * Creates a default camera for the scene.
  113902. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-camera
  113903. * @param createArcRotateCamera has the default false which creates a free camera, when true creates an arc rotate camera
  113904. * @param replace has default false, when true replaces the active camera in the scene
  113905. * @param attachCameraControls has default false, when true attaches camera controls to the canvas.
  113906. */
  113907. createDefaultCamera(createArcRotateCamera?: boolean, replace?: boolean, attachCameraControls?: boolean): void;
  113908. /**
  113909. * Creates a default camera and a default light.
  113910. * @see http://doc.babylonjs.com/how_to/Fast_Build#create-default-camera-or-light
  113911. * @param createArcRotateCamera has the default false which creates a free camera, when true creates an arc rotate camera
  113912. * @param replace has the default false, when true replaces the active camera/light in the scene
  113913. * @param attachCameraControls has the default false, when true attaches camera controls to the canvas.
  113914. */
  113915. createDefaultCameraOrLight(createArcRotateCamera?: boolean, replace?: boolean, attachCameraControls?: boolean): void;
  113916. /**
  113917. * Creates a new sky box
  113918. * @see http://doc.babylonjs.com/how_to/Fast_Build#create-default-skybox
  113919. * @param environmentTexture defines the texture to use as environment texture
  113920. * @param pbr has default false which requires the StandardMaterial to be used, when true PBRMaterial must be used
  113921. * @param scale defines the overall scale of the skybox
  113922. * @param blur is only available when pbr is true, default is 0, no blur, maximum value is 1
  113923. * @param setGlobalEnvTexture has default true indicating that scene.environmentTexture must match the current skybox texture
  113924. * @returns a new mesh holding the sky box
  113925. */
  113926. createDefaultSkybox(environmentTexture?: BaseTexture, pbr?: boolean, scale?: number, blur?: number, setGlobalEnvTexture?: boolean): Nullable<Mesh>;
  113927. /**
  113928. * Creates a new environment
  113929. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-environment
  113930. * @param options defines the options you can use to configure the environment
  113931. * @returns the new EnvironmentHelper
  113932. */
  113933. createDefaultEnvironment(options?: Partial<IEnvironmentHelperOptions>): Nullable<EnvironmentHelper>;
  113934. /**
  113935. * Creates a new VREXperienceHelper
  113936. * @see http://doc.babylonjs.com/how_to/webvr_helper
  113937. * @param webVROptions defines the options used to create the new VREXperienceHelper
  113938. * @returns a new VREXperienceHelper
  113939. */
  113940. createDefaultVRExperience(webVROptions?: VRExperienceHelperOptions): VRExperienceHelper;
  113941. /**
  113942. * Creates a new WebXRDefaultExperience
  113943. * @see http://doc.babylonjs.com/how_to/webxr
  113944. * @param options experience options
  113945. * @returns a promise for a new WebXRDefaultExperience
  113946. */
  113947. createDefaultXRExperienceAsync(options: WebXRDefaultExperienceOptions): Promise<WebXRDefaultExperience>;
  113948. }
  113949. }
  113950. declare module BABYLON {
  113951. /**
  113952. * Display a 360/180 degree video on an approximately spherical surface, useful for VR applications or skyboxes.
  113953. * As a subclass of TransformNode, this allow parenting to the camera or multiple videos with different locations in the scene.
  113954. * This class achieves its effect with a VideoTexture and a correctly configured BackgroundMaterial on an inverted sphere.
  113955. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  113956. */
  113957. export class VideoDome extends TransformNode {
  113958. /**
  113959. * Define the video source as a Monoscopic panoramic 360 video.
  113960. */
  113961. static readonly MODE_MONOSCOPIC: number;
  113962. /**
  113963. * Define the video source as a Stereoscopic TopBottom/OverUnder panoramic 360 video.
  113964. */
  113965. static readonly MODE_TOPBOTTOM: number;
  113966. /**
  113967. * Define the video source as a Stereoscopic Side by Side panoramic 360 video.
  113968. */
  113969. static readonly MODE_SIDEBYSIDE: number;
  113970. private _halfDome;
  113971. private _useDirectMapping;
  113972. /**
  113973. * The video texture being displayed on the sphere
  113974. */
  113975. protected _videoTexture: VideoTexture;
  113976. /**
  113977. * Gets the video texture being displayed on the sphere
  113978. */
  113979. readonly videoTexture: VideoTexture;
  113980. /**
  113981. * The skybox material
  113982. */
  113983. protected _material: BackgroundMaterial;
  113984. /**
  113985. * The surface used for the skybox
  113986. */
  113987. protected _mesh: Mesh;
  113988. /**
  113989. * A mesh that will be used to mask the back of the video dome in case it is a 180 degree movie.
  113990. */
  113991. private _halfDomeMask;
  113992. /**
  113993. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  113994. * Also see the options.resolution property.
  113995. */
  113996. fovMultiplier: number;
  113997. private _videoMode;
  113998. /**
  113999. * Gets or set the current video mode for the video. It can be:
  114000. * * VideoDome.MODE_MONOSCOPIC : Define the video source as a Monoscopic panoramic 360 video.
  114001. * * VideoDome.MODE_TOPBOTTOM : Define the video source as a Stereoscopic TopBottom/OverUnder panoramic 360 video.
  114002. * * VideoDome.MODE_SIDEBYSIDE : Define the video source as a Stereoscopic Side by Side panoramic 360 video.
  114003. */
  114004. videoMode: number;
  114005. /**
  114006. * Is the video a 180 degrees video (half dome) or 360 video (full dome)
  114007. *
  114008. */
  114009. /**
  114010. * Set the halfDome mode. If set, only the front (180 degrees) will be displayed and the back will be blacked out.
  114011. */
  114012. halfDome: boolean;
  114013. /**
  114014. * Oberserver used in Stereoscopic VR Mode.
  114015. */
  114016. private _onBeforeCameraRenderObserver;
  114017. /**
  114018. * Create an instance of this class and pass through the parameters to the relevant classes, VideoTexture, StandardMaterial, and Mesh.
  114019. * @param name Element's name, child elements will append suffixes for their own names.
  114020. * @param urlsOrVideo defines the url(s) or the video element to use
  114021. * @param options An object containing optional or exposed sub element properties
  114022. */
  114023. constructor(name: string, urlsOrVideo: string | string[] | HTMLVideoElement, options: {
  114024. resolution?: number;
  114025. clickToPlay?: boolean;
  114026. autoPlay?: boolean;
  114027. loop?: boolean;
  114028. size?: number;
  114029. poster?: string;
  114030. faceForward?: boolean;
  114031. useDirectMapping?: boolean;
  114032. halfDomeMode?: boolean;
  114033. }, scene: Scene);
  114034. private _changeVideoMode;
  114035. /**
  114036. * Releases resources associated with this node.
  114037. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  114038. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  114039. */
  114040. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  114041. }
  114042. }
  114043. declare module BABYLON {
  114044. /**
  114045. * This class can be used to get instrumentation data from a Babylon engine
  114046. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  114047. */
  114048. export class EngineInstrumentation implements IDisposable {
  114049. /**
  114050. * Define the instrumented engine.
  114051. */
  114052. engine: Engine;
  114053. private _captureGPUFrameTime;
  114054. private _gpuFrameTimeToken;
  114055. private _gpuFrameTime;
  114056. private _captureShaderCompilationTime;
  114057. private _shaderCompilationTime;
  114058. private _onBeginFrameObserver;
  114059. private _onEndFrameObserver;
  114060. private _onBeforeShaderCompilationObserver;
  114061. private _onAfterShaderCompilationObserver;
  114062. /**
  114063. * Gets the perf counter used for GPU frame time
  114064. */
  114065. readonly gpuFrameTimeCounter: PerfCounter;
  114066. /**
  114067. * Gets the GPU frame time capture status
  114068. */
  114069. /**
  114070. * Enable or disable the GPU frame time capture
  114071. */
  114072. captureGPUFrameTime: boolean;
  114073. /**
  114074. * Gets the perf counter used for shader compilation time
  114075. */
  114076. readonly shaderCompilationTimeCounter: PerfCounter;
  114077. /**
  114078. * Gets the shader compilation time capture status
  114079. */
  114080. /**
  114081. * Enable or disable the shader compilation time capture
  114082. */
  114083. captureShaderCompilationTime: boolean;
  114084. /**
  114085. * Instantiates a new engine instrumentation.
  114086. * This class can be used to get instrumentation data from a Babylon engine
  114087. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  114088. * @param engine Defines the engine to instrument
  114089. */
  114090. constructor(
  114091. /**
  114092. * Define the instrumented engine.
  114093. */
  114094. engine: Engine);
  114095. /**
  114096. * Dispose and release associated resources.
  114097. */
  114098. dispose(): void;
  114099. }
  114100. }
  114101. declare module BABYLON {
  114102. /**
  114103. * This class can be used to get instrumentation data from a Babylon engine
  114104. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  114105. */
  114106. export class SceneInstrumentation implements IDisposable {
  114107. /**
  114108. * Defines the scene to instrument
  114109. */
  114110. scene: Scene;
  114111. private _captureActiveMeshesEvaluationTime;
  114112. private _activeMeshesEvaluationTime;
  114113. private _captureRenderTargetsRenderTime;
  114114. private _renderTargetsRenderTime;
  114115. private _captureFrameTime;
  114116. private _frameTime;
  114117. private _captureRenderTime;
  114118. private _renderTime;
  114119. private _captureInterFrameTime;
  114120. private _interFrameTime;
  114121. private _captureParticlesRenderTime;
  114122. private _particlesRenderTime;
  114123. private _captureSpritesRenderTime;
  114124. private _spritesRenderTime;
  114125. private _capturePhysicsTime;
  114126. private _physicsTime;
  114127. private _captureAnimationsTime;
  114128. private _animationsTime;
  114129. private _captureCameraRenderTime;
  114130. private _cameraRenderTime;
  114131. private _onBeforeActiveMeshesEvaluationObserver;
  114132. private _onAfterActiveMeshesEvaluationObserver;
  114133. private _onBeforeRenderTargetsRenderObserver;
  114134. private _onAfterRenderTargetsRenderObserver;
  114135. private _onAfterRenderObserver;
  114136. private _onBeforeDrawPhaseObserver;
  114137. private _onAfterDrawPhaseObserver;
  114138. private _onBeforeAnimationsObserver;
  114139. private _onBeforeParticlesRenderingObserver;
  114140. private _onAfterParticlesRenderingObserver;
  114141. private _onBeforeSpritesRenderingObserver;
  114142. private _onAfterSpritesRenderingObserver;
  114143. private _onBeforePhysicsObserver;
  114144. private _onAfterPhysicsObserver;
  114145. private _onAfterAnimationsObserver;
  114146. private _onBeforeCameraRenderObserver;
  114147. private _onAfterCameraRenderObserver;
  114148. /**
  114149. * Gets the perf counter used for active meshes evaluation time
  114150. */
  114151. readonly activeMeshesEvaluationTimeCounter: PerfCounter;
  114152. /**
  114153. * Gets the active meshes evaluation time capture status
  114154. */
  114155. /**
  114156. * Enable or disable the active meshes evaluation time capture
  114157. */
  114158. captureActiveMeshesEvaluationTime: boolean;
  114159. /**
  114160. * Gets the perf counter used for render targets render time
  114161. */
  114162. readonly renderTargetsRenderTimeCounter: PerfCounter;
  114163. /**
  114164. * Gets the render targets render time capture status
  114165. */
  114166. /**
  114167. * Enable or disable the render targets render time capture
  114168. */
  114169. captureRenderTargetsRenderTime: boolean;
  114170. /**
  114171. * Gets the perf counter used for particles render time
  114172. */
  114173. readonly particlesRenderTimeCounter: PerfCounter;
  114174. /**
  114175. * Gets the particles render time capture status
  114176. */
  114177. /**
  114178. * Enable or disable the particles render time capture
  114179. */
  114180. captureParticlesRenderTime: boolean;
  114181. /**
  114182. * Gets the perf counter used for sprites render time
  114183. */
  114184. readonly spritesRenderTimeCounter: PerfCounter;
  114185. /**
  114186. * Gets the sprites render time capture status
  114187. */
  114188. /**
  114189. * Enable or disable the sprites render time capture
  114190. */
  114191. captureSpritesRenderTime: boolean;
  114192. /**
  114193. * Gets the perf counter used for physics time
  114194. */
  114195. readonly physicsTimeCounter: PerfCounter;
  114196. /**
  114197. * Gets the physics time capture status
  114198. */
  114199. /**
  114200. * Enable or disable the physics time capture
  114201. */
  114202. capturePhysicsTime: boolean;
  114203. /**
  114204. * Gets the perf counter used for animations time
  114205. */
  114206. readonly animationsTimeCounter: PerfCounter;
  114207. /**
  114208. * Gets the animations time capture status
  114209. */
  114210. /**
  114211. * Enable or disable the animations time capture
  114212. */
  114213. captureAnimationsTime: boolean;
  114214. /**
  114215. * Gets the perf counter used for frame time capture
  114216. */
  114217. readonly frameTimeCounter: PerfCounter;
  114218. /**
  114219. * Gets the frame time capture status
  114220. */
  114221. /**
  114222. * Enable or disable the frame time capture
  114223. */
  114224. captureFrameTime: boolean;
  114225. /**
  114226. * Gets the perf counter used for inter-frames time capture
  114227. */
  114228. readonly interFrameTimeCounter: PerfCounter;
  114229. /**
  114230. * Gets the inter-frames time capture status
  114231. */
  114232. /**
  114233. * Enable or disable the inter-frames time capture
  114234. */
  114235. captureInterFrameTime: boolean;
  114236. /**
  114237. * Gets the perf counter used for render time capture
  114238. */
  114239. readonly renderTimeCounter: PerfCounter;
  114240. /**
  114241. * Gets the render time capture status
  114242. */
  114243. /**
  114244. * Enable or disable the render time capture
  114245. */
  114246. captureRenderTime: boolean;
  114247. /**
  114248. * Gets the perf counter used for camera render time capture
  114249. */
  114250. readonly cameraRenderTimeCounter: PerfCounter;
  114251. /**
  114252. * Gets the camera render time capture status
  114253. */
  114254. /**
  114255. * Enable or disable the camera render time capture
  114256. */
  114257. captureCameraRenderTime: boolean;
  114258. /**
  114259. * Gets the perf counter used for draw calls
  114260. */
  114261. readonly drawCallsCounter: PerfCounter;
  114262. /**
  114263. * Instantiates a new scene instrumentation.
  114264. * This class can be used to get instrumentation data from a Babylon engine
  114265. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  114266. * @param scene Defines the scene to instrument
  114267. */
  114268. constructor(
  114269. /**
  114270. * Defines the scene to instrument
  114271. */
  114272. scene: Scene);
  114273. /**
  114274. * Dispose and release associated resources.
  114275. */
  114276. dispose(): void;
  114277. }
  114278. }
  114279. declare module BABYLON {
  114280. /** @hidden */
  114281. export var glowMapGenerationPixelShader: {
  114282. name: string;
  114283. shader: string;
  114284. };
  114285. }
  114286. declare module BABYLON {
  114287. /** @hidden */
  114288. export var glowMapGenerationVertexShader: {
  114289. name: string;
  114290. shader: string;
  114291. };
  114292. }
  114293. declare module BABYLON {
  114294. /**
  114295. * Effect layer options. This helps customizing the behaviour
  114296. * of the effect layer.
  114297. */
  114298. export interface IEffectLayerOptions {
  114299. /**
  114300. * Multiplication factor apply to the canvas size to compute the render target size
  114301. * used to generated the objects (the smaller the faster).
  114302. */
  114303. mainTextureRatio: number;
  114304. /**
  114305. * Enforces a fixed size texture to ensure effect stability across devices.
  114306. */
  114307. mainTextureFixedSize?: number;
  114308. /**
  114309. * Alpha blending mode used to apply the blur. Default depends of the implementation.
  114310. */
  114311. alphaBlendingMode: number;
  114312. /**
  114313. * The camera attached to the layer.
  114314. */
  114315. camera: Nullable<Camera>;
  114316. /**
  114317. * The rendering group to draw the layer in.
  114318. */
  114319. renderingGroupId: number;
  114320. }
  114321. /**
  114322. * The effect layer Helps adding post process effect blended with the main pass.
  114323. *
  114324. * This can be for instance use to generate glow or higlight effects on the scene.
  114325. *
  114326. * The effect layer class can not be used directly and is intented to inherited from to be
  114327. * customized per effects.
  114328. */
  114329. export abstract class EffectLayer {
  114330. private _vertexBuffers;
  114331. private _indexBuffer;
  114332. private _cachedDefines;
  114333. private _effectLayerMapGenerationEffect;
  114334. private _effectLayerOptions;
  114335. private _mergeEffect;
  114336. protected _scene: Scene;
  114337. protected _engine: Engine;
  114338. protected _maxSize: number;
  114339. protected _mainTextureDesiredSize: ISize;
  114340. protected _mainTexture: RenderTargetTexture;
  114341. protected _shouldRender: boolean;
  114342. protected _postProcesses: PostProcess[];
  114343. protected _textures: BaseTexture[];
  114344. protected _emissiveTextureAndColor: {
  114345. texture: Nullable<BaseTexture>;
  114346. color: Color4;
  114347. };
  114348. /**
  114349. * The name of the layer
  114350. */
  114351. name: string;
  114352. /**
  114353. * The clear color of the texture used to generate the glow map.
  114354. */
  114355. neutralColor: Color4;
  114356. /**
  114357. * Specifies wether the highlight layer is enabled or not.
  114358. */
  114359. isEnabled: boolean;
  114360. /**
  114361. * Gets the camera attached to the layer.
  114362. */
  114363. readonly camera: Nullable<Camera>;
  114364. /**
  114365. * Gets the rendering group id the layer should render in.
  114366. */
  114367. renderingGroupId: number;
  114368. /**
  114369. * An event triggered when the effect layer has been disposed.
  114370. */
  114371. onDisposeObservable: Observable<EffectLayer>;
  114372. /**
  114373. * An event triggered when the effect layer is about rendering the main texture with the glowy parts.
  114374. */
  114375. onBeforeRenderMainTextureObservable: Observable<EffectLayer>;
  114376. /**
  114377. * An event triggered when the generated texture is being merged in the scene.
  114378. */
  114379. onBeforeComposeObservable: Observable<EffectLayer>;
  114380. /**
  114381. * An event triggered when the generated texture has been merged in the scene.
  114382. */
  114383. onAfterComposeObservable: Observable<EffectLayer>;
  114384. /**
  114385. * An event triggered when the efffect layer changes its size.
  114386. */
  114387. onSizeChangedObservable: Observable<EffectLayer>;
  114388. /** @hidden */
  114389. static _SceneComponentInitialization: (scene: Scene) => void;
  114390. /**
  114391. * Instantiates a new effect Layer and references it in the scene.
  114392. * @param name The name of the layer
  114393. * @param scene The scene to use the layer in
  114394. */
  114395. constructor(
  114396. /** The Friendly of the effect in the scene */
  114397. name: string, scene: Scene);
  114398. /**
  114399. * Get the effect name of the layer.
  114400. * @return The effect name
  114401. */
  114402. abstract getEffectName(): string;
  114403. /**
  114404. * Checks for the readiness of the element composing the layer.
  114405. * @param subMesh the mesh to check for
  114406. * @param useInstances specify wether or not to use instances to render the mesh
  114407. * @return true if ready otherwise, false
  114408. */
  114409. abstract isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  114410. /**
  114411. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  114412. * @returns true if the effect requires stencil during the main canvas render pass.
  114413. */
  114414. abstract needStencil(): boolean;
  114415. /**
  114416. * Create the merge effect. This is the shader use to blit the information back
  114417. * to the main canvas at the end of the scene rendering.
  114418. * @returns The effect containing the shader used to merge the effect on the main canvas
  114419. */
  114420. protected abstract _createMergeEffect(): Effect;
  114421. /**
  114422. * Creates the render target textures and post processes used in the effect layer.
  114423. */
  114424. protected abstract _createTextureAndPostProcesses(): void;
  114425. /**
  114426. * Implementation specific of rendering the generating effect on the main canvas.
  114427. * @param effect The effect used to render through
  114428. */
  114429. protected abstract _internalRender(effect: Effect): void;
  114430. /**
  114431. * Sets the required values for both the emissive texture and and the main color.
  114432. */
  114433. protected abstract _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  114434. /**
  114435. * Free any resources and references associated to a mesh.
  114436. * Internal use
  114437. * @param mesh The mesh to free.
  114438. */
  114439. abstract _disposeMesh(mesh: Mesh): void;
  114440. /**
  114441. * Serializes this layer (Glow or Highlight for example)
  114442. * @returns a serialized layer object
  114443. */
  114444. abstract serialize?(): any;
  114445. /**
  114446. * Initializes the effect layer with the required options.
  114447. * @param options Sets of none mandatory options to use with the layer (see IEffectLayerOptions for more information)
  114448. */
  114449. protected _init(options: Partial<IEffectLayerOptions>): void;
  114450. /**
  114451. * Generates the index buffer of the full screen quad blending to the main canvas.
  114452. */
  114453. private _generateIndexBuffer;
  114454. /**
  114455. * Generates the vertex buffer of the full screen quad blending to the main canvas.
  114456. */
  114457. private _generateVertexBuffer;
  114458. /**
  114459. * Sets the main texture desired size which is the closest power of two
  114460. * of the engine canvas size.
  114461. */
  114462. private _setMainTextureSize;
  114463. /**
  114464. * Creates the main texture for the effect layer.
  114465. */
  114466. protected _createMainTexture(): void;
  114467. /**
  114468. * Adds specific effects defines.
  114469. * @param defines The defines to add specifics to.
  114470. */
  114471. protected _addCustomEffectDefines(defines: string[]): void;
  114472. /**
  114473. * Checks for the readiness of the element composing the layer.
  114474. * @param subMesh the mesh to check for
  114475. * @param useInstances specify wether or not to use instances to render the mesh
  114476. * @param emissiveTexture the associated emissive texture used to generate the glow
  114477. * @return true if ready otherwise, false
  114478. */
  114479. protected _isReady(subMesh: SubMesh, useInstances: boolean, emissiveTexture: Nullable<BaseTexture>): boolean;
  114480. /**
  114481. * Renders the glowing part of the scene by blending the blurred glowing meshes on top of the rendered scene.
  114482. */
  114483. render(): void;
  114484. /**
  114485. * Determine if a given mesh will be used in the current effect.
  114486. * @param mesh mesh to test
  114487. * @returns true if the mesh will be used
  114488. */
  114489. hasMesh(mesh: AbstractMesh): boolean;
  114490. /**
  114491. * Returns true if the layer contains information to display, otherwise false.
  114492. * @returns true if the glow layer should be rendered
  114493. */
  114494. shouldRender(): boolean;
  114495. /**
  114496. * Returns true if the mesh should render, otherwise false.
  114497. * @param mesh The mesh to render
  114498. * @returns true if it should render otherwise false
  114499. */
  114500. protected _shouldRenderMesh(mesh: AbstractMesh): boolean;
  114501. /**
  114502. * Returns true if the mesh can be rendered, otherwise false.
  114503. * @param mesh The mesh to render
  114504. * @param material The material used on the mesh
  114505. * @returns true if it can be rendered otherwise false
  114506. */
  114507. protected _canRenderMesh(mesh: AbstractMesh, material: Material): boolean;
  114508. /**
  114509. * Returns true if the mesh should render, otherwise false.
  114510. * @param mesh The mesh to render
  114511. * @returns true if it should render otherwise false
  114512. */
  114513. protected _shouldRenderEmissiveTextureForMesh(): boolean;
  114514. /**
  114515. * Renders the submesh passed in parameter to the generation map.
  114516. */
  114517. protected _renderSubMesh(subMesh: SubMesh, enableAlphaMode?: boolean): void;
  114518. /**
  114519. * Rebuild the required buffers.
  114520. * @hidden Internal use only.
  114521. */
  114522. _rebuild(): void;
  114523. /**
  114524. * Dispose only the render target textures and post process.
  114525. */
  114526. private _disposeTextureAndPostProcesses;
  114527. /**
  114528. * Dispose the highlight layer and free resources.
  114529. */
  114530. dispose(): void;
  114531. /**
  114532. * Gets the class name of the effect layer
  114533. * @returns the string with the class name of the effect layer
  114534. */
  114535. getClassName(): string;
  114536. /**
  114537. * Creates an effect layer from parsed effect layer data
  114538. * @param parsedEffectLayer defines effect layer data
  114539. * @param scene defines the current scene
  114540. * @param rootUrl defines the root URL containing the effect layer information
  114541. * @returns a parsed effect Layer
  114542. */
  114543. static Parse(parsedEffectLayer: any, scene: Scene, rootUrl: string): EffectLayer;
  114544. }
  114545. }
  114546. declare module BABYLON {
  114547. interface AbstractScene {
  114548. /**
  114549. * The list of effect layers (highlights/glow) added to the scene
  114550. * @see http://doc.babylonjs.com/how_to/highlight_layer
  114551. * @see http://doc.babylonjs.com/how_to/glow_layer
  114552. */
  114553. effectLayers: Array<EffectLayer>;
  114554. /**
  114555. * Removes the given effect layer from this scene.
  114556. * @param toRemove defines the effect layer to remove
  114557. * @returns the index of the removed effect layer
  114558. */
  114559. removeEffectLayer(toRemove: EffectLayer): number;
  114560. /**
  114561. * Adds the given effect layer to this scene
  114562. * @param newEffectLayer defines the effect layer to add
  114563. */
  114564. addEffectLayer(newEffectLayer: EffectLayer): void;
  114565. }
  114566. /**
  114567. * Defines the layer scene component responsible to manage any effect layers
  114568. * in a given scene.
  114569. */
  114570. export class EffectLayerSceneComponent implements ISceneSerializableComponent {
  114571. /**
  114572. * The component name helpfull to identify the component in the list of scene components.
  114573. */
  114574. readonly name: string;
  114575. /**
  114576. * The scene the component belongs to.
  114577. */
  114578. scene: Scene;
  114579. private _engine;
  114580. private _renderEffects;
  114581. private _needStencil;
  114582. private _previousStencilState;
  114583. /**
  114584. * Creates a new instance of the component for the given scene
  114585. * @param scene Defines the scene to register the component in
  114586. */
  114587. constructor(scene: Scene);
  114588. /**
  114589. * Registers the component in a given scene
  114590. */
  114591. register(): void;
  114592. /**
  114593. * Rebuilds the elements related to this component in case of
  114594. * context lost for instance.
  114595. */
  114596. rebuild(): void;
  114597. /**
  114598. * Serializes the component data to the specified json object
  114599. * @param serializationObject The object to serialize to
  114600. */
  114601. serialize(serializationObject: any): void;
  114602. /**
  114603. * Adds all the elements from the container to the scene
  114604. * @param container the container holding the elements
  114605. */
  114606. addFromContainer(container: AbstractScene): void;
  114607. /**
  114608. * Removes all the elements in the container from the scene
  114609. * @param container contains the elements to remove
  114610. * @param dispose if the removed element should be disposed (default: false)
  114611. */
  114612. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  114613. /**
  114614. * Disposes the component and the associated ressources.
  114615. */
  114616. dispose(): void;
  114617. private _isReadyForMesh;
  114618. private _renderMainTexture;
  114619. private _setStencil;
  114620. private _setStencilBack;
  114621. private _draw;
  114622. private _drawCamera;
  114623. private _drawRenderingGroup;
  114624. }
  114625. }
  114626. declare module BABYLON {
  114627. /** @hidden */
  114628. export var glowMapMergePixelShader: {
  114629. name: string;
  114630. shader: string;
  114631. };
  114632. }
  114633. declare module BABYLON {
  114634. /** @hidden */
  114635. export var glowMapMergeVertexShader: {
  114636. name: string;
  114637. shader: string;
  114638. };
  114639. }
  114640. declare module BABYLON {
  114641. interface AbstractScene {
  114642. /**
  114643. * Return a the first highlight layer of the scene with a given name.
  114644. * @param name The name of the highlight layer to look for.
  114645. * @return The highlight layer if found otherwise null.
  114646. */
  114647. getGlowLayerByName(name: string): Nullable<GlowLayer>;
  114648. }
  114649. /**
  114650. * Glow layer options. This helps customizing the behaviour
  114651. * of the glow layer.
  114652. */
  114653. export interface IGlowLayerOptions {
  114654. /**
  114655. * Multiplication factor apply to the canvas size to compute the render target size
  114656. * used to generated the glowing objects (the smaller the faster).
  114657. */
  114658. mainTextureRatio: number;
  114659. /**
  114660. * Enforces a fixed size texture to ensure resize independant blur.
  114661. */
  114662. mainTextureFixedSize?: number;
  114663. /**
  114664. * How big is the kernel of the blur texture.
  114665. */
  114666. blurKernelSize: number;
  114667. /**
  114668. * The camera attached to the layer.
  114669. */
  114670. camera: Nullable<Camera>;
  114671. /**
  114672. * Enable MSAA by chosing the number of samples.
  114673. */
  114674. mainTextureSamples?: number;
  114675. /**
  114676. * The rendering group to draw the layer in.
  114677. */
  114678. renderingGroupId: number;
  114679. }
  114680. /**
  114681. * The glow layer Helps adding a glow effect around the emissive parts of a mesh.
  114682. *
  114683. * Once instantiated in a scene, simply use the pushMesh or removeMesh method to add or remove
  114684. * glowy meshes to your scene.
  114685. *
  114686. * Documentation: https://doc.babylonjs.com/how_to/glow_layer
  114687. */
  114688. export class GlowLayer extends EffectLayer {
  114689. /**
  114690. * Effect Name of the layer.
  114691. */
  114692. static readonly EffectName: string;
  114693. /**
  114694. * The default blur kernel size used for the glow.
  114695. */
  114696. static DefaultBlurKernelSize: number;
  114697. /**
  114698. * The default texture size ratio used for the glow.
  114699. */
  114700. static DefaultTextureRatio: number;
  114701. /**
  114702. * Sets the kernel size of the blur.
  114703. */
  114704. /**
  114705. * Gets the kernel size of the blur.
  114706. */
  114707. blurKernelSize: number;
  114708. /**
  114709. * Sets the glow intensity.
  114710. */
  114711. /**
  114712. * Gets the glow intensity.
  114713. */
  114714. intensity: number;
  114715. private _options;
  114716. private _intensity;
  114717. private _horizontalBlurPostprocess1;
  114718. private _verticalBlurPostprocess1;
  114719. private _horizontalBlurPostprocess2;
  114720. private _verticalBlurPostprocess2;
  114721. private _blurTexture1;
  114722. private _blurTexture2;
  114723. private _postProcesses1;
  114724. private _postProcesses2;
  114725. private _includedOnlyMeshes;
  114726. private _excludedMeshes;
  114727. /**
  114728. * Callback used to let the user override the color selection on a per mesh basis
  114729. */
  114730. customEmissiveColorSelector: (mesh: Mesh, subMesh: SubMesh, material: Material, result: Color4) => void;
  114731. /**
  114732. * Callback used to let the user override the texture selection on a per mesh basis
  114733. */
  114734. customEmissiveTextureSelector: (mesh: Mesh, subMesh: SubMesh, material: Material) => Texture;
  114735. /**
  114736. * Instantiates a new glow Layer and references it to the scene.
  114737. * @param name The name of the layer
  114738. * @param scene The scene to use the layer in
  114739. * @param options Sets of none mandatory options to use with the layer (see IGlowLayerOptions for more information)
  114740. */
  114741. constructor(name: string, scene: Scene, options?: Partial<IGlowLayerOptions>);
  114742. /**
  114743. * Get the effect name of the layer.
  114744. * @return The effect name
  114745. */
  114746. getEffectName(): string;
  114747. /**
  114748. * Create the merge effect. This is the shader use to blit the information back
  114749. * to the main canvas at the end of the scene rendering.
  114750. */
  114751. protected _createMergeEffect(): Effect;
  114752. /**
  114753. * Creates the render target textures and post processes used in the glow layer.
  114754. */
  114755. protected _createTextureAndPostProcesses(): void;
  114756. /**
  114757. * Checks for the readiness of the element composing the layer.
  114758. * @param subMesh the mesh to check for
  114759. * @param useInstances specify wether or not to use instances to render the mesh
  114760. * @param emissiveTexture the associated emissive texture used to generate the glow
  114761. * @return true if ready otherwise, false
  114762. */
  114763. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  114764. /**
  114765. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  114766. */
  114767. needStencil(): boolean;
  114768. /**
  114769. * Returns true if the mesh can be rendered, otherwise false.
  114770. * @param mesh The mesh to render
  114771. * @param material The material used on the mesh
  114772. * @returns true if it can be rendered otherwise false
  114773. */
  114774. protected _canRenderMesh(mesh: AbstractMesh, material: Material): boolean;
  114775. /**
  114776. * Implementation specific of rendering the generating effect on the main canvas.
  114777. * @param effect The effect used to render through
  114778. */
  114779. protected _internalRender(effect: Effect): void;
  114780. /**
  114781. * Sets the required values for both the emissive texture and and the main color.
  114782. */
  114783. protected _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  114784. /**
  114785. * Returns true if the mesh should render, otherwise false.
  114786. * @param mesh The mesh to render
  114787. * @returns true if it should render otherwise false
  114788. */
  114789. protected _shouldRenderMesh(mesh: Mesh): boolean;
  114790. /**
  114791. * Adds specific effects defines.
  114792. * @param defines The defines to add specifics to.
  114793. */
  114794. protected _addCustomEffectDefines(defines: string[]): void;
  114795. /**
  114796. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the glow layer.
  114797. * @param mesh The mesh to exclude from the glow layer
  114798. */
  114799. addExcludedMesh(mesh: Mesh): void;
  114800. /**
  114801. * Remove a mesh from the exclusion list to let it impact or being impacted by the glow layer.
  114802. * @param mesh The mesh to remove
  114803. */
  114804. removeExcludedMesh(mesh: Mesh): void;
  114805. /**
  114806. * Add a mesh in the inclusion list to impact or being impacted by the glow layer.
  114807. * @param mesh The mesh to include in the glow layer
  114808. */
  114809. addIncludedOnlyMesh(mesh: Mesh): void;
  114810. /**
  114811. * Remove a mesh from the Inclusion list to prevent it to impact or being impacted by the glow layer.
  114812. * @param mesh The mesh to remove
  114813. */
  114814. removeIncludedOnlyMesh(mesh: Mesh): void;
  114815. /**
  114816. * Determine if a given mesh will be used in the glow layer
  114817. * @param mesh The mesh to test
  114818. * @returns true if the mesh will be highlighted by the current glow layer
  114819. */
  114820. hasMesh(mesh: AbstractMesh): boolean;
  114821. /**
  114822. * Free any resources and references associated to a mesh.
  114823. * Internal use
  114824. * @param mesh The mesh to free.
  114825. * @hidden
  114826. */
  114827. _disposeMesh(mesh: Mesh): void;
  114828. /**
  114829. * Gets the class name of the effect layer
  114830. * @returns the string with the class name of the effect layer
  114831. */
  114832. getClassName(): string;
  114833. /**
  114834. * Serializes this glow layer
  114835. * @returns a serialized glow layer object
  114836. */
  114837. serialize(): any;
  114838. /**
  114839. * Creates a Glow Layer from parsed glow layer data
  114840. * @param parsedGlowLayer defines glow layer data
  114841. * @param scene defines the current scene
  114842. * @param rootUrl defines the root URL containing the glow layer information
  114843. * @returns a parsed Glow Layer
  114844. */
  114845. static Parse(parsedGlowLayer: any, scene: Scene, rootUrl: string): GlowLayer;
  114846. }
  114847. }
  114848. declare module BABYLON {
  114849. /** @hidden */
  114850. export var glowBlurPostProcessPixelShader: {
  114851. name: string;
  114852. shader: string;
  114853. };
  114854. }
  114855. declare module BABYLON {
  114856. interface AbstractScene {
  114857. /**
  114858. * Return a the first highlight layer of the scene with a given name.
  114859. * @param name The name of the highlight layer to look for.
  114860. * @return The highlight layer if found otherwise null.
  114861. */
  114862. getHighlightLayerByName(name: string): Nullable<HighlightLayer>;
  114863. }
  114864. /**
  114865. * Highlight layer options. This helps customizing the behaviour
  114866. * of the highlight layer.
  114867. */
  114868. export interface IHighlightLayerOptions {
  114869. /**
  114870. * Multiplication factor apply to the canvas size to compute the render target size
  114871. * used to generated the glowing objects (the smaller the faster).
  114872. */
  114873. mainTextureRatio: number;
  114874. /**
  114875. * Enforces a fixed size texture to ensure resize independant blur.
  114876. */
  114877. mainTextureFixedSize?: number;
  114878. /**
  114879. * Multiplication factor apply to the main texture size in the first step of the blur to reduce the size
  114880. * of the picture to blur (the smaller the faster).
  114881. */
  114882. blurTextureSizeRatio: number;
  114883. /**
  114884. * How big in texel of the blur texture is the vertical blur.
  114885. */
  114886. blurVerticalSize: number;
  114887. /**
  114888. * How big in texel of the blur texture is the horizontal blur.
  114889. */
  114890. blurHorizontalSize: number;
  114891. /**
  114892. * Alpha blending mode used to apply the blur. Default is combine.
  114893. */
  114894. alphaBlendingMode: number;
  114895. /**
  114896. * The camera attached to the layer.
  114897. */
  114898. camera: Nullable<Camera>;
  114899. /**
  114900. * Should we display highlight as a solid stroke?
  114901. */
  114902. isStroke?: boolean;
  114903. /**
  114904. * The rendering group to draw the layer in.
  114905. */
  114906. renderingGroupId: number;
  114907. }
  114908. /**
  114909. * The highlight layer Helps adding a glow effect around a mesh.
  114910. *
  114911. * Once instantiated in a scene, simply use the pushMesh or removeMesh method to add or remove
  114912. * glowy meshes to your scene.
  114913. *
  114914. * !!! THIS REQUIRES AN ACTIVE STENCIL BUFFER ON THE CANVAS !!!
  114915. */
  114916. export class HighlightLayer extends EffectLayer {
  114917. name: string;
  114918. /**
  114919. * Effect Name of the highlight layer.
  114920. */
  114921. static readonly EffectName: string;
  114922. /**
  114923. * The neutral color used during the preparation of the glow effect.
  114924. * This is black by default as the blend operation is a blend operation.
  114925. */
  114926. static NeutralColor: Color4;
  114927. /**
  114928. * Stencil value used for glowing meshes.
  114929. */
  114930. static GlowingMeshStencilReference: number;
  114931. /**
  114932. * Stencil value used for the other meshes in the scene.
  114933. */
  114934. static NormalMeshStencilReference: number;
  114935. /**
  114936. * Specifies whether or not the inner glow is ACTIVE in the layer.
  114937. */
  114938. innerGlow: boolean;
  114939. /**
  114940. * Specifies whether or not the outer glow is ACTIVE in the layer.
  114941. */
  114942. outerGlow: boolean;
  114943. /**
  114944. * Specifies the horizontal size of the blur.
  114945. */
  114946. /**
  114947. * Gets the horizontal size of the blur.
  114948. */
  114949. blurHorizontalSize: number;
  114950. /**
  114951. * Specifies the vertical size of the blur.
  114952. */
  114953. /**
  114954. * Gets the vertical size of the blur.
  114955. */
  114956. blurVerticalSize: number;
  114957. /**
  114958. * An event triggered when the highlight layer is being blurred.
  114959. */
  114960. onBeforeBlurObservable: Observable<HighlightLayer>;
  114961. /**
  114962. * An event triggered when the highlight layer has been blurred.
  114963. */
  114964. onAfterBlurObservable: Observable<HighlightLayer>;
  114965. private _instanceGlowingMeshStencilReference;
  114966. private _options;
  114967. private _downSamplePostprocess;
  114968. private _horizontalBlurPostprocess;
  114969. private _verticalBlurPostprocess;
  114970. private _blurTexture;
  114971. private _meshes;
  114972. private _excludedMeshes;
  114973. /**
  114974. * Instantiates a new highlight Layer and references it to the scene..
  114975. * @param name The name of the layer
  114976. * @param scene The scene to use the layer in
  114977. * @param options Sets of none mandatory options to use with the layer (see IHighlightLayerOptions for more information)
  114978. */
  114979. constructor(name: string, scene: Scene, options?: Partial<IHighlightLayerOptions>);
  114980. /**
  114981. * Get the effect name of the layer.
  114982. * @return The effect name
  114983. */
  114984. getEffectName(): string;
  114985. /**
  114986. * Create the merge effect. This is the shader use to blit the information back
  114987. * to the main canvas at the end of the scene rendering.
  114988. */
  114989. protected _createMergeEffect(): Effect;
  114990. /**
  114991. * Creates the render target textures and post processes used in the highlight layer.
  114992. */
  114993. protected _createTextureAndPostProcesses(): void;
  114994. /**
  114995. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  114996. */
  114997. needStencil(): boolean;
  114998. /**
  114999. * Checks for the readiness of the element composing the layer.
  115000. * @param subMesh the mesh to check for
  115001. * @param useInstances specify wether or not to use instances to render the mesh
  115002. * @param emissiveTexture the associated emissive texture used to generate the glow
  115003. * @return true if ready otherwise, false
  115004. */
  115005. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  115006. /**
  115007. * Implementation specific of rendering the generating effect on the main canvas.
  115008. * @param effect The effect used to render through
  115009. */
  115010. protected _internalRender(effect: Effect): void;
  115011. /**
  115012. * Returns true if the layer contains information to display, otherwise false.
  115013. */
  115014. shouldRender(): boolean;
  115015. /**
  115016. * Returns true if the mesh should render, otherwise false.
  115017. * @param mesh The mesh to render
  115018. * @returns true if it should render otherwise false
  115019. */
  115020. protected _shouldRenderMesh(mesh: Mesh): boolean;
  115021. /**
  115022. * Sets the required values for both the emissive texture and and the main color.
  115023. */
  115024. protected _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  115025. /**
  115026. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the highlight layer.
  115027. * @param mesh The mesh to exclude from the highlight layer
  115028. */
  115029. addExcludedMesh(mesh: Mesh): void;
  115030. /**
  115031. * Remove a mesh from the exclusion list to let it impact or being impacted by the highlight layer.
  115032. * @param mesh The mesh to highlight
  115033. */
  115034. removeExcludedMesh(mesh: Mesh): void;
  115035. /**
  115036. * Determine if a given mesh will be highlighted by the current HighlightLayer
  115037. * @param mesh mesh to test
  115038. * @returns true if the mesh will be highlighted by the current HighlightLayer
  115039. */
  115040. hasMesh(mesh: AbstractMesh): boolean;
  115041. /**
  115042. * Add a mesh in the highlight layer in order to make it glow with the chosen color.
  115043. * @param mesh The mesh to highlight
  115044. * @param color The color of the highlight
  115045. * @param glowEmissiveOnly Extract the glow from the emissive texture
  115046. */
  115047. addMesh(mesh: Mesh, color: Color3, glowEmissiveOnly?: boolean): void;
  115048. /**
  115049. * Remove a mesh from the highlight layer in order to make it stop glowing.
  115050. * @param mesh The mesh to highlight
  115051. */
  115052. removeMesh(mesh: Mesh): void;
  115053. /**
  115054. * Force the stencil to the normal expected value for none glowing parts
  115055. */
  115056. private _defaultStencilReference;
  115057. /**
  115058. * Free any resources and references associated to a mesh.
  115059. * Internal use
  115060. * @param mesh The mesh to free.
  115061. * @hidden
  115062. */
  115063. _disposeMesh(mesh: Mesh): void;
  115064. /**
  115065. * Dispose the highlight layer and free resources.
  115066. */
  115067. dispose(): void;
  115068. /**
  115069. * Gets the class name of the effect layer
  115070. * @returns the string with the class name of the effect layer
  115071. */
  115072. getClassName(): string;
  115073. /**
  115074. * Serializes this Highlight layer
  115075. * @returns a serialized Highlight layer object
  115076. */
  115077. serialize(): any;
  115078. /**
  115079. * Creates a Highlight layer from parsed Highlight layer data
  115080. * @param parsedHightlightLayer defines the Highlight layer data
  115081. * @param scene defines the current scene
  115082. * @param rootUrl defines the root URL containing the Highlight layer information
  115083. * @returns a parsed Highlight layer
  115084. */
  115085. static Parse(parsedHightlightLayer: any, scene: Scene, rootUrl: string): HighlightLayer;
  115086. }
  115087. }
  115088. declare module BABYLON {
  115089. interface AbstractScene {
  115090. /**
  115091. * The list of layers (background and foreground) of the scene
  115092. */
  115093. layers: Array<Layer>;
  115094. }
  115095. /**
  115096. * Defines the layer scene component responsible to manage any layers
  115097. * in a given scene.
  115098. */
  115099. export class LayerSceneComponent implements ISceneComponent {
  115100. /**
  115101. * The component name helpfull to identify the component in the list of scene components.
  115102. */
  115103. readonly name: string;
  115104. /**
  115105. * The scene the component belongs to.
  115106. */
  115107. scene: Scene;
  115108. private _engine;
  115109. /**
  115110. * Creates a new instance of the component for the given scene
  115111. * @param scene Defines the scene to register the component in
  115112. */
  115113. constructor(scene: Scene);
  115114. /**
  115115. * Registers the component in a given scene
  115116. */
  115117. register(): void;
  115118. /**
  115119. * Rebuilds the elements related to this component in case of
  115120. * context lost for instance.
  115121. */
  115122. rebuild(): void;
  115123. /**
  115124. * Disposes the component and the associated ressources.
  115125. */
  115126. dispose(): void;
  115127. private _draw;
  115128. private _drawCameraPredicate;
  115129. private _drawCameraBackground;
  115130. private _drawCameraForeground;
  115131. private _drawRenderTargetPredicate;
  115132. private _drawRenderTargetBackground;
  115133. private _drawRenderTargetForeground;
  115134. /**
  115135. * Adds all the elements from the container to the scene
  115136. * @param container the container holding the elements
  115137. */
  115138. addFromContainer(container: AbstractScene): void;
  115139. /**
  115140. * Removes all the elements in the container from the scene
  115141. * @param container contains the elements to remove
  115142. * @param dispose if the removed element should be disposed (default: false)
  115143. */
  115144. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  115145. }
  115146. }
  115147. declare module BABYLON {
  115148. /** @hidden */
  115149. export var layerPixelShader: {
  115150. name: string;
  115151. shader: string;
  115152. };
  115153. }
  115154. declare module BABYLON {
  115155. /** @hidden */
  115156. export var layerVertexShader: {
  115157. name: string;
  115158. shader: string;
  115159. };
  115160. }
  115161. declare module BABYLON {
  115162. /**
  115163. * This represents a full screen 2d layer.
  115164. * This can be useful to display a picture in the background of your scene for instance.
  115165. * @see https://www.babylonjs-playground.com/#08A2BS#1
  115166. */
  115167. export class Layer {
  115168. /**
  115169. * Define the name of the layer.
  115170. */
  115171. name: string;
  115172. /**
  115173. * Define the texture the layer should display.
  115174. */
  115175. texture: Nullable<Texture>;
  115176. /**
  115177. * Is the layer in background or foreground.
  115178. */
  115179. isBackground: boolean;
  115180. /**
  115181. * Define the color of the layer (instead of texture).
  115182. */
  115183. color: Color4;
  115184. /**
  115185. * Define the scale of the layer in order to zoom in out of the texture.
  115186. */
  115187. scale: Vector2;
  115188. /**
  115189. * Define an offset for the layer in order to shift the texture.
  115190. */
  115191. offset: Vector2;
  115192. /**
  115193. * Define the alpha blending mode used in the layer in case the texture or color has an alpha.
  115194. */
  115195. alphaBlendingMode: number;
  115196. /**
  115197. * Define if the layer should alpha test or alpha blend with the rest of the scene.
  115198. * Alpha test will not mix with the background color in case of transparency.
  115199. * It will either use the texture color or the background depending on the alpha value of the current pixel.
  115200. */
  115201. alphaTest: boolean;
  115202. /**
  115203. * Define a mask to restrict the layer to only some of the scene cameras.
  115204. */
  115205. layerMask: number;
  115206. /**
  115207. * Define the list of render target the layer is visible into.
  115208. */
  115209. renderTargetTextures: RenderTargetTexture[];
  115210. /**
  115211. * Define if the layer is only used in renderTarget or if it also
  115212. * renders in the main frame buffer of the canvas.
  115213. */
  115214. renderOnlyInRenderTargetTextures: boolean;
  115215. private _scene;
  115216. private _vertexBuffers;
  115217. private _indexBuffer;
  115218. private _effect;
  115219. private _alphaTestEffect;
  115220. /**
  115221. * An event triggered when the layer is disposed.
  115222. */
  115223. onDisposeObservable: Observable<Layer>;
  115224. private _onDisposeObserver;
  115225. /**
  115226. * Back compatibility with callback before the onDisposeObservable existed.
  115227. * The set callback will be triggered when the layer has been disposed.
  115228. */
  115229. onDispose: () => void;
  115230. /**
  115231. * An event triggered before rendering the scene
  115232. */
  115233. onBeforeRenderObservable: Observable<Layer>;
  115234. private _onBeforeRenderObserver;
  115235. /**
  115236. * Back compatibility with callback before the onBeforeRenderObservable existed.
  115237. * The set callback will be triggered just before rendering the layer.
  115238. */
  115239. onBeforeRender: () => void;
  115240. /**
  115241. * An event triggered after rendering the scene
  115242. */
  115243. onAfterRenderObservable: Observable<Layer>;
  115244. private _onAfterRenderObserver;
  115245. /**
  115246. * Back compatibility with callback before the onAfterRenderObservable existed.
  115247. * The set callback will be triggered just after rendering the layer.
  115248. */
  115249. onAfterRender: () => void;
  115250. /**
  115251. * Instantiates a new layer.
  115252. * This represents a full screen 2d layer.
  115253. * This can be useful to display a picture in the background of your scene for instance.
  115254. * @see https://www.babylonjs-playground.com/#08A2BS#1
  115255. * @param name Define the name of the layer in the scene
  115256. * @param imgUrl Define the url of the texture to display in the layer
  115257. * @param scene Define the scene the layer belongs to
  115258. * @param isBackground Defines whether the layer is displayed in front or behind the scene
  115259. * @param color Defines a color for the layer
  115260. */
  115261. constructor(
  115262. /**
  115263. * Define the name of the layer.
  115264. */
  115265. name: string, imgUrl: Nullable<string>, scene: Nullable<Scene>, isBackground?: boolean, color?: Color4);
  115266. private _createIndexBuffer;
  115267. /** @hidden */
  115268. _rebuild(): void;
  115269. /**
  115270. * Renders the layer in the scene.
  115271. */
  115272. render(): void;
  115273. /**
  115274. * Disposes and releases the associated ressources.
  115275. */
  115276. dispose(): void;
  115277. }
  115278. }
  115279. declare module BABYLON {
  115280. /** @hidden */
  115281. export var lensFlarePixelShader: {
  115282. name: string;
  115283. shader: string;
  115284. };
  115285. }
  115286. declare module BABYLON {
  115287. /** @hidden */
  115288. export var lensFlareVertexShader: {
  115289. name: string;
  115290. shader: string;
  115291. };
  115292. }
  115293. declare module BABYLON {
  115294. /**
  115295. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  115296. * It is usually composed of several `lensFlare`.
  115297. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  115298. */
  115299. export class LensFlareSystem {
  115300. /**
  115301. * Define the name of the lens flare system
  115302. */
  115303. name: string;
  115304. /**
  115305. * List of lens flares used in this system.
  115306. */
  115307. lensFlares: LensFlare[];
  115308. /**
  115309. * Define a limit from the border the lens flare can be visible.
  115310. */
  115311. borderLimit: number;
  115312. /**
  115313. * Define a viewport border we do not want to see the lens flare in.
  115314. */
  115315. viewportBorder: number;
  115316. /**
  115317. * Define a predicate which could limit the list of meshes able to occlude the effect.
  115318. */
  115319. meshesSelectionPredicate: (mesh: AbstractMesh) => boolean;
  115320. /**
  115321. * Restricts the rendering of the effect to only the camera rendering this layer mask.
  115322. */
  115323. layerMask: number;
  115324. /**
  115325. * Define the id of the lens flare system in the scene.
  115326. * (equal to name by default)
  115327. */
  115328. id: string;
  115329. private _scene;
  115330. private _emitter;
  115331. private _vertexBuffers;
  115332. private _indexBuffer;
  115333. private _effect;
  115334. private _positionX;
  115335. private _positionY;
  115336. private _isEnabled;
  115337. /** @hidden */
  115338. static _SceneComponentInitialization: (scene: Scene) => void;
  115339. /**
  115340. * Instantiates a lens flare system.
  115341. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  115342. * It is usually composed of several `lensFlare`.
  115343. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  115344. * @param name Define the name of the lens flare system in the scene
  115345. * @param emitter Define the source (the emitter) of the lens flares (it can be a camera, a light or a mesh).
  115346. * @param scene Define the scene the lens flare system belongs to
  115347. */
  115348. constructor(
  115349. /**
  115350. * Define the name of the lens flare system
  115351. */
  115352. name: string, emitter: any, scene: Scene);
  115353. /**
  115354. * Define if the lens flare system is enabled.
  115355. */
  115356. isEnabled: boolean;
  115357. /**
  115358. * Get the scene the effects belongs to.
  115359. * @returns the scene holding the lens flare system
  115360. */
  115361. getScene(): Scene;
  115362. /**
  115363. * Get the emitter of the lens flare system.
  115364. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  115365. * @returns the emitter of the lens flare system
  115366. */
  115367. getEmitter(): any;
  115368. /**
  115369. * Set the emitter of the lens flare system.
  115370. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  115371. * @param newEmitter Define the new emitter of the system
  115372. */
  115373. setEmitter(newEmitter: any): void;
  115374. /**
  115375. * Get the lens flare system emitter position.
  115376. * The emitter defines the source of the lens flares (it can be a camera, a light or a mesh).
  115377. * @returns the position
  115378. */
  115379. getEmitterPosition(): Vector3;
  115380. /**
  115381. * @hidden
  115382. */
  115383. computeEffectivePosition(globalViewport: Viewport): boolean;
  115384. /** @hidden */
  115385. _isVisible(): boolean;
  115386. /**
  115387. * @hidden
  115388. */
  115389. render(): boolean;
  115390. /**
  115391. * Dispose and release the lens flare with its associated resources.
  115392. */
  115393. dispose(): void;
  115394. /**
  115395. * Parse a lens flare system from a JSON repressentation
  115396. * @param parsedLensFlareSystem Define the JSON to parse
  115397. * @param scene Define the scene the parsed system should be instantiated in
  115398. * @param rootUrl Define the rootUrl of the load sequence to easily find a load relative dependencies such as textures
  115399. * @returns the parsed system
  115400. */
  115401. static Parse(parsedLensFlareSystem: any, scene: Scene, rootUrl: string): LensFlareSystem;
  115402. /**
  115403. * Serialize the current Lens Flare System into a JSON representation.
  115404. * @returns the serialized JSON
  115405. */
  115406. serialize(): any;
  115407. }
  115408. }
  115409. declare module BABYLON {
  115410. /**
  115411. * This represents one of the lens effect in a `lensFlareSystem`.
  115412. * It controls one of the indiviual texture used in the effect.
  115413. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  115414. */
  115415. export class LensFlare {
  115416. /**
  115417. * Define the size of the lens flare in the system (a floating value between 0 and 1)
  115418. */
  115419. size: number;
  115420. /**
  115421. * 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.
  115422. */
  115423. position: number;
  115424. /**
  115425. * Define the lens color.
  115426. */
  115427. color: Color3;
  115428. /**
  115429. * Define the lens texture.
  115430. */
  115431. texture: Nullable<Texture>;
  115432. /**
  115433. * Define the alpha mode to render this particular lens.
  115434. */
  115435. alphaMode: number;
  115436. private _system;
  115437. /**
  115438. * Creates a new Lens Flare.
  115439. * This represents one of the lens effect in a `lensFlareSystem`.
  115440. * It controls one of the indiviual texture used in the effect.
  115441. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  115442. * @param size Define the size of the lens flare (a floating value between 0 and 1)
  115443. * @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.
  115444. * @param color Define the lens color
  115445. * @param imgUrl Define the lens texture url
  115446. * @param system Define the `lensFlareSystem` this flare is part of
  115447. * @returns The newly created Lens Flare
  115448. */
  115449. static AddFlare(size: number, position: number, color: Color3, imgUrl: string, system: LensFlareSystem): LensFlare;
  115450. /**
  115451. * Instantiates a new Lens Flare.
  115452. * This represents one of the lens effect in a `lensFlareSystem`.
  115453. * It controls one of the indiviual texture used in the effect.
  115454. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  115455. * @param size Define the size of the lens flare in the system (a floating value between 0 and 1)
  115456. * @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.
  115457. * @param color Define the lens color
  115458. * @param imgUrl Define the lens texture url
  115459. * @param system Define the `lensFlareSystem` this flare is part of
  115460. */
  115461. constructor(
  115462. /**
  115463. * Define the size of the lens flare in the system (a floating value between 0 and 1)
  115464. */
  115465. size: number,
  115466. /**
  115467. * 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.
  115468. */
  115469. position: number, color: Color3, imgUrl: string, system: LensFlareSystem);
  115470. /**
  115471. * Dispose and release the lens flare with its associated resources.
  115472. */
  115473. dispose(): void;
  115474. }
  115475. }
  115476. declare module BABYLON {
  115477. interface AbstractScene {
  115478. /**
  115479. * The list of lens flare system added to the scene
  115480. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  115481. */
  115482. lensFlareSystems: Array<LensFlareSystem>;
  115483. /**
  115484. * Removes the given lens flare system from this scene.
  115485. * @param toRemove The lens flare system to remove
  115486. * @returns The index of the removed lens flare system
  115487. */
  115488. removeLensFlareSystem(toRemove: LensFlareSystem): number;
  115489. /**
  115490. * Adds the given lens flare system to this scene
  115491. * @param newLensFlareSystem The lens flare system to add
  115492. */
  115493. addLensFlareSystem(newLensFlareSystem: LensFlareSystem): void;
  115494. /**
  115495. * Gets a lens flare system using its name
  115496. * @param name defines the name to look for
  115497. * @returns the lens flare system or null if not found
  115498. */
  115499. getLensFlareSystemByName(name: string): Nullable<LensFlareSystem>;
  115500. /**
  115501. * Gets a lens flare system using its id
  115502. * @param id defines the id to look for
  115503. * @returns the lens flare system or null if not found
  115504. */
  115505. getLensFlareSystemByID(id: string): Nullable<LensFlareSystem>;
  115506. }
  115507. /**
  115508. * Defines the lens flare scene component responsible to manage any lens flares
  115509. * in a given scene.
  115510. */
  115511. export class LensFlareSystemSceneComponent implements ISceneSerializableComponent {
  115512. /**
  115513. * The component name helpfull to identify the component in the list of scene components.
  115514. */
  115515. readonly name: string;
  115516. /**
  115517. * The scene the component belongs to.
  115518. */
  115519. scene: Scene;
  115520. /**
  115521. * Creates a new instance of the component for the given scene
  115522. * @param scene Defines the scene to register the component in
  115523. */
  115524. constructor(scene: Scene);
  115525. /**
  115526. * Registers the component in a given scene
  115527. */
  115528. register(): void;
  115529. /**
  115530. * Rebuilds the elements related to this component in case of
  115531. * context lost for instance.
  115532. */
  115533. rebuild(): void;
  115534. /**
  115535. * Adds all the elements from the container to the scene
  115536. * @param container the container holding the elements
  115537. */
  115538. addFromContainer(container: AbstractScene): void;
  115539. /**
  115540. * Removes all the elements in the container from the scene
  115541. * @param container contains the elements to remove
  115542. * @param dispose if the removed element should be disposed (default: false)
  115543. */
  115544. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  115545. /**
  115546. * Serializes the component data to the specified json object
  115547. * @param serializationObject The object to serialize to
  115548. */
  115549. serialize(serializationObject: any): void;
  115550. /**
  115551. * Disposes the component and the associated ressources.
  115552. */
  115553. dispose(): void;
  115554. private _draw;
  115555. }
  115556. }
  115557. declare module BABYLON {
  115558. /**
  115559. * Defines the shadow generator component responsible to manage any shadow generators
  115560. * in a given scene.
  115561. */
  115562. export class ShadowGeneratorSceneComponent implements ISceneSerializableComponent {
  115563. /**
  115564. * The component name helpfull to identify the component in the list of scene components.
  115565. */
  115566. readonly name: string;
  115567. /**
  115568. * The scene the component belongs to.
  115569. */
  115570. scene: Scene;
  115571. /**
  115572. * Creates a new instance of the component for the given scene
  115573. * @param scene Defines the scene to register the component in
  115574. */
  115575. constructor(scene: Scene);
  115576. /**
  115577. * Registers the component in a given scene
  115578. */
  115579. register(): void;
  115580. /**
  115581. * Rebuilds the elements related to this component in case of
  115582. * context lost for instance.
  115583. */
  115584. rebuild(): void;
  115585. /**
  115586. * Serializes the component data to the specified json object
  115587. * @param serializationObject The object to serialize to
  115588. */
  115589. serialize(serializationObject: any): void;
  115590. /**
  115591. * Adds all the elements from the container to the scene
  115592. * @param container the container holding the elements
  115593. */
  115594. addFromContainer(container: AbstractScene): void;
  115595. /**
  115596. * Removes all the elements in the container from the scene
  115597. * @param container contains the elements to remove
  115598. * @param dispose if the removed element should be disposed (default: false)
  115599. */
  115600. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  115601. /**
  115602. * Rebuilds the elements related to this component in case of
  115603. * context lost for instance.
  115604. */
  115605. dispose(): void;
  115606. private _gatherRenderTargets;
  115607. }
  115608. }
  115609. declare module BABYLON {
  115610. /**
  115611. * A point light is a light defined by an unique point in world space.
  115612. * The light is emitted in every direction from this point.
  115613. * A good example of a point light is a standard light bulb.
  115614. * Documentation: https://doc.babylonjs.com/babylon101/lights
  115615. */
  115616. export class PointLight extends ShadowLight {
  115617. private _shadowAngle;
  115618. /**
  115619. * Getter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  115620. * This specifies what angle the shadow will use to be created.
  115621. *
  115622. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  115623. */
  115624. /**
  115625. * Setter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  115626. * This specifies what angle the shadow will use to be created.
  115627. *
  115628. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  115629. */
  115630. shadowAngle: number;
  115631. /**
  115632. * Gets the direction if it has been set.
  115633. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  115634. */
  115635. /**
  115636. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  115637. */
  115638. direction: Vector3;
  115639. /**
  115640. * Creates a PointLight object from the passed name and position (Vector3) and adds it in the scene.
  115641. * A PointLight emits the light in every direction.
  115642. * It can cast shadows.
  115643. * If the scene camera is already defined and you want to set your PointLight at the camera position, just set it :
  115644. * ```javascript
  115645. * var pointLight = new PointLight("pl", camera.position, scene);
  115646. * ```
  115647. * Documentation : https://doc.babylonjs.com/babylon101/lights
  115648. * @param name The light friendly name
  115649. * @param position The position of the point light in the scene
  115650. * @param scene The scene the lights belongs to
  115651. */
  115652. constructor(name: string, position: Vector3, scene: Scene);
  115653. /**
  115654. * Returns the string "PointLight"
  115655. * @returns the class name
  115656. */
  115657. getClassName(): string;
  115658. /**
  115659. * Returns the integer 0.
  115660. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  115661. */
  115662. getTypeID(): number;
  115663. /**
  115664. * Specifies wether or not the shadowmap should be a cube texture.
  115665. * @returns true if the shadowmap needs to be a cube texture.
  115666. */
  115667. needCube(): boolean;
  115668. /**
  115669. * Returns a new Vector3 aligned with the PointLight cube system according to the passed cube face index (integer).
  115670. * @param faceIndex The index of the face we are computed the direction to generate shadow
  115671. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  115672. */
  115673. getShadowDirection(faceIndex?: number): Vector3;
  115674. /**
  115675. * Sets the passed matrix "matrix" as a left-handed perspective projection matrix with the following settings :
  115676. * - fov = PI / 2
  115677. * - aspect ratio : 1.0
  115678. * - z-near and far equal to the active camera minZ and maxZ.
  115679. * Returns the PointLight.
  115680. */
  115681. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  115682. protected _buildUniformLayout(): void;
  115683. /**
  115684. * Sets the passed Effect "effect" with the PointLight transformed position (or position, if none) and passed name (string).
  115685. * @param effect The effect to update
  115686. * @param lightIndex The index of the light in the effect to update
  115687. * @returns The point light
  115688. */
  115689. transferToEffect(effect: Effect, lightIndex: string): PointLight;
  115690. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): this;
  115691. /**
  115692. * Prepares the list of defines specific to the light type.
  115693. * @param defines the list of defines
  115694. * @param lightIndex defines the index of the light for the effect
  115695. */
  115696. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  115697. }
  115698. }
  115699. declare module BABYLON {
  115700. /**
  115701. * Header information of HDR texture files.
  115702. */
  115703. export interface HDRInfo {
  115704. /**
  115705. * The height of the texture in pixels.
  115706. */
  115707. height: number;
  115708. /**
  115709. * The width of the texture in pixels.
  115710. */
  115711. width: number;
  115712. /**
  115713. * The index of the beginning of the data in the binary file.
  115714. */
  115715. dataPosition: number;
  115716. }
  115717. /**
  115718. * This groups tools to convert HDR texture to native colors array.
  115719. */
  115720. export class HDRTools {
  115721. private static Ldexp;
  115722. private static Rgbe2float;
  115723. private static readStringLine;
  115724. /**
  115725. * Reads header information from an RGBE texture stored in a native array.
  115726. * More information on this format are available here:
  115727. * https://en.wikipedia.org/wiki/RGBE_image_format
  115728. *
  115729. * @param uint8array The binary file stored in native array.
  115730. * @return The header information.
  115731. */
  115732. static RGBE_ReadHeader(uint8array: Uint8Array): HDRInfo;
  115733. /**
  115734. * Returns the cubemap information (each faces texture data) extracted from an RGBE texture.
  115735. * This RGBE texture needs to store the information as a panorama.
  115736. *
  115737. * More information on this format are available here:
  115738. * https://en.wikipedia.org/wiki/RGBE_image_format
  115739. *
  115740. * @param buffer The binary file stored in an array buffer.
  115741. * @param size The expected size of the extracted cubemap.
  115742. * @return The Cube Map information.
  115743. */
  115744. static GetCubeMapTextureData(buffer: ArrayBuffer, size: number): CubeMapInfo;
  115745. /**
  115746. * Returns the pixels data extracted from an RGBE texture.
  115747. * This pixels will be stored left to right up to down in the R G B order in one array.
  115748. *
  115749. * More information on this format are available here:
  115750. * https://en.wikipedia.org/wiki/RGBE_image_format
  115751. *
  115752. * @param uint8array The binary file stored in an array buffer.
  115753. * @param hdrInfo The header information of the file.
  115754. * @return The pixels data in RGB right to left up to down order.
  115755. */
  115756. static RGBE_ReadPixels(uint8array: Uint8Array, hdrInfo: HDRInfo): Float32Array;
  115757. private static RGBE_ReadPixels_RLE;
  115758. }
  115759. }
  115760. declare module BABYLON {
  115761. /**
  115762. * This represents a texture coming from an HDR input.
  115763. *
  115764. * The only supported format is currently panorama picture stored in RGBE format.
  115765. * Example of such files can be found on HDRLib: http://hdrlib.com/
  115766. */
  115767. export class HDRCubeTexture extends BaseTexture {
  115768. private static _facesMapping;
  115769. private _generateHarmonics;
  115770. private _noMipmap;
  115771. private _textureMatrix;
  115772. private _size;
  115773. private _onLoad;
  115774. private _onError;
  115775. /**
  115776. * The texture URL.
  115777. */
  115778. url: string;
  115779. /**
  115780. * The texture coordinates mode. As this texture is stored in a cube format, please modify carefully.
  115781. */
  115782. coordinatesMode: number;
  115783. protected _isBlocking: boolean;
  115784. /**
  115785. * Sets wether or not the texture is blocking during loading.
  115786. */
  115787. /**
  115788. * Gets wether or not the texture is blocking during loading.
  115789. */
  115790. isBlocking: boolean;
  115791. protected _rotationY: number;
  115792. /**
  115793. * Sets texture matrix rotation angle around Y axis in radians.
  115794. */
  115795. /**
  115796. * Gets texture matrix rotation angle around Y axis radians.
  115797. */
  115798. rotationY: number;
  115799. /**
  115800. * Gets or sets the center of the bounding box associated with the cube texture
  115801. * It must define where the camera used to render the texture was set
  115802. */
  115803. boundingBoxPosition: Vector3;
  115804. private _boundingBoxSize;
  115805. /**
  115806. * Gets or sets the size of the bounding box associated with the cube texture
  115807. * When defined, the cubemap will switch to local mode
  115808. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  115809. * @example https://www.babylonjs-playground.com/#RNASML
  115810. */
  115811. boundingBoxSize: Vector3;
  115812. /**
  115813. * Instantiates an HDRTexture from the following parameters.
  115814. *
  115815. * @param url The location of the HDR raw data (Panorama stored in RGBE format)
  115816. * @param scene The scene the texture will be used in
  115817. * @param size The cubemap desired size (the more it increases the longer the generation will be)
  115818. * @param noMipmap Forces to not generate the mipmap if true
  115819. * @param generateHarmonics Specifies whether you want to extract the polynomial harmonics during the generation process
  115820. * @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)
  115821. * @param reserved Reserved flag for internal use.
  115822. */
  115823. 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>);
  115824. /**
  115825. * Get the current class name of the texture useful for serialization or dynamic coding.
  115826. * @returns "HDRCubeTexture"
  115827. */
  115828. getClassName(): string;
  115829. /**
  115830. * Occurs when the file is raw .hdr file.
  115831. */
  115832. private loadTexture;
  115833. clone(): HDRCubeTexture;
  115834. delayLoad(): void;
  115835. /**
  115836. * Get the texture reflection matrix used to rotate/transform the reflection.
  115837. * @returns the reflection matrix
  115838. */
  115839. getReflectionTextureMatrix(): Matrix;
  115840. /**
  115841. * Set the texture reflection matrix used to rotate/transform the reflection.
  115842. * @param value Define the reflection matrix to set
  115843. */
  115844. setReflectionTextureMatrix(value: Matrix): void;
  115845. /**
  115846. * Parses a JSON representation of an HDR Texture in order to create the texture
  115847. * @param parsedTexture Define the JSON representation
  115848. * @param scene Define the scene the texture should be created in
  115849. * @param rootUrl Define the root url in case we need to load relative dependencies
  115850. * @returns the newly created texture after parsing
  115851. */
  115852. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): Nullable<HDRCubeTexture>;
  115853. serialize(): any;
  115854. }
  115855. }
  115856. declare module BABYLON {
  115857. /**
  115858. * Class used to control physics engine
  115859. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  115860. */
  115861. export class PhysicsEngine implements IPhysicsEngine {
  115862. private _physicsPlugin;
  115863. /**
  115864. * Global value used to control the smallest number supported by the simulation
  115865. */
  115866. static Epsilon: number;
  115867. private _impostors;
  115868. private _joints;
  115869. /**
  115870. * Gets the gravity vector used by the simulation
  115871. */
  115872. gravity: Vector3;
  115873. /**
  115874. * Factory used to create the default physics plugin.
  115875. * @returns The default physics plugin
  115876. */
  115877. static DefaultPluginFactory(): IPhysicsEnginePlugin;
  115878. /**
  115879. * Creates a new Physics Engine
  115880. * @param gravity defines the gravity vector used by the simulation
  115881. * @param _physicsPlugin defines the plugin to use (CannonJS by default)
  115882. */
  115883. constructor(gravity: Nullable<Vector3>, _physicsPlugin?: IPhysicsEnginePlugin);
  115884. /**
  115885. * Sets the gravity vector used by the simulation
  115886. * @param gravity defines the gravity vector to use
  115887. */
  115888. setGravity(gravity: Vector3): void;
  115889. /**
  115890. * Set the time step of the physics engine.
  115891. * Default is 1/60.
  115892. * To slow it down, enter 1/600 for example.
  115893. * To speed it up, 1/30
  115894. * @param newTimeStep defines the new timestep to apply to this world.
  115895. */
  115896. setTimeStep(newTimeStep?: number): void;
  115897. /**
  115898. * Get the time step of the physics engine.
  115899. * @returns the current time step
  115900. */
  115901. getTimeStep(): number;
  115902. /**
  115903. * Release all resources
  115904. */
  115905. dispose(): void;
  115906. /**
  115907. * Gets the name of the current physics plugin
  115908. * @returns the name of the plugin
  115909. */
  115910. getPhysicsPluginName(): string;
  115911. /**
  115912. * Adding a new impostor for the impostor tracking.
  115913. * This will be done by the impostor itself.
  115914. * @param impostor the impostor to add
  115915. */
  115916. addImpostor(impostor: PhysicsImpostor): void;
  115917. /**
  115918. * Remove an impostor from the engine.
  115919. * This impostor and its mesh will not longer be updated by the physics engine.
  115920. * @param impostor the impostor to remove
  115921. */
  115922. removeImpostor(impostor: PhysicsImpostor): void;
  115923. /**
  115924. * Add a joint to the physics engine
  115925. * @param mainImpostor defines the main impostor to which the joint is added.
  115926. * @param connectedImpostor defines the impostor that is connected to the main impostor using this joint
  115927. * @param joint defines the joint that will connect both impostors.
  115928. */
  115929. addJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  115930. /**
  115931. * Removes a joint from the simulation
  115932. * @param mainImpostor defines the impostor used with the joint
  115933. * @param connectedImpostor defines the other impostor connected to the main one by the joint
  115934. * @param joint defines the joint to remove
  115935. */
  115936. removeJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  115937. /**
  115938. * Called by the scene. No need to call it.
  115939. * @param delta defines the timespam between frames
  115940. */
  115941. _step(delta: number): void;
  115942. /**
  115943. * Gets the current plugin used to run the simulation
  115944. * @returns current plugin
  115945. */
  115946. getPhysicsPlugin(): IPhysicsEnginePlugin;
  115947. /**
  115948. * Gets the list of physic impostors
  115949. * @returns an array of PhysicsImpostor
  115950. */
  115951. getImpostors(): Array<PhysicsImpostor>;
  115952. /**
  115953. * Gets the impostor for a physics enabled object
  115954. * @param object defines the object impersonated by the impostor
  115955. * @returns the PhysicsImpostor or null if not found
  115956. */
  115957. getImpostorForPhysicsObject(object: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  115958. /**
  115959. * Gets the impostor for a physics body object
  115960. * @param body defines physics body used by the impostor
  115961. * @returns the PhysicsImpostor or null if not found
  115962. */
  115963. getImpostorWithPhysicsBody(body: any): Nullable<PhysicsImpostor>;
  115964. /**
  115965. * Does a raycast in the physics world
  115966. * @param from when should the ray start?
  115967. * @param to when should the ray end?
  115968. * @returns PhysicsRaycastResult
  115969. */
  115970. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  115971. }
  115972. }
  115973. declare module BABYLON {
  115974. /** @hidden */
  115975. export class CannonJSPlugin implements IPhysicsEnginePlugin {
  115976. private _useDeltaForWorldStep;
  115977. world: any;
  115978. name: string;
  115979. private _physicsMaterials;
  115980. private _fixedTimeStep;
  115981. private _cannonRaycastResult;
  115982. private _raycastResult;
  115983. private _physicsBodysToRemoveAfterStep;
  115984. BJSCANNON: any;
  115985. constructor(_useDeltaForWorldStep?: boolean, iterations?: number, cannonInjection?: any);
  115986. setGravity(gravity: Vector3): void;
  115987. setTimeStep(timeStep: number): void;
  115988. getTimeStep(): number;
  115989. executeStep(delta: number): void;
  115990. private _removeMarkedPhysicsBodiesFromWorld;
  115991. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  115992. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  115993. generatePhysicsBody(impostor: PhysicsImpostor): void;
  115994. private _processChildMeshes;
  115995. removePhysicsBody(impostor: PhysicsImpostor): void;
  115996. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  115997. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  115998. private _addMaterial;
  115999. private _checkWithEpsilon;
  116000. private _createShape;
  116001. private _createHeightmap;
  116002. private _minus90X;
  116003. private _plus90X;
  116004. private _tmpPosition;
  116005. private _tmpDeltaPosition;
  116006. private _tmpUnityRotation;
  116007. private _updatePhysicsBodyTransformation;
  116008. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  116009. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  116010. isSupported(): boolean;
  116011. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  116012. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  116013. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  116014. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  116015. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  116016. getBodyMass(impostor: PhysicsImpostor): number;
  116017. getBodyFriction(impostor: PhysicsImpostor): number;
  116018. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  116019. getBodyRestitution(impostor: PhysicsImpostor): number;
  116020. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  116021. sleepBody(impostor: PhysicsImpostor): void;
  116022. wakeUpBody(impostor: PhysicsImpostor): void;
  116023. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number): void;
  116024. setMotor(joint: IMotorEnabledJoint, speed?: number, maxForce?: number, motorIndex?: number): void;
  116025. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number): void;
  116026. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  116027. getRadius(impostor: PhysicsImpostor): number;
  116028. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  116029. dispose(): void;
  116030. private _extendNamespace;
  116031. /**
  116032. * Does a raycast in the physics world
  116033. * @param from when should the ray start?
  116034. * @param to when should the ray end?
  116035. * @returns PhysicsRaycastResult
  116036. */
  116037. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  116038. }
  116039. }
  116040. declare module BABYLON {
  116041. /** @hidden */
  116042. export class OimoJSPlugin implements IPhysicsEnginePlugin {
  116043. world: any;
  116044. name: string;
  116045. BJSOIMO: any;
  116046. private _raycastResult;
  116047. constructor(iterations?: number, oimoInjection?: any);
  116048. setGravity(gravity: Vector3): void;
  116049. setTimeStep(timeStep: number): void;
  116050. getTimeStep(): number;
  116051. private _tmpImpostorsArray;
  116052. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  116053. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  116054. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  116055. generatePhysicsBody(impostor: PhysicsImpostor): void;
  116056. private _tmpPositionVector;
  116057. removePhysicsBody(impostor: PhysicsImpostor): void;
  116058. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  116059. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  116060. isSupported(): boolean;
  116061. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  116062. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  116063. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  116064. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  116065. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  116066. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  116067. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  116068. getBodyMass(impostor: PhysicsImpostor): number;
  116069. getBodyFriction(impostor: PhysicsImpostor): number;
  116070. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  116071. getBodyRestitution(impostor: PhysicsImpostor): number;
  116072. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  116073. sleepBody(impostor: PhysicsImpostor): void;
  116074. wakeUpBody(impostor: PhysicsImpostor): void;
  116075. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  116076. setMotor(joint: IMotorEnabledJoint, speed: number, force?: number, motorIndex?: number): void;
  116077. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  116078. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  116079. getRadius(impostor: PhysicsImpostor): number;
  116080. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  116081. dispose(): void;
  116082. /**
  116083. * Does a raycast in the physics world
  116084. * @param from when should the ray start?
  116085. * @param to when should the ray end?
  116086. * @returns PhysicsRaycastResult
  116087. */
  116088. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  116089. }
  116090. }
  116091. declare module BABYLON {
  116092. /**
  116093. * Class containing static functions to help procedurally build meshes
  116094. */
  116095. export class RibbonBuilder {
  116096. /**
  116097. * Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  116098. * * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry
  116099. * * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array
  116100. * * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array
  116101. * * 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
  116102. * * 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
  116103. * * 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
  116104. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  116105. * * 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
  116106. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  116107. * * 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
  116108. * * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
  116109. * * 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
  116110. * * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time
  116111. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  116112. * @param name defines the name of the mesh
  116113. * @param options defines the options used to create the mesh
  116114. * @param scene defines the hosting scene
  116115. * @returns the ribbon mesh
  116116. * @see https://doc.babylonjs.com/how_to/ribbon_tutorial
  116117. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  116118. */
  116119. static CreateRibbon(name: string, options: {
  116120. pathArray: Vector3[][];
  116121. closeArray?: boolean;
  116122. closePath?: boolean;
  116123. offset?: number;
  116124. updatable?: boolean;
  116125. sideOrientation?: number;
  116126. frontUVs?: Vector4;
  116127. backUVs?: Vector4;
  116128. instance?: Mesh;
  116129. invertUV?: boolean;
  116130. uvs?: Vector2[];
  116131. colors?: Color4[];
  116132. }, scene?: Nullable<Scene>): Mesh;
  116133. }
  116134. }
  116135. declare module BABYLON {
  116136. /**
  116137. * Class containing static functions to help procedurally build meshes
  116138. */
  116139. export class ShapeBuilder {
  116140. /**
  116141. * 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.
  116142. * * 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.
  116143. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  116144. * * 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.
  116145. * * The parameter `scale` (float, default 1) is the value to scale the shape.
  116146. * * 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
  116147. * * 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
  116148. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
  116149. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  116150. * * 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
  116151. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
  116152. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  116153. * @param name defines the name of the mesh
  116154. * @param options defines the options used to create the mesh
  116155. * @param scene defines the hosting scene
  116156. * @returns the extruded shape mesh
  116157. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  116158. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  116159. */
  116160. static ExtrudeShape(name: string, options: {
  116161. shape: Vector3[];
  116162. path: Vector3[];
  116163. scale?: number;
  116164. rotation?: number;
  116165. cap?: number;
  116166. updatable?: boolean;
  116167. sideOrientation?: number;
  116168. frontUVs?: Vector4;
  116169. backUVs?: Vector4;
  116170. instance?: Mesh;
  116171. invertUV?: boolean;
  116172. }, scene?: Nullable<Scene>): Mesh;
  116173. /**
  116174. * Creates an custom extruded shape mesh.
  116175. * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  116176. * * 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.
  116177. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  116178. * * 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
  116179. * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.
  116180. * * 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
  116181. * * It must returns a float value that will be the scale value applied to the shape on each path point
  116182. * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  116183. * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`
  116184. * * 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
  116185. * * 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
  116186. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape
  116187. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  116188. * * 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
  116189. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  116190. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  116191. * @param name defines the name of the mesh
  116192. * @param options defines the options used to create the mesh
  116193. * @param scene defines the hosting scene
  116194. * @returns the custom extruded shape mesh
  116195. * @see https://doc.babylonjs.com/how_to/parametric_shapes#custom-extruded-shapes
  116196. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  116197. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  116198. */
  116199. static ExtrudeShapeCustom(name: string, options: {
  116200. shape: Vector3[];
  116201. path: Vector3[];
  116202. scaleFunction?: any;
  116203. rotationFunction?: any;
  116204. ribbonCloseArray?: boolean;
  116205. ribbonClosePath?: boolean;
  116206. cap?: number;
  116207. updatable?: boolean;
  116208. sideOrientation?: number;
  116209. frontUVs?: Vector4;
  116210. backUVs?: Vector4;
  116211. instance?: Mesh;
  116212. invertUV?: boolean;
  116213. }, scene?: Nullable<Scene>): Mesh;
  116214. private static _ExtrudeShapeGeneric;
  116215. }
  116216. }
  116217. declare module BABYLON {
  116218. /**
  116219. * AmmoJS Physics plugin
  116220. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  116221. * @see https://github.com/kripken/ammo.js/
  116222. */
  116223. export class AmmoJSPlugin implements IPhysicsEnginePlugin {
  116224. private _useDeltaForWorldStep;
  116225. /**
  116226. * Reference to the Ammo library
  116227. */
  116228. bjsAMMO: any;
  116229. /**
  116230. * Created ammoJS world which physics bodies are added to
  116231. */
  116232. world: any;
  116233. /**
  116234. * Name of the plugin
  116235. */
  116236. name: string;
  116237. private _timeStep;
  116238. private _fixedTimeStep;
  116239. private _maxSteps;
  116240. private _tmpQuaternion;
  116241. private _tmpAmmoTransform;
  116242. private _tmpAmmoQuaternion;
  116243. private _tmpAmmoConcreteContactResultCallback;
  116244. private _collisionConfiguration;
  116245. private _dispatcher;
  116246. private _overlappingPairCache;
  116247. private _solver;
  116248. private _softBodySolver;
  116249. private _tmpAmmoVectorA;
  116250. private _tmpAmmoVectorB;
  116251. private _tmpAmmoVectorC;
  116252. private _tmpAmmoVectorD;
  116253. private _tmpContactCallbackResult;
  116254. private _tmpAmmoVectorRCA;
  116255. private _tmpAmmoVectorRCB;
  116256. private _raycastResult;
  116257. private static readonly DISABLE_COLLISION_FLAG;
  116258. private static readonly KINEMATIC_FLAG;
  116259. private static readonly DISABLE_DEACTIVATION_FLAG;
  116260. /**
  116261. * Initializes the ammoJS plugin
  116262. * @param _useDeltaForWorldStep if the time between frames should be used when calculating physics steps (Default: true)
  116263. * @param ammoInjection can be used to inject your own ammo reference
  116264. * @param overlappingPairCache can be used to specify your own overlapping pair cache
  116265. */
  116266. constructor(_useDeltaForWorldStep?: boolean, ammoInjection?: any, overlappingPairCache?: any);
  116267. /**
  116268. * Sets the gravity of the physics world (m/(s^2))
  116269. * @param gravity Gravity to set
  116270. */
  116271. setGravity(gravity: Vector3): void;
  116272. /**
  116273. * Amount of time to step forward on each frame (only used if useDeltaForWorldStep is false in the constructor)
  116274. * @param timeStep timestep to use in seconds
  116275. */
  116276. setTimeStep(timeStep: number): void;
  116277. /**
  116278. * 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)
  116279. * @param fixedTimeStep fixedTimeStep to use in seconds
  116280. */
  116281. setFixedTimeStep(fixedTimeStep: number): void;
  116282. /**
  116283. * Sets the maximum number of steps by the physics engine per frame (Default: 5)
  116284. * @param maxSteps the maximum number of steps by the physics engine per frame
  116285. */
  116286. setMaxSteps(maxSteps: number): void;
  116287. /**
  116288. * Gets the current timestep (only used if useDeltaForWorldStep is false in the constructor)
  116289. * @returns the current timestep in seconds
  116290. */
  116291. getTimeStep(): number;
  116292. private _isImpostorInContact;
  116293. private _isImpostorPairInContact;
  116294. private _stepSimulation;
  116295. /**
  116296. * Moves the physics simulation forward delta seconds and updates the given physics imposters
  116297. * Prior to the step the imposters physics location is set to the position of the babylon meshes
  116298. * After the step the babylon meshes are set to the position of the physics imposters
  116299. * @param delta amount of time to step forward
  116300. * @param impostors array of imposters to update before/after the step
  116301. */
  116302. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  116303. /**
  116304. * Update babylon mesh to match physics world object
  116305. * @param impostor imposter to match
  116306. */
  116307. private _afterSoftStep;
  116308. /**
  116309. * Update babylon mesh vertices vertices to match physics world softbody or cloth
  116310. * @param impostor imposter to match
  116311. */
  116312. private _ropeStep;
  116313. /**
  116314. * Update babylon mesh vertices vertices to match physics world softbody or cloth
  116315. * @param impostor imposter to match
  116316. */
  116317. private _softbodyOrClothStep;
  116318. private _tmpVector;
  116319. private _tmpMatrix;
  116320. /**
  116321. * Applies an impulse on the imposter
  116322. * @param impostor imposter to apply impulse to
  116323. * @param force amount of force to be applied to the imposter
  116324. * @param contactPoint the location to apply the impulse on the imposter
  116325. */
  116326. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  116327. /**
  116328. * Applies a force on the imposter
  116329. * @param impostor imposter to apply force
  116330. * @param force amount of force to be applied to the imposter
  116331. * @param contactPoint the location to apply the force on the imposter
  116332. */
  116333. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  116334. /**
  116335. * Creates a physics body using the plugin
  116336. * @param impostor the imposter to create the physics body on
  116337. */
  116338. generatePhysicsBody(impostor: PhysicsImpostor): void;
  116339. /**
  116340. * Removes the physics body from the imposter and disposes of the body's memory
  116341. * @param impostor imposter to remove the physics body from
  116342. */
  116343. removePhysicsBody(impostor: PhysicsImpostor): void;
  116344. /**
  116345. * Generates a joint
  116346. * @param impostorJoint the imposter joint to create the joint with
  116347. */
  116348. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  116349. /**
  116350. * Removes a joint
  116351. * @param impostorJoint the imposter joint to remove the joint from
  116352. */
  116353. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  116354. private _addMeshVerts;
  116355. /**
  116356. * Initialise the soft body vertices to match its object's (mesh) vertices
  116357. * Softbody vertices (nodes) are in world space and to match this
  116358. * The object's position and rotation is set to zero and so its vertices are also then set in world space
  116359. * @param impostor to create the softbody for
  116360. */
  116361. private _softVertexData;
  116362. /**
  116363. * Create an impostor's soft body
  116364. * @param impostor to create the softbody for
  116365. */
  116366. private _createSoftbody;
  116367. /**
  116368. * Create cloth for an impostor
  116369. * @param impostor to create the softbody for
  116370. */
  116371. private _createCloth;
  116372. /**
  116373. * Create rope for an impostor
  116374. * @param impostor to create the softbody for
  116375. */
  116376. private _createRope;
  116377. private _addHullVerts;
  116378. private _createShape;
  116379. /**
  116380. * Sets the physics body position/rotation from the babylon mesh's position/rotation
  116381. * @param impostor imposter containing the physics body and babylon object
  116382. */
  116383. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  116384. /**
  116385. * Sets the babylon object's position/rotation from the physics body's position/rotation
  116386. * @param impostor imposter containing the physics body and babylon object
  116387. * @param newPosition new position
  116388. * @param newRotation new rotation
  116389. */
  116390. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  116391. /**
  116392. * If this plugin is supported
  116393. * @returns true if its supported
  116394. */
  116395. isSupported(): boolean;
  116396. /**
  116397. * Sets the linear velocity of the physics body
  116398. * @param impostor imposter to set the velocity on
  116399. * @param velocity velocity to set
  116400. */
  116401. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  116402. /**
  116403. * Sets the angular velocity of the physics body
  116404. * @param impostor imposter to set the velocity on
  116405. * @param velocity velocity to set
  116406. */
  116407. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  116408. /**
  116409. * gets the linear velocity
  116410. * @param impostor imposter to get linear velocity from
  116411. * @returns linear velocity
  116412. */
  116413. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  116414. /**
  116415. * gets the angular velocity
  116416. * @param impostor imposter to get angular velocity from
  116417. * @returns angular velocity
  116418. */
  116419. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  116420. /**
  116421. * Sets the mass of physics body
  116422. * @param impostor imposter to set the mass on
  116423. * @param mass mass to set
  116424. */
  116425. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  116426. /**
  116427. * Gets the mass of the physics body
  116428. * @param impostor imposter to get the mass from
  116429. * @returns mass
  116430. */
  116431. getBodyMass(impostor: PhysicsImpostor): number;
  116432. /**
  116433. * Gets friction of the impostor
  116434. * @param impostor impostor to get friction from
  116435. * @returns friction value
  116436. */
  116437. getBodyFriction(impostor: PhysicsImpostor): number;
  116438. /**
  116439. * Sets friction of the impostor
  116440. * @param impostor impostor to set friction on
  116441. * @param friction friction value
  116442. */
  116443. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  116444. /**
  116445. * Gets restitution of the impostor
  116446. * @param impostor impostor to get restitution from
  116447. * @returns restitution value
  116448. */
  116449. getBodyRestitution(impostor: PhysicsImpostor): number;
  116450. /**
  116451. * Sets resitution of the impostor
  116452. * @param impostor impostor to set resitution on
  116453. * @param restitution resitution value
  116454. */
  116455. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  116456. /**
  116457. * Gets pressure inside the impostor
  116458. * @param impostor impostor to get pressure from
  116459. * @returns pressure value
  116460. */
  116461. getBodyPressure(impostor: PhysicsImpostor): number;
  116462. /**
  116463. * Sets pressure inside a soft body impostor
  116464. * Cloth and rope must remain 0 pressure
  116465. * @param impostor impostor to set pressure on
  116466. * @param pressure pressure value
  116467. */
  116468. setBodyPressure(impostor: PhysicsImpostor, pressure: number): void;
  116469. /**
  116470. * Gets stiffness of the impostor
  116471. * @param impostor impostor to get stiffness from
  116472. * @returns pressure value
  116473. */
  116474. getBodyStiffness(impostor: PhysicsImpostor): number;
  116475. /**
  116476. * Sets stiffness of the impostor
  116477. * @param impostor impostor to set stiffness on
  116478. * @param stiffness stiffness value from 0 to 1
  116479. */
  116480. setBodyStiffness(impostor: PhysicsImpostor, stiffness: number): void;
  116481. /**
  116482. * Gets velocityIterations of the impostor
  116483. * @param impostor impostor to get velocity iterations from
  116484. * @returns velocityIterations value
  116485. */
  116486. getBodyVelocityIterations(impostor: PhysicsImpostor): number;
  116487. /**
  116488. * Sets velocityIterations of the impostor
  116489. * @param impostor impostor to set velocity iterations on
  116490. * @param velocityIterations velocityIterations value
  116491. */
  116492. setBodyVelocityIterations(impostor: PhysicsImpostor, velocityIterations: number): void;
  116493. /**
  116494. * Gets positionIterations of the impostor
  116495. * @param impostor impostor to get position iterations from
  116496. * @returns positionIterations value
  116497. */
  116498. getBodyPositionIterations(impostor: PhysicsImpostor): number;
  116499. /**
  116500. * Sets positionIterations of the impostor
  116501. * @param impostor impostor to set position on
  116502. * @param positionIterations positionIterations value
  116503. */
  116504. setBodyPositionIterations(impostor: PhysicsImpostor, positionIterations: number): void;
  116505. /**
  116506. * Append an anchor to a cloth object
  116507. * @param impostor is the cloth impostor to add anchor to
  116508. * @param otherImpostor is the rigid impostor to anchor to
  116509. * @param width ratio across width from 0 to 1
  116510. * @param height ratio up height from 0 to 1
  116511. * @param influence the elasticity between cloth impostor and anchor from 0, very stretchy to 1, little strech
  116512. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  116513. */
  116514. appendAnchor(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, width: number, height: number, influence?: number, noCollisionBetweenLinkedBodies?: boolean): void;
  116515. /**
  116516. * Append an hook to a rope object
  116517. * @param impostor is the rope impostor to add hook to
  116518. * @param otherImpostor is the rigid impostor to hook to
  116519. * @param length ratio along the rope from 0 to 1
  116520. * @param influence the elasticity between soft impostor and anchor from 0, very stretchy to 1, little strech
  116521. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  116522. */
  116523. appendHook(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, length: number, influence?: number, noCollisionBetweenLinkedBodies?: boolean): void;
  116524. /**
  116525. * Sleeps the physics body and stops it from being active
  116526. * @param impostor impostor to sleep
  116527. */
  116528. sleepBody(impostor: PhysicsImpostor): void;
  116529. /**
  116530. * Activates the physics body
  116531. * @param impostor impostor to activate
  116532. */
  116533. wakeUpBody(impostor: PhysicsImpostor): void;
  116534. /**
  116535. * Updates the distance parameters of the joint
  116536. * @param joint joint to update
  116537. * @param maxDistance maximum distance of the joint
  116538. * @param minDistance minimum distance of the joint
  116539. */
  116540. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  116541. /**
  116542. * Sets a motor on the joint
  116543. * @param joint joint to set motor on
  116544. * @param speed speed of the motor
  116545. * @param maxForce maximum force of the motor
  116546. * @param motorIndex index of the motor
  116547. */
  116548. setMotor(joint: IMotorEnabledJoint, speed?: number, maxForce?: number, motorIndex?: number): void;
  116549. /**
  116550. * Sets the motors limit
  116551. * @param joint joint to set limit on
  116552. * @param upperLimit upper limit
  116553. * @param lowerLimit lower limit
  116554. */
  116555. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number): void;
  116556. /**
  116557. * Syncs the position and rotation of a mesh with the impostor
  116558. * @param mesh mesh to sync
  116559. * @param impostor impostor to update the mesh with
  116560. */
  116561. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  116562. /**
  116563. * Gets the radius of the impostor
  116564. * @param impostor impostor to get radius from
  116565. * @returns the radius
  116566. */
  116567. getRadius(impostor: PhysicsImpostor): number;
  116568. /**
  116569. * Gets the box size of the impostor
  116570. * @param impostor impostor to get box size from
  116571. * @param result the resulting box size
  116572. */
  116573. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  116574. /**
  116575. * Disposes of the impostor
  116576. */
  116577. dispose(): void;
  116578. /**
  116579. * Does a raycast in the physics world
  116580. * @param from when should the ray start?
  116581. * @param to when should the ray end?
  116582. * @returns PhysicsRaycastResult
  116583. */
  116584. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  116585. }
  116586. }
  116587. declare module BABYLON {
  116588. interface AbstractScene {
  116589. /**
  116590. * The list of reflection probes added to the scene
  116591. * @see http://doc.babylonjs.com/how_to/how_to_use_reflection_probes
  116592. */
  116593. reflectionProbes: Array<ReflectionProbe>;
  116594. /**
  116595. * Removes the given reflection probe from this scene.
  116596. * @param toRemove The reflection probe to remove
  116597. * @returns The index of the removed reflection probe
  116598. */
  116599. removeReflectionProbe(toRemove: ReflectionProbe): number;
  116600. /**
  116601. * Adds the given reflection probe to this scene.
  116602. * @param newReflectionProbe The reflection probe to add
  116603. */
  116604. addReflectionProbe(newReflectionProbe: ReflectionProbe): void;
  116605. }
  116606. /**
  116607. * Class used to generate realtime reflection / refraction cube textures
  116608. * @see http://doc.babylonjs.com/how_to/how_to_use_reflection_probes
  116609. */
  116610. export class ReflectionProbe {
  116611. /** defines the name of the probe */
  116612. name: string;
  116613. private _scene;
  116614. private _renderTargetTexture;
  116615. private _projectionMatrix;
  116616. private _viewMatrix;
  116617. private _target;
  116618. private _add;
  116619. private _attachedMesh;
  116620. private _invertYAxis;
  116621. /** Gets or sets probe position (center of the cube map) */
  116622. position: Vector3;
  116623. /**
  116624. * Creates a new reflection probe
  116625. * @param name defines the name of the probe
  116626. * @param size defines the texture resolution (for each face)
  116627. * @param scene defines the hosting scene
  116628. * @param generateMipMaps defines if mip maps should be generated automatically (true by default)
  116629. * @param useFloat defines if HDR data (flaot data) should be used to store colors (false by default)
  116630. */
  116631. constructor(
  116632. /** defines the name of the probe */
  116633. name: string, size: number, scene: Scene, generateMipMaps?: boolean, useFloat?: boolean);
  116634. /** Gets or sets the number of samples to use for multi-sampling (0 by default). Required WebGL2 */
  116635. samples: number;
  116636. /** Gets or sets the refresh rate to use (on every frame by default) */
  116637. refreshRate: number;
  116638. /**
  116639. * Gets the hosting scene
  116640. * @returns a Scene
  116641. */
  116642. getScene(): Scene;
  116643. /** Gets the internal CubeTexture used to render to */
  116644. readonly cubeTexture: RenderTargetTexture;
  116645. /** Gets the list of meshes to render */
  116646. readonly renderList: Nullable<AbstractMesh[]>;
  116647. /**
  116648. * Attach the probe to a specific mesh (Rendering will be done from attached mesh's position)
  116649. * @param mesh defines the mesh to attach to
  116650. */
  116651. attachToMesh(mesh: Nullable<AbstractMesh>): void;
  116652. /**
  116653. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups
  116654. * @param renderingGroupId The rendering group id corresponding to its index
  116655. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  116656. */
  116657. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void;
  116658. /**
  116659. * Clean all associated resources
  116660. */
  116661. dispose(): void;
  116662. /**
  116663. * Converts the reflection probe information to a readable string for debug purpose.
  116664. * @param fullDetails Supports for multiple levels of logging within scene loading
  116665. * @returns the human readable reflection probe info
  116666. */
  116667. toString(fullDetails?: boolean): string;
  116668. /**
  116669. * Get the class name of the relfection probe.
  116670. * @returns "ReflectionProbe"
  116671. */
  116672. getClassName(): string;
  116673. /**
  116674. * Serialize the reflection probe to a JSON representation we can easily use in the resepective Parse function.
  116675. * @returns The JSON representation of the texture
  116676. */
  116677. serialize(): any;
  116678. /**
  116679. * Parse the JSON representation of a reflection probe in order to recreate the reflection probe in the given scene.
  116680. * @param parsedReflectionProbe Define the JSON representation of the reflection probe
  116681. * @param scene Define the scene the parsed reflection probe should be instantiated in
  116682. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  116683. * @returns The parsed reflection probe if successful
  116684. */
  116685. static Parse(parsedReflectionProbe: any, scene: Scene, rootUrl: string): Nullable<ReflectionProbe>;
  116686. }
  116687. }
  116688. declare module BABYLON {
  116689. /** @hidden */
  116690. export var _BabylonLoaderRegistered: boolean;
  116691. }
  116692. declare module BABYLON {
  116693. /**
  116694. * The Physically based simple base material of BJS.
  116695. *
  116696. * This enables better naming and convention enforcements on top of the pbrMaterial.
  116697. * It is used as the base class for both the specGloss and metalRough conventions.
  116698. */
  116699. export abstract class PBRBaseSimpleMaterial extends PBRBaseMaterial {
  116700. /**
  116701. * Number of Simultaneous lights allowed on the material.
  116702. */
  116703. maxSimultaneousLights: number;
  116704. /**
  116705. * If sets to true, disables all the lights affecting the material.
  116706. */
  116707. disableLighting: boolean;
  116708. /**
  116709. * Environment Texture used in the material (this is use for both reflection and environment lighting).
  116710. */
  116711. environmentTexture: BaseTexture;
  116712. /**
  116713. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  116714. */
  116715. invertNormalMapX: boolean;
  116716. /**
  116717. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  116718. */
  116719. invertNormalMapY: boolean;
  116720. /**
  116721. * Normal map used in the model.
  116722. */
  116723. normalTexture: BaseTexture;
  116724. /**
  116725. * Emissivie color used to self-illuminate the model.
  116726. */
  116727. emissiveColor: Color3;
  116728. /**
  116729. * Emissivie texture used to self-illuminate the model.
  116730. */
  116731. emissiveTexture: BaseTexture;
  116732. /**
  116733. * Occlusion Channel Strenght.
  116734. */
  116735. occlusionStrength: number;
  116736. /**
  116737. * Occlusion Texture of the material (adding extra occlusion effects).
  116738. */
  116739. occlusionTexture: BaseTexture;
  116740. /**
  116741. * Defines the alpha limits in alpha test mode.
  116742. */
  116743. alphaCutOff: number;
  116744. /**
  116745. * Gets the current double sided mode.
  116746. */
  116747. /**
  116748. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  116749. */
  116750. doubleSided: boolean;
  116751. /**
  116752. * Stores the pre-calculated light information of a mesh in a texture.
  116753. */
  116754. lightmapTexture: BaseTexture;
  116755. /**
  116756. * If true, the light map contains occlusion information instead of lighting info.
  116757. */
  116758. useLightmapAsShadowmap: boolean;
  116759. /**
  116760. * Instantiates a new PBRMaterial instance.
  116761. *
  116762. * @param name The material name
  116763. * @param scene The scene the material will be use in.
  116764. */
  116765. constructor(name: string, scene: Scene);
  116766. getClassName(): string;
  116767. }
  116768. }
  116769. declare module BABYLON {
  116770. /**
  116771. * The PBR material of BJS following the metal roughness convention.
  116772. *
  116773. * This fits to the PBR convention in the GLTF definition:
  116774. * https://github.com/KhronosGroup/glTF/tree/2.0/specification/2.0
  116775. */
  116776. export class PBRMetallicRoughnessMaterial extends PBRBaseSimpleMaterial {
  116777. /**
  116778. * The base color has two different interpretations depending on the value of metalness.
  116779. * When the material is a metal, the base color is the specific measured reflectance value
  116780. * at normal incidence (F0). For a non-metal the base color represents the reflected diffuse color
  116781. * of the material.
  116782. */
  116783. baseColor: Color3;
  116784. /**
  116785. * Base texture of the metallic workflow. It contains both the baseColor information in RGB as
  116786. * well as opacity information in the alpha channel.
  116787. */
  116788. baseTexture: BaseTexture;
  116789. /**
  116790. * Specifies the metallic scalar value of the material.
  116791. * Can also be used to scale the metalness values of the metallic texture.
  116792. */
  116793. metallic: number;
  116794. /**
  116795. * Specifies the roughness scalar value of the material.
  116796. * Can also be used to scale the roughness values of the metallic texture.
  116797. */
  116798. roughness: number;
  116799. /**
  116800. * Texture containing both the metallic value in the B channel and the
  116801. * roughness value in the G channel to keep better precision.
  116802. */
  116803. metallicRoughnessTexture: BaseTexture;
  116804. /**
  116805. * Instantiates a new PBRMetalRoughnessMaterial instance.
  116806. *
  116807. * @param name The material name
  116808. * @param scene The scene the material will be use in.
  116809. */
  116810. constructor(name: string, scene: Scene);
  116811. /**
  116812. * Return the currrent class name of the material.
  116813. */
  116814. getClassName(): string;
  116815. /**
  116816. * Makes a duplicate of the current material.
  116817. * @param name - name to use for the new material.
  116818. */
  116819. clone(name: string): PBRMetallicRoughnessMaterial;
  116820. /**
  116821. * Serialize the material to a parsable JSON object.
  116822. */
  116823. serialize(): any;
  116824. /**
  116825. * Parses a JSON object correponding to the serialize function.
  116826. */
  116827. static Parse(source: any, scene: Scene, rootUrl: string): PBRMetallicRoughnessMaterial;
  116828. }
  116829. }
  116830. declare module BABYLON {
  116831. /**
  116832. * The PBR material of BJS following the specular glossiness convention.
  116833. *
  116834. * This fits to the PBR convention in the GLTF definition:
  116835. * https://github.com/KhronosGroup/glTF/tree/2.0/extensions/Khronos/KHR_materials_pbrSpecularGlossiness
  116836. */
  116837. export class PBRSpecularGlossinessMaterial extends PBRBaseSimpleMaterial {
  116838. /**
  116839. * Specifies the diffuse color of the material.
  116840. */
  116841. diffuseColor: Color3;
  116842. /**
  116843. * Specifies the diffuse texture of the material. This can also contains the opcity value in its alpha
  116844. * channel.
  116845. */
  116846. diffuseTexture: BaseTexture;
  116847. /**
  116848. * Specifies the specular color of the material. This indicates how reflective is the material (none to mirror).
  116849. */
  116850. specularColor: Color3;
  116851. /**
  116852. * Specifies the glossiness of the material. This indicates "how sharp is the reflection".
  116853. */
  116854. glossiness: number;
  116855. /**
  116856. * Specifies both the specular color RGB and the glossiness A of the material per pixels.
  116857. */
  116858. specularGlossinessTexture: BaseTexture;
  116859. /**
  116860. * Instantiates a new PBRSpecularGlossinessMaterial instance.
  116861. *
  116862. * @param name The material name
  116863. * @param scene The scene the material will be use in.
  116864. */
  116865. constructor(name: string, scene: Scene);
  116866. /**
  116867. * Return the currrent class name of the material.
  116868. */
  116869. getClassName(): string;
  116870. /**
  116871. * Makes a duplicate of the current material.
  116872. * @param name - name to use for the new material.
  116873. */
  116874. clone(name: string): PBRSpecularGlossinessMaterial;
  116875. /**
  116876. * Serialize the material to a parsable JSON object.
  116877. */
  116878. serialize(): any;
  116879. /**
  116880. * Parses a JSON object correponding to the serialize function.
  116881. */
  116882. static Parse(source: any, scene: Scene, rootUrl: string): PBRSpecularGlossinessMaterial;
  116883. }
  116884. }
  116885. declare module BABYLON {
  116886. /**
  116887. * This represents a color grading texture. This acts as a lookup table LUT, useful during post process
  116888. * It can help converting any input color in a desired output one. This can then be used to create effects
  116889. * from sepia, black and white to sixties or futuristic rendering...
  116890. *
  116891. * The only supported format is currently 3dl.
  116892. * More information on LUT: https://en.wikipedia.org/wiki/3D_lookup_table
  116893. */
  116894. export class ColorGradingTexture extends BaseTexture {
  116895. /**
  116896. * The current texture matrix. (will always be identity in color grading texture)
  116897. */
  116898. private _textureMatrix;
  116899. /**
  116900. * The texture URL.
  116901. */
  116902. url: string;
  116903. /**
  116904. * Empty line regex stored for GC.
  116905. */
  116906. private static _noneEmptyLineRegex;
  116907. private _engine;
  116908. /**
  116909. * Instantiates a ColorGradingTexture from the following parameters.
  116910. *
  116911. * @param url The location of the color gradind data (currently only supporting 3dl)
  116912. * @param scene The scene the texture will be used in
  116913. */
  116914. constructor(url: string, scene: Scene);
  116915. /**
  116916. * Returns the texture matrix used in most of the material.
  116917. * This is not used in color grading but keep for troubleshooting purpose (easily swap diffuse by colorgrading to look in).
  116918. */
  116919. getTextureMatrix(): Matrix;
  116920. /**
  116921. * Occurs when the file being loaded is a .3dl LUT file.
  116922. */
  116923. private load3dlTexture;
  116924. /**
  116925. * Starts the loading process of the texture.
  116926. */
  116927. private loadTexture;
  116928. /**
  116929. * Clones the color gradind texture.
  116930. */
  116931. clone(): ColorGradingTexture;
  116932. /**
  116933. * Called during delayed load for textures.
  116934. */
  116935. delayLoad(): void;
  116936. /**
  116937. * Parses a color grading texture serialized by Babylon.
  116938. * @param parsedTexture The texture information being parsedTexture
  116939. * @param scene The scene to load the texture in
  116940. * @param rootUrl The root url of the data assets to load
  116941. * @return A color gradind texture
  116942. */
  116943. static Parse(parsedTexture: any, scene: Scene): Nullable<ColorGradingTexture>;
  116944. /**
  116945. * Serializes the LUT texture to json format.
  116946. */
  116947. serialize(): any;
  116948. }
  116949. }
  116950. declare module BABYLON {
  116951. /**
  116952. * This represents a texture coming from an equirectangular image supported by the web browser canvas.
  116953. */
  116954. export class EquiRectangularCubeTexture extends BaseTexture {
  116955. /** The six faces of the cube. */
  116956. private static _FacesMapping;
  116957. private _noMipmap;
  116958. private _onLoad;
  116959. private _onError;
  116960. /** The size of the cubemap. */
  116961. private _size;
  116962. /** The buffer of the image. */
  116963. private _buffer;
  116964. /** The width of the input image. */
  116965. private _width;
  116966. /** The height of the input image. */
  116967. private _height;
  116968. /** The URL to the image. */
  116969. url: string;
  116970. /** The texture coordinates mode. As this texture is stored in a cube format, please modify carefully. */
  116971. coordinatesMode: number;
  116972. /**
  116973. * Instantiates an EquiRectangularCubeTexture from the following parameters.
  116974. * @param url The location of the image
  116975. * @param scene The scene the texture will be used in
  116976. * @param size The cubemap desired size (the more it increases the longer the generation will be)
  116977. * @param noMipmap Forces to not generate the mipmap if true
  116978. * @param gammaSpace Specifies if the texture will be used in gamma or linear space
  116979. * (the PBR material requires those textures in linear space, but the standard material would require them in Gamma space)
  116980. * @param onLoad — defines a callback called when texture is loaded
  116981. * @param onError — defines a callback called if there is an error
  116982. */
  116983. constructor(url: string, scene: Scene, size: number, noMipmap?: boolean, gammaSpace?: boolean, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>);
  116984. /**
  116985. * Load the image data, by putting the image on a canvas and extracting its buffer.
  116986. */
  116987. private loadImage;
  116988. /**
  116989. * Convert the image buffer into a cubemap and create a CubeTexture.
  116990. */
  116991. private loadTexture;
  116992. /**
  116993. * Convert the ArrayBuffer into a Float32Array and drop the transparency channel.
  116994. * @param buffer The ArrayBuffer that should be converted.
  116995. * @returns The buffer as Float32Array.
  116996. */
  116997. private getFloat32ArrayFromArrayBuffer;
  116998. /**
  116999. * Get the current class name of the texture useful for serialization or dynamic coding.
  117000. * @returns "EquiRectangularCubeTexture"
  117001. */
  117002. getClassName(): string;
  117003. /**
  117004. * Create a clone of the current EquiRectangularCubeTexture and return it.
  117005. * @returns A clone of the current EquiRectangularCubeTexture.
  117006. */
  117007. clone(): EquiRectangularCubeTexture;
  117008. }
  117009. }
  117010. declare module BABYLON {
  117011. /**
  117012. * Based on jsTGALoader - Javascript loader for TGA file
  117013. * By Vincent Thibault
  117014. * @see http://blog.robrowser.com/javascript-tga-loader.html
  117015. */
  117016. export class TGATools {
  117017. private static _TYPE_INDEXED;
  117018. private static _TYPE_RGB;
  117019. private static _TYPE_GREY;
  117020. private static _TYPE_RLE_INDEXED;
  117021. private static _TYPE_RLE_RGB;
  117022. private static _TYPE_RLE_GREY;
  117023. private static _ORIGIN_MASK;
  117024. private static _ORIGIN_SHIFT;
  117025. private static _ORIGIN_BL;
  117026. private static _ORIGIN_BR;
  117027. private static _ORIGIN_UL;
  117028. private static _ORIGIN_UR;
  117029. /**
  117030. * Gets the header of a TGA file
  117031. * @param data defines the TGA data
  117032. * @returns the header
  117033. */
  117034. static GetTGAHeader(data: Uint8Array): any;
  117035. /**
  117036. * Uploads TGA content to a Babylon Texture
  117037. * @hidden
  117038. */
  117039. static UploadContent(texture: InternalTexture, data: Uint8Array): void;
  117040. /** @hidden */
  117041. 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;
  117042. /** @hidden */
  117043. 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;
  117044. /** @hidden */
  117045. 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;
  117046. /** @hidden */
  117047. 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;
  117048. /** @hidden */
  117049. 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;
  117050. /** @hidden */
  117051. 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;
  117052. }
  117053. }
  117054. declare module BABYLON {
  117055. /**
  117056. * Implementation of the TGA Texture Loader.
  117057. * @hidden
  117058. */
  117059. export class _TGATextureLoader implements IInternalTextureLoader {
  117060. /**
  117061. * Defines wether the loader supports cascade loading the different faces.
  117062. */
  117063. readonly supportCascades: boolean;
  117064. /**
  117065. * This returns if the loader support the current file information.
  117066. * @param extension defines the file extension of the file being loaded
  117067. * @param textureFormatInUse defines the current compressed format in use iun the engine
  117068. * @param fallback defines the fallback internal texture if any
  117069. * @param isBase64 defines whether the texture is encoded as a base64
  117070. * @param isBuffer defines whether the texture data are stored as a buffer
  117071. * @returns true if the loader can load the specified file
  117072. */
  117073. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  117074. /**
  117075. * Transform the url before loading if required.
  117076. * @param rootUrl the url of the texture
  117077. * @param textureFormatInUse defines the current compressed format in use iun the engine
  117078. * @returns the transformed texture
  117079. */
  117080. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  117081. /**
  117082. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  117083. * @param rootUrl the url of the texture
  117084. * @param textureFormatInUse defines the current compressed format in use iun the engine
  117085. * @returns the fallback texture
  117086. */
  117087. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  117088. /**
  117089. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  117090. * @param data contains the texture data
  117091. * @param texture defines the BabylonJS internal texture
  117092. * @param createPolynomials will be true if polynomials have been requested
  117093. * @param onLoad defines the callback to trigger once the texture is ready
  117094. * @param onError defines the callback to trigger in case of error
  117095. */
  117096. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  117097. /**
  117098. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  117099. * @param data contains the texture data
  117100. * @param texture defines the BabylonJS internal texture
  117101. * @param callback defines the method to call once ready to upload
  117102. */
  117103. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  117104. }
  117105. }
  117106. declare module BABYLON {
  117107. /**
  117108. * Info about the .basis files
  117109. */
  117110. class BasisFileInfo {
  117111. /**
  117112. * If the file has alpha
  117113. */
  117114. hasAlpha: boolean;
  117115. /**
  117116. * Info about each image of the basis file
  117117. */
  117118. images: Array<{
  117119. levels: Array<{
  117120. width: number;
  117121. height: number;
  117122. transcodedPixels: ArrayBufferView;
  117123. }>;
  117124. }>;
  117125. }
  117126. /**
  117127. * Result of transcoding a basis file
  117128. */
  117129. class TranscodeResult {
  117130. /**
  117131. * Info about the .basis file
  117132. */
  117133. fileInfo: BasisFileInfo;
  117134. /**
  117135. * Format to use when loading the file
  117136. */
  117137. format: number;
  117138. }
  117139. /**
  117140. * Configuration options for the Basis transcoder
  117141. */
  117142. export class BasisTranscodeConfiguration {
  117143. /**
  117144. * Supported compression formats used to determine the supported output format of the transcoder
  117145. */
  117146. supportedCompressionFormats?: {
  117147. /**
  117148. * etc1 compression format
  117149. */
  117150. etc1?: boolean;
  117151. /**
  117152. * s3tc compression format
  117153. */
  117154. s3tc?: boolean;
  117155. /**
  117156. * pvrtc compression format
  117157. */
  117158. pvrtc?: boolean;
  117159. /**
  117160. * etc2 compression format
  117161. */
  117162. etc2?: boolean;
  117163. };
  117164. /**
  117165. * If mipmap levels should be loaded for transcoded images (Default: true)
  117166. */
  117167. loadMipmapLevels?: boolean;
  117168. /**
  117169. * Index of a single image to load (Default: all images)
  117170. */
  117171. loadSingleImage?: number;
  117172. }
  117173. /**
  117174. * Used to load .Basis files
  117175. * See https://github.com/BinomialLLC/basis_universal/tree/master/webgl
  117176. */
  117177. export class BasisTools {
  117178. private static _IgnoreSupportedFormats;
  117179. /**
  117180. * URL to use when loading the basis transcoder
  117181. */
  117182. static JSModuleURL: string;
  117183. /**
  117184. * URL to use when loading the wasm module for the transcoder
  117185. */
  117186. static WasmModuleURL: string;
  117187. /**
  117188. * Get the internal format to be passed to texImage2D corresponding to the .basis format value
  117189. * @param basisFormat format chosen from GetSupportedTranscodeFormat
  117190. * @returns internal format corresponding to the Basis format
  117191. */
  117192. static GetInternalFormatFromBasisFormat(basisFormat: number): number;
  117193. private static _WorkerPromise;
  117194. private static _Worker;
  117195. private static _actionId;
  117196. private static _CreateWorkerAsync;
  117197. /**
  117198. * Transcodes a loaded image file to compressed pixel data
  117199. * @param imageData image data to transcode
  117200. * @param config configuration options for the transcoding
  117201. * @returns a promise resulting in the transcoded image
  117202. */
  117203. static TranscodeAsync(imageData: ArrayBuffer, config: BasisTranscodeConfiguration): Promise<TranscodeResult>;
  117204. /**
  117205. * Loads a texture from the transcode result
  117206. * @param texture texture load to
  117207. * @param transcodeResult the result of transcoding the basis file to load from
  117208. */
  117209. static LoadTextureFromTranscodeResult(texture: InternalTexture, transcodeResult: TranscodeResult): void;
  117210. }
  117211. }
  117212. declare module BABYLON {
  117213. /**
  117214. * Loader for .basis file format
  117215. */
  117216. export class _BasisTextureLoader implements IInternalTextureLoader {
  117217. /**
  117218. * Defines whether the loader supports cascade loading the different faces.
  117219. */
  117220. readonly supportCascades: boolean;
  117221. /**
  117222. * This returns if the loader support the current file information.
  117223. * @param extension defines the file extension of the file being loaded
  117224. * @param textureFormatInUse defines the current compressed format in use iun the engine
  117225. * @param fallback defines the fallback internal texture if any
  117226. * @param isBase64 defines whether the texture is encoded as a base64
  117227. * @param isBuffer defines whether the texture data are stored as a buffer
  117228. * @returns true if the loader can load the specified file
  117229. */
  117230. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  117231. /**
  117232. * Transform the url before loading if required.
  117233. * @param rootUrl the url of the texture
  117234. * @param textureFormatInUse defines the current compressed format in use iun the engine
  117235. * @returns the transformed texture
  117236. */
  117237. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  117238. /**
  117239. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  117240. * @param rootUrl the url of the texture
  117241. * @param textureFormatInUse defines the current compressed format in use iun the engine
  117242. * @returns the fallback texture
  117243. */
  117244. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  117245. /**
  117246. * Uploads the cube texture data to the WebGl Texture. It has already been bound.
  117247. * @param data contains the texture data
  117248. * @param texture defines the BabylonJS internal texture
  117249. * @param createPolynomials will be true if polynomials have been requested
  117250. * @param onLoad defines the callback to trigger once the texture is ready
  117251. * @param onError defines the callback to trigger in case of error
  117252. */
  117253. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  117254. /**
  117255. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  117256. * @param data contains the texture data
  117257. * @param texture defines the BabylonJS internal texture
  117258. * @param callback defines the method to call once ready to upload
  117259. */
  117260. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  117261. }
  117262. }
  117263. declare module BABYLON {
  117264. /**
  117265. * 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.
  117266. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  117267. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  117268. */
  117269. export class CustomProceduralTexture extends ProceduralTexture {
  117270. private _animate;
  117271. private _time;
  117272. private _config;
  117273. private _texturePath;
  117274. /**
  117275. * Instantiates a new Custom Procedural Texture.
  117276. * 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.
  117277. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  117278. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  117279. * @param name Define the name of the texture
  117280. * @param texturePath Define the folder path containing all the cutom texture related files (config, shaders...)
  117281. * @param size Define the size of the texture to create
  117282. * @param scene Define the scene the texture belongs to
  117283. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  117284. * @param generateMipMaps Define if the texture should creates mip maps or not
  117285. */
  117286. constructor(name: string, texturePath: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean);
  117287. private _loadJson;
  117288. /**
  117289. * Is the texture ready to be used ? (rendered at least once)
  117290. * @returns true if ready, otherwise, false.
  117291. */
  117292. isReady(): boolean;
  117293. /**
  117294. * Render the texture to its associated render target.
  117295. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  117296. */
  117297. render(useCameraPostProcess?: boolean): void;
  117298. /**
  117299. * Update the list of dependant textures samplers in the shader.
  117300. */
  117301. updateTextures(): void;
  117302. /**
  117303. * Update the uniform values of the procedural texture in the shader.
  117304. */
  117305. updateShaderUniforms(): void;
  117306. /**
  117307. * Define if the texture animates or not.
  117308. */
  117309. animate: boolean;
  117310. }
  117311. }
  117312. declare module BABYLON {
  117313. /** @hidden */
  117314. export var noisePixelShader: {
  117315. name: string;
  117316. shader: string;
  117317. };
  117318. }
  117319. declare module BABYLON {
  117320. /**
  117321. * Class used to generate noise procedural textures
  117322. */
  117323. export class NoiseProceduralTexture extends ProceduralTexture {
  117324. private _time;
  117325. /** Gets or sets a value between 0 and 1 indicating the overall brightness of the texture (default is 0.2) */
  117326. brightness: number;
  117327. /** Defines the number of octaves to process */
  117328. octaves: number;
  117329. /** Defines the level of persistence (0.8 by default) */
  117330. persistence: number;
  117331. /** Gets or sets animation speed factor (default is 1) */
  117332. animationSpeedFactor: number;
  117333. /**
  117334. * Creates a new NoiseProceduralTexture
  117335. * @param name defines the name fo the texture
  117336. * @param size defines the size of the texture (default is 256)
  117337. * @param scene defines the hosting scene
  117338. * @param fallbackTexture defines the texture to use if the NoiseProceduralTexture can't be created
  117339. * @param generateMipMaps defines if mipmaps must be generated (true by default)
  117340. */
  117341. constructor(name: string, size?: number, scene?: Nullable<Scene>, fallbackTexture?: Texture, generateMipMaps?: boolean);
  117342. private _updateShaderUniforms;
  117343. protected _getDefines(): string;
  117344. /** Generate the current state of the procedural texture */
  117345. render(useCameraPostProcess?: boolean): void;
  117346. /**
  117347. * Serializes this noise procedural texture
  117348. * @returns a serialized noise procedural texture object
  117349. */
  117350. serialize(): any;
  117351. /**
  117352. * Creates a NoiseProceduralTexture from parsed noise procedural texture data
  117353. * @param parsedTexture defines parsed texture data
  117354. * @param scene defines the current scene
  117355. * @param rootUrl defines the root URL containing noise procedural texture information
  117356. * @returns a parsed NoiseProceduralTexture
  117357. */
  117358. static Parse(parsedTexture: any, scene: Scene): NoiseProceduralTexture;
  117359. }
  117360. }
  117361. declare module BABYLON {
  117362. /**
  117363. * Raw cube texture where the raw buffers are passed in
  117364. */
  117365. export class RawCubeTexture extends CubeTexture {
  117366. /**
  117367. * Creates a cube texture where the raw buffers are passed in.
  117368. * @param scene defines the scene the texture is attached to
  117369. * @param data defines the array of data to use to create each face
  117370. * @param size defines the size of the textures
  117371. * @param format defines the format of the data
  117372. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  117373. * @param generateMipMaps defines if the engine should generate the mip levels
  117374. * @param invertY defines if data must be stored with Y axis inverted
  117375. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  117376. * @param compression defines the compression used (null by default)
  117377. */
  117378. constructor(scene: Scene, data: Nullable<ArrayBufferView[]>, size: number, format?: number, type?: number, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, compression?: Nullable<string>);
  117379. /**
  117380. * Updates the raw cube texture.
  117381. * @param data defines the data to store
  117382. * @param format defines the data format
  117383. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  117384. * @param invertY defines if data must be stored with Y axis inverted
  117385. * @param compression defines the compression used (null by default)
  117386. * @param level defines which level of the texture to update
  117387. */
  117388. update(data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression?: Nullable<string>): void;
  117389. /**
  117390. * Updates a raw cube texture with RGBD encoded data.
  117391. * @param data defines the array of data [mipmap][face] to use to create each face
  117392. * @param sphericalPolynomial defines the spherical polynomial for irradiance
  117393. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  117394. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  117395. * @returns a promsie that resolves when the operation is complete
  117396. */
  117397. updateRGBDAsync(data: ArrayBufferView[][], sphericalPolynomial?: Nullable<SphericalPolynomial>, lodScale?: number, lodOffset?: number): Promise<void>;
  117398. /**
  117399. * Clones the raw cube texture.
  117400. * @return a new cube texture
  117401. */
  117402. clone(): CubeTexture;
  117403. /** @hidden */
  117404. static _UpdateRGBDAsync(internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number): Promise<void>;
  117405. }
  117406. }
  117407. declare module BABYLON {
  117408. /**
  117409. * Class used to store 3D textures containing user data
  117410. */
  117411. export class RawTexture3D extends Texture {
  117412. /** Gets or sets the texture format to use */
  117413. format: number;
  117414. private _engine;
  117415. /**
  117416. * Create a new RawTexture3D
  117417. * @param data defines the data of the texture
  117418. * @param width defines the width of the texture
  117419. * @param height defines the height of the texture
  117420. * @param depth defines the depth of the texture
  117421. * @param format defines the texture format to use
  117422. * @param scene defines the hosting scene
  117423. * @param generateMipMaps defines a boolean indicating if mip levels should be generated (true by default)
  117424. * @param invertY defines if texture must be stored with Y axis inverted
  117425. * @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)
  117426. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  117427. */
  117428. constructor(data: ArrayBufferView, width: number, height: number, depth: number,
  117429. /** Gets or sets the texture format to use */
  117430. format: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, textureType?: number);
  117431. /**
  117432. * Update the texture with new data
  117433. * @param data defines the data to store in the texture
  117434. */
  117435. update(data: ArrayBufferView): void;
  117436. }
  117437. }
  117438. declare module BABYLON {
  117439. /**
  117440. * Creates a refraction texture used by refraction channel of the standard material.
  117441. * It is like a mirror but to see through a material.
  117442. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  117443. */
  117444. export class RefractionTexture extends RenderTargetTexture {
  117445. /**
  117446. * Define the reflection plane we want to use. The refractionPlane is usually set to the constructed refractor.
  117447. * 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.
  117448. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  117449. */
  117450. refractionPlane: Plane;
  117451. /**
  117452. * Define how deep under the surface we should see.
  117453. */
  117454. depth: number;
  117455. /**
  117456. * Creates a refraction texture used by refraction channel of the standard material.
  117457. * It is like a mirror but to see through a material.
  117458. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  117459. * @param name Define the texture name
  117460. * @param size Define the size of the underlying texture
  117461. * @param scene Define the scene the refraction belongs to
  117462. * @param generateMipMaps Define if we need to generate mips level for the refraction
  117463. */
  117464. constructor(name: string, size: number, scene: Scene, generateMipMaps?: boolean);
  117465. /**
  117466. * Clone the refraction texture.
  117467. * @returns the cloned texture
  117468. */
  117469. clone(): RefractionTexture;
  117470. /**
  117471. * Serialize the texture to a JSON representation you could use in Parse later on
  117472. * @returns the serialized JSON representation
  117473. */
  117474. serialize(): any;
  117475. }
  117476. }
  117477. declare module BABYLON {
  117478. /**
  117479. * Defines the options related to the creation of an HtmlElementTexture
  117480. */
  117481. export interface IHtmlElementTextureOptions {
  117482. /**
  117483. * Defines wether mip maps should be created or not.
  117484. */
  117485. generateMipMaps?: boolean;
  117486. /**
  117487. * Defines the sampling mode of the texture.
  117488. */
  117489. samplingMode?: number;
  117490. /**
  117491. * Defines the engine instance to use the texture with. It is not mandatory if you define a scene.
  117492. */
  117493. engine: Nullable<Engine>;
  117494. /**
  117495. * Defines the scene the texture belongs to. It is not mandatory if you define an engine.
  117496. */
  117497. scene: Nullable<Scene>;
  117498. }
  117499. /**
  117500. * This represents the smallest workload to use an already existing element (Canvas or Video) as a texture.
  117501. * To be as efficient as possible depending on your constraints nothing aside the first upload
  117502. * is automatically managed.
  117503. * It is a cheap VideoTexture or DynamicTexture if you prefer to keep full control of the elements
  117504. * in your application.
  117505. *
  117506. * As the update is not automatic, you need to call them manually.
  117507. */
  117508. export class HtmlElementTexture extends BaseTexture {
  117509. /**
  117510. * The texture URL.
  117511. */
  117512. element: HTMLVideoElement | HTMLCanvasElement;
  117513. private static readonly DefaultOptions;
  117514. private _textureMatrix;
  117515. private _engine;
  117516. private _isVideo;
  117517. private _generateMipMaps;
  117518. private _samplingMode;
  117519. /**
  117520. * Instantiates a HtmlElementTexture from the following parameters.
  117521. *
  117522. * @param name Defines the name of the texture
  117523. * @param element Defines the video or canvas the texture is filled with
  117524. * @param options Defines the other none mandatory texture creation options
  117525. */
  117526. constructor(name: string, element: HTMLVideoElement | HTMLCanvasElement, options: IHtmlElementTextureOptions);
  117527. private _createInternalTexture;
  117528. /**
  117529. * Returns the texture matrix used in most of the material.
  117530. */
  117531. getTextureMatrix(): Matrix;
  117532. /**
  117533. * Updates the content of the texture.
  117534. * @param invertY Defines wether the texture should be inverted on Y (false by default on video and true on canvas)
  117535. */
  117536. update(invertY?: Nullable<boolean>): void;
  117537. }
  117538. }
  117539. declare module BABYLON {
  117540. /**
  117541. * Enum used to define the target of a block
  117542. */
  117543. export enum NodeMaterialBlockTargets {
  117544. /** Vertex shader */
  117545. Vertex = 1,
  117546. /** Fragment shader */
  117547. Fragment = 2,
  117548. /** Neutral */
  117549. Neutral = 4,
  117550. /** Vertex and Fragment */
  117551. VertexAndFragment = 3
  117552. }
  117553. }
  117554. declare module BABYLON {
  117555. /**
  117556. * Defines the kind of connection point for node based material
  117557. */
  117558. export enum NodeMaterialBlockConnectionPointTypes {
  117559. /** Float */
  117560. Float = 1,
  117561. /** Int */
  117562. Int = 2,
  117563. /** Vector2 */
  117564. Vector2 = 4,
  117565. /** Vector3 */
  117566. Vector3 = 8,
  117567. /** Vector4 */
  117568. Vector4 = 16,
  117569. /** Color3 */
  117570. Color3 = 32,
  117571. /** Color4 */
  117572. Color4 = 64,
  117573. /** Matrix */
  117574. Matrix = 128,
  117575. /** Detect type based on connection */
  117576. AutoDetect = 1024,
  117577. /** Output type that will be defined by input type */
  117578. BasedOnInput = 2048
  117579. }
  117580. }
  117581. declare module BABYLON {
  117582. /**
  117583. * Root class for all node material optimizers
  117584. */
  117585. export class NodeMaterialOptimizer {
  117586. /**
  117587. * Function used to optimize a NodeMaterial graph
  117588. * @param vertexOutputNodes defines the list of output nodes for the vertex shader
  117589. * @param fragmentOutputNodes defines the list of output nodes for the fragment shader
  117590. */
  117591. optimize(vertexOutputNodes: NodeMaterialBlock[], fragmentOutputNodes: NodeMaterialBlock[]): void;
  117592. }
  117593. }
  117594. declare module BABYLON {
  117595. /**
  117596. * Block used to transform a vector (2, 3 or 4) with a matrix. It will generate a Vector4
  117597. */
  117598. export class TransformBlock extends NodeMaterialBlock {
  117599. /**
  117600. * Defines the value to use to complement W value to transform it to a Vector4
  117601. */
  117602. complementW: number;
  117603. /**
  117604. * Defines the value to use to complement z value to transform it to a Vector4
  117605. */
  117606. complementZ: number;
  117607. /**
  117608. * Creates a new TransformBlock
  117609. * @param name defines the block name
  117610. */
  117611. constructor(name: string);
  117612. /**
  117613. * Gets the current class name
  117614. * @returns the class name
  117615. */
  117616. getClassName(): string;
  117617. /**
  117618. * Gets the vector input
  117619. */
  117620. readonly vector: NodeMaterialConnectionPoint;
  117621. /**
  117622. * Gets the output component
  117623. */
  117624. readonly output: NodeMaterialConnectionPoint;
  117625. /**
  117626. * Gets the matrix transform input
  117627. */
  117628. readonly transform: NodeMaterialConnectionPoint;
  117629. protected _buildBlock(state: NodeMaterialBuildState): this;
  117630. serialize(): any;
  117631. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  117632. protected _dumpPropertiesCode(): string;
  117633. }
  117634. }
  117635. declare module BABYLON {
  117636. /**
  117637. * Block used to output the vertex position
  117638. */
  117639. export class VertexOutputBlock extends NodeMaterialBlock {
  117640. /**
  117641. * Creates a new VertexOutputBlock
  117642. * @param name defines the block name
  117643. */
  117644. constructor(name: string);
  117645. /**
  117646. * Gets the current class name
  117647. * @returns the class name
  117648. */
  117649. getClassName(): string;
  117650. /**
  117651. * Gets the vector input component
  117652. */
  117653. readonly vector: NodeMaterialConnectionPoint;
  117654. protected _buildBlock(state: NodeMaterialBuildState): this;
  117655. }
  117656. }
  117657. declare module BABYLON {
  117658. /**
  117659. * Block used to output the final color
  117660. */
  117661. export class FragmentOutputBlock extends NodeMaterialBlock {
  117662. /**
  117663. * Create a new FragmentOutputBlock
  117664. * @param name defines the block name
  117665. */
  117666. constructor(name: string);
  117667. /**
  117668. * Gets the current class name
  117669. * @returns the class name
  117670. */
  117671. getClassName(): string;
  117672. /**
  117673. * Gets the rgba input component
  117674. */
  117675. readonly rgba: NodeMaterialConnectionPoint;
  117676. /**
  117677. * Gets the rgb input component
  117678. */
  117679. readonly rgb: NodeMaterialConnectionPoint;
  117680. /**
  117681. * Gets the a input component
  117682. */
  117683. readonly a: NodeMaterialConnectionPoint;
  117684. protected _buildBlock(state: NodeMaterialBuildState): this;
  117685. }
  117686. }
  117687. declare module BABYLON {
  117688. /**
  117689. * Enum used to define system values e.g. values automatically provided by the system
  117690. */
  117691. export enum NodeMaterialSystemValues {
  117692. /** World */
  117693. World = 1,
  117694. /** View */
  117695. View = 2,
  117696. /** Projection */
  117697. Projection = 3,
  117698. /** ViewProjection */
  117699. ViewProjection = 4,
  117700. /** WorldView */
  117701. WorldView = 5,
  117702. /** WorldViewProjection */
  117703. WorldViewProjection = 6,
  117704. /** CameraPosition */
  117705. CameraPosition = 7,
  117706. /** Fog Color */
  117707. FogColor = 8
  117708. }
  117709. }
  117710. declare module BABYLON {
  117711. /**
  117712. * Block used to read a reflection texture from a sampler
  117713. */
  117714. export class ReflectionTextureBlock extends NodeMaterialBlock {
  117715. private _define3DName;
  117716. private _defineCubicName;
  117717. private _defineExplicitName;
  117718. private _defineProjectionName;
  117719. private _defineLocalCubicName;
  117720. private _defineSphericalName;
  117721. private _definePlanarName;
  117722. private _defineEquirectangularName;
  117723. private _defineMirroredEquirectangularFixedName;
  117724. private _defineEquirectangularFixedName;
  117725. private _defineSkyboxName;
  117726. private _cubeSamplerName;
  117727. private _2DSamplerName;
  117728. private _positionUVWName;
  117729. private _directionWName;
  117730. private _reflectionCoordsName;
  117731. private _reflection2DCoordsName;
  117732. private _reflectionColorName;
  117733. private _reflectionMatrixName;
  117734. /**
  117735. * Gets or sets the texture associated with the node
  117736. */
  117737. texture: Nullable<BaseTexture>;
  117738. /**
  117739. * Create a new TextureBlock
  117740. * @param name defines the block name
  117741. */
  117742. constructor(name: string);
  117743. /**
  117744. * Gets the current class name
  117745. * @returns the class name
  117746. */
  117747. getClassName(): string;
  117748. /**
  117749. * Gets the world position input component
  117750. */
  117751. readonly position: NodeMaterialConnectionPoint;
  117752. /**
  117753. * Gets the world position input component
  117754. */
  117755. readonly worldPosition: NodeMaterialConnectionPoint;
  117756. /**
  117757. * Gets the world normal input component
  117758. */
  117759. readonly worldNormal: NodeMaterialConnectionPoint;
  117760. /**
  117761. * Gets the world input component
  117762. */
  117763. readonly world: NodeMaterialConnectionPoint;
  117764. /**
  117765. * Gets the camera (or eye) position component
  117766. */
  117767. readonly cameraPosition: NodeMaterialConnectionPoint;
  117768. /**
  117769. * Gets the view input component
  117770. */
  117771. readonly view: NodeMaterialConnectionPoint;
  117772. /**
  117773. * Gets the rgb output component
  117774. */
  117775. readonly rgb: NodeMaterialConnectionPoint;
  117776. /**
  117777. * Gets the r output component
  117778. */
  117779. readonly r: NodeMaterialConnectionPoint;
  117780. /**
  117781. * Gets the g output component
  117782. */
  117783. readonly g: NodeMaterialConnectionPoint;
  117784. /**
  117785. * Gets the b output component
  117786. */
  117787. readonly b: NodeMaterialConnectionPoint;
  117788. autoConfigure(material: NodeMaterial): void;
  117789. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  117790. isReady(): boolean;
  117791. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  117792. private _injectVertexCode;
  117793. private _writeOutput;
  117794. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  117795. serialize(): any;
  117796. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  117797. }
  117798. }
  117799. declare module BABYLON {
  117800. /**
  117801. * Interface used to configure the node material editor
  117802. */
  117803. export interface INodeMaterialEditorOptions {
  117804. /** Define the URl to load node editor script */
  117805. editorURL?: string;
  117806. }
  117807. /** @hidden */
  117808. export class NodeMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  117809. /** BONES */
  117810. NUM_BONE_INFLUENCERS: number;
  117811. BonesPerMesh: number;
  117812. BONETEXTURE: boolean;
  117813. /** MORPH TARGETS */
  117814. MORPHTARGETS: boolean;
  117815. MORPHTARGETS_NORMAL: boolean;
  117816. MORPHTARGETS_TANGENT: boolean;
  117817. MORPHTARGETS_UV: boolean;
  117818. NUM_MORPH_INFLUENCERS: number;
  117819. /** IMAGE PROCESSING */
  117820. IMAGEPROCESSING: boolean;
  117821. VIGNETTE: boolean;
  117822. VIGNETTEBLENDMODEMULTIPLY: boolean;
  117823. VIGNETTEBLENDMODEOPAQUE: boolean;
  117824. TONEMAPPING: boolean;
  117825. TONEMAPPING_ACES: boolean;
  117826. CONTRAST: boolean;
  117827. EXPOSURE: boolean;
  117828. COLORCURVES: boolean;
  117829. COLORGRADING: boolean;
  117830. COLORGRADING3D: boolean;
  117831. SAMPLER3DGREENDEPTH: boolean;
  117832. SAMPLER3DBGRMAP: boolean;
  117833. IMAGEPROCESSINGPOSTPROCESS: boolean;
  117834. /** MISC. */
  117835. BUMPDIRECTUV: number;
  117836. constructor();
  117837. setValue(name: string, value: boolean): void;
  117838. }
  117839. /**
  117840. * Class used to configure NodeMaterial
  117841. */
  117842. export interface INodeMaterialOptions {
  117843. /**
  117844. * Defines if blocks should emit comments
  117845. */
  117846. emitComments: boolean;
  117847. }
  117848. /**
  117849. * Class used to create a node based material built by assembling shader blocks
  117850. */
  117851. export class NodeMaterial extends PushMaterial {
  117852. private static _BuildIdGenerator;
  117853. private _options;
  117854. private _vertexCompilationState;
  117855. private _fragmentCompilationState;
  117856. private _sharedData;
  117857. private _buildId;
  117858. private _buildWasSuccessful;
  117859. private _cachedWorldViewMatrix;
  117860. private _cachedWorldViewProjectionMatrix;
  117861. private _optimizers;
  117862. private _animationFrame;
  117863. /** Define the URl to load node editor script */
  117864. static EditorURL: string;
  117865. private BJSNODEMATERIALEDITOR;
  117866. /** Get the inspector from bundle or global */
  117867. private _getGlobalNodeMaterialEditor;
  117868. /**
  117869. * 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)
  117870. */
  117871. ignoreAlpha: boolean;
  117872. /**
  117873. * Defines the maximum number of lights that can be used in the material
  117874. */
  117875. maxSimultaneousLights: number;
  117876. /**
  117877. * Observable raised when the material is built
  117878. */
  117879. onBuildObservable: Observable<NodeMaterial>;
  117880. /**
  117881. * Gets or sets the root nodes of the material vertex shader
  117882. */
  117883. _vertexOutputNodes: NodeMaterialBlock[];
  117884. /**
  117885. * Gets or sets the root nodes of the material fragment (pixel) shader
  117886. */
  117887. _fragmentOutputNodes: NodeMaterialBlock[];
  117888. /** Gets or sets options to control the node material overall behavior */
  117889. options: INodeMaterialOptions;
  117890. /**
  117891. * Default configuration related to image processing available in the standard Material.
  117892. */
  117893. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  117894. /**
  117895. * Gets the image processing configuration used either in this material.
  117896. */
  117897. /**
  117898. * Sets the Default image processing configuration used either in the this material.
  117899. *
  117900. * If sets to null, the scene one is in use.
  117901. */
  117902. imageProcessingConfiguration: ImageProcessingConfiguration;
  117903. /**
  117904. * Gets an array of blocks that needs to be serialized even if they are not yet connected
  117905. */
  117906. attachedBlocks: NodeMaterialBlock[];
  117907. /**
  117908. * Create a new node based material
  117909. * @param name defines the material name
  117910. * @param scene defines the hosting scene
  117911. * @param options defines creation option
  117912. */
  117913. constructor(name: string, scene?: Scene, options?: Partial<INodeMaterialOptions>);
  117914. /**
  117915. * Gets the current class name of the material e.g. "NodeMaterial"
  117916. * @returns the class name
  117917. */
  117918. getClassName(): string;
  117919. /**
  117920. * Keep track of the image processing observer to allow dispose and replace.
  117921. */
  117922. private _imageProcessingObserver;
  117923. /**
  117924. * Attaches a new image processing configuration to the Standard Material.
  117925. * @param configuration
  117926. */
  117927. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  117928. /**
  117929. * Get a block by its name
  117930. * @param name defines the name of the block to retrieve
  117931. * @returns the required block or null if not found
  117932. */
  117933. getBlockByName(name: string): Nullable<NodeMaterialBlock>;
  117934. /**
  117935. * Get a block by its name
  117936. * @param predicate defines the predicate used to find the good candidate
  117937. * @returns the required block or null if not found
  117938. */
  117939. getBlockByPredicate(predicate: (block: NodeMaterialBlock) => boolean): Nullable<NodeMaterialBlock>;
  117940. /**
  117941. * Get an input block by its name
  117942. * @param predicate defines the predicate used to find the good candidate
  117943. * @returns the required input block or null if not found
  117944. */
  117945. getInputBlockByPredicate(predicate: (block: InputBlock) => boolean): Nullable<InputBlock>;
  117946. /**
  117947. * Gets the list of input blocks attached to this material
  117948. * @returns an array of InputBlocks
  117949. */
  117950. getInputBlocks(): InputBlock[];
  117951. /**
  117952. * Adds a new optimizer to the list of optimizers
  117953. * @param optimizer defines the optimizers to add
  117954. * @returns the current material
  117955. */
  117956. registerOptimizer(optimizer: NodeMaterialOptimizer): this | undefined;
  117957. /**
  117958. * Remove an optimizer from the list of optimizers
  117959. * @param optimizer defines the optimizers to remove
  117960. * @returns the current material
  117961. */
  117962. unregisterOptimizer(optimizer: NodeMaterialOptimizer): this | undefined;
  117963. /**
  117964. * Add a new block to the list of output nodes
  117965. * @param node defines the node to add
  117966. * @returns the current material
  117967. */
  117968. addOutputNode(node: NodeMaterialBlock): this;
  117969. /**
  117970. * Remove a block from the list of root nodes
  117971. * @param node defines the node to remove
  117972. * @returns the current material
  117973. */
  117974. removeOutputNode(node: NodeMaterialBlock): this;
  117975. private _addVertexOutputNode;
  117976. private _removeVertexOutputNode;
  117977. private _addFragmentOutputNode;
  117978. private _removeFragmentOutputNode;
  117979. /**
  117980. * Specifies if the material will require alpha blending
  117981. * @returns a boolean specifying if alpha blending is needed
  117982. */
  117983. needAlphaBlending(): boolean;
  117984. /**
  117985. * Specifies if this material should be rendered in alpha test mode
  117986. * @returns a boolean specifying if an alpha test is needed.
  117987. */
  117988. needAlphaTesting(): boolean;
  117989. private _initializeBlock;
  117990. private _resetDualBlocks;
  117991. /**
  117992. * Build the material and generates the inner effect
  117993. * @param verbose defines if the build should log activity
  117994. */
  117995. build(verbose?: boolean): void;
  117996. /**
  117997. * Runs an otpimization phase to try to improve the shader code
  117998. */
  117999. optimize(): void;
  118000. private _prepareDefinesForAttributes;
  118001. /**
  118002. * Get if the submesh is ready to be used and all its information available.
  118003. * Child classes can use it to update shaders
  118004. * @param mesh defines the mesh to check
  118005. * @param subMesh defines which submesh to check
  118006. * @param useInstances specifies that instances should be used
  118007. * @returns a boolean indicating that the submesh is ready or not
  118008. */
  118009. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  118010. /**
  118011. * Get a string representing the shaders built by the current node graph
  118012. */
  118013. readonly compiledShaders: string;
  118014. /**
  118015. * Binds the world matrix to the material
  118016. * @param world defines the world transformation matrix
  118017. */
  118018. bindOnlyWorldMatrix(world: Matrix): void;
  118019. /**
  118020. * Binds the submesh to this material by preparing the effect and shader to draw
  118021. * @param world defines the world transformation matrix
  118022. * @param mesh defines the mesh containing the submesh
  118023. * @param subMesh defines the submesh to bind the material to
  118024. */
  118025. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  118026. /**
  118027. * Gets the active textures from the material
  118028. * @returns an array of textures
  118029. */
  118030. getActiveTextures(): BaseTexture[];
  118031. /**
  118032. * Gets the list of texture blocks
  118033. * @returns an array of texture blocks
  118034. */
  118035. getTextureBlocks(): (TextureBlock | ReflectionTextureBlock)[];
  118036. /**
  118037. * Specifies if the material uses a texture
  118038. * @param texture defines the texture to check against the material
  118039. * @returns a boolean specifying if the material uses the texture
  118040. */
  118041. hasTexture(texture: BaseTexture): boolean;
  118042. /**
  118043. * Disposes the material
  118044. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  118045. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  118046. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  118047. */
  118048. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  118049. /** Creates the node editor window. */
  118050. private _createNodeEditor;
  118051. /**
  118052. * Launch the node material editor
  118053. * @param config Define the configuration of the editor
  118054. * @return a promise fulfilled when the node editor is visible
  118055. */
  118056. edit(config?: INodeMaterialEditorOptions): Promise<void>;
  118057. /**
  118058. * Clear the current material
  118059. */
  118060. clear(): void;
  118061. /**
  118062. * Clear the current material and set it to a default state
  118063. */
  118064. setToDefault(): void;
  118065. /**
  118066. * Loads the current Node Material from a url pointing to a file save by the Node Material Editor
  118067. * @param url defines the url to load from
  118068. * @returns a promise that will fullfil when the material is fully loaded
  118069. */
  118070. loadAsync(url: string): Promise<unknown>;
  118071. private _gatherBlocks;
  118072. /**
  118073. * Generate a string containing the code declaration required to create an equivalent of this material
  118074. * @returns a string
  118075. */
  118076. generateCode(): string;
  118077. /**
  118078. * Serializes this material in a JSON representation
  118079. * @returns the serialized material object
  118080. */
  118081. serialize(): any;
  118082. private _restoreConnections;
  118083. /**
  118084. * Clear the current graph and load a new one from a serialization object
  118085. * @param source defines the JSON representation of the material
  118086. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  118087. */
  118088. loadFromSerialization(source: any, rootUrl?: string): void;
  118089. /**
  118090. * Creates a node material from parsed material data
  118091. * @param source defines the JSON representation of the material
  118092. * @param scene defines the hosting scene
  118093. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  118094. * @returns a new node material
  118095. */
  118096. static Parse(source: any, scene: Scene, rootUrl?: string): NodeMaterial;
  118097. /**
  118098. * Creates a new node material set to default basic configuration
  118099. * @param name defines the name of the material
  118100. * @param scene defines the hosting scene
  118101. * @returns a new NodeMaterial
  118102. */
  118103. static CreateDefault(name: string, scene?: Scene): NodeMaterial;
  118104. }
  118105. }
  118106. declare module BABYLON {
  118107. /**
  118108. * Block used to read a texture from a sampler
  118109. */
  118110. export class TextureBlock extends NodeMaterialBlock {
  118111. private _defineName;
  118112. private _samplerName;
  118113. private _transformedUVName;
  118114. private _textureTransformName;
  118115. private _textureInfoName;
  118116. private _mainUVName;
  118117. private _mainUVDefineName;
  118118. /**
  118119. * Gets or sets the texture associated with the node
  118120. */
  118121. texture: Nullable<BaseTexture>;
  118122. /**
  118123. * Create a new TextureBlock
  118124. * @param name defines the block name
  118125. */
  118126. constructor(name: string);
  118127. /**
  118128. * Gets the current class name
  118129. * @returns the class name
  118130. */
  118131. getClassName(): string;
  118132. /**
  118133. * Gets the uv input component
  118134. */
  118135. readonly uv: NodeMaterialConnectionPoint;
  118136. /**
  118137. * Gets the rgba output component
  118138. */
  118139. readonly rgba: NodeMaterialConnectionPoint;
  118140. /**
  118141. * Gets the rgb output component
  118142. */
  118143. readonly rgb: NodeMaterialConnectionPoint;
  118144. /**
  118145. * Gets the r output component
  118146. */
  118147. readonly r: NodeMaterialConnectionPoint;
  118148. /**
  118149. * Gets the g output component
  118150. */
  118151. readonly g: NodeMaterialConnectionPoint;
  118152. /**
  118153. * Gets the b output component
  118154. */
  118155. readonly b: NodeMaterialConnectionPoint;
  118156. /**
  118157. * Gets the a output component
  118158. */
  118159. readonly a: NodeMaterialConnectionPoint;
  118160. readonly target: NodeMaterialBlockTargets;
  118161. autoConfigure(material: NodeMaterial): void;
  118162. initializeDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  118163. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  118164. isReady(): boolean;
  118165. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  118166. private readonly _isMixed;
  118167. private _injectVertexCode;
  118168. private _writeOutput;
  118169. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  118170. protected _dumpPropertiesCode(): string;
  118171. serialize(): any;
  118172. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  118173. }
  118174. }
  118175. declare module BABYLON {
  118176. /**
  118177. * Class used to store shared data between 2 NodeMaterialBuildState
  118178. */
  118179. export class NodeMaterialBuildStateSharedData {
  118180. /**
  118181. * Gets the list of emitted varyings
  118182. */
  118183. temps: string[];
  118184. /**
  118185. * Gets the list of emitted varyings
  118186. */
  118187. varyings: string[];
  118188. /**
  118189. * Gets the varying declaration string
  118190. */
  118191. varyingDeclaration: string;
  118192. /**
  118193. * Input blocks
  118194. */
  118195. inputBlocks: InputBlock[];
  118196. /**
  118197. * Input blocks
  118198. */
  118199. textureBlocks: (ReflectionTextureBlock | TextureBlock)[];
  118200. /**
  118201. * Bindable blocks (Blocks that need to set data to the effect)
  118202. */
  118203. bindableBlocks: NodeMaterialBlock[];
  118204. /**
  118205. * List of blocks that can provide a compilation fallback
  118206. */
  118207. blocksWithFallbacks: NodeMaterialBlock[];
  118208. /**
  118209. * List of blocks that can provide a define update
  118210. */
  118211. blocksWithDefines: NodeMaterialBlock[];
  118212. /**
  118213. * List of blocks that can provide a repeatable content
  118214. */
  118215. repeatableContentBlocks: NodeMaterialBlock[];
  118216. /**
  118217. * List of blocks that can provide a dynamic list of uniforms
  118218. */
  118219. dynamicUniformBlocks: NodeMaterialBlock[];
  118220. /**
  118221. * List of blocks that can block the isReady function for the material
  118222. */
  118223. blockingBlocks: NodeMaterialBlock[];
  118224. /**
  118225. * Gets the list of animated inputs
  118226. */
  118227. animatedInputs: InputBlock[];
  118228. /**
  118229. * Build Id used to avoid multiple recompilations
  118230. */
  118231. buildId: number;
  118232. /** List of emitted variables */
  118233. variableNames: {
  118234. [key: string]: number;
  118235. };
  118236. /** List of emitted defines */
  118237. defineNames: {
  118238. [key: string]: number;
  118239. };
  118240. /** Should emit comments? */
  118241. emitComments: boolean;
  118242. /** Emit build activity */
  118243. verbose: boolean;
  118244. /**
  118245. * Gets the compilation hints emitted at compilation time
  118246. */
  118247. hints: {
  118248. needWorldViewMatrix: boolean;
  118249. needWorldViewProjectionMatrix: boolean;
  118250. needAlphaBlending: boolean;
  118251. needAlphaTesting: boolean;
  118252. };
  118253. /**
  118254. * List of compilation checks
  118255. */
  118256. checks: {
  118257. emitVertex: boolean;
  118258. emitFragment: boolean;
  118259. notConnectedNonOptionalInputs: NodeMaterialConnectionPoint[];
  118260. };
  118261. /** Creates a new shared data */
  118262. constructor();
  118263. /**
  118264. * Emits console errors and exceptions if there is a failing check
  118265. */
  118266. emitErrors(): void;
  118267. }
  118268. }
  118269. declare module BABYLON {
  118270. /**
  118271. * Class used to store node based material build state
  118272. */
  118273. export class NodeMaterialBuildState {
  118274. /** Gets or sets a boolean indicating if the current state can emit uniform buffers */
  118275. supportUniformBuffers: boolean;
  118276. /**
  118277. * Gets the list of emitted attributes
  118278. */
  118279. attributes: string[];
  118280. /**
  118281. * Gets the list of emitted uniforms
  118282. */
  118283. uniforms: string[];
  118284. /**
  118285. * Gets the list of emitted uniform buffers
  118286. */
  118287. uniformBuffers: string[];
  118288. /**
  118289. * Gets the list of emitted samplers
  118290. */
  118291. samplers: string[];
  118292. /**
  118293. * Gets the list of emitted functions
  118294. */
  118295. functions: {
  118296. [key: string]: string;
  118297. };
  118298. /**
  118299. * Gets the list of emitted extensions
  118300. */
  118301. extensions: {
  118302. [key: string]: string;
  118303. };
  118304. /**
  118305. * Gets the target of the compilation state
  118306. */
  118307. target: NodeMaterialBlockTargets;
  118308. /**
  118309. * Gets the list of emitted counters
  118310. */
  118311. counters: {
  118312. [key: string]: number;
  118313. };
  118314. /**
  118315. * Shared data between multiple NodeMaterialBuildState instances
  118316. */
  118317. sharedData: NodeMaterialBuildStateSharedData;
  118318. /** @hidden */
  118319. _vertexState: NodeMaterialBuildState;
  118320. /** @hidden */
  118321. _attributeDeclaration: string;
  118322. /** @hidden */
  118323. _uniformDeclaration: string;
  118324. /** @hidden */
  118325. _samplerDeclaration: string;
  118326. /** @hidden */
  118327. _varyingTransfer: string;
  118328. private _repeatableContentAnchorIndex;
  118329. /** @hidden */
  118330. _builtCompilationString: string;
  118331. /**
  118332. * Gets the emitted compilation strings
  118333. */
  118334. compilationString: string;
  118335. /**
  118336. * Finalize the compilation strings
  118337. * @param state defines the current compilation state
  118338. */
  118339. finalize(state: NodeMaterialBuildState): void;
  118340. /** @hidden */
  118341. readonly _repeatableContentAnchor: string;
  118342. /** @hidden */
  118343. _getFreeVariableName(prefix: string): string;
  118344. /** @hidden */
  118345. _getFreeDefineName(prefix: string): string;
  118346. /** @hidden */
  118347. _excludeVariableName(name: string): void;
  118348. /** @hidden */
  118349. _getGLType(type: NodeMaterialBlockConnectionPointTypes): string;
  118350. /** @hidden */
  118351. _emitExtension(name: string, extension: string): void;
  118352. /** @hidden */
  118353. _emitFunction(name: string, code: string, comments: string): void;
  118354. /** @hidden */
  118355. _emitCodeFromInclude(includeName: string, comments: string, options?: {
  118356. replaceStrings?: {
  118357. search: RegExp;
  118358. replace: string;
  118359. }[];
  118360. repeatKey?: string;
  118361. }): string;
  118362. /** @hidden */
  118363. _emitFunctionFromInclude(includeName: string, comments: string, options?: {
  118364. repeatKey?: string;
  118365. removeAttributes?: boolean;
  118366. removeUniforms?: boolean;
  118367. removeVaryings?: boolean;
  118368. removeIfDef?: boolean;
  118369. replaceStrings?: {
  118370. search: RegExp;
  118371. replace: string;
  118372. }[];
  118373. }, storeKey?: string): void;
  118374. /** @hidden */
  118375. _registerTempVariable(name: string): boolean;
  118376. /** @hidden */
  118377. _emitVaryingFromString(name: string, type: string, define?: string, notDefine?: boolean): boolean;
  118378. /** @hidden */
  118379. _emitUniformFromString(name: string, type: string, define?: string, notDefine?: boolean): void;
  118380. }
  118381. }
  118382. declare module BABYLON {
  118383. /**
  118384. * Defines a block that can be used inside a node based material
  118385. */
  118386. export class NodeMaterialBlock {
  118387. private _buildId;
  118388. private _buildTarget;
  118389. private _target;
  118390. private _isFinalMerger;
  118391. private _isInput;
  118392. /** @hidden */
  118393. _codeVariableName: string;
  118394. /** @hidden */
  118395. _inputs: NodeMaterialConnectionPoint[];
  118396. /** @hidden */
  118397. _outputs: NodeMaterialConnectionPoint[];
  118398. /** @hidden */
  118399. _preparationId: number;
  118400. /**
  118401. * Gets or sets the name of the block
  118402. */
  118403. name: string;
  118404. /**
  118405. * Gets or sets the unique id of the node
  118406. */
  118407. uniqueId: number;
  118408. /**
  118409. * Gets a boolean indicating that this block is an end block (e.g. it is generating a system value)
  118410. */
  118411. readonly isFinalMerger: boolean;
  118412. /**
  118413. * Gets a boolean indicating that this block is an input (e.g. it sends data to the shader)
  118414. */
  118415. readonly isInput: boolean;
  118416. /**
  118417. * Gets or sets the build Id
  118418. */
  118419. buildId: number;
  118420. /**
  118421. * Gets or sets the target of the block
  118422. */
  118423. target: NodeMaterialBlockTargets;
  118424. /**
  118425. * Gets the list of input points
  118426. */
  118427. readonly inputs: NodeMaterialConnectionPoint[];
  118428. /** Gets the list of output points */
  118429. readonly outputs: NodeMaterialConnectionPoint[];
  118430. /**
  118431. * Find an input by its name
  118432. * @param name defines the name of the input to look for
  118433. * @returns the input or null if not found
  118434. */
  118435. getInputByName(name: string): Nullable<NodeMaterialConnectionPoint>;
  118436. /**
  118437. * Find an output by its name
  118438. * @param name defines the name of the outputto look for
  118439. * @returns the output or null if not found
  118440. */
  118441. getOutputByName(name: string): Nullable<NodeMaterialConnectionPoint>;
  118442. /**
  118443. * Creates a new NodeMaterialBlock
  118444. * @param name defines the block name
  118445. * @param target defines the target of that block (Vertex by default)
  118446. * @param isFinalMerger defines a boolean indicating that this block is an end block (e.g. it is generating a system value). Default is false
  118447. * @param isInput defines a boolean indicating that this block is an input (e.g. it sends data to the shader). Default is false
  118448. */
  118449. constructor(name: string, target?: NodeMaterialBlockTargets, isFinalMerger?: boolean, isInput?: boolean);
  118450. /**
  118451. * Initialize the block and prepare the context for build
  118452. * @param state defines the state that will be used for the build
  118453. */
  118454. initialize(state: NodeMaterialBuildState): void;
  118455. /**
  118456. * Bind data to effect. Will only be called for blocks with isBindable === true
  118457. * @param effect defines the effect to bind data to
  118458. * @param nodeMaterial defines the hosting NodeMaterial
  118459. * @param mesh defines the mesh that will be rendered
  118460. */
  118461. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  118462. protected _declareOutput(output: NodeMaterialConnectionPoint, state: NodeMaterialBuildState): string;
  118463. protected _writeVariable(currentPoint: NodeMaterialConnectionPoint): string;
  118464. protected _writeFloat(value: number): string;
  118465. /**
  118466. * Gets the current class name e.g. "NodeMaterialBlock"
  118467. * @returns the class name
  118468. */
  118469. getClassName(): string;
  118470. /**
  118471. * Register a new input. Must be called inside a block constructor
  118472. * @param name defines the connection point name
  118473. * @param type defines the connection point type
  118474. * @param isOptional defines a boolean indicating that this input can be omitted
  118475. * @param target defines the target to use to limit the connection point (will be VertexAndFragment by default)
  118476. * @returns the current block
  118477. */
  118478. registerInput(name: string, type: NodeMaterialBlockConnectionPointTypes, isOptional?: boolean, target?: NodeMaterialBlockTargets): this;
  118479. /**
  118480. * Register a new output. Must be called inside a block constructor
  118481. * @param name defines the connection point name
  118482. * @param type defines the connection point type
  118483. * @param target defines the target to use to limit the connection point (will be VertexAndFragment by default)
  118484. * @returns the current block
  118485. */
  118486. registerOutput(name: string, type: NodeMaterialBlockConnectionPointTypes, target?: NodeMaterialBlockTargets): this;
  118487. /**
  118488. * Will return the first available input e.g. the first one which is not an uniform or an attribute
  118489. * @param forOutput defines an optional connection point to check compatibility with
  118490. * @returns the first available input or null
  118491. */
  118492. getFirstAvailableInput(forOutput?: Nullable<NodeMaterialConnectionPoint>): Nullable<NodeMaterialConnectionPoint>;
  118493. /**
  118494. * Will return the first available output e.g. the first one which is not yet connected and not a varying
  118495. * @param forBlock defines an optional block to check compatibility with
  118496. * @returns the first available input or null
  118497. */
  118498. getFirstAvailableOutput(forBlock?: Nullable<NodeMaterialBlock>): Nullable<NodeMaterialConnectionPoint>;
  118499. /**
  118500. * Gets the sibling of the given output
  118501. * @param current defines the current output
  118502. * @returns the next output in the list or null
  118503. */
  118504. getSiblingOutput(current: NodeMaterialConnectionPoint): Nullable<NodeMaterialConnectionPoint>;
  118505. /**
  118506. * Connect current block with another block
  118507. * @param other defines the block to connect with
  118508. * @param options define the various options to help pick the right connections
  118509. * @returns the current block
  118510. */
  118511. connectTo(other: NodeMaterialBlock, options?: {
  118512. input?: string;
  118513. output?: string;
  118514. outputSwizzle?: string;
  118515. }): this | undefined;
  118516. protected _buildBlock(state: NodeMaterialBuildState): void;
  118517. /**
  118518. * Add uniforms, samplers and uniform buffers at compilation time
  118519. * @param state defines the state to update
  118520. * @param nodeMaterial defines the node material requesting the update
  118521. * @param defines defines the material defines to update
  118522. */
  118523. updateUniformsAndSamples(state: NodeMaterialBuildState, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  118524. /**
  118525. * Add potential fallbacks if shader compilation fails
  118526. * @param mesh defines the mesh to be rendered
  118527. * @param fallbacks defines the current prioritized list of fallbacks
  118528. */
  118529. provideFallbacks(mesh: AbstractMesh, fallbacks: EffectFallbacks): void;
  118530. /**
  118531. * Update defines for shader compilation
  118532. * @param mesh defines the mesh to be rendered
  118533. * @param nodeMaterial defines the node material requesting the update
  118534. * @param defines defines the material defines to update
  118535. * @param useInstances specifies that instances should be used
  118536. */
  118537. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  118538. /**
  118539. * Initialize defines for shader compilation
  118540. * @param mesh defines the mesh to be rendered
  118541. * @param nodeMaterial defines the node material requesting the update
  118542. * @param defines defines the material defines to be prepared
  118543. * @param useInstances specifies that instances should be used
  118544. */
  118545. initializeDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  118546. /**
  118547. * Lets the block try to connect some inputs automatically
  118548. * @param material defines the hosting NodeMaterial
  118549. */
  118550. autoConfigure(material: NodeMaterial): void;
  118551. /**
  118552. * Function called when a block is declared as repeatable content generator
  118553. * @param vertexShaderState defines the current compilation state for the vertex shader
  118554. * @param fragmentShaderState defines the current compilation state for the fragment shader
  118555. * @param mesh defines the mesh to be rendered
  118556. * @param defines defines the material defines to update
  118557. */
  118558. replaceRepeatableContent(vertexShaderState: NodeMaterialBuildState, fragmentShaderState: NodeMaterialBuildState, mesh: AbstractMesh, defines: NodeMaterialDefines): void;
  118559. /**
  118560. * Checks if the block is ready
  118561. * @param mesh defines the mesh to be rendered
  118562. * @param nodeMaterial defines the node material requesting the update
  118563. * @param defines defines the material defines to update
  118564. * @param useInstances specifies that instances should be used
  118565. * @returns true if the block is ready
  118566. */
  118567. isReady(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): boolean;
  118568. protected _linkConnectionTypes(inputIndex0: number, inputIndex1: number): void;
  118569. private _processBuild;
  118570. /**
  118571. * Compile the current node and generate the shader code
  118572. * @param state defines the current compilation state (uniforms, samplers, current string)
  118573. * @param activeBlocks defines the list of active blocks (i.e. blocks to compile)
  118574. * @returns true if already built
  118575. */
  118576. build(state: NodeMaterialBuildState, activeBlocks: NodeMaterialBlock[]): boolean;
  118577. protected _inputRename(name: string): string;
  118578. protected _outputRename(name: string): string;
  118579. protected _dumpPropertiesCode(): string;
  118580. /** @hidden */
  118581. _dumpCode(uniqueNames: string[], alreadyDumped: NodeMaterialBlock[]): string;
  118582. /**
  118583. * Clone the current block to a new identical block
  118584. * @param scene defines the hosting scene
  118585. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  118586. * @returns a copy of the current block
  118587. */
  118588. clone(scene: Scene, rootUrl?: string): Nullable<NodeMaterialBlock>;
  118589. /**
  118590. * Serializes this block in a JSON representation
  118591. * @returns the serialized block object
  118592. */
  118593. serialize(): any;
  118594. /** @hidden */
  118595. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  118596. }
  118597. }
  118598. declare module BABYLON {
  118599. /**
  118600. * Enum defining the mode of a NodeMaterialBlockConnectionPoint
  118601. */
  118602. export enum NodeMaterialBlockConnectionPointMode {
  118603. /** Value is an uniform */
  118604. Uniform = 0,
  118605. /** Value is a mesh attribute */
  118606. Attribute = 1,
  118607. /** Value is a varying between vertex and fragment shaders */
  118608. Varying = 2,
  118609. /** Mode is undefined */
  118610. Undefined = 3
  118611. }
  118612. }
  118613. declare module BABYLON {
  118614. /**
  118615. * Enum defining the type of animations supported by InputBlock
  118616. */
  118617. export enum AnimatedInputBlockTypes {
  118618. /** No animation */
  118619. None = 0,
  118620. /** Time based animation. Will only work for floats */
  118621. Time = 1
  118622. }
  118623. }
  118624. declare module BABYLON {
  118625. /**
  118626. * Block used to expose an input value
  118627. */
  118628. export class InputBlock extends NodeMaterialBlock {
  118629. private _mode;
  118630. private _associatedVariableName;
  118631. private _storedValue;
  118632. private _valueCallback;
  118633. private _type;
  118634. private _animationType;
  118635. /** @hidden */
  118636. _systemValue: Nullable<NodeMaterialSystemValues>;
  118637. /** Gets or sets a boolean indicating that this input can be edited in the Inspector (false by default) */
  118638. visibleInInspector: boolean;
  118639. /**
  118640. * Gets or sets the connection point type (default is float)
  118641. */
  118642. readonly type: NodeMaterialBlockConnectionPointTypes;
  118643. /**
  118644. * Creates a new InputBlock
  118645. * @param name defines the block name
  118646. * @param target defines the target of that block (Vertex by default)
  118647. * @param type defines the type of the input (can be set to NodeMaterialBlockConnectionPointTypes.AutoDetect)
  118648. */
  118649. constructor(name: string, target?: NodeMaterialBlockTargets, type?: NodeMaterialBlockConnectionPointTypes);
  118650. /**
  118651. * Gets the output component
  118652. */
  118653. readonly output: NodeMaterialConnectionPoint;
  118654. /**
  118655. * Set the source of this connection point to a vertex attribute
  118656. * @param attributeName defines the attribute name (position, uv, normal, etc...). If not specified it will take the connection point name
  118657. * @returns the current connection point
  118658. */
  118659. setAsAttribute(attributeName?: string): InputBlock;
  118660. /**
  118661. * Set the source of this connection point to a system value
  118662. * @param value define the system value to use (world, view, etc...) or null to switch to manual value
  118663. * @returns the current connection point
  118664. */
  118665. setAsSystemValue(value: Nullable<NodeMaterialSystemValues>): InputBlock;
  118666. /**
  118667. * Gets or sets the value of that point.
  118668. * Please note that this value will be ignored if valueCallback is defined
  118669. */
  118670. value: any;
  118671. /**
  118672. * Gets or sets a callback used to get the value of that point.
  118673. * Please note that setting this value will force the connection point to ignore the value property
  118674. */
  118675. valueCallback: () => any;
  118676. /**
  118677. * Gets or sets the associated variable name in the shader
  118678. */
  118679. associatedVariableName: string;
  118680. /** Gets or sets the type of animation applied to the input */
  118681. animationType: AnimatedInputBlockTypes;
  118682. /**
  118683. * Gets a boolean indicating that this connection point not defined yet
  118684. */
  118685. readonly isUndefined: boolean;
  118686. /**
  118687. * Gets or sets a boolean indicating that this connection point is coming from an uniform.
  118688. * In this case the connection point name must be the name of the uniform to use.
  118689. * Can only be set on inputs
  118690. */
  118691. isUniform: boolean;
  118692. /**
  118693. * Gets or sets a boolean indicating that this connection point is coming from an attribute.
  118694. * In this case the connection point name must be the name of the attribute to use
  118695. * Can only be set on inputs
  118696. */
  118697. isAttribute: boolean;
  118698. /**
  118699. * Gets or sets a boolean indicating that this connection point is generating a varying variable.
  118700. * Can only be set on exit points
  118701. */
  118702. isVarying: boolean;
  118703. /**
  118704. * Gets a boolean indicating that the current connection point is a system value
  118705. */
  118706. readonly isSystemValue: boolean;
  118707. /**
  118708. * Gets or sets the current well known value or null if not defined as a system value
  118709. */
  118710. systemValue: Nullable<NodeMaterialSystemValues>;
  118711. /**
  118712. * Gets the current class name
  118713. * @returns the class name
  118714. */
  118715. getClassName(): string;
  118716. /**
  118717. * Animate the input if animationType !== None
  118718. * @param scene defines the rendering scene
  118719. */
  118720. animate(scene: Scene): void;
  118721. private _emitDefine;
  118722. /**
  118723. * Set the input block to its default value (based on its type)
  118724. */
  118725. setDefaultValue(): void;
  118726. protected _dumpPropertiesCode(): string;
  118727. private _emit;
  118728. /** @hidden */
  118729. _transmitWorld(effect: Effect, world: Matrix, worldView: Matrix, worldViewProjection: Matrix): void;
  118730. /** @hidden */
  118731. _transmit(effect: Effect, scene: Scene): void;
  118732. protected _buildBlock(state: NodeMaterialBuildState): void;
  118733. serialize(): any;
  118734. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  118735. }
  118736. }
  118737. declare module BABYLON {
  118738. /**
  118739. * Defines a connection point for a block
  118740. */
  118741. export class NodeMaterialConnectionPoint {
  118742. /** @hidden */
  118743. _ownerBlock: NodeMaterialBlock;
  118744. /** @hidden */
  118745. _connectedPoint: Nullable<NodeMaterialConnectionPoint>;
  118746. private _endpoints;
  118747. private _associatedVariableName;
  118748. /** @hidden */
  118749. _typeConnectionSource: Nullable<NodeMaterialConnectionPoint>;
  118750. /** @hidden */
  118751. _linkedConnectionSource: Nullable<NodeMaterialConnectionPoint>;
  118752. private _type;
  118753. /** @hidden */
  118754. _enforceAssociatedVariableName: boolean;
  118755. /**
  118756. * Gets or sets the additional types supported byt this connection point
  118757. */
  118758. acceptedConnectionPointTypes: NodeMaterialBlockConnectionPointTypes[];
  118759. /**
  118760. * Gets or sets the associated variable name in the shader
  118761. */
  118762. associatedVariableName: string;
  118763. /**
  118764. * Gets or sets the connection point type (default is float)
  118765. */
  118766. type: NodeMaterialBlockConnectionPointTypes;
  118767. /**
  118768. * Gets or sets the connection point name
  118769. */
  118770. name: string;
  118771. /**
  118772. * Gets or sets a boolean indicating that this connection point can be omitted
  118773. */
  118774. isOptional: boolean;
  118775. /**
  118776. * Gets or sets a string indicating that this uniform must be defined under a #ifdef
  118777. */
  118778. define: string;
  118779. /** Gets or sets the target of that connection point */
  118780. target: NodeMaterialBlockTargets;
  118781. /**
  118782. * Gets a boolean indicating that the current point is connected
  118783. */
  118784. readonly isConnected: boolean;
  118785. /**
  118786. * Gets a boolean indicating that the current point is connected to an input block
  118787. */
  118788. readonly isConnectedToInputBlock: boolean;
  118789. /**
  118790. * Gets a the connected input block (if any)
  118791. */
  118792. readonly connectInputBlock: Nullable<InputBlock>;
  118793. /** Get the other side of the connection (if any) */
  118794. readonly connectedPoint: Nullable<NodeMaterialConnectionPoint>;
  118795. /** Get the block that owns this connection point */
  118796. readonly ownerBlock: NodeMaterialBlock;
  118797. /** Get the block connected on the other side of this connection (if any) */
  118798. readonly sourceBlock: Nullable<NodeMaterialBlock>;
  118799. /** Get the block connected on the endpoints of this connection (if any) */
  118800. readonly connectedBlocks: Array<NodeMaterialBlock>;
  118801. /** Gets the list of connected endpoints */
  118802. readonly endpoints: NodeMaterialConnectionPoint[];
  118803. /** Gets a boolean indicating if that output point is connected to at least one input */
  118804. readonly hasEndpoints: boolean;
  118805. /**
  118806. * Creates a new connection point
  118807. * @param name defines the connection point name
  118808. * @param ownerBlock defines the block hosting this connection point
  118809. */
  118810. constructor(name: string, ownerBlock: NodeMaterialBlock);
  118811. /**
  118812. * Gets the current class name e.g. "NodeMaterialConnectionPoint"
  118813. * @returns the class name
  118814. */
  118815. getClassName(): string;
  118816. /**
  118817. * Gets an boolean indicating if the current point can be connected to another point
  118818. * @param connectionPoint defines the other connection point
  118819. * @returns true if the connection is possible
  118820. */
  118821. canConnectTo(connectionPoint: NodeMaterialConnectionPoint): boolean;
  118822. /**
  118823. * Connect this point to another connection point
  118824. * @param connectionPoint defines the other connection point
  118825. * @param ignoreConstraints defines if the system will ignore connection type constraints (default is false)
  118826. * @returns the current connection point
  118827. */
  118828. connectTo(connectionPoint: NodeMaterialConnectionPoint, ignoreConstraints?: boolean): NodeMaterialConnectionPoint;
  118829. /**
  118830. * Disconnect this point from one of his endpoint
  118831. * @param endpoint defines the other connection point
  118832. * @returns the current connection point
  118833. */
  118834. disconnectFrom(endpoint: NodeMaterialConnectionPoint): NodeMaterialConnectionPoint;
  118835. /**
  118836. * Serializes this point in a JSON representation
  118837. * @returns the serialized point object
  118838. */
  118839. serialize(): any;
  118840. }
  118841. }
  118842. declare module BABYLON {
  118843. /**
  118844. * Block used to add support for vertex skinning (bones)
  118845. */
  118846. export class BonesBlock extends NodeMaterialBlock {
  118847. /**
  118848. * Creates a new BonesBlock
  118849. * @param name defines the block name
  118850. */
  118851. constructor(name: string);
  118852. /**
  118853. * Initialize the block and prepare the context for build
  118854. * @param state defines the state that will be used for the build
  118855. */
  118856. initialize(state: NodeMaterialBuildState): void;
  118857. /**
  118858. * Gets the current class name
  118859. * @returns the class name
  118860. */
  118861. getClassName(): string;
  118862. /**
  118863. * Gets the matrix indices input component
  118864. */
  118865. readonly matricesIndices: NodeMaterialConnectionPoint;
  118866. /**
  118867. * Gets the matrix weights input component
  118868. */
  118869. readonly matricesWeights: NodeMaterialConnectionPoint;
  118870. /**
  118871. * Gets the extra matrix indices input component
  118872. */
  118873. readonly matricesIndicesExtra: NodeMaterialConnectionPoint;
  118874. /**
  118875. * Gets the extra matrix weights input component
  118876. */
  118877. readonly matricesWeightsExtra: NodeMaterialConnectionPoint;
  118878. /**
  118879. * Gets the world input component
  118880. */
  118881. readonly world: NodeMaterialConnectionPoint;
  118882. /**
  118883. * Gets the output component
  118884. */
  118885. readonly output: NodeMaterialConnectionPoint;
  118886. autoConfigure(material: NodeMaterial): void;
  118887. provideFallbacks(mesh: AbstractMesh, fallbacks: EffectFallbacks): void;
  118888. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  118889. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  118890. protected _buildBlock(state: NodeMaterialBuildState): this;
  118891. }
  118892. }
  118893. declare module BABYLON {
  118894. /**
  118895. * Block used to add support for instances
  118896. * @see https://doc.babylonjs.com/how_to/how_to_use_instances
  118897. */
  118898. export class InstancesBlock extends NodeMaterialBlock {
  118899. /**
  118900. * Creates a new InstancesBlock
  118901. * @param name defines the block name
  118902. */
  118903. constructor(name: string);
  118904. /**
  118905. * Gets the current class name
  118906. * @returns the class name
  118907. */
  118908. getClassName(): string;
  118909. /**
  118910. * Gets the first world row input component
  118911. */
  118912. readonly world0: NodeMaterialConnectionPoint;
  118913. /**
  118914. * Gets the second world row input component
  118915. */
  118916. readonly world1: NodeMaterialConnectionPoint;
  118917. /**
  118918. * Gets the third world row input component
  118919. */
  118920. readonly world2: NodeMaterialConnectionPoint;
  118921. /**
  118922. * Gets the forth world row input component
  118923. */
  118924. readonly world3: NodeMaterialConnectionPoint;
  118925. /**
  118926. * Gets the world input component
  118927. */
  118928. readonly world: NodeMaterialConnectionPoint;
  118929. /**
  118930. * Gets the output component
  118931. */
  118932. readonly output: NodeMaterialConnectionPoint;
  118933. autoConfigure(material: NodeMaterial): void;
  118934. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  118935. protected _buildBlock(state: NodeMaterialBuildState): this;
  118936. }
  118937. }
  118938. declare module BABYLON {
  118939. /**
  118940. * Block used to add morph targets support to vertex shader
  118941. */
  118942. export class MorphTargetsBlock extends NodeMaterialBlock {
  118943. private _repeatableContentAnchor;
  118944. private _repeatebleContentGenerated;
  118945. /**
  118946. * Create a new MorphTargetsBlock
  118947. * @param name defines the block name
  118948. */
  118949. constructor(name: string);
  118950. /**
  118951. * Gets the current class name
  118952. * @returns the class name
  118953. */
  118954. getClassName(): string;
  118955. /**
  118956. * Gets the position input component
  118957. */
  118958. readonly position: NodeMaterialConnectionPoint;
  118959. /**
  118960. * Gets the normal input component
  118961. */
  118962. readonly normal: NodeMaterialConnectionPoint;
  118963. /**
  118964. * Gets the tangent input component
  118965. */
  118966. readonly tangent: NodeMaterialConnectionPoint;
  118967. /**
  118968. * Gets the tangent input component
  118969. */
  118970. readonly uv: NodeMaterialConnectionPoint;
  118971. /**
  118972. * Gets the position output component
  118973. */
  118974. readonly positionOutput: NodeMaterialConnectionPoint;
  118975. /**
  118976. * Gets the normal output component
  118977. */
  118978. readonly normalOutput: NodeMaterialConnectionPoint;
  118979. /**
  118980. * Gets the tangent output component
  118981. */
  118982. readonly tangentOutput: NodeMaterialConnectionPoint;
  118983. /**
  118984. * Gets the tangent output component
  118985. */
  118986. readonly uvOutput: NodeMaterialConnectionPoint;
  118987. initialize(state: NodeMaterialBuildState): void;
  118988. autoConfigure(material: NodeMaterial): void;
  118989. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  118990. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  118991. replaceRepeatableContent(vertexShaderState: NodeMaterialBuildState, fragmentShaderState: NodeMaterialBuildState, mesh: AbstractMesh, defines: NodeMaterialDefines): void;
  118992. protected _buildBlock(state: NodeMaterialBuildState): this;
  118993. }
  118994. }
  118995. declare module BABYLON {
  118996. /**
  118997. * Block used to get data information from a light
  118998. */
  118999. export class LightInformationBlock extends NodeMaterialBlock {
  119000. private _lightDataDefineName;
  119001. private _lightColorDefineName;
  119002. /**
  119003. * Gets or sets the light associated with this block
  119004. */
  119005. light: Nullable<Light>;
  119006. /**
  119007. * Creates a new LightInformationBlock
  119008. * @param name defines the block name
  119009. */
  119010. constructor(name: string);
  119011. /**
  119012. * Gets the current class name
  119013. * @returns the class name
  119014. */
  119015. getClassName(): string;
  119016. /**
  119017. * Gets the world position input component
  119018. */
  119019. readonly worldPosition: NodeMaterialConnectionPoint;
  119020. /**
  119021. * Gets the direction output component
  119022. */
  119023. readonly direction: NodeMaterialConnectionPoint;
  119024. /**
  119025. * Gets the direction output component
  119026. */
  119027. readonly color: NodeMaterialConnectionPoint;
  119028. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  119029. protected _buildBlock(state: NodeMaterialBuildState): this;
  119030. serialize(): any;
  119031. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  119032. }
  119033. }
  119034. declare module BABYLON {
  119035. /**
  119036. * Block used to add an alpha test in the fragment shader
  119037. */
  119038. export class AlphaTestBlock extends NodeMaterialBlock {
  119039. /**
  119040. * Gets or sets the alpha value where alpha testing happens
  119041. */
  119042. alphaCutOff: number;
  119043. /**
  119044. * Create a new AlphaTestBlock
  119045. * @param name defines the block name
  119046. */
  119047. constructor(name: string);
  119048. /**
  119049. * Gets the current class name
  119050. * @returns the class name
  119051. */
  119052. getClassName(): string;
  119053. /**
  119054. * Gets the color input component
  119055. */
  119056. readonly color: NodeMaterialConnectionPoint;
  119057. /**
  119058. * Gets the alpha input component
  119059. */
  119060. readonly alpha: NodeMaterialConnectionPoint;
  119061. protected _buildBlock(state: NodeMaterialBuildState): this;
  119062. protected _dumpPropertiesCode(): string;
  119063. serialize(): any;
  119064. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  119065. }
  119066. }
  119067. declare module BABYLON {
  119068. /**
  119069. * Block used to add image processing support to fragment shader
  119070. */
  119071. export class ImageProcessingBlock extends NodeMaterialBlock {
  119072. /**
  119073. * Create a new ImageProcessingBlock
  119074. * @param name defines the block name
  119075. */
  119076. constructor(name: string);
  119077. /**
  119078. * Gets the current class name
  119079. * @returns the class name
  119080. */
  119081. getClassName(): string;
  119082. /**
  119083. * Gets the color input component
  119084. */
  119085. readonly color: NodeMaterialConnectionPoint;
  119086. /**
  119087. * Gets the output component
  119088. */
  119089. readonly output: NodeMaterialConnectionPoint;
  119090. /**
  119091. * Initialize the block and prepare the context for build
  119092. * @param state defines the state that will be used for the build
  119093. */
  119094. initialize(state: NodeMaterialBuildState): void;
  119095. isReady(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): boolean;
  119096. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  119097. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  119098. protected _buildBlock(state: NodeMaterialBuildState): this;
  119099. }
  119100. }
  119101. declare module BABYLON {
  119102. /**
  119103. * Block used to pertub normals based on a normal map
  119104. */
  119105. export class PerturbNormalBlock extends NodeMaterialBlock {
  119106. private _tangentSpaceParameterName;
  119107. /** Gets or sets a boolean indicating that normal should be inverted on X axis */
  119108. invertX: boolean;
  119109. /** Gets or sets a boolean indicating that normal should be inverted on Y axis */
  119110. invertY: boolean;
  119111. /**
  119112. * Create a new PerturbNormalBlock
  119113. * @param name defines the block name
  119114. */
  119115. constructor(name: string);
  119116. /**
  119117. * Gets the current class name
  119118. * @returns the class name
  119119. */
  119120. getClassName(): string;
  119121. /**
  119122. * Gets the world position input component
  119123. */
  119124. readonly worldPosition: NodeMaterialConnectionPoint;
  119125. /**
  119126. * Gets the world normal input component
  119127. */
  119128. readonly worldNormal: NodeMaterialConnectionPoint;
  119129. /**
  119130. * Gets the uv input component
  119131. */
  119132. readonly uv: NodeMaterialConnectionPoint;
  119133. /**
  119134. * Gets the normal map color input component
  119135. */
  119136. readonly normalMapColor: NodeMaterialConnectionPoint;
  119137. /**
  119138. * Gets the strength input component
  119139. */
  119140. readonly strength: NodeMaterialConnectionPoint;
  119141. /**
  119142. * Gets the output component
  119143. */
  119144. readonly output: NodeMaterialConnectionPoint;
  119145. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  119146. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  119147. autoConfigure(material: NodeMaterial): void;
  119148. protected _buildBlock(state: NodeMaterialBuildState): this;
  119149. protected _dumpPropertiesCode(): string;
  119150. serialize(): any;
  119151. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  119152. }
  119153. }
  119154. declare module BABYLON {
  119155. /**
  119156. * Block used to add support for scene fog
  119157. */
  119158. export class FogBlock extends NodeMaterialBlock {
  119159. private _fogDistanceName;
  119160. private _fogParameters;
  119161. /**
  119162. * Create a new FogBlock
  119163. * @param name defines the block name
  119164. */
  119165. constructor(name: string);
  119166. /**
  119167. * Gets the current class name
  119168. * @returns the class name
  119169. */
  119170. getClassName(): string;
  119171. /**
  119172. * Gets the world position input component
  119173. */
  119174. readonly worldPosition: NodeMaterialConnectionPoint;
  119175. /**
  119176. * Gets the view input component
  119177. */
  119178. readonly view: NodeMaterialConnectionPoint;
  119179. /**
  119180. * Gets the color input component
  119181. */
  119182. readonly input: NodeMaterialConnectionPoint;
  119183. /**
  119184. * Gets the fog color input component
  119185. */
  119186. readonly fogColor: NodeMaterialConnectionPoint;
  119187. /**
  119188. * Gets the output component
  119189. */
  119190. readonly output: NodeMaterialConnectionPoint;
  119191. autoConfigure(material: NodeMaterial): void;
  119192. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  119193. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  119194. protected _buildBlock(state: NodeMaterialBuildState): this;
  119195. }
  119196. }
  119197. declare module BABYLON {
  119198. /**
  119199. * Block used to add light in the fragment shader
  119200. */
  119201. export class LightBlock extends NodeMaterialBlock {
  119202. private _lightId;
  119203. /**
  119204. * Gets or sets the light associated with this block
  119205. */
  119206. light: Nullable<Light>;
  119207. /**
  119208. * Create a new LightBlock
  119209. * @param name defines the block name
  119210. */
  119211. constructor(name: string);
  119212. /**
  119213. * Gets the current class name
  119214. * @returns the class name
  119215. */
  119216. getClassName(): string;
  119217. /**
  119218. * Gets the world position input component
  119219. */
  119220. readonly worldPosition: NodeMaterialConnectionPoint;
  119221. /**
  119222. * Gets the world normal input component
  119223. */
  119224. readonly worldNormal: NodeMaterialConnectionPoint;
  119225. /**
  119226. * Gets the camera (or eye) position component
  119227. */
  119228. readonly cameraPosition: NodeMaterialConnectionPoint;
  119229. /**
  119230. * Gets the diffuse output component
  119231. */
  119232. readonly diffuseOutput: NodeMaterialConnectionPoint;
  119233. /**
  119234. * Gets the specular output component
  119235. */
  119236. readonly specularOutput: NodeMaterialConnectionPoint;
  119237. autoConfigure(material: NodeMaterial): void;
  119238. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  119239. updateUniformsAndSamples(state: NodeMaterialBuildState, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  119240. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  119241. private _injectVertexCode;
  119242. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  119243. serialize(): any;
  119244. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  119245. }
  119246. }
  119247. declare module BABYLON {
  119248. /**
  119249. * Block used to multiply 2 values
  119250. */
  119251. export class MultiplyBlock extends NodeMaterialBlock {
  119252. /**
  119253. * Creates a new MultiplyBlock
  119254. * @param name defines the block name
  119255. */
  119256. constructor(name: string);
  119257. /**
  119258. * Gets the current class name
  119259. * @returns the class name
  119260. */
  119261. getClassName(): string;
  119262. /**
  119263. * Gets the left operand input component
  119264. */
  119265. readonly left: NodeMaterialConnectionPoint;
  119266. /**
  119267. * Gets the right operand input component
  119268. */
  119269. readonly right: NodeMaterialConnectionPoint;
  119270. /**
  119271. * Gets the output component
  119272. */
  119273. readonly output: NodeMaterialConnectionPoint;
  119274. protected _buildBlock(state: NodeMaterialBuildState): this;
  119275. }
  119276. }
  119277. declare module BABYLON {
  119278. /**
  119279. * Block used to add 2 vectors
  119280. */
  119281. export class AddBlock extends NodeMaterialBlock {
  119282. /**
  119283. * Creates a new AddBlock
  119284. * @param name defines the block name
  119285. */
  119286. constructor(name: string);
  119287. /**
  119288. * Gets the current class name
  119289. * @returns the class name
  119290. */
  119291. getClassName(): string;
  119292. /**
  119293. * Gets the left operand input component
  119294. */
  119295. readonly left: NodeMaterialConnectionPoint;
  119296. /**
  119297. * Gets the right operand input component
  119298. */
  119299. readonly right: NodeMaterialConnectionPoint;
  119300. /**
  119301. * Gets the output component
  119302. */
  119303. readonly output: NodeMaterialConnectionPoint;
  119304. protected _buildBlock(state: NodeMaterialBuildState): this;
  119305. }
  119306. }
  119307. declare module BABYLON {
  119308. /**
  119309. * Block used to scale a vector by a float
  119310. */
  119311. export class ScaleBlock extends NodeMaterialBlock {
  119312. /**
  119313. * Creates a new ScaleBlock
  119314. * @param name defines the block name
  119315. */
  119316. constructor(name: string);
  119317. /**
  119318. * Gets the current class name
  119319. * @returns the class name
  119320. */
  119321. getClassName(): string;
  119322. /**
  119323. * Gets the input component
  119324. */
  119325. readonly input: NodeMaterialConnectionPoint;
  119326. /**
  119327. * Gets the factor input component
  119328. */
  119329. readonly factor: NodeMaterialConnectionPoint;
  119330. /**
  119331. * Gets the output component
  119332. */
  119333. readonly output: NodeMaterialConnectionPoint;
  119334. protected _buildBlock(state: NodeMaterialBuildState): this;
  119335. }
  119336. }
  119337. declare module BABYLON {
  119338. /**
  119339. * Block used to clamp a float
  119340. */
  119341. export class ClampBlock extends NodeMaterialBlock {
  119342. /** Gets or sets the minimum range */
  119343. minimum: number;
  119344. /** Gets or sets the maximum range */
  119345. maximum: number;
  119346. /**
  119347. * Creates a new ClampBlock
  119348. * @param name defines the block name
  119349. */
  119350. constructor(name: string);
  119351. /**
  119352. * Gets the current class name
  119353. * @returns the class name
  119354. */
  119355. getClassName(): string;
  119356. /**
  119357. * Gets the value input component
  119358. */
  119359. readonly value: NodeMaterialConnectionPoint;
  119360. /**
  119361. * Gets the output component
  119362. */
  119363. readonly output: NodeMaterialConnectionPoint;
  119364. protected _buildBlock(state: NodeMaterialBuildState): this;
  119365. protected _dumpPropertiesCode(): string;
  119366. serialize(): any;
  119367. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  119368. }
  119369. }
  119370. declare module BABYLON {
  119371. /**
  119372. * Block used to apply a cross product between 2 vectors
  119373. */
  119374. export class CrossBlock extends NodeMaterialBlock {
  119375. /**
  119376. * Creates a new CrossBlock
  119377. * @param name defines the block name
  119378. */
  119379. constructor(name: string);
  119380. /**
  119381. * Gets the current class name
  119382. * @returns the class name
  119383. */
  119384. getClassName(): string;
  119385. /**
  119386. * Gets the left operand input component
  119387. */
  119388. readonly left: NodeMaterialConnectionPoint;
  119389. /**
  119390. * Gets the right operand input component
  119391. */
  119392. readonly right: NodeMaterialConnectionPoint;
  119393. /**
  119394. * Gets the output component
  119395. */
  119396. readonly output: NodeMaterialConnectionPoint;
  119397. protected _buildBlock(state: NodeMaterialBuildState): this;
  119398. }
  119399. }
  119400. declare module BABYLON {
  119401. /**
  119402. * Block used to apply a dot product between 2 vectors
  119403. */
  119404. export class DotBlock extends NodeMaterialBlock {
  119405. /**
  119406. * Creates a new DotBlock
  119407. * @param name defines the block name
  119408. */
  119409. constructor(name: string);
  119410. /**
  119411. * Gets the current class name
  119412. * @returns the class name
  119413. */
  119414. getClassName(): string;
  119415. /**
  119416. * Gets the left operand input component
  119417. */
  119418. readonly left: NodeMaterialConnectionPoint;
  119419. /**
  119420. * Gets the right operand input component
  119421. */
  119422. readonly right: NodeMaterialConnectionPoint;
  119423. /**
  119424. * Gets the output component
  119425. */
  119426. readonly output: NodeMaterialConnectionPoint;
  119427. protected _buildBlock(state: NodeMaterialBuildState): this;
  119428. }
  119429. }
  119430. declare module BABYLON {
  119431. /**
  119432. * Block used to remap a float from a range to a new one
  119433. */
  119434. export class RemapBlock extends NodeMaterialBlock {
  119435. /**
  119436. * Gets or sets the source range
  119437. */
  119438. sourceRange: Vector2;
  119439. /**
  119440. * Gets or sets the target range
  119441. */
  119442. targetRange: Vector2;
  119443. /**
  119444. * Creates a new RemapBlock
  119445. * @param name defines the block name
  119446. */
  119447. constructor(name: string);
  119448. /**
  119449. * Gets the current class name
  119450. * @returns the class name
  119451. */
  119452. getClassName(): string;
  119453. /**
  119454. * Gets the input component
  119455. */
  119456. readonly input: NodeMaterialConnectionPoint;
  119457. /**
  119458. * Gets the output component
  119459. */
  119460. readonly output: NodeMaterialConnectionPoint;
  119461. protected _buildBlock(state: NodeMaterialBuildState): this;
  119462. protected _dumpPropertiesCode(): string;
  119463. serialize(): any;
  119464. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  119465. }
  119466. }
  119467. declare module BABYLON {
  119468. /**
  119469. * Block used to normalize a vector
  119470. */
  119471. export class NormalizeBlock extends NodeMaterialBlock {
  119472. /**
  119473. * Creates a new NormalizeBlock
  119474. * @param name defines the block name
  119475. */
  119476. constructor(name: string);
  119477. /**
  119478. * Gets the current class name
  119479. * @returns the class name
  119480. */
  119481. getClassName(): string;
  119482. /**
  119483. * Gets the input component
  119484. */
  119485. readonly input: NodeMaterialConnectionPoint;
  119486. /**
  119487. * Gets the output component
  119488. */
  119489. readonly output: NodeMaterialConnectionPoint;
  119490. protected _buildBlock(state: NodeMaterialBuildState): this;
  119491. }
  119492. }
  119493. declare module BABYLON {
  119494. /**
  119495. * Operations supported by the Trigonometry block
  119496. */
  119497. export enum TrigonometryBlockOperations {
  119498. /** Cos */
  119499. Cos = 0,
  119500. /** Sin */
  119501. Sin = 1,
  119502. /** Abs */
  119503. Abs = 2,
  119504. /** Exp */
  119505. Exp = 3,
  119506. /** Exp2 */
  119507. Exp2 = 4,
  119508. /** Round */
  119509. Round = 5,
  119510. /** Floor */
  119511. Floor = 6,
  119512. /** Ceiling */
  119513. Ceiling = 7
  119514. }
  119515. /**
  119516. * Block used to apply trigonometry operation to floats
  119517. */
  119518. export class TrigonometryBlock extends NodeMaterialBlock {
  119519. /**
  119520. * Gets or sets the operation applied by the block
  119521. */
  119522. operation: TrigonometryBlockOperations;
  119523. /**
  119524. * Creates a new TrigonometryBlock
  119525. * @param name defines the block name
  119526. */
  119527. constructor(name: string);
  119528. /**
  119529. * Gets the current class name
  119530. * @returns the class name
  119531. */
  119532. getClassName(): string;
  119533. /**
  119534. * Gets the input component
  119535. */
  119536. readonly input: NodeMaterialConnectionPoint;
  119537. /**
  119538. * Gets the output component
  119539. */
  119540. readonly output: NodeMaterialConnectionPoint;
  119541. protected _buildBlock(state: NodeMaterialBuildState): this;
  119542. serialize(): any;
  119543. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  119544. }
  119545. }
  119546. declare module BABYLON {
  119547. /**
  119548. * Block used to create a Color3/4 out of individual inputs (one for each component)
  119549. */
  119550. export class ColorMergerBlock extends NodeMaterialBlock {
  119551. /**
  119552. * Create a new ColorMergerBlock
  119553. * @param name defines the block name
  119554. */
  119555. constructor(name: string);
  119556. /**
  119557. * Gets the current class name
  119558. * @returns the class name
  119559. */
  119560. getClassName(): string;
  119561. /**
  119562. * Gets the r component (input)
  119563. */
  119564. readonly r: NodeMaterialConnectionPoint;
  119565. /**
  119566. * Gets the g component (input)
  119567. */
  119568. readonly g: NodeMaterialConnectionPoint;
  119569. /**
  119570. * Gets the b component (input)
  119571. */
  119572. readonly b: NodeMaterialConnectionPoint;
  119573. /**
  119574. * Gets the a component (input)
  119575. */
  119576. readonly a: NodeMaterialConnectionPoint;
  119577. /**
  119578. * Gets the rgba component (output)
  119579. */
  119580. readonly rgba: NodeMaterialConnectionPoint;
  119581. /**
  119582. * Gets the rgb component (output)
  119583. */
  119584. readonly rgb: NodeMaterialConnectionPoint;
  119585. protected _buildBlock(state: NodeMaterialBuildState): this;
  119586. }
  119587. }
  119588. declare module BABYLON {
  119589. /**
  119590. * Block used to create a Vector2/3/4 out of individual inputs (one for each component)
  119591. */
  119592. export class VectorMergerBlock extends NodeMaterialBlock {
  119593. /**
  119594. * Create a new VectorMergerBlock
  119595. * @param name defines the block name
  119596. */
  119597. constructor(name: string);
  119598. /**
  119599. * Gets the current class name
  119600. * @returns the class name
  119601. */
  119602. getClassName(): string;
  119603. /**
  119604. * Gets the x component (input)
  119605. */
  119606. readonly x: NodeMaterialConnectionPoint;
  119607. /**
  119608. * Gets the y component (input)
  119609. */
  119610. readonly y: NodeMaterialConnectionPoint;
  119611. /**
  119612. * Gets the z component (input)
  119613. */
  119614. readonly z: NodeMaterialConnectionPoint;
  119615. /**
  119616. * Gets the w component (input)
  119617. */
  119618. readonly w: NodeMaterialConnectionPoint;
  119619. /**
  119620. * Gets the xyzw component (output)
  119621. */
  119622. readonly xyzw: NodeMaterialConnectionPoint;
  119623. /**
  119624. * Gets the xyz component (output)
  119625. */
  119626. readonly xyz: NodeMaterialConnectionPoint;
  119627. /**
  119628. * Gets the xy component (output)
  119629. */
  119630. readonly xy: NodeMaterialConnectionPoint;
  119631. protected _buildBlock(state: NodeMaterialBuildState): this;
  119632. }
  119633. }
  119634. declare module BABYLON {
  119635. /**
  119636. * Block used to expand a Color3/4 into 4 outputs (one for each component)
  119637. */
  119638. export class ColorSplitterBlock extends NodeMaterialBlock {
  119639. /**
  119640. * Create a new ColorSplitterBlock
  119641. * @param name defines the block name
  119642. */
  119643. constructor(name: string);
  119644. /**
  119645. * Gets the current class name
  119646. * @returns the class name
  119647. */
  119648. getClassName(): string;
  119649. /**
  119650. * Gets the rgba component (input)
  119651. */
  119652. readonly rgba: NodeMaterialConnectionPoint;
  119653. /**
  119654. * Gets the rgb component (input)
  119655. */
  119656. readonly rgbIn: NodeMaterialConnectionPoint;
  119657. /**
  119658. * Gets the rgb component (output)
  119659. */
  119660. readonly rgbOut: NodeMaterialConnectionPoint;
  119661. /**
  119662. * Gets the r component (output)
  119663. */
  119664. readonly r: NodeMaterialConnectionPoint;
  119665. /**
  119666. * Gets the g component (output)
  119667. */
  119668. readonly g: NodeMaterialConnectionPoint;
  119669. /**
  119670. * Gets the b component (output)
  119671. */
  119672. readonly b: NodeMaterialConnectionPoint;
  119673. /**
  119674. * Gets the a component (output)
  119675. */
  119676. readonly a: NodeMaterialConnectionPoint;
  119677. protected _inputRename(name: string): string;
  119678. protected _outputRename(name: string): string;
  119679. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  119680. }
  119681. }
  119682. declare module BABYLON {
  119683. /**
  119684. * Block used to expand a Vector3/4 into 4 outputs (one for each component)
  119685. */
  119686. export class VectorSplitterBlock extends NodeMaterialBlock {
  119687. /**
  119688. * Create a new VectorSplitterBlock
  119689. * @param name defines the block name
  119690. */
  119691. constructor(name: string);
  119692. /**
  119693. * Gets the current class name
  119694. * @returns the class name
  119695. */
  119696. getClassName(): string;
  119697. /**
  119698. * Gets the xyzw component (input)
  119699. */
  119700. readonly xyzw: NodeMaterialConnectionPoint;
  119701. /**
  119702. * Gets the xyz component (input)
  119703. */
  119704. readonly xyzIn: NodeMaterialConnectionPoint;
  119705. /**
  119706. * Gets the xy component (input)
  119707. */
  119708. readonly xyIn: NodeMaterialConnectionPoint;
  119709. /**
  119710. * Gets the xyz component (output)
  119711. */
  119712. readonly xyzOut: NodeMaterialConnectionPoint;
  119713. /**
  119714. * Gets the xy component (output)
  119715. */
  119716. readonly xyOut: NodeMaterialConnectionPoint;
  119717. /**
  119718. * Gets the x component (output)
  119719. */
  119720. readonly x: NodeMaterialConnectionPoint;
  119721. /**
  119722. * Gets the y component (output)
  119723. */
  119724. readonly y: NodeMaterialConnectionPoint;
  119725. /**
  119726. * Gets the z component (output)
  119727. */
  119728. readonly z: NodeMaterialConnectionPoint;
  119729. /**
  119730. * Gets the w component (output)
  119731. */
  119732. readonly w: NodeMaterialConnectionPoint;
  119733. protected _inputRename(name: string): string;
  119734. protected _outputRename(name: string): string;
  119735. protected _buildBlock(state: NodeMaterialBuildState): this;
  119736. }
  119737. }
  119738. declare module BABYLON {
  119739. /**
  119740. * Block used to lerp 2 values
  119741. */
  119742. export class LerpBlock extends NodeMaterialBlock {
  119743. /**
  119744. * Creates a new LerpBlock
  119745. * @param name defines the block name
  119746. */
  119747. constructor(name: string);
  119748. /**
  119749. * Gets the current class name
  119750. * @returns the class name
  119751. */
  119752. getClassName(): string;
  119753. /**
  119754. * Gets the left operand input component
  119755. */
  119756. readonly left: NodeMaterialConnectionPoint;
  119757. /**
  119758. * Gets the right operand input component
  119759. */
  119760. readonly right: NodeMaterialConnectionPoint;
  119761. /**
  119762. * Gets the gradient operand input component
  119763. */
  119764. readonly gradient: NodeMaterialConnectionPoint;
  119765. /**
  119766. * Gets the output component
  119767. */
  119768. readonly output: NodeMaterialConnectionPoint;
  119769. protected _buildBlock(state: NodeMaterialBuildState): this;
  119770. }
  119771. }
  119772. declare module BABYLON {
  119773. /**
  119774. * Block used to divide 2 vectors
  119775. */
  119776. export class DivideBlock extends NodeMaterialBlock {
  119777. /**
  119778. * Creates a new DivideBlock
  119779. * @param name defines the block name
  119780. */
  119781. constructor(name: string);
  119782. /**
  119783. * Gets the current class name
  119784. * @returns the class name
  119785. */
  119786. getClassName(): string;
  119787. /**
  119788. * Gets the left operand input component
  119789. */
  119790. readonly left: NodeMaterialConnectionPoint;
  119791. /**
  119792. * Gets the right operand input component
  119793. */
  119794. readonly right: NodeMaterialConnectionPoint;
  119795. /**
  119796. * Gets the output component
  119797. */
  119798. readonly output: NodeMaterialConnectionPoint;
  119799. protected _buildBlock(state: NodeMaterialBuildState): this;
  119800. }
  119801. }
  119802. declare module BABYLON {
  119803. /**
  119804. * Block used to subtract 2 vectors
  119805. */
  119806. export class SubtractBlock extends NodeMaterialBlock {
  119807. /**
  119808. * Creates a new SubtractBlock
  119809. * @param name defines the block name
  119810. */
  119811. constructor(name: string);
  119812. /**
  119813. * Gets the current class name
  119814. * @returns the class name
  119815. */
  119816. getClassName(): string;
  119817. /**
  119818. * Gets the left operand input component
  119819. */
  119820. readonly left: NodeMaterialConnectionPoint;
  119821. /**
  119822. * Gets the right operand input component
  119823. */
  119824. readonly right: NodeMaterialConnectionPoint;
  119825. /**
  119826. * Gets the output component
  119827. */
  119828. readonly output: NodeMaterialConnectionPoint;
  119829. protected _buildBlock(state: NodeMaterialBuildState): this;
  119830. }
  119831. }
  119832. declare module BABYLON {
  119833. /**
  119834. * Block used to step a value
  119835. */
  119836. export class StepBlock extends NodeMaterialBlock {
  119837. /**
  119838. * Creates a new AddBlock
  119839. * @param name defines the block name
  119840. */
  119841. constructor(name: string);
  119842. /**
  119843. * Gets the current class name
  119844. * @returns the class name
  119845. */
  119846. getClassName(): string;
  119847. /**
  119848. * Gets the value operand input component
  119849. */
  119850. readonly value: NodeMaterialConnectionPoint;
  119851. /**
  119852. * Gets the edge operand input component
  119853. */
  119854. readonly edge: NodeMaterialConnectionPoint;
  119855. /**
  119856. * Gets the output component
  119857. */
  119858. readonly output: NodeMaterialConnectionPoint;
  119859. protected _buildBlock(state: NodeMaterialBuildState): this;
  119860. }
  119861. }
  119862. declare module BABYLON {
  119863. /**
  119864. * Block used to get the opposite (1 - x) of a value
  119865. */
  119866. export class OneMinusBlock extends NodeMaterialBlock {
  119867. /**
  119868. * Creates a new OneMinusBlock
  119869. * @param name defines the block name
  119870. */
  119871. constructor(name: string);
  119872. /**
  119873. * Gets the current class name
  119874. * @returns the class name
  119875. */
  119876. getClassName(): string;
  119877. /**
  119878. * Gets the input component
  119879. */
  119880. readonly input: NodeMaterialConnectionPoint;
  119881. /**
  119882. * Gets the output component
  119883. */
  119884. readonly output: NodeMaterialConnectionPoint;
  119885. protected _buildBlock(state: NodeMaterialBuildState): this;
  119886. }
  119887. }
  119888. declare module BABYLON {
  119889. /**
  119890. * Block used to get the view direction
  119891. */
  119892. export class ViewDirectionBlock extends NodeMaterialBlock {
  119893. /**
  119894. * Creates a new ViewDirectionBlock
  119895. * @param name defines the block name
  119896. */
  119897. constructor(name: string);
  119898. /**
  119899. * Gets the current class name
  119900. * @returns the class name
  119901. */
  119902. getClassName(): string;
  119903. /**
  119904. * Gets the world position component
  119905. */
  119906. readonly worldPosition: NodeMaterialConnectionPoint;
  119907. /**
  119908. * Gets the camera position component
  119909. */
  119910. readonly cameraPosition: NodeMaterialConnectionPoint;
  119911. /**
  119912. * Gets the output component
  119913. */
  119914. readonly output: NodeMaterialConnectionPoint;
  119915. autoConfigure(material: NodeMaterial): void;
  119916. protected _buildBlock(state: NodeMaterialBuildState): this;
  119917. }
  119918. }
  119919. declare module BABYLON {
  119920. /**
  119921. * Block used to compute fresnel value
  119922. */
  119923. export class FresnelBlock extends NodeMaterialBlock {
  119924. /**
  119925. * Create a new FresnelBlock
  119926. * @param name defines the block name
  119927. */
  119928. constructor(name: string);
  119929. /**
  119930. * Gets the current class name
  119931. * @returns the class name
  119932. */
  119933. getClassName(): string;
  119934. /**
  119935. * Gets the world normal input component
  119936. */
  119937. readonly worldNormal: NodeMaterialConnectionPoint;
  119938. /**
  119939. * Gets the view direction input component
  119940. */
  119941. readonly viewDirection: NodeMaterialConnectionPoint;
  119942. /**
  119943. * Gets the bias input component
  119944. */
  119945. readonly bias: NodeMaterialConnectionPoint;
  119946. /**
  119947. * Gets the camera (or eye) position component
  119948. */
  119949. readonly power: NodeMaterialConnectionPoint;
  119950. /**
  119951. * Gets the fresnel output component
  119952. */
  119953. readonly fresnel: NodeMaterialConnectionPoint;
  119954. autoConfigure(material: NodeMaterial): void;
  119955. protected _buildBlock(state: NodeMaterialBuildState): this;
  119956. }
  119957. }
  119958. declare module BABYLON {
  119959. /**
  119960. * Block used to get the max of 2 values
  119961. */
  119962. export class MaxBlock extends NodeMaterialBlock {
  119963. /**
  119964. * Creates a new MaxBlock
  119965. * @param name defines the block name
  119966. */
  119967. constructor(name: string);
  119968. /**
  119969. * Gets the current class name
  119970. * @returns the class name
  119971. */
  119972. getClassName(): string;
  119973. /**
  119974. * Gets the left operand input component
  119975. */
  119976. readonly left: NodeMaterialConnectionPoint;
  119977. /**
  119978. * Gets the right operand input component
  119979. */
  119980. readonly right: NodeMaterialConnectionPoint;
  119981. /**
  119982. * Gets the output component
  119983. */
  119984. readonly output: NodeMaterialConnectionPoint;
  119985. protected _buildBlock(state: NodeMaterialBuildState): this;
  119986. }
  119987. }
  119988. declare module BABYLON {
  119989. /**
  119990. * Block used to get the min of 2 values
  119991. */
  119992. export class MinBlock extends NodeMaterialBlock {
  119993. /**
  119994. * Creates a new MinBlock
  119995. * @param name defines the block name
  119996. */
  119997. constructor(name: string);
  119998. /**
  119999. * Gets the current class name
  120000. * @returns the class name
  120001. */
  120002. getClassName(): string;
  120003. /**
  120004. * Gets the left operand input component
  120005. */
  120006. readonly left: NodeMaterialConnectionPoint;
  120007. /**
  120008. * Gets the right operand input component
  120009. */
  120010. readonly right: NodeMaterialConnectionPoint;
  120011. /**
  120012. * Gets the output component
  120013. */
  120014. readonly output: NodeMaterialConnectionPoint;
  120015. protected _buildBlock(state: NodeMaterialBuildState): this;
  120016. }
  120017. }
  120018. declare module BABYLON {
  120019. /**
  120020. * Effect Render Options
  120021. */
  120022. export interface IEffectRendererOptions {
  120023. /**
  120024. * Defines the vertices positions.
  120025. */
  120026. positions?: number[];
  120027. /**
  120028. * Defines the indices.
  120029. */
  120030. indices?: number[];
  120031. }
  120032. /**
  120033. * Helper class to render one or more effects
  120034. */
  120035. export class EffectRenderer {
  120036. private engine;
  120037. private static _DefaultOptions;
  120038. private _vertexBuffers;
  120039. private _indexBuffer;
  120040. private _ringBufferIndex;
  120041. private _ringScreenBuffer;
  120042. private _fullscreenViewport;
  120043. private _getNextFrameBuffer;
  120044. /**
  120045. * Creates an effect renderer
  120046. * @param engine the engine to use for rendering
  120047. * @param options defines the options of the effect renderer
  120048. */
  120049. constructor(engine: Engine, options?: IEffectRendererOptions);
  120050. /**
  120051. * Sets the current viewport in normalized coordinates 0-1
  120052. * @param viewport Defines the viewport to set (defaults to 0 0 1 1)
  120053. */
  120054. setViewport(viewport?: Viewport): void;
  120055. /**
  120056. * Binds the embedded attributes buffer to the effect.
  120057. * @param effect Defines the effect to bind the attributes for
  120058. */
  120059. bindBuffers(effect: Effect): void;
  120060. /**
  120061. * Sets the current effect wrapper to use during draw.
  120062. * The effect needs to be ready before calling this api.
  120063. * This also sets the default full screen position attribute.
  120064. * @param effectWrapper Defines the effect to draw with
  120065. */
  120066. applyEffectWrapper(effectWrapper: EffectWrapper): void;
  120067. /**
  120068. * Draws a full screen quad.
  120069. */
  120070. draw(): void;
  120071. /**
  120072. * renders one or more effects to a specified texture
  120073. * @param effectWrappers list of effects to renderer
  120074. * @param outputTexture texture to draw to, if null it will render to the screen
  120075. */
  120076. render(effectWrappers: Array<EffectWrapper> | EffectWrapper, outputTexture?: Nullable<Texture>): void;
  120077. /**
  120078. * Disposes of the effect renderer
  120079. */
  120080. dispose(): void;
  120081. }
  120082. /**
  120083. * Options to create an EffectWrapper
  120084. */
  120085. interface EffectWrapperCreationOptions {
  120086. /**
  120087. * Engine to use to create the effect
  120088. */
  120089. engine: Engine;
  120090. /**
  120091. * Fragment shader for the effect
  120092. */
  120093. fragmentShader: string;
  120094. /**
  120095. * Vertex shader for the effect
  120096. */
  120097. vertexShader?: string;
  120098. /**
  120099. * Attributes to use in the shader
  120100. */
  120101. attributeNames?: Array<string>;
  120102. /**
  120103. * Uniforms to use in the shader
  120104. */
  120105. uniformNames?: Array<string>;
  120106. /**
  120107. * Texture sampler names to use in the shader
  120108. */
  120109. samplerNames?: Array<string>;
  120110. /**
  120111. * The friendly name of the effect displayed in Spector.
  120112. */
  120113. name?: string;
  120114. }
  120115. /**
  120116. * Wraps an effect to be used for rendering
  120117. */
  120118. export class EffectWrapper {
  120119. /**
  120120. * Event that is fired right before the effect is drawn (should be used to update uniforms)
  120121. */
  120122. onApplyObservable: Observable<{}>;
  120123. /**
  120124. * The underlying effect
  120125. */
  120126. effect: Effect;
  120127. /**
  120128. * Creates an effect to be renderer
  120129. * @param creationOptions options to create the effect
  120130. */
  120131. constructor(creationOptions: EffectWrapperCreationOptions);
  120132. /**
  120133. * Disposes of the effect wrapper
  120134. */
  120135. dispose(): void;
  120136. }
  120137. }
  120138. declare module BABYLON {
  120139. /**
  120140. * Helper class to push actions to a pool of workers.
  120141. */
  120142. export class WorkerPool implements IDisposable {
  120143. private _workerInfos;
  120144. private _pendingActions;
  120145. /**
  120146. * Constructor
  120147. * @param workers Array of workers to use for actions
  120148. */
  120149. constructor(workers: Array<Worker>);
  120150. /**
  120151. * Terminates all workers and clears any pending actions.
  120152. */
  120153. dispose(): void;
  120154. /**
  120155. * Pushes an action to the worker pool. If all the workers are active, the action will be
  120156. * pended until a worker has completed its action.
  120157. * @param action The action to perform. Call onComplete when the action is complete.
  120158. */
  120159. push(action: (worker: Worker, onComplete: () => void) => void): void;
  120160. private _execute;
  120161. }
  120162. }
  120163. declare module BABYLON {
  120164. /**
  120165. * Configuration for Draco compression
  120166. */
  120167. export interface IDracoCompressionConfiguration {
  120168. /**
  120169. * Configuration for the decoder.
  120170. */
  120171. decoder: {
  120172. /**
  120173. * The url to the WebAssembly module.
  120174. */
  120175. wasmUrl?: string;
  120176. /**
  120177. * The url to the WebAssembly binary.
  120178. */
  120179. wasmBinaryUrl?: string;
  120180. /**
  120181. * The url to the fallback JavaScript module.
  120182. */
  120183. fallbackUrl?: string;
  120184. };
  120185. }
  120186. /**
  120187. * Draco compression (https://google.github.io/draco/)
  120188. *
  120189. * This class wraps the Draco module.
  120190. *
  120191. * **Encoder**
  120192. *
  120193. * The encoder is not currently implemented.
  120194. *
  120195. * **Decoder**
  120196. *
  120197. * 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.
  120198. *
  120199. * To update the configuration, use the following code:
  120200. * ```javascript
  120201. * DracoCompression.Configuration = {
  120202. * decoder: {
  120203. * wasmUrl: "<url to the WebAssembly library>",
  120204. * wasmBinaryUrl: "<url to the WebAssembly binary>",
  120205. * fallbackUrl: "<url to the fallback JavaScript library>",
  120206. * }
  120207. * };
  120208. * ```
  120209. *
  120210. * 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.
  120211. * Decoding will automatically fallback to the JavaScript version if WebAssembly version is not configured or if WebAssembly is not supported by the browser.
  120212. * Use `DracoCompression.DecoderAvailable` to determine if the decoder configuration is available for the current context.
  120213. *
  120214. * To decode Draco compressed data, get the default DracoCompression object and call decodeMeshAsync:
  120215. * ```javascript
  120216. * var vertexData = await DracoCompression.Default.decodeMeshAsync(data);
  120217. * ```
  120218. *
  120219. * @see https://www.babylonjs-playground.com/#N3EK4B#0
  120220. */
  120221. export class DracoCompression implements IDisposable {
  120222. private _workerPoolPromise?;
  120223. private _decoderModulePromise?;
  120224. /**
  120225. * The configuration. Defaults to the following urls:
  120226. * - wasmUrl: "https://preview.babylonjs.com/draco_wasm_wrapper_gltf.js"
  120227. * - wasmBinaryUrl: "https://preview.babylonjs.com/draco_decoder_gltf.wasm"
  120228. * - fallbackUrl: "https://preview.babylonjs.com/draco_decoder_gltf.js"
  120229. */
  120230. static Configuration: IDracoCompressionConfiguration;
  120231. /**
  120232. * Returns true if the decoder configuration is available.
  120233. */
  120234. static readonly DecoderAvailable: boolean;
  120235. /**
  120236. * Default number of workers to create when creating the draco compression object.
  120237. */
  120238. static DefaultNumWorkers: number;
  120239. private static GetDefaultNumWorkers;
  120240. private static _Default;
  120241. /**
  120242. * Default instance for the draco compression object.
  120243. */
  120244. static readonly Default: DracoCompression;
  120245. /**
  120246. * Constructor
  120247. * @param numWorkers The number of workers for async operations. Specify `0` to disable web workers and run synchronously in the current context.
  120248. */
  120249. constructor(numWorkers?: number);
  120250. /**
  120251. * Stop all async operations and release resources.
  120252. */
  120253. dispose(): void;
  120254. /**
  120255. * Returns a promise that resolves when ready. Call this manually to ensure draco compression is ready before use.
  120256. * @returns a promise that resolves when ready
  120257. */
  120258. whenReadyAsync(): Promise<void>;
  120259. /**
  120260. * Decode Draco compressed mesh data to vertex data.
  120261. * @param data The ArrayBuffer or ArrayBufferView for the Draco compression data
  120262. * @param attributes A map of attributes from vertex buffer kinds to Draco unique ids
  120263. * @returns A promise that resolves with the decoded vertex data
  120264. */
  120265. decodeMeshAsync(data: ArrayBuffer | ArrayBufferView, attributes?: {
  120266. [kind: string]: number;
  120267. }): Promise<VertexData>;
  120268. }
  120269. }
  120270. declare module BABYLON {
  120271. /**
  120272. * Class for building Constructive Solid Geometry
  120273. */
  120274. export class CSG {
  120275. private polygons;
  120276. /**
  120277. * The world matrix
  120278. */
  120279. matrix: Matrix;
  120280. /**
  120281. * Stores the position
  120282. */
  120283. position: Vector3;
  120284. /**
  120285. * Stores the rotation
  120286. */
  120287. rotation: Vector3;
  120288. /**
  120289. * Stores the rotation quaternion
  120290. */
  120291. rotationQuaternion: Nullable<Quaternion>;
  120292. /**
  120293. * Stores the scaling vector
  120294. */
  120295. scaling: Vector3;
  120296. /**
  120297. * Convert the Mesh to CSG
  120298. * @param mesh The Mesh to convert to CSG
  120299. * @returns A new CSG from the Mesh
  120300. */
  120301. static FromMesh(mesh: Mesh): CSG;
  120302. /**
  120303. * Construct a CSG solid from a list of `CSG.Polygon` instances.
  120304. * @param polygons Polygons used to construct a CSG solid
  120305. */
  120306. private static FromPolygons;
  120307. /**
  120308. * Clones, or makes a deep copy, of the CSG
  120309. * @returns A new CSG
  120310. */
  120311. clone(): CSG;
  120312. /**
  120313. * Unions this CSG with another CSG
  120314. * @param csg The CSG to union against this CSG
  120315. * @returns The unioned CSG
  120316. */
  120317. union(csg: CSG): CSG;
  120318. /**
  120319. * Unions this CSG with another CSG in place
  120320. * @param csg The CSG to union against this CSG
  120321. */
  120322. unionInPlace(csg: CSG): void;
  120323. /**
  120324. * Subtracts this CSG with another CSG
  120325. * @param csg The CSG to subtract against this CSG
  120326. * @returns A new CSG
  120327. */
  120328. subtract(csg: CSG): CSG;
  120329. /**
  120330. * Subtracts this CSG with another CSG in place
  120331. * @param csg The CSG to subtact against this CSG
  120332. */
  120333. subtractInPlace(csg: CSG): void;
  120334. /**
  120335. * Intersect this CSG with another CSG
  120336. * @param csg The CSG to intersect against this CSG
  120337. * @returns A new CSG
  120338. */
  120339. intersect(csg: CSG): CSG;
  120340. /**
  120341. * Intersects this CSG with another CSG in place
  120342. * @param csg The CSG to intersect against this CSG
  120343. */
  120344. intersectInPlace(csg: CSG): void;
  120345. /**
  120346. * Return a new CSG solid with solid and empty space switched. This solid is
  120347. * not modified.
  120348. * @returns A new CSG solid with solid and empty space switched
  120349. */
  120350. inverse(): CSG;
  120351. /**
  120352. * Inverses the CSG in place
  120353. */
  120354. inverseInPlace(): void;
  120355. /**
  120356. * This is used to keep meshes transformations so they can be restored
  120357. * when we build back a Babylon Mesh
  120358. * NB : All CSG operations are performed in world coordinates
  120359. * @param csg The CSG to copy the transform attributes from
  120360. * @returns This CSG
  120361. */
  120362. copyTransformAttributes(csg: CSG): CSG;
  120363. /**
  120364. * Build Raw mesh from CSG
  120365. * Coordinates here are in world space
  120366. * @param name The name of the mesh geometry
  120367. * @param scene The Scene
  120368. * @param keepSubMeshes Specifies if the submeshes should be kept
  120369. * @returns A new Mesh
  120370. */
  120371. buildMeshGeometry(name: string, scene?: Scene, keepSubMeshes?: boolean): Mesh;
  120372. /**
  120373. * Build Mesh from CSG taking material and transforms into account
  120374. * @param name The name of the Mesh
  120375. * @param material The material of the Mesh
  120376. * @param scene The Scene
  120377. * @param keepSubMeshes Specifies if submeshes should be kept
  120378. * @returns The new Mesh
  120379. */
  120380. toMesh(name: string, material?: Nullable<Material>, scene?: Scene, keepSubMeshes?: boolean): Mesh;
  120381. }
  120382. }
  120383. declare module BABYLON {
  120384. /**
  120385. * Class used to create a trail following a mesh
  120386. */
  120387. export class TrailMesh extends Mesh {
  120388. private _generator;
  120389. private _autoStart;
  120390. private _running;
  120391. private _diameter;
  120392. private _length;
  120393. private _sectionPolygonPointsCount;
  120394. private _sectionVectors;
  120395. private _sectionNormalVectors;
  120396. private _beforeRenderObserver;
  120397. /**
  120398. * @constructor
  120399. * @param name The value used by scene.getMeshByName() to do a lookup.
  120400. * @param generator The mesh to generate a trail.
  120401. * @param scene The scene to add this mesh to.
  120402. * @param diameter Diameter of trailing mesh. Default is 1.
  120403. * @param length Length of trailing mesh. Default is 60.
  120404. * @param autoStart Automatically start trailing mesh. Default true.
  120405. */
  120406. constructor(name: string, generator: AbstractMesh, scene: Scene, diameter?: number, length?: number, autoStart?: boolean);
  120407. /**
  120408. * "TrailMesh"
  120409. * @returns "TrailMesh"
  120410. */
  120411. getClassName(): string;
  120412. private _createMesh;
  120413. /**
  120414. * Start trailing mesh.
  120415. */
  120416. start(): void;
  120417. /**
  120418. * Stop trailing mesh.
  120419. */
  120420. stop(): void;
  120421. /**
  120422. * Update trailing mesh geometry.
  120423. */
  120424. update(): void;
  120425. /**
  120426. * Returns a new TrailMesh object.
  120427. * @param name is a string, the name given to the new mesh
  120428. * @param newGenerator use new generator object for cloned trail mesh
  120429. * @returns a new mesh
  120430. */
  120431. clone(name: string | undefined, newGenerator: AbstractMesh): TrailMesh;
  120432. /**
  120433. * Serializes this trail mesh
  120434. * @param serializationObject object to write serialization to
  120435. */
  120436. serialize(serializationObject: any): void;
  120437. /**
  120438. * Parses a serialized trail mesh
  120439. * @param parsedMesh the serialized mesh
  120440. * @param scene the scene to create the trail mesh in
  120441. * @returns the created trail mesh
  120442. */
  120443. static Parse(parsedMesh: any, scene: Scene): TrailMesh;
  120444. }
  120445. }
  120446. declare module BABYLON {
  120447. /**
  120448. * Class containing static functions to help procedurally build meshes
  120449. */
  120450. export class TiledBoxBuilder {
  120451. /**
  120452. * Creates a box mesh
  120453. * 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)
  120454. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  120455. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  120456. * * 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
  120457. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  120458. * @param name defines the name of the mesh
  120459. * @param options defines the options used to create the mesh
  120460. * @param scene defines the hosting scene
  120461. * @returns the box mesh
  120462. */
  120463. static CreateTiledBox(name: string, options: {
  120464. pattern?: number;
  120465. width?: number;
  120466. height?: number;
  120467. depth?: number;
  120468. tileSize?: number;
  120469. tileWidth?: number;
  120470. tileHeight?: number;
  120471. alignHorizontal?: number;
  120472. alignVertical?: number;
  120473. faceUV?: Vector4[];
  120474. faceColors?: Color4[];
  120475. sideOrientation?: number;
  120476. updatable?: boolean;
  120477. }, scene?: Nullable<Scene>): Mesh;
  120478. }
  120479. }
  120480. declare module BABYLON {
  120481. /**
  120482. * Class containing static functions to help procedurally build meshes
  120483. */
  120484. export class TorusKnotBuilder {
  120485. /**
  120486. * Creates a torus knot mesh
  120487. * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)
  120488. * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)
  120489. * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
  120490. * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
  120491. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  120492. * * 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
  120493. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  120494. * @param name defines the name of the mesh
  120495. * @param options defines the options used to create the mesh
  120496. * @param scene defines the hosting scene
  120497. * @returns the torus knot mesh
  120498. * @see https://doc.babylonjs.com/how_to/set_shapes#torus-knot
  120499. */
  120500. static CreateTorusKnot(name: string, options: {
  120501. radius?: number;
  120502. tube?: number;
  120503. radialSegments?: number;
  120504. tubularSegments?: number;
  120505. p?: number;
  120506. q?: number;
  120507. updatable?: boolean;
  120508. sideOrientation?: number;
  120509. frontUVs?: Vector4;
  120510. backUVs?: Vector4;
  120511. }, scene: any): Mesh;
  120512. }
  120513. }
  120514. declare module BABYLON {
  120515. /**
  120516. * Polygon
  120517. * @see https://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  120518. */
  120519. export class Polygon {
  120520. /**
  120521. * Creates a rectangle
  120522. * @param xmin bottom X coord
  120523. * @param ymin bottom Y coord
  120524. * @param xmax top X coord
  120525. * @param ymax top Y coord
  120526. * @returns points that make the resulting rectation
  120527. */
  120528. static Rectangle(xmin: number, ymin: number, xmax: number, ymax: number): Vector2[];
  120529. /**
  120530. * Creates a circle
  120531. * @param radius radius of circle
  120532. * @param cx scale in x
  120533. * @param cy scale in y
  120534. * @param numberOfSides number of sides that make up the circle
  120535. * @returns points that make the resulting circle
  120536. */
  120537. static Circle(radius: number, cx?: number, cy?: number, numberOfSides?: number): Vector2[];
  120538. /**
  120539. * Creates a polygon from input string
  120540. * @param input Input polygon data
  120541. * @returns the parsed points
  120542. */
  120543. static Parse(input: string): Vector2[];
  120544. /**
  120545. * Starts building a polygon from x and y coordinates
  120546. * @param x x coordinate
  120547. * @param y y coordinate
  120548. * @returns the started path2
  120549. */
  120550. static StartingAt(x: number, y: number): Path2;
  120551. }
  120552. /**
  120553. * Builds a polygon
  120554. * @see https://doc.babylonjs.com/how_to/polygonmeshbuilder
  120555. */
  120556. export class PolygonMeshBuilder {
  120557. private _points;
  120558. private _outlinepoints;
  120559. private _holes;
  120560. private _name;
  120561. private _scene;
  120562. private _epoints;
  120563. private _eholes;
  120564. private _addToepoint;
  120565. /**
  120566. * Babylon reference to the earcut plugin.
  120567. */
  120568. bjsEarcut: any;
  120569. /**
  120570. * Creates a PolygonMeshBuilder
  120571. * @param name name of the builder
  120572. * @param contours Path of the polygon
  120573. * @param scene scene to add to when creating the mesh
  120574. * @param earcutInjection can be used to inject your own earcut reference
  120575. */
  120576. constructor(name: string, contours: Path2 | Vector2[] | any, scene?: Scene, earcutInjection?: any);
  120577. /**
  120578. * Adds a whole within the polygon
  120579. * @param hole Array of points defining the hole
  120580. * @returns this
  120581. */
  120582. addHole(hole: Vector2[]): PolygonMeshBuilder;
  120583. /**
  120584. * Creates the polygon
  120585. * @param updatable If the mesh should be updatable
  120586. * @param depth The depth of the mesh created
  120587. * @returns the created mesh
  120588. */
  120589. build(updatable?: boolean, depth?: number): Mesh;
  120590. /**
  120591. * Creates the polygon
  120592. * @param depth The depth of the mesh created
  120593. * @returns the created VertexData
  120594. */
  120595. buildVertexData(depth?: number): VertexData;
  120596. /**
  120597. * Adds a side to the polygon
  120598. * @param positions points that make the polygon
  120599. * @param normals normals of the polygon
  120600. * @param uvs uvs of the polygon
  120601. * @param indices indices of the polygon
  120602. * @param bounds bounds of the polygon
  120603. * @param points points of the polygon
  120604. * @param depth depth of the polygon
  120605. * @param flip flip of the polygon
  120606. */
  120607. private addSide;
  120608. }
  120609. }
  120610. declare module BABYLON {
  120611. /**
  120612. * Class containing static functions to help procedurally build meshes
  120613. */
  120614. export class PolygonBuilder {
  120615. /**
  120616. * Creates a polygon mesh
  120617. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh
  120618. * * 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
  120619. * * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  120620. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  120621. * * 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)
  120622. * * Remember you can only change the shape positions, not their number when updating a polygon
  120623. * @param name defines the name of the mesh
  120624. * @param options defines the options used to create the mesh
  120625. * @param scene defines the hosting scene
  120626. * @param earcutInjection can be used to inject your own earcut reference
  120627. * @returns the polygon mesh
  120628. */
  120629. static CreatePolygon(name: string, options: {
  120630. shape: Vector3[];
  120631. holes?: Vector3[][];
  120632. depth?: number;
  120633. faceUV?: Vector4[];
  120634. faceColors?: Color4[];
  120635. updatable?: boolean;
  120636. sideOrientation?: number;
  120637. frontUVs?: Vector4;
  120638. backUVs?: Vector4;
  120639. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  120640. /**
  120641. * Creates an extruded polygon mesh, with depth in the Y direction.
  120642. * * 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)
  120643. * @see https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  120644. * @param name defines the name of the mesh
  120645. * @param options defines the options used to create the mesh
  120646. * @param scene defines the hosting scene
  120647. * @param earcutInjection can be used to inject your own earcut reference
  120648. * @returns the polygon mesh
  120649. */
  120650. static ExtrudePolygon(name: string, options: {
  120651. shape: Vector3[];
  120652. holes?: Vector3[][];
  120653. depth?: number;
  120654. faceUV?: Vector4[];
  120655. faceColors?: Color4[];
  120656. updatable?: boolean;
  120657. sideOrientation?: number;
  120658. frontUVs?: Vector4;
  120659. backUVs?: Vector4;
  120660. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  120661. }
  120662. }
  120663. declare module BABYLON {
  120664. /**
  120665. * Class containing static functions to help procedurally build meshes
  120666. */
  120667. export class LatheBuilder {
  120668. /**
  120669. * Creates lathe mesh.
  120670. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe
  120671. * * 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
  120672. * * The parameter `radius` (positive float, default 1) is the radius value of the lathe
  120673. * * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe
  120674. * * The parameter `clip` (positive integer, default 0) is the number of sides to not create without effecting the general shape of the sides
  120675. * * 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
  120676. * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
  120677. * * 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
  120678. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  120679. * * 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
  120680. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  120681. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  120682. * @param name defines the name of the mesh
  120683. * @param options defines the options used to create the mesh
  120684. * @param scene defines the hosting scene
  120685. * @returns the lathe mesh
  120686. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lathe
  120687. */
  120688. static CreateLathe(name: string, options: {
  120689. shape: Vector3[];
  120690. radius?: number;
  120691. tessellation?: number;
  120692. clip?: number;
  120693. arc?: number;
  120694. closed?: boolean;
  120695. updatable?: boolean;
  120696. sideOrientation?: number;
  120697. frontUVs?: Vector4;
  120698. backUVs?: Vector4;
  120699. cap?: number;
  120700. invertUV?: boolean;
  120701. }, scene?: Nullable<Scene>): Mesh;
  120702. }
  120703. }
  120704. declare module BABYLON {
  120705. /**
  120706. * Class containing static functions to help procedurally build meshes
  120707. */
  120708. export class TiledPlaneBuilder {
  120709. /**
  120710. * Creates a tiled plane mesh
  120711. * * The parameter `pattern` will, depending on value, do nothing or
  120712. * * * flip (reflect about central vertical) alternate tiles across and up
  120713. * * * flip every tile on alternate rows
  120714. * * * rotate (180 degs) alternate tiles across and up
  120715. * * * rotate every tile on alternate rows
  120716. * * * flip and rotate alternate tiles across and up
  120717. * * * flip and rotate every tile on alternate rows
  120718. * * The parameter `tileSize` sets the size (float) of each tile side (default 1)
  120719. * * You can set some different tile dimensions by using the parameters `tileWidth` and `tileHeight` (both by default have the same value of `tileSize`)
  120720. * * 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
  120721. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  120722. * * 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)
  120723. * * 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)
  120724. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  120725. * @param name defines the name of the mesh
  120726. * @param options defines the options used to create the mesh
  120727. * @param scene defines the hosting scene
  120728. * @returns the box mesh
  120729. */
  120730. static CreateTiledPlane(name: string, options: {
  120731. pattern?: number;
  120732. tileSize?: number;
  120733. tileWidth?: number;
  120734. tileHeight?: number;
  120735. size?: number;
  120736. width?: number;
  120737. height?: number;
  120738. alignHorizontal?: number;
  120739. alignVertical?: number;
  120740. sideOrientation?: number;
  120741. frontUVs?: Vector4;
  120742. backUVs?: Vector4;
  120743. updatable?: boolean;
  120744. }, scene?: Nullable<Scene>): Mesh;
  120745. }
  120746. }
  120747. declare module BABYLON {
  120748. /**
  120749. * Class containing static functions to help procedurally build meshes
  120750. */
  120751. export class TubeBuilder {
  120752. /**
  120753. * Creates a tube mesh.
  120754. * The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  120755. * * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube
  120756. * * The parameter `radius` (positive float, default 1) sets the tube radius size
  120757. * * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface
  120758. * * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter `radius`
  120759. * * 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)
  120760. * * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc
  120761. * * 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
  120762. * * 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
  120763. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  120764. * * 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
  120765. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  120766. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  120767. * @param name defines the name of the mesh
  120768. * @param options defines the options used to create the mesh
  120769. * @param scene defines the hosting scene
  120770. * @returns the tube mesh
  120771. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  120772. * @see https://doc.babylonjs.com/how_to/set_shapes#tube
  120773. */
  120774. static CreateTube(name: string, options: {
  120775. path: Vector3[];
  120776. radius?: number;
  120777. tessellation?: number;
  120778. radiusFunction?: {
  120779. (i: number, distance: number): number;
  120780. };
  120781. cap?: number;
  120782. arc?: number;
  120783. updatable?: boolean;
  120784. sideOrientation?: number;
  120785. frontUVs?: Vector4;
  120786. backUVs?: Vector4;
  120787. instance?: Mesh;
  120788. invertUV?: boolean;
  120789. }, scene?: Nullable<Scene>): Mesh;
  120790. }
  120791. }
  120792. declare module BABYLON {
  120793. /**
  120794. * Class containing static functions to help procedurally build meshes
  120795. */
  120796. export class IcoSphereBuilder {
  120797. /**
  120798. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  120799. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  120800. * * 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`)
  120801. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  120802. * * 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
  120803. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  120804. * * 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
  120805. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  120806. * @param name defines the name of the mesh
  120807. * @param options defines the options used to create the mesh
  120808. * @param scene defines the hosting scene
  120809. * @returns the icosahedron mesh
  120810. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  120811. */
  120812. static CreateIcoSphere(name: string, options: {
  120813. radius?: number;
  120814. radiusX?: number;
  120815. radiusY?: number;
  120816. radiusZ?: number;
  120817. flat?: boolean;
  120818. subdivisions?: number;
  120819. sideOrientation?: number;
  120820. frontUVs?: Vector4;
  120821. backUVs?: Vector4;
  120822. updatable?: boolean;
  120823. }, scene?: Nullable<Scene>): Mesh;
  120824. }
  120825. }
  120826. declare module BABYLON {
  120827. /**
  120828. * Class containing static functions to help procedurally build meshes
  120829. */
  120830. export class DecalBuilder {
  120831. /**
  120832. * Creates a decal mesh.
  120833. * 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
  120834. * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates
  120835. * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates
  120836. * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling
  120837. * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal
  120838. * @param name defines the name of the mesh
  120839. * @param sourceMesh defines the mesh where the decal must be applied
  120840. * @param options defines the options used to create the mesh
  120841. * @param scene defines the hosting scene
  120842. * @returns the decal mesh
  120843. * @see https://doc.babylonjs.com/how_to/decals
  120844. */
  120845. static CreateDecal(name: string, sourceMesh: AbstractMesh, options: {
  120846. position?: Vector3;
  120847. normal?: Vector3;
  120848. size?: Vector3;
  120849. angle?: number;
  120850. }): Mesh;
  120851. }
  120852. }
  120853. declare module BABYLON {
  120854. /**
  120855. * Class containing static functions to help procedurally build meshes
  120856. */
  120857. export class MeshBuilder {
  120858. /**
  120859. * Creates a box mesh
  120860. * * The parameter `size` sets the size (float) of each box side (default 1)
  120861. * * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value of `size`)
  120862. * * 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)
  120863. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  120864. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  120865. * * 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
  120866. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  120867. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  120868. * @param name defines the name of the mesh
  120869. * @param options defines the options used to create the mesh
  120870. * @param scene defines the hosting scene
  120871. * @returns the box mesh
  120872. */
  120873. static CreateBox(name: string, options: {
  120874. size?: number;
  120875. width?: number;
  120876. height?: number;
  120877. depth?: number;
  120878. faceUV?: Vector4[];
  120879. faceColors?: Color4[];
  120880. sideOrientation?: number;
  120881. frontUVs?: Vector4;
  120882. backUVs?: Vector4;
  120883. updatable?: boolean;
  120884. }, scene?: Nullable<Scene>): Mesh;
  120885. /**
  120886. * Creates a tiled box mesh
  120887. * * faceTiles sets the pattern, tile size and number of tiles for a face
  120888. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  120889. * @param name defines the name of the mesh
  120890. * @param options defines the options used to create the mesh
  120891. * @param scene defines the hosting scene
  120892. * @returns the tiled box mesh
  120893. */
  120894. static CreateTiledBox(name: string, options: {
  120895. pattern?: number;
  120896. size?: number;
  120897. width?: number;
  120898. height?: number;
  120899. depth: number;
  120900. tileSize?: number;
  120901. tileWidth?: number;
  120902. tileHeight?: number;
  120903. faceUV?: Vector4[];
  120904. faceColors?: Color4[];
  120905. alignHorizontal?: number;
  120906. alignVertical?: number;
  120907. sideOrientation?: number;
  120908. updatable?: boolean;
  120909. }, scene?: Nullable<Scene>): Mesh;
  120910. /**
  120911. * Creates a sphere mesh
  120912. * * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)
  120913. * * 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`)
  120914. * * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32)
  120915. * * 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
  120916. * * 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)
  120917. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  120918. * * 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
  120919. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  120920. * @param name defines the name of the mesh
  120921. * @param options defines the options used to create the mesh
  120922. * @param scene defines the hosting scene
  120923. * @returns the sphere mesh
  120924. * @see https://doc.babylonjs.com/how_to/set_shapes#sphere
  120925. */
  120926. static CreateSphere(name: string, options: {
  120927. segments?: number;
  120928. diameter?: number;
  120929. diameterX?: number;
  120930. diameterY?: number;
  120931. diameterZ?: number;
  120932. arc?: number;
  120933. slice?: number;
  120934. sideOrientation?: number;
  120935. frontUVs?: Vector4;
  120936. backUVs?: Vector4;
  120937. updatable?: boolean;
  120938. }, scene?: Nullable<Scene>): Mesh;
  120939. /**
  120940. * Creates a plane polygonal mesh. By default, this is a disc
  120941. * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)
  120942. * * 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
  120943. * * 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
  120944. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  120945. * * 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
  120946. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  120947. * @param name defines the name of the mesh
  120948. * @param options defines the options used to create the mesh
  120949. * @param scene defines the hosting scene
  120950. * @returns the plane polygonal mesh
  120951. * @see https://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  120952. */
  120953. static CreateDisc(name: string, options: {
  120954. radius?: number;
  120955. tessellation?: number;
  120956. arc?: number;
  120957. updatable?: boolean;
  120958. sideOrientation?: number;
  120959. frontUVs?: Vector4;
  120960. backUVs?: Vector4;
  120961. }, scene?: Nullable<Scene>): Mesh;
  120962. /**
  120963. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  120964. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  120965. * * 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`)
  120966. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  120967. * * 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
  120968. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  120969. * * 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
  120970. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  120971. * @param name defines the name of the mesh
  120972. * @param options defines the options used to create the mesh
  120973. * @param scene defines the hosting scene
  120974. * @returns the icosahedron mesh
  120975. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  120976. */
  120977. static CreateIcoSphere(name: string, options: {
  120978. radius?: number;
  120979. radiusX?: number;
  120980. radiusY?: number;
  120981. radiusZ?: number;
  120982. flat?: boolean;
  120983. subdivisions?: number;
  120984. sideOrientation?: number;
  120985. frontUVs?: Vector4;
  120986. backUVs?: Vector4;
  120987. updatable?: boolean;
  120988. }, scene?: Nullable<Scene>): Mesh;
  120989. /**
  120990. * Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  120991. * * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry
  120992. * * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array
  120993. * * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array
  120994. * * 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
  120995. * * 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
  120996. * * 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
  120997. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  120998. * * 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
  120999. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  121000. * * 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
  121001. * * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
  121002. * * 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
  121003. * * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time
  121004. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  121005. * @param name defines the name of the mesh
  121006. * @param options defines the options used to create the mesh
  121007. * @param scene defines the hosting scene
  121008. * @returns the ribbon mesh
  121009. * @see https://doc.babylonjs.com/how_to/ribbon_tutorial
  121010. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  121011. */
  121012. static CreateRibbon(name: string, options: {
  121013. pathArray: Vector3[][];
  121014. closeArray?: boolean;
  121015. closePath?: boolean;
  121016. offset?: number;
  121017. updatable?: boolean;
  121018. sideOrientation?: number;
  121019. frontUVs?: Vector4;
  121020. backUVs?: Vector4;
  121021. instance?: Mesh;
  121022. invertUV?: boolean;
  121023. uvs?: Vector2[];
  121024. colors?: Color4[];
  121025. }, scene?: Nullable<Scene>): Mesh;
  121026. /**
  121027. * Creates a cylinder or a cone mesh
  121028. * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
  121029. * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
  121030. * * 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.
  121031. * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
  121032. * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
  121033. * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.
  121034. * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.
  121035. * * 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).
  121036. * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.
  121037. * * 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).
  121038. * * 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
  121039. * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7
  121040. * * 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
  121041. * * 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.
  121042. * * If `enclose` is false, a ring surface is one element.
  121043. * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
  121044. * * 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
  121045. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  121046. * * 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
  121047. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  121048. * @param name defines the name of the mesh
  121049. * @param options defines the options used to create the mesh
  121050. * @param scene defines the hosting scene
  121051. * @returns the cylinder mesh
  121052. * @see https://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  121053. */
  121054. static CreateCylinder(name: string, options: {
  121055. height?: number;
  121056. diameterTop?: number;
  121057. diameterBottom?: number;
  121058. diameter?: number;
  121059. tessellation?: number;
  121060. subdivisions?: number;
  121061. arc?: number;
  121062. faceColors?: Color4[];
  121063. faceUV?: Vector4[];
  121064. updatable?: boolean;
  121065. hasRings?: boolean;
  121066. enclose?: boolean;
  121067. cap?: number;
  121068. sideOrientation?: number;
  121069. frontUVs?: Vector4;
  121070. backUVs?: Vector4;
  121071. }, scene?: Nullable<Scene>): Mesh;
  121072. /**
  121073. * Creates a torus mesh
  121074. * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)
  121075. * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)
  121076. * * The parameter `tessellation` sets the number of torus sides (postive integer, default 16)
  121077. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  121078. * * 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
  121079. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  121080. * @param name defines the name of the mesh
  121081. * @param options defines the options used to create the mesh
  121082. * @param scene defines the hosting scene
  121083. * @returns the torus mesh
  121084. * @see https://doc.babylonjs.com/how_to/set_shapes#torus
  121085. */
  121086. static CreateTorus(name: string, options: {
  121087. diameter?: number;
  121088. thickness?: number;
  121089. tessellation?: number;
  121090. updatable?: boolean;
  121091. sideOrientation?: number;
  121092. frontUVs?: Vector4;
  121093. backUVs?: Vector4;
  121094. }, scene?: Nullable<Scene>): Mesh;
  121095. /**
  121096. * Creates a torus knot mesh
  121097. * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)
  121098. * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)
  121099. * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
  121100. * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
  121101. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  121102. * * 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
  121103. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  121104. * @param name defines the name of the mesh
  121105. * @param options defines the options used to create the mesh
  121106. * @param scene defines the hosting scene
  121107. * @returns the torus knot mesh
  121108. * @see https://doc.babylonjs.com/how_to/set_shapes#torus-knot
  121109. */
  121110. static CreateTorusKnot(name: string, options: {
  121111. radius?: number;
  121112. tube?: number;
  121113. radialSegments?: number;
  121114. tubularSegments?: number;
  121115. p?: number;
  121116. q?: number;
  121117. updatable?: boolean;
  121118. sideOrientation?: number;
  121119. frontUVs?: Vector4;
  121120. backUVs?: Vector4;
  121121. }, scene?: Nullable<Scene>): Mesh;
  121122. /**
  121123. * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh
  121124. * * 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
  121125. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function
  121126. * * The parameter `lines` is an array of lines, each line being an array of successive Vector3
  121127. * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter
  121128. * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point
  121129. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
  121130. * * 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
  121131. * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
  121132. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  121133. * @see https://doc.babylonjs.com/how_to/parametric_shapes#line-system
  121134. * @param name defines the name of the new line system
  121135. * @param options defines the options used to create the line system
  121136. * @param scene defines the hosting scene
  121137. * @returns a new line system mesh
  121138. */
  121139. static CreateLineSystem(name: string, options: {
  121140. lines: Vector3[][];
  121141. updatable?: boolean;
  121142. instance?: Nullable<LinesMesh>;
  121143. colors?: Nullable<Color4[][]>;
  121144. useVertexAlpha?: boolean;
  121145. }, scene: Nullable<Scene>): LinesMesh;
  121146. /**
  121147. * Creates a line mesh
  121148. * 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
  121149. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  121150. * * The parameter `points` is an array successive Vector3
  121151. * * 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
  121152. * * The optional parameter `colors` is an array of successive Color4, one per line point
  121153. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
  121154. * * When updating an instance, remember that only point positions can change, not the number of points
  121155. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  121156. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lines
  121157. * @param name defines the name of the new line system
  121158. * @param options defines the options used to create the line system
  121159. * @param scene defines the hosting scene
  121160. * @returns a new line mesh
  121161. */
  121162. static CreateLines(name: string, options: {
  121163. points: Vector3[];
  121164. updatable?: boolean;
  121165. instance?: Nullable<LinesMesh>;
  121166. colors?: Color4[];
  121167. useVertexAlpha?: boolean;
  121168. }, scene?: Nullable<Scene>): LinesMesh;
  121169. /**
  121170. * Creates a dashed line mesh
  121171. * * 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
  121172. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  121173. * * The parameter `points` is an array successive Vector3
  121174. * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)
  121175. * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)
  121176. * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  121177. * * 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
  121178. * * When updating an instance, remember that only point positions can change, not the number of points
  121179. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  121180. * @param name defines the name of the mesh
  121181. * @param options defines the options used to create the mesh
  121182. * @param scene defines the hosting scene
  121183. * @returns the dashed line mesh
  121184. * @see https://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines
  121185. */
  121186. static CreateDashedLines(name: string, options: {
  121187. points: Vector3[];
  121188. dashSize?: number;
  121189. gapSize?: number;
  121190. dashNb?: number;
  121191. updatable?: boolean;
  121192. instance?: LinesMesh;
  121193. }, scene?: Nullable<Scene>): LinesMesh;
  121194. /**
  121195. * 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.
  121196. * * 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.
  121197. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  121198. * * 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.
  121199. * * The parameter `scale` (float, default 1) is the value to scale the shape.
  121200. * * 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
  121201. * * 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
  121202. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
  121203. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  121204. * * 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
  121205. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
  121206. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  121207. * @param name defines the name of the mesh
  121208. * @param options defines the options used to create the mesh
  121209. * @param scene defines the hosting scene
  121210. * @returns the extruded shape mesh
  121211. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  121212. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  121213. */
  121214. static ExtrudeShape(name: string, options: {
  121215. shape: Vector3[];
  121216. path: Vector3[];
  121217. scale?: number;
  121218. rotation?: number;
  121219. cap?: number;
  121220. updatable?: boolean;
  121221. sideOrientation?: number;
  121222. frontUVs?: Vector4;
  121223. backUVs?: Vector4;
  121224. instance?: Mesh;
  121225. invertUV?: boolean;
  121226. }, scene?: Nullable<Scene>): Mesh;
  121227. /**
  121228. * Creates an custom extruded shape mesh.
  121229. * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  121230. * * 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.
  121231. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  121232. * * 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
  121233. * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.
  121234. * * 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
  121235. * * It must returns a float value that will be the scale value applied to the shape on each path point
  121236. * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  121237. * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`
  121238. * * 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
  121239. * * 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
  121240. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape
  121241. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  121242. * * 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
  121243. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  121244. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  121245. * @param name defines the name of the mesh
  121246. * @param options defines the options used to create the mesh
  121247. * @param scene defines the hosting scene
  121248. * @returns the custom extruded shape mesh
  121249. * @see https://doc.babylonjs.com/how_to/parametric_shapes#custom-extruded-shapes
  121250. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  121251. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  121252. */
  121253. static ExtrudeShapeCustom(name: string, options: {
  121254. shape: Vector3[];
  121255. path: Vector3[];
  121256. scaleFunction?: any;
  121257. rotationFunction?: any;
  121258. ribbonCloseArray?: boolean;
  121259. ribbonClosePath?: boolean;
  121260. cap?: number;
  121261. updatable?: boolean;
  121262. sideOrientation?: number;
  121263. frontUVs?: Vector4;
  121264. backUVs?: Vector4;
  121265. instance?: Mesh;
  121266. invertUV?: boolean;
  121267. }, scene?: Nullable<Scene>): Mesh;
  121268. /**
  121269. * Creates lathe mesh.
  121270. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe
  121271. * * 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
  121272. * * The parameter `radius` (positive float, default 1) is the radius value of the lathe
  121273. * * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe
  121274. * * The parameter `clip` (positive integer, default 0) is the number of sides to not create without effecting the general shape of the sides
  121275. * * 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
  121276. * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
  121277. * * 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
  121278. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  121279. * * 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
  121280. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  121281. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  121282. * @param name defines the name of the mesh
  121283. * @param options defines the options used to create the mesh
  121284. * @param scene defines the hosting scene
  121285. * @returns the lathe mesh
  121286. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lathe
  121287. */
  121288. static CreateLathe(name: string, options: {
  121289. shape: Vector3[];
  121290. radius?: number;
  121291. tessellation?: number;
  121292. clip?: number;
  121293. arc?: number;
  121294. closed?: boolean;
  121295. updatable?: boolean;
  121296. sideOrientation?: number;
  121297. frontUVs?: Vector4;
  121298. backUVs?: Vector4;
  121299. cap?: number;
  121300. invertUV?: boolean;
  121301. }, scene?: Nullable<Scene>): Mesh;
  121302. /**
  121303. * Creates a tiled plane mesh
  121304. * * You can set a limited pattern arrangement with the tiles
  121305. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  121306. * * 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
  121307. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  121308. * @param name defines the name of the mesh
  121309. * @param options defines the options used to create the mesh
  121310. * @param scene defines the hosting scene
  121311. * @returns the plane mesh
  121312. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  121313. */
  121314. static CreateTiledPlane(name: string, options: {
  121315. pattern?: number;
  121316. tileSize?: number;
  121317. tileWidth?: number;
  121318. tileHeight?: number;
  121319. size?: number;
  121320. width?: number;
  121321. height?: number;
  121322. alignHorizontal?: number;
  121323. alignVertical?: number;
  121324. sideOrientation?: number;
  121325. frontUVs?: Vector4;
  121326. backUVs?: Vector4;
  121327. updatable?: boolean;
  121328. }, scene?: Nullable<Scene>): Mesh;
  121329. /**
  121330. * Creates a plane mesh
  121331. * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)
  121332. * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)
  121333. * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane
  121334. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  121335. * * 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
  121336. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  121337. * @param name defines the name of the mesh
  121338. * @param options defines the options used to create the mesh
  121339. * @param scene defines the hosting scene
  121340. * @returns the plane mesh
  121341. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  121342. */
  121343. static CreatePlane(name: string, options: {
  121344. size?: number;
  121345. width?: number;
  121346. height?: number;
  121347. sideOrientation?: number;
  121348. frontUVs?: Vector4;
  121349. backUVs?: Vector4;
  121350. updatable?: boolean;
  121351. sourcePlane?: Plane;
  121352. }, scene?: Nullable<Scene>): Mesh;
  121353. /**
  121354. * Creates a ground mesh
  121355. * * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground
  121356. * * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side
  121357. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  121358. * @param name defines the name of the mesh
  121359. * @param options defines the options used to create the mesh
  121360. * @param scene defines the hosting scene
  121361. * @returns the ground mesh
  121362. * @see https://doc.babylonjs.com/how_to/set_shapes#ground
  121363. */
  121364. static CreateGround(name: string, options: {
  121365. width?: number;
  121366. height?: number;
  121367. subdivisions?: number;
  121368. subdivisionsX?: number;
  121369. subdivisionsY?: number;
  121370. updatable?: boolean;
  121371. }, scene?: Nullable<Scene>): Mesh;
  121372. /**
  121373. * Creates a tiled ground mesh
  121374. * * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates
  121375. * * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates
  121376. * * 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
  121377. * * 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
  121378. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  121379. * @param name defines the name of the mesh
  121380. * @param options defines the options used to create the mesh
  121381. * @param scene defines the hosting scene
  121382. * @returns the tiled ground mesh
  121383. * @see https://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  121384. */
  121385. static CreateTiledGround(name: string, options: {
  121386. xmin: number;
  121387. zmin: number;
  121388. xmax: number;
  121389. zmax: number;
  121390. subdivisions?: {
  121391. w: number;
  121392. h: number;
  121393. };
  121394. precision?: {
  121395. w: number;
  121396. h: number;
  121397. };
  121398. updatable?: boolean;
  121399. }, scene?: Nullable<Scene>): Mesh;
  121400. /**
  121401. * Creates a ground mesh from a height map
  121402. * * The parameter `url` sets the URL of the height map image resource.
  121403. * * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.
  121404. * * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.
  121405. * * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.
  121406. * * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.
  121407. * * 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.
  121408. * * 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).
  121409. * * The parameter `alphaFilter` will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  121410. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  121411. * @param name defines the name of the mesh
  121412. * @param url defines the url to the height map
  121413. * @param options defines the options used to create the mesh
  121414. * @param scene defines the hosting scene
  121415. * @returns the ground mesh
  121416. * @see https://doc.babylonjs.com/babylon101/height_map
  121417. * @see https://doc.babylonjs.com/how_to/set_shapes#ground-from-a-height-map
  121418. */
  121419. static CreateGroundFromHeightMap(name: string, url: string, options: {
  121420. width?: number;
  121421. height?: number;
  121422. subdivisions?: number;
  121423. minHeight?: number;
  121424. maxHeight?: number;
  121425. colorFilter?: Color3;
  121426. alphaFilter?: number;
  121427. updatable?: boolean;
  121428. onReady?: (mesh: GroundMesh) => void;
  121429. }, scene?: Nullable<Scene>): GroundMesh;
  121430. /**
  121431. * Creates a polygon mesh
  121432. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh
  121433. * * 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
  121434. * * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  121435. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  121436. * * 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)
  121437. * * Remember you can only change the shape positions, not their number when updating a polygon
  121438. * @param name defines the name of the mesh
  121439. * @param options defines the options used to create the mesh
  121440. * @param scene defines the hosting scene
  121441. * @param earcutInjection can be used to inject your own earcut reference
  121442. * @returns the polygon mesh
  121443. */
  121444. static CreatePolygon(name: string, options: {
  121445. shape: Vector3[];
  121446. holes?: Vector3[][];
  121447. depth?: number;
  121448. faceUV?: Vector4[];
  121449. faceColors?: Color4[];
  121450. updatable?: boolean;
  121451. sideOrientation?: number;
  121452. frontUVs?: Vector4;
  121453. backUVs?: Vector4;
  121454. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  121455. /**
  121456. * Creates an extruded polygon mesh, with depth in the Y direction.
  121457. * * 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)
  121458. * @see https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  121459. * @param name defines the name of the mesh
  121460. * @param options defines the options used to create the mesh
  121461. * @param scene defines the hosting scene
  121462. * @param earcutInjection can be used to inject your own earcut reference
  121463. * @returns the polygon mesh
  121464. */
  121465. static ExtrudePolygon(name: string, options: {
  121466. shape: Vector3[];
  121467. holes?: Vector3[][];
  121468. depth?: number;
  121469. faceUV?: Vector4[];
  121470. faceColors?: Color4[];
  121471. updatable?: boolean;
  121472. sideOrientation?: number;
  121473. frontUVs?: Vector4;
  121474. backUVs?: Vector4;
  121475. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  121476. /**
  121477. * Creates a tube mesh.
  121478. * The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  121479. * * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube
  121480. * * The parameter `radius` (positive float, default 1) sets the tube radius size
  121481. * * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface
  121482. * * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter `radius`
  121483. * * 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)
  121484. * * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc
  121485. * * 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
  121486. * * 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
  121487. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  121488. * * 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
  121489. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  121490. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  121491. * @param name defines the name of the mesh
  121492. * @param options defines the options used to create the mesh
  121493. * @param scene defines the hosting scene
  121494. * @returns the tube mesh
  121495. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  121496. * @see https://doc.babylonjs.com/how_to/set_shapes#tube
  121497. */
  121498. static CreateTube(name: string, options: {
  121499. path: Vector3[];
  121500. radius?: number;
  121501. tessellation?: number;
  121502. radiusFunction?: {
  121503. (i: number, distance: number): number;
  121504. };
  121505. cap?: number;
  121506. arc?: number;
  121507. updatable?: boolean;
  121508. sideOrientation?: number;
  121509. frontUVs?: Vector4;
  121510. backUVs?: Vector4;
  121511. instance?: Mesh;
  121512. invertUV?: boolean;
  121513. }, scene?: Nullable<Scene>): Mesh;
  121514. /**
  121515. * Creates a polyhedron mesh
  121516. * * 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
  121517. * * The parameter `size` (positive float, default 1) sets the polygon size
  121518. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  121519. * * 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`
  121520. * * 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
  121521. * * 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)`)
  121522. * * 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
  121523. * * 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
  121524. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  121525. * * 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
  121526. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  121527. * @param name defines the name of the mesh
  121528. * @param options defines the options used to create the mesh
  121529. * @param scene defines the hosting scene
  121530. * @returns the polyhedron mesh
  121531. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes
  121532. */
  121533. static CreatePolyhedron(name: string, options: {
  121534. type?: number;
  121535. size?: number;
  121536. sizeX?: number;
  121537. sizeY?: number;
  121538. sizeZ?: number;
  121539. custom?: any;
  121540. faceUV?: Vector4[];
  121541. faceColors?: Color4[];
  121542. flat?: boolean;
  121543. updatable?: boolean;
  121544. sideOrientation?: number;
  121545. frontUVs?: Vector4;
  121546. backUVs?: Vector4;
  121547. }, scene?: Nullable<Scene>): Mesh;
  121548. /**
  121549. * Creates a decal mesh.
  121550. * 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
  121551. * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates
  121552. * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates
  121553. * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling
  121554. * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal
  121555. * @param name defines the name of the mesh
  121556. * @param sourceMesh defines the mesh where the decal must be applied
  121557. * @param options defines the options used to create the mesh
  121558. * @param scene defines the hosting scene
  121559. * @returns the decal mesh
  121560. * @see https://doc.babylonjs.com/how_to/decals
  121561. */
  121562. static CreateDecal(name: string, sourceMesh: AbstractMesh, options: {
  121563. position?: Vector3;
  121564. normal?: Vector3;
  121565. size?: Vector3;
  121566. angle?: number;
  121567. }): Mesh;
  121568. }
  121569. }
  121570. declare module BABYLON {
  121571. /**
  121572. * A simplifier interface for future simplification implementations
  121573. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  121574. */
  121575. export interface ISimplifier {
  121576. /**
  121577. * Simplification of a given mesh according to the given settings.
  121578. * Since this requires computation, it is assumed that the function runs async.
  121579. * @param settings The settings of the simplification, including quality and distance
  121580. * @param successCallback A callback that will be called after the mesh was simplified.
  121581. * @param errorCallback in case of an error, this callback will be called. optional.
  121582. */
  121583. simplify(settings: ISimplificationSettings, successCallback: (simplifiedMeshes: Mesh) => void, errorCallback?: () => void): void;
  121584. }
  121585. /**
  121586. * Expected simplification settings.
  121587. * Quality should be between 0 and 1 (1 being 100%, 0 being 0%)
  121588. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  121589. */
  121590. export interface ISimplificationSettings {
  121591. /**
  121592. * Gets or sets the expected quality
  121593. */
  121594. quality: number;
  121595. /**
  121596. * Gets or sets the distance when this optimized version should be used
  121597. */
  121598. distance: number;
  121599. /**
  121600. * Gets an already optimized mesh
  121601. */
  121602. optimizeMesh?: boolean;
  121603. }
  121604. /**
  121605. * Class used to specify simplification options
  121606. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  121607. */
  121608. export class SimplificationSettings implements ISimplificationSettings {
  121609. /** expected quality */
  121610. quality: number;
  121611. /** distance when this optimized version should be used */
  121612. distance: number;
  121613. /** already optimized mesh */
  121614. optimizeMesh?: boolean | undefined;
  121615. /**
  121616. * Creates a SimplificationSettings
  121617. * @param quality expected quality
  121618. * @param distance distance when this optimized version should be used
  121619. * @param optimizeMesh already optimized mesh
  121620. */
  121621. constructor(
  121622. /** expected quality */
  121623. quality: number,
  121624. /** distance when this optimized version should be used */
  121625. distance: number,
  121626. /** already optimized mesh */
  121627. optimizeMesh?: boolean | undefined);
  121628. }
  121629. /**
  121630. * Interface used to define a simplification task
  121631. */
  121632. export interface ISimplificationTask {
  121633. /**
  121634. * Array of settings
  121635. */
  121636. settings: Array<ISimplificationSettings>;
  121637. /**
  121638. * Simplification type
  121639. */
  121640. simplificationType: SimplificationType;
  121641. /**
  121642. * Mesh to simplify
  121643. */
  121644. mesh: Mesh;
  121645. /**
  121646. * Callback called on success
  121647. */
  121648. successCallback?: () => void;
  121649. /**
  121650. * Defines if parallel processing can be used
  121651. */
  121652. parallelProcessing: boolean;
  121653. }
  121654. /**
  121655. * Queue used to order the simplification tasks
  121656. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  121657. */
  121658. export class SimplificationQueue {
  121659. private _simplificationArray;
  121660. /**
  121661. * Gets a boolean indicating that the process is still running
  121662. */
  121663. running: boolean;
  121664. /**
  121665. * Creates a new queue
  121666. */
  121667. constructor();
  121668. /**
  121669. * Adds a new simplification task
  121670. * @param task defines a task to add
  121671. */
  121672. addTask(task: ISimplificationTask): void;
  121673. /**
  121674. * Execute next task
  121675. */
  121676. executeNext(): void;
  121677. /**
  121678. * Execute a simplification task
  121679. * @param task defines the task to run
  121680. */
  121681. runSimplification(task: ISimplificationTask): void;
  121682. private getSimplifier;
  121683. }
  121684. /**
  121685. * The implemented types of simplification
  121686. * At the moment only Quadratic Error Decimation is implemented
  121687. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  121688. */
  121689. export enum SimplificationType {
  121690. /** Quadratic error decimation */
  121691. QUADRATIC = 0
  121692. }
  121693. }
  121694. declare module BABYLON {
  121695. interface Scene {
  121696. /** @hidden (Backing field) */
  121697. _simplificationQueue: SimplificationQueue;
  121698. /**
  121699. * Gets or sets the simplification queue attached to the scene
  121700. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  121701. */
  121702. simplificationQueue: SimplificationQueue;
  121703. }
  121704. interface Mesh {
  121705. /**
  121706. * Simplify the mesh according to the given array of settings.
  121707. * Function will return immediately and will simplify async
  121708. * @param settings a collection of simplification settings
  121709. * @param parallelProcessing should all levels calculate parallel or one after the other
  121710. * @param simplificationType the type of simplification to run
  121711. * @param successCallback optional success callback to be called after the simplification finished processing all settings
  121712. * @returns the current mesh
  121713. */
  121714. simplify(settings: Array<ISimplificationSettings>, parallelProcessing?: boolean, simplificationType?: SimplificationType, successCallback?: (mesh?: Mesh, submeshIndex?: number) => void): Mesh;
  121715. }
  121716. /**
  121717. * Defines the simplification queue scene component responsible to help scheduling the various simplification task
  121718. * created in a scene
  121719. */
  121720. export class SimplicationQueueSceneComponent implements ISceneComponent {
  121721. /**
  121722. * The component name helpfull to identify the component in the list of scene components.
  121723. */
  121724. readonly name: string;
  121725. /**
  121726. * The scene the component belongs to.
  121727. */
  121728. scene: Scene;
  121729. /**
  121730. * Creates a new instance of the component for the given scene
  121731. * @param scene Defines the scene to register the component in
  121732. */
  121733. constructor(scene: Scene);
  121734. /**
  121735. * Registers the component in a given scene
  121736. */
  121737. register(): void;
  121738. /**
  121739. * Rebuilds the elements related to this component in case of
  121740. * context lost for instance.
  121741. */
  121742. rebuild(): void;
  121743. /**
  121744. * Disposes the component and the associated ressources
  121745. */
  121746. dispose(): void;
  121747. private _beforeCameraUpdate;
  121748. }
  121749. }
  121750. declare module BABYLON {
  121751. /**
  121752. * Navigation plugin interface to add navigation constrained by a navigation mesh
  121753. */
  121754. export interface INavigationEnginePlugin {
  121755. /**
  121756. * plugin name
  121757. */
  121758. name: string;
  121759. /**
  121760. * Creates a navigation mesh
  121761. * @param meshes array of all the geometry used to compute the navigatio mesh
  121762. * @param parameters bunch of parameters used to filter geometry
  121763. */
  121764. createMavMesh(meshes: Array<Mesh>, parameters: INavMeshParameters): void;
  121765. /**
  121766. * Create a navigation mesh debug mesh
  121767. * @param scene is where the mesh will be added
  121768. * @returns debug display mesh
  121769. */
  121770. createDebugNavMesh(scene: Scene): Mesh;
  121771. /**
  121772. * Get a navigation mesh constrained position, closest to the parameter position
  121773. * @param position world position
  121774. * @returns the closest point to position constrained by the navigation mesh
  121775. */
  121776. getClosestPoint(position: Vector3): Vector3;
  121777. /**
  121778. * Get a navigation mesh constrained position, within a particular radius
  121779. * @param position world position
  121780. * @param maxRadius the maximum distance to the constrained world position
  121781. * @returns the closest point to position constrained by the navigation mesh
  121782. */
  121783. getRandomPointAround(position: Vector3, maxRadius: number): Vector3;
  121784. /**
  121785. * Compute the final position from a segment made of destination-position
  121786. * @param position world position
  121787. * @param destination world position
  121788. * @returns the resulting point along the navmesh
  121789. */
  121790. moveAlong(position: Vector3, destination: Vector3): Vector3;
  121791. /**
  121792. * Compute a navigation path from start to end. Returns an empty array if no path can be computed
  121793. * @param start world position
  121794. * @param end world position
  121795. * @returns array containing world position composing the path
  121796. */
  121797. computePath(start: Vector3, end: Vector3): Vector3[];
  121798. /**
  121799. * If this plugin is supported
  121800. * @returns true if plugin is supported
  121801. */
  121802. isSupported(): boolean;
  121803. /**
  121804. * Create a new Crowd so you can add agents
  121805. * @param maxAgents the maximum agent count in the crowd
  121806. * @param maxAgentRadius the maximum radius an agent can have
  121807. * @param scene to attach the crowd to
  121808. * @returns the crowd you can add agents to
  121809. */
  121810. createCrowd(maxAgents: number, maxAgentRadius: number, scene: Scene): ICrowd;
  121811. /**
  121812. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  121813. * The queries will try to find a solution within those bounds
  121814. * default is (1,1,1)
  121815. * @param extent x,y,z value that define the extent around the queries point of reference
  121816. */
  121817. setDefaultQueryExtent(extent: Vector3): void;
  121818. /**
  121819. * Get the Bounding box extent specified by setDefaultQueryExtent
  121820. * @returns the box extent values
  121821. */
  121822. getDefaultQueryExtent(): Vector3;
  121823. /**
  121824. * Release all resources
  121825. */
  121826. dispose(): void;
  121827. }
  121828. /**
  121829. * Crowd Interface. A Crowd is a collection of moving agents constrained by a navigation mesh
  121830. */
  121831. export interface ICrowd {
  121832. /**
  121833. * Add a new agent to the crowd with the specified parameter a corresponding transformNode.
  121834. * You can attach anything to that node. The node position is updated in the scene update tick.
  121835. * @param pos world position that will be constrained by the navigation mesh
  121836. * @param parameters agent parameters
  121837. * @param transform hooked to the agent that will be update by the scene
  121838. * @returns agent index
  121839. */
  121840. addAgent(pos: Vector3, parameters: IAgentParameters, transform: TransformNode): number;
  121841. /**
  121842. * Returns the agent position in world space
  121843. * @param index agent index returned by addAgent
  121844. * @returns world space position
  121845. */
  121846. getAgentPosition(index: number): Vector3;
  121847. /**
  121848. * Gets the agent velocity in world space
  121849. * @param index agent index returned by addAgent
  121850. * @returns world space velocity
  121851. */
  121852. getAgentVelocity(index: number): Vector3;
  121853. /**
  121854. * remove a particular agent previously created
  121855. * @param index agent index returned by addAgent
  121856. */
  121857. removeAgent(index: number): void;
  121858. /**
  121859. * get the list of all agents attached to this crowd
  121860. * @returns list of agent indices
  121861. */
  121862. getAgents(): number[];
  121863. /**
  121864. * Tick update done by the Scene. Agent position/velocity/acceleration is updated by this function
  121865. * @param deltaTime in seconds
  121866. */
  121867. update(deltaTime: number): void;
  121868. /**
  121869. * Asks a particular agent to go to a destination. That destination is constrained by the navigation mesh
  121870. * @param index agent index returned by addAgent
  121871. * @param destination targeted world position
  121872. */
  121873. agentGoto(index: number, destination: Vector3): void;
  121874. /**
  121875. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  121876. * The queries will try to find a solution within those bounds
  121877. * default is (1,1,1)
  121878. * @param extent x,y,z value that define the extent around the queries point of reference
  121879. */
  121880. setDefaultQueryExtent(extent: Vector3): void;
  121881. /**
  121882. * Get the Bounding box extent specified by setDefaultQueryExtent
  121883. * @returns the box extent values
  121884. */
  121885. getDefaultQueryExtent(): Vector3;
  121886. /**
  121887. * Release all resources
  121888. */
  121889. dispose(): void;
  121890. }
  121891. /**
  121892. * Configures an agent
  121893. */
  121894. export interface IAgentParameters {
  121895. /**
  121896. * Agent radius. [Limit: >= 0]
  121897. */
  121898. radius: number;
  121899. /**
  121900. * Agent height. [Limit: > 0]
  121901. */
  121902. height: number;
  121903. /**
  121904. * Maximum allowed acceleration. [Limit: >= 0]
  121905. */
  121906. maxAcceleration: number;
  121907. /**
  121908. * Maximum allowed speed. [Limit: >= 0]
  121909. */
  121910. maxSpeed: number;
  121911. /**
  121912. * Defines how close a collision element must be before it is considered for steering behaviors. [Limits: > 0]
  121913. */
  121914. collisionQueryRange: number;
  121915. /**
  121916. * The path visibility optimization range. [Limit: > 0]
  121917. */
  121918. pathOptimizationRange: number;
  121919. /**
  121920. * How aggresive the agent manager should be at avoiding collisions with this agent. [Limit: >= 0]
  121921. */
  121922. separationWeight: number;
  121923. }
  121924. /**
  121925. * Configures the navigation mesh creation
  121926. */
  121927. export interface INavMeshParameters {
  121928. /**
  121929. * The xz-plane cell size to use for fields. [Limit: > 0] [Units: wu]
  121930. */
  121931. cs: number;
  121932. /**
  121933. * The y-axis cell size to use for fields. [Limit: > 0] [Units: wu]
  121934. */
  121935. ch: number;
  121936. /**
  121937. * The maximum slope that is considered walkable. [Limits: 0 <= value < 90] [Units: Degrees]
  121938. */
  121939. walkableSlopeAngle: number;
  121940. /**
  121941. * Minimum floor to 'ceiling' height that will still allow the floor area to
  121942. * be considered walkable. [Limit: >= 3] [Units: vx]
  121943. */
  121944. walkableHeight: number;
  121945. /**
  121946. * Maximum ledge height that is considered to still be traversable. [Limit: >=0] [Units: vx]
  121947. */
  121948. walkableClimb: number;
  121949. /**
  121950. * The distance to erode/shrink the walkable area of the heightfield away from
  121951. * obstructions. [Limit: >=0] [Units: vx]
  121952. */
  121953. walkableRadius: number;
  121954. /**
  121955. * The maximum allowed length for contour edges along the border of the mesh. [Limit: >=0] [Units: vx]
  121956. */
  121957. maxEdgeLen: number;
  121958. /**
  121959. * The maximum distance a simplfied contour's border edges should deviate
  121960. * the original raw contour. [Limit: >=0] [Units: vx]
  121961. */
  121962. maxSimplificationError: number;
  121963. /**
  121964. * The minimum number of cells allowed to form isolated island areas. [Limit: >=0] [Units: vx]
  121965. */
  121966. minRegionArea: number;
  121967. /**
  121968. * Any regions with a span count smaller than this value will, if possible,
  121969. * be merged with larger regions. [Limit: >=0] [Units: vx]
  121970. */
  121971. mergeRegionArea: number;
  121972. /**
  121973. * The maximum number of vertices allowed for polygons generated during the
  121974. * contour to polygon conversion process. [Limit: >= 3]
  121975. */
  121976. maxVertsPerPoly: number;
  121977. /**
  121978. * Sets the sampling distance to use when generating the detail mesh.
  121979. * (For height detail only.) [Limits: 0 or >= 0.9] [Units: wu]
  121980. */
  121981. detailSampleDist: number;
  121982. /**
  121983. * The maximum distance the detail mesh surface should deviate from heightfield
  121984. * data. (For height detail only.) [Limit: >=0] [Units: wu]
  121985. */
  121986. detailSampleMaxError: number;
  121987. }
  121988. }
  121989. declare module BABYLON {
  121990. /**
  121991. * RecastJS navigation plugin
  121992. */
  121993. export class RecastJSPlugin implements INavigationEnginePlugin {
  121994. /**
  121995. * Reference to the Recast library
  121996. */
  121997. bjsRECAST: any;
  121998. /**
  121999. * plugin name
  122000. */
  122001. name: string;
  122002. /**
  122003. * the first navmesh created. We might extend this to support multiple navmeshes
  122004. */
  122005. navMesh: any;
  122006. /**
  122007. * Initializes the recastJS plugin
  122008. * @param recastInjection can be used to inject your own recast reference
  122009. */
  122010. constructor(recastInjection?: any);
  122011. /**
  122012. * Creates a navigation mesh
  122013. * @param meshes array of all the geometry used to compute the navigatio mesh
  122014. * @param parameters bunch of parameters used to filter geometry
  122015. */
  122016. createMavMesh(meshes: Array<Mesh>, parameters: INavMeshParameters): void;
  122017. /**
  122018. * Create a navigation mesh debug mesh
  122019. * @param scene is where the mesh will be added
  122020. * @returns debug display mesh
  122021. */
  122022. createDebugNavMesh(scene: Scene): Mesh;
  122023. /**
  122024. * Get a navigation mesh constrained position, closest to the parameter position
  122025. * @param position world position
  122026. * @returns the closest point to position constrained by the navigation mesh
  122027. */
  122028. getClosestPoint(position: Vector3): Vector3;
  122029. /**
  122030. * Get a navigation mesh constrained position, within a particular radius
  122031. * @param position world position
  122032. * @param maxRadius the maximum distance to the constrained world position
  122033. * @returns the closest point to position constrained by the navigation mesh
  122034. */
  122035. getRandomPointAround(position: Vector3, maxRadius: number): Vector3;
  122036. /**
  122037. * Compute the final position from a segment made of destination-position
  122038. * @param position world position
  122039. * @param destination world position
  122040. * @returns the resulting point along the navmesh
  122041. */
  122042. moveAlong(position: Vector3, destination: Vector3): Vector3;
  122043. /**
  122044. * Compute a navigation path from start to end. Returns an empty array if no path can be computed
  122045. * @param start world position
  122046. * @param end world position
  122047. * @returns array containing world position composing the path
  122048. */
  122049. computePath(start: Vector3, end: Vector3): Vector3[];
  122050. /**
  122051. * Create a new Crowd so you can add agents
  122052. * @param maxAgents the maximum agent count in the crowd
  122053. * @param maxAgentRadius the maximum radius an agent can have
  122054. * @param scene to attach the crowd to
  122055. * @returns the crowd you can add agents to
  122056. */
  122057. createCrowd(maxAgents: number, maxAgentRadius: number, scene: Scene): ICrowd;
  122058. /**
  122059. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  122060. * The queries will try to find a solution within those bounds
  122061. * default is (1,1,1)
  122062. * @param extent x,y,z value that define the extent around the queries point of reference
  122063. */
  122064. setDefaultQueryExtent(extent: Vector3): void;
  122065. /**
  122066. * Get the Bounding box extent specified by setDefaultQueryExtent
  122067. * @returns the box extent values
  122068. */
  122069. getDefaultQueryExtent(): Vector3;
  122070. /**
  122071. * Disposes
  122072. */
  122073. dispose(): void;
  122074. /**
  122075. * If this plugin is supported
  122076. * @returns true if plugin is supported
  122077. */
  122078. isSupported(): boolean;
  122079. }
  122080. /**
  122081. * Recast detour crowd implementation
  122082. */
  122083. export class RecastJSCrowd implements ICrowd {
  122084. /**
  122085. * Recast/detour plugin
  122086. */
  122087. bjsRECASTPlugin: RecastJSPlugin;
  122088. /**
  122089. * Link to the detour crowd
  122090. */
  122091. recastCrowd: any;
  122092. /**
  122093. * One transform per agent
  122094. */
  122095. transforms: TransformNode[];
  122096. /**
  122097. * All agents created
  122098. */
  122099. agents: number[];
  122100. /**
  122101. * Link to the scene is kept to unregister the crowd from the scene
  122102. */
  122103. private _scene;
  122104. /**
  122105. * Observer for crowd updates
  122106. */
  122107. private _onBeforeAnimationsObserver;
  122108. /**
  122109. * Constructor
  122110. * @param plugin recastJS plugin
  122111. * @param maxAgents the maximum agent count in the crowd
  122112. * @param maxAgentRadius the maximum radius an agent can have
  122113. * @param scene to attach the crowd to
  122114. * @returns the crowd you can add agents to
  122115. */
  122116. constructor(plugin: RecastJSPlugin, maxAgents: number, maxAgentRadius: number, scene: Scene);
  122117. /**
  122118. * Add a new agent to the crowd with the specified parameter a corresponding transformNode.
  122119. * You can attach anything to that node. The node position is updated in the scene update tick.
  122120. * @param pos world position that will be constrained by the navigation mesh
  122121. * @param parameters agent parameters
  122122. * @param transform hooked to the agent that will be update by the scene
  122123. * @returns agent index
  122124. */
  122125. addAgent(pos: Vector3, parameters: IAgentParameters, transform: TransformNode): number;
  122126. /**
  122127. * Returns the agent position in world space
  122128. * @param index agent index returned by addAgent
  122129. * @returns world space position
  122130. */
  122131. getAgentPosition(index: number): Vector3;
  122132. /**
  122133. * Returns the agent velocity in world space
  122134. * @param index agent index returned by addAgent
  122135. * @returns world space velocity
  122136. */
  122137. getAgentVelocity(index: number): Vector3;
  122138. /**
  122139. * Asks a particular agent to go to a destination. That destination is constrained by the navigation mesh
  122140. * @param index agent index returned by addAgent
  122141. * @param destination targeted world position
  122142. */
  122143. agentGoto(index: number, destination: Vector3): void;
  122144. /**
  122145. * remove a particular agent previously created
  122146. * @param index agent index returned by addAgent
  122147. */
  122148. removeAgent(index: number): void;
  122149. /**
  122150. * get the list of all agents attached to this crowd
  122151. * @returns list of agent indices
  122152. */
  122153. getAgents(): number[];
  122154. /**
  122155. * Tick update done by the Scene. Agent position/velocity/acceleration is updated by this function
  122156. * @param deltaTime in seconds
  122157. */
  122158. update(deltaTime: number): void;
  122159. /**
  122160. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  122161. * The queries will try to find a solution within those bounds
  122162. * default is (1,1,1)
  122163. * @param extent x,y,z value that define the extent around the queries point of reference
  122164. */
  122165. setDefaultQueryExtent(extent: Vector3): void;
  122166. /**
  122167. * Get the Bounding box extent specified by setDefaultQueryExtent
  122168. * @returns the box extent values
  122169. */
  122170. getDefaultQueryExtent(): Vector3;
  122171. /**
  122172. * Release all resources
  122173. */
  122174. dispose(): void;
  122175. }
  122176. }
  122177. declare module BABYLON {
  122178. /**
  122179. * Class used to enable access to IndexedDB
  122180. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  122181. */
  122182. export class Database implements IOfflineProvider {
  122183. private _callbackManifestChecked;
  122184. private _currentSceneUrl;
  122185. private _db;
  122186. private _enableSceneOffline;
  122187. private _enableTexturesOffline;
  122188. private _manifestVersionFound;
  122189. private _mustUpdateRessources;
  122190. private _hasReachedQuota;
  122191. private _isSupported;
  122192. private _idbFactory;
  122193. /** Gets a boolean indicating if the user agent supports blob storage (this value will be updated after creating the first Database object) */
  122194. private static IsUASupportingBlobStorage;
  122195. /**
  122196. * Gets a boolean indicating if Database storate is enabled (off by default)
  122197. */
  122198. static IDBStorageEnabled: boolean;
  122199. /**
  122200. * Gets a boolean indicating if scene must be saved in the database
  122201. */
  122202. readonly enableSceneOffline: boolean;
  122203. /**
  122204. * Gets a boolean indicating if textures must be saved in the database
  122205. */
  122206. readonly enableTexturesOffline: boolean;
  122207. /**
  122208. * Creates a new Database
  122209. * @param urlToScene defines the url to load the scene
  122210. * @param callbackManifestChecked defines the callback to use when manifest is checked
  122211. * @param disableManifestCheck defines a boolean indicating that we want to skip the manifest validation (it will be considered validated and up to date)
  122212. */
  122213. constructor(urlToScene: string, callbackManifestChecked: (checked: boolean) => any, disableManifestCheck?: boolean);
  122214. private static _ParseURL;
  122215. private static _ReturnFullUrlLocation;
  122216. private _checkManifestFile;
  122217. /**
  122218. * Open the database and make it available
  122219. * @param successCallback defines the callback to call on success
  122220. * @param errorCallback defines the callback to call on error
  122221. */
  122222. open(successCallback: () => void, errorCallback: () => void): void;
  122223. /**
  122224. * Loads an image from the database
  122225. * @param url defines the url to load from
  122226. * @param image defines the target DOM image
  122227. */
  122228. loadImage(url: string, image: HTMLImageElement): void;
  122229. private _loadImageFromDBAsync;
  122230. private _saveImageIntoDBAsync;
  122231. private _checkVersionFromDB;
  122232. private _loadVersionFromDBAsync;
  122233. private _saveVersionIntoDBAsync;
  122234. /**
  122235. * Loads a file from database
  122236. * @param url defines the URL to load from
  122237. * @param sceneLoaded defines a callback to call on success
  122238. * @param progressCallBack defines a callback to call when progress changed
  122239. * @param errorCallback defines a callback to call on error
  122240. * @param useArrayBuffer defines a boolean to use array buffer instead of text string
  122241. */
  122242. loadFile(url: string, sceneLoaded: (data: any) => void, progressCallBack?: (data: any) => void, errorCallback?: () => void, useArrayBuffer?: boolean): void;
  122243. private _loadFileAsync;
  122244. private _saveFileAsync;
  122245. /**
  122246. * Validates if xhr data is correct
  122247. * @param xhr defines the request to validate
  122248. * @param dataType defines the expected data type
  122249. * @returns true if data is correct
  122250. */
  122251. private static _ValidateXHRData;
  122252. }
  122253. }
  122254. declare module BABYLON {
  122255. /** @hidden */
  122256. export var gpuUpdateParticlesPixelShader: {
  122257. name: string;
  122258. shader: string;
  122259. };
  122260. }
  122261. declare module BABYLON {
  122262. /** @hidden */
  122263. export var gpuUpdateParticlesVertexShader: {
  122264. name: string;
  122265. shader: string;
  122266. };
  122267. }
  122268. declare module BABYLON {
  122269. /** @hidden */
  122270. export var clipPlaneFragmentDeclaration2: {
  122271. name: string;
  122272. shader: string;
  122273. };
  122274. }
  122275. declare module BABYLON {
  122276. /** @hidden */
  122277. export var gpuRenderParticlesPixelShader: {
  122278. name: string;
  122279. shader: string;
  122280. };
  122281. }
  122282. declare module BABYLON {
  122283. /** @hidden */
  122284. export var clipPlaneVertexDeclaration2: {
  122285. name: string;
  122286. shader: string;
  122287. };
  122288. }
  122289. declare module BABYLON {
  122290. /** @hidden */
  122291. export var gpuRenderParticlesVertexShader: {
  122292. name: string;
  122293. shader: string;
  122294. };
  122295. }
  122296. declare module BABYLON {
  122297. /**
  122298. * This represents a GPU particle system in Babylon
  122299. * This is the fastest particle system in Babylon as it uses the GPU to update the individual particle data
  122300. * @see https://www.babylonjs-playground.com/#PU4WYI#4
  122301. */
  122302. export class GPUParticleSystem extends BaseParticleSystem implements IDisposable, IParticleSystem, IAnimatable {
  122303. /**
  122304. * The layer mask we are rendering the particles through.
  122305. */
  122306. layerMask: number;
  122307. private _capacity;
  122308. private _activeCount;
  122309. private _currentActiveCount;
  122310. private _accumulatedCount;
  122311. private _renderEffect;
  122312. private _updateEffect;
  122313. private _buffer0;
  122314. private _buffer1;
  122315. private _spriteBuffer;
  122316. private _updateVAO;
  122317. private _renderVAO;
  122318. private _targetIndex;
  122319. private _sourceBuffer;
  122320. private _targetBuffer;
  122321. private _engine;
  122322. private _currentRenderId;
  122323. private _started;
  122324. private _stopped;
  122325. private _timeDelta;
  122326. private _randomTexture;
  122327. private _randomTexture2;
  122328. private _attributesStrideSize;
  122329. private _updateEffectOptions;
  122330. private _randomTextureSize;
  122331. private _actualFrame;
  122332. private readonly _rawTextureWidth;
  122333. /**
  122334. * Gets a boolean indicating if the GPU particles can be rendered on current browser
  122335. */
  122336. static readonly IsSupported: boolean;
  122337. /**
  122338. * An event triggered when the system is disposed.
  122339. */
  122340. onDisposeObservable: Observable<GPUParticleSystem>;
  122341. /**
  122342. * Gets the maximum number of particles active at the same time.
  122343. * @returns The max number of active particles.
  122344. */
  122345. getCapacity(): number;
  122346. /**
  122347. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  122348. * to override the particles.
  122349. */
  122350. forceDepthWrite: boolean;
  122351. /**
  122352. * Gets or set the number of active particles
  122353. */
  122354. activeParticleCount: number;
  122355. private _preWarmDone;
  122356. /**
  122357. * Is this system ready to be used/rendered
  122358. * @return true if the system is ready
  122359. */
  122360. isReady(): boolean;
  122361. /**
  122362. * Gets if the system has been started. (Note: this will still be true after stop is called)
  122363. * @returns True if it has been started, otherwise false.
  122364. */
  122365. isStarted(): boolean;
  122366. /**
  122367. * Starts the particle system and begins to emit
  122368. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  122369. */
  122370. start(delay?: number): void;
  122371. /**
  122372. * Stops the particle system.
  122373. */
  122374. stop(): void;
  122375. /**
  122376. * Remove all active particles
  122377. */
  122378. reset(): void;
  122379. /**
  122380. * Returns the string "GPUParticleSystem"
  122381. * @returns a string containing the class name
  122382. */
  122383. getClassName(): string;
  122384. private _colorGradientsTexture;
  122385. protected _removeGradientAndTexture(gradient: number, gradients: Nullable<IValueGradient[]>, texture: RawTexture): BaseParticleSystem;
  122386. /**
  122387. * Adds a new color gradient
  122388. * @param gradient defines the gradient to use (between 0 and 1)
  122389. * @param color1 defines the color to affect to the specified gradient
  122390. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  122391. * @returns the current particle system
  122392. */
  122393. addColorGradient(gradient: number, color1: Color4, color2?: Color4): GPUParticleSystem;
  122394. /**
  122395. * Remove a specific color gradient
  122396. * @param gradient defines the gradient to remove
  122397. * @returns the current particle system
  122398. */
  122399. removeColorGradient(gradient: number): GPUParticleSystem;
  122400. private _angularSpeedGradientsTexture;
  122401. private _sizeGradientsTexture;
  122402. private _velocityGradientsTexture;
  122403. private _limitVelocityGradientsTexture;
  122404. private _dragGradientsTexture;
  122405. private _addFactorGradient;
  122406. /**
  122407. * Adds a new size gradient
  122408. * @param gradient defines the gradient to use (between 0 and 1)
  122409. * @param factor defines the size factor to affect to the specified gradient
  122410. * @returns the current particle system
  122411. */
  122412. addSizeGradient(gradient: number, factor: number): GPUParticleSystem;
  122413. /**
  122414. * Remove a specific size gradient
  122415. * @param gradient defines the gradient to remove
  122416. * @returns the current particle system
  122417. */
  122418. removeSizeGradient(gradient: number): GPUParticleSystem;
  122419. /**
  122420. * Adds a new angular speed gradient
  122421. * @param gradient defines the gradient to use (between 0 and 1)
  122422. * @param factor defines the angular speed to affect to the specified gradient
  122423. * @returns the current particle system
  122424. */
  122425. addAngularSpeedGradient(gradient: number, factor: number): GPUParticleSystem;
  122426. /**
  122427. * Remove a specific angular speed gradient
  122428. * @param gradient defines the gradient to remove
  122429. * @returns the current particle system
  122430. */
  122431. removeAngularSpeedGradient(gradient: number): GPUParticleSystem;
  122432. /**
  122433. * Adds a new velocity gradient
  122434. * @param gradient defines the gradient to use (between 0 and 1)
  122435. * @param factor defines the velocity to affect to the specified gradient
  122436. * @returns the current particle system
  122437. */
  122438. addVelocityGradient(gradient: number, factor: number): GPUParticleSystem;
  122439. /**
  122440. * Remove a specific velocity gradient
  122441. * @param gradient defines the gradient to remove
  122442. * @returns the current particle system
  122443. */
  122444. removeVelocityGradient(gradient: number): GPUParticleSystem;
  122445. /**
  122446. * Adds a new limit velocity gradient
  122447. * @param gradient defines the gradient to use (between 0 and 1)
  122448. * @param factor defines the limit velocity value to affect to the specified gradient
  122449. * @returns the current particle system
  122450. */
  122451. addLimitVelocityGradient(gradient: number, factor: number): GPUParticleSystem;
  122452. /**
  122453. * Remove a specific limit velocity gradient
  122454. * @param gradient defines the gradient to remove
  122455. * @returns the current particle system
  122456. */
  122457. removeLimitVelocityGradient(gradient: number): GPUParticleSystem;
  122458. /**
  122459. * Adds a new drag gradient
  122460. * @param gradient defines the gradient to use (between 0 and 1)
  122461. * @param factor defines the drag value to affect to the specified gradient
  122462. * @returns the current particle system
  122463. */
  122464. addDragGradient(gradient: number, factor: number): GPUParticleSystem;
  122465. /**
  122466. * Remove a specific drag gradient
  122467. * @param gradient defines the gradient to remove
  122468. * @returns the current particle system
  122469. */
  122470. removeDragGradient(gradient: number): GPUParticleSystem;
  122471. /**
  122472. * Not supported by GPUParticleSystem
  122473. * @param gradient defines the gradient to use (between 0 and 1)
  122474. * @param factor defines the emit rate value to affect to the specified gradient
  122475. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  122476. * @returns the current particle system
  122477. */
  122478. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  122479. /**
  122480. * Not supported by GPUParticleSystem
  122481. * @param gradient defines the gradient to remove
  122482. * @returns the current particle system
  122483. */
  122484. removeEmitRateGradient(gradient: number): IParticleSystem;
  122485. /**
  122486. * Not supported by GPUParticleSystem
  122487. * @param gradient defines the gradient to use (between 0 and 1)
  122488. * @param factor defines the start size value to affect to the specified gradient
  122489. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  122490. * @returns the current particle system
  122491. */
  122492. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  122493. /**
  122494. * Not supported by GPUParticleSystem
  122495. * @param gradient defines the gradient to remove
  122496. * @returns the current particle system
  122497. */
  122498. removeStartSizeGradient(gradient: number): IParticleSystem;
  122499. /**
  122500. * Not supported by GPUParticleSystem
  122501. * @param gradient defines the gradient to use (between 0 and 1)
  122502. * @param min defines the color remap minimal range
  122503. * @param max defines the color remap maximal range
  122504. * @returns the current particle system
  122505. */
  122506. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  122507. /**
  122508. * Not supported by GPUParticleSystem
  122509. * @param gradient defines the gradient to remove
  122510. * @returns the current particle system
  122511. */
  122512. removeColorRemapGradient(): IParticleSystem;
  122513. /**
  122514. * Not supported by GPUParticleSystem
  122515. * @param gradient defines the gradient to use (between 0 and 1)
  122516. * @param min defines the alpha remap minimal range
  122517. * @param max defines the alpha remap maximal range
  122518. * @returns the current particle system
  122519. */
  122520. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  122521. /**
  122522. * Not supported by GPUParticleSystem
  122523. * @param gradient defines the gradient to remove
  122524. * @returns the current particle system
  122525. */
  122526. removeAlphaRemapGradient(): IParticleSystem;
  122527. /**
  122528. * Not supported by GPUParticleSystem
  122529. * @param gradient defines the gradient to use (between 0 and 1)
  122530. * @param color defines the color to affect to the specified gradient
  122531. * @returns the current particle system
  122532. */
  122533. addRampGradient(gradient: number, color: Color3): IParticleSystem;
  122534. /**
  122535. * Not supported by GPUParticleSystem
  122536. * @param gradient defines the gradient to remove
  122537. * @returns the current particle system
  122538. */
  122539. removeRampGradient(): IParticleSystem;
  122540. /**
  122541. * Not supported by GPUParticleSystem
  122542. * @returns the list of ramp gradients
  122543. */
  122544. getRampGradients(): Nullable<Array<Color3Gradient>>;
  122545. /**
  122546. * Not supported by GPUParticleSystem
  122547. * Gets or sets a boolean indicating that ramp gradients must be used
  122548. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  122549. */
  122550. useRampGradients: boolean;
  122551. /**
  122552. * Not supported by GPUParticleSystem
  122553. * @param gradient defines the gradient to use (between 0 and 1)
  122554. * @param factor defines the life time factor to affect to the specified gradient
  122555. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  122556. * @returns the current particle system
  122557. */
  122558. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  122559. /**
  122560. * Not supported by GPUParticleSystem
  122561. * @param gradient defines the gradient to remove
  122562. * @returns the current particle system
  122563. */
  122564. removeLifeTimeGradient(gradient: number): IParticleSystem;
  122565. /**
  122566. * Instantiates a GPU particle system.
  122567. * 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.
  122568. * @param name The name of the particle system
  122569. * @param options The options used to create the system
  122570. * @param scene The scene the particle system belongs to
  122571. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  122572. */
  122573. constructor(name: string, options: Partial<{
  122574. capacity: number;
  122575. randomTextureSize: number;
  122576. }>, scene: Scene, isAnimationSheetEnabled?: boolean);
  122577. protected _reset(): void;
  122578. private _createUpdateVAO;
  122579. private _createRenderVAO;
  122580. private _initialize;
  122581. /** @hidden */
  122582. _recreateUpdateEffect(): void;
  122583. /** @hidden */
  122584. _recreateRenderEffect(): void;
  122585. /**
  122586. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  122587. * @param preWarm defines if we are in the pre-warmimg phase
  122588. */
  122589. animate(preWarm?: boolean): void;
  122590. private _createFactorGradientTexture;
  122591. private _createSizeGradientTexture;
  122592. private _createAngularSpeedGradientTexture;
  122593. private _createVelocityGradientTexture;
  122594. private _createLimitVelocityGradientTexture;
  122595. private _createDragGradientTexture;
  122596. private _createColorGradientTexture;
  122597. /**
  122598. * Renders the particle system in its current state
  122599. * @param preWarm defines if the system should only update the particles but not render them
  122600. * @returns the current number of particles
  122601. */
  122602. render(preWarm?: boolean): number;
  122603. /**
  122604. * Rebuilds the particle system
  122605. */
  122606. rebuild(): void;
  122607. private _releaseBuffers;
  122608. private _releaseVAOs;
  122609. /**
  122610. * Disposes the particle system and free the associated resources
  122611. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  122612. */
  122613. dispose(disposeTexture?: boolean): void;
  122614. /**
  122615. * Clones the particle system.
  122616. * @param name The name of the cloned object
  122617. * @param newEmitter The new emitter to use
  122618. * @returns the cloned particle system
  122619. */
  122620. clone(name: string, newEmitter: any): GPUParticleSystem;
  122621. /**
  122622. * Serializes the particle system to a JSON object.
  122623. * @returns the JSON object
  122624. */
  122625. serialize(): any;
  122626. /**
  122627. * Parses a JSON object to create a GPU particle system.
  122628. * @param parsedParticleSystem The JSON object to parse
  122629. * @param scene The scene to create the particle system in
  122630. * @param rootUrl The root url to use to load external dependencies like texture
  122631. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  122632. * @returns the parsed GPU particle system
  122633. */
  122634. static Parse(parsedParticleSystem: any, scene: Scene, rootUrl: string, doNotStart?: boolean): GPUParticleSystem;
  122635. }
  122636. }
  122637. declare module BABYLON {
  122638. /**
  122639. * Represents a set of particle systems working together to create a specific effect
  122640. */
  122641. export class ParticleSystemSet implements IDisposable {
  122642. private _emitterCreationOptions;
  122643. private _emitterNode;
  122644. /**
  122645. * Gets the particle system list
  122646. */
  122647. systems: IParticleSystem[];
  122648. /**
  122649. * Gets the emitter node used with this set
  122650. */
  122651. readonly emitterNode: Nullable<TransformNode>;
  122652. /**
  122653. * Creates a new emitter mesh as a sphere
  122654. * @param options defines the options used to create the sphere
  122655. * @param renderingGroupId defines the renderingGroupId to use for the sphere
  122656. * @param scene defines the hosting scene
  122657. */
  122658. setEmitterAsSphere(options: {
  122659. diameter: number;
  122660. segments: number;
  122661. color: Color3;
  122662. }, renderingGroupId: number, scene: Scene): void;
  122663. /**
  122664. * Starts all particle systems of the set
  122665. * @param emitter defines an optional mesh to use as emitter for the particle systems
  122666. */
  122667. start(emitter?: AbstractMesh): void;
  122668. /**
  122669. * Release all associated resources
  122670. */
  122671. dispose(): void;
  122672. /**
  122673. * Serialize the set into a JSON compatible object
  122674. * @returns a JSON compatible representation of the set
  122675. */
  122676. serialize(): any;
  122677. /**
  122678. * Parse a new ParticleSystemSet from a serialized source
  122679. * @param data defines a JSON compatible representation of the set
  122680. * @param scene defines the hosting scene
  122681. * @param gpu defines if we want GPU particles or CPU particles
  122682. * @returns a new ParticleSystemSet
  122683. */
  122684. static Parse(data: any, scene: Scene, gpu?: boolean): ParticleSystemSet;
  122685. }
  122686. }
  122687. declare module BABYLON {
  122688. /**
  122689. * This class is made for on one-liner static method to help creating particle system set.
  122690. */
  122691. export class ParticleHelper {
  122692. /**
  122693. * Gets or sets base Assets URL
  122694. */
  122695. static BaseAssetsUrl: string;
  122696. /**
  122697. * Create a default particle system that you can tweak
  122698. * @param emitter defines the emitter to use
  122699. * @param capacity defines the system capacity (default is 500 particles)
  122700. * @param scene defines the hosting scene
  122701. * @param useGPU defines if a GPUParticleSystem must be created (default is false)
  122702. * @returns the new Particle system
  122703. */
  122704. static CreateDefault(emitter: Nullable<AbstractMesh | Vector3>, capacity?: number, scene?: Scene, useGPU?: boolean): IParticleSystem;
  122705. /**
  122706. * This is the main static method (one-liner) of this helper to create different particle systems
  122707. * @param type This string represents the type to the particle system to create
  122708. * @param scene The scene where the particle system should live
  122709. * @param gpu If the system will use gpu
  122710. * @returns the ParticleSystemSet created
  122711. */
  122712. static CreateAsync(type: string, scene: Nullable<Scene>, gpu?: boolean): Promise<ParticleSystemSet>;
  122713. /**
  122714. * Static function used to export a particle system to a ParticleSystemSet variable.
  122715. * Please note that the emitter shape is not exported
  122716. * @param systems defines the particle systems to export
  122717. * @returns the created particle system set
  122718. */
  122719. static ExportSet(systems: IParticleSystem[]): ParticleSystemSet;
  122720. }
  122721. }
  122722. declare module BABYLON {
  122723. interface Engine {
  122724. /**
  122725. * Create an effect to use with particle systems.
  122726. * Please note that some parameters like animation sheets or not being billboard are not supported in this configuration
  122727. * @param fragmentName defines the base name of the effect (The name of file without .fragment.fx)
  122728. * @param uniformsNames defines a list of attribute names
  122729. * @param samplers defines an array of string used to represent textures
  122730. * @param defines defines the string containing the defines to use to compile the shaders
  122731. * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
  122732. * @param onCompiled defines a function to call when the effect creation is successful
  122733. * @param onError defines a function to call when the effect creation has failed
  122734. * @returns the new Effect
  122735. */
  122736. createEffectForParticles(fragmentName: string, uniformsNames: string[], samplers: string[], defines: string, fallbacks?: EffectFallbacks, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): Effect;
  122737. }
  122738. interface Mesh {
  122739. /**
  122740. * Returns an array populated with IParticleSystem objects whose the mesh is the emitter
  122741. * @returns an array of IParticleSystem
  122742. */
  122743. getEmittedParticleSystems(): IParticleSystem[];
  122744. /**
  122745. * Returns an array populated with IParticleSystem objects whose the mesh or its children are the emitter
  122746. * @returns an array of IParticleSystem
  122747. */
  122748. getHierarchyEmittedParticleSystems(): IParticleSystem[];
  122749. }
  122750. /**
  122751. * @hidden
  122752. */
  122753. export var _IDoNeedToBeInTheBuild: number;
  122754. }
  122755. declare module BABYLON {
  122756. interface Scene {
  122757. /** @hidden (Backing field) */
  122758. _physicsEngine: Nullable<IPhysicsEngine>;
  122759. /**
  122760. * Gets the current physics engine
  122761. * @returns a IPhysicsEngine or null if none attached
  122762. */
  122763. getPhysicsEngine(): Nullable<IPhysicsEngine>;
  122764. /**
  122765. * Enables physics to the current scene
  122766. * @param gravity defines the scene's gravity for the physics engine
  122767. * @param plugin defines the physics engine to be used. defaults to OimoJS.
  122768. * @return a boolean indicating if the physics engine was initialized
  122769. */
  122770. enablePhysics(gravity: Nullable<Vector3>, plugin?: IPhysicsEnginePlugin): boolean;
  122771. /**
  122772. * Disables and disposes the physics engine associated with the scene
  122773. */
  122774. disablePhysicsEngine(): void;
  122775. /**
  122776. * Gets a boolean indicating if there is an active physics engine
  122777. * @returns a boolean indicating if there is an active physics engine
  122778. */
  122779. isPhysicsEnabled(): boolean;
  122780. /**
  122781. * Deletes a physics compound impostor
  122782. * @param compound defines the compound to delete
  122783. */
  122784. deleteCompoundImpostor(compound: any): void;
  122785. /**
  122786. * An event triggered when physic simulation is about to be run
  122787. */
  122788. onBeforePhysicsObservable: Observable<Scene>;
  122789. /**
  122790. * An event triggered when physic simulation has been done
  122791. */
  122792. onAfterPhysicsObservable: Observable<Scene>;
  122793. }
  122794. interface AbstractMesh {
  122795. /** @hidden */
  122796. _physicsImpostor: Nullable<PhysicsImpostor>;
  122797. /**
  122798. * Gets or sets impostor used for physic simulation
  122799. * @see http://doc.babylonjs.com/features/physics_engine
  122800. */
  122801. physicsImpostor: Nullable<PhysicsImpostor>;
  122802. /**
  122803. * Gets the current physics impostor
  122804. * @see http://doc.babylonjs.com/features/physics_engine
  122805. * @returns a physics impostor or null
  122806. */
  122807. getPhysicsImpostor(): Nullable<PhysicsImpostor>;
  122808. /** Apply a physic impulse to the mesh
  122809. * @param force defines the force to apply
  122810. * @param contactPoint defines where to apply the force
  122811. * @returns the current mesh
  122812. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  122813. */
  122814. applyImpulse(force: Vector3, contactPoint: Vector3): AbstractMesh;
  122815. /**
  122816. * Creates a physic joint between two meshes
  122817. * @param otherMesh defines the other mesh to use
  122818. * @param pivot1 defines the pivot to use on this mesh
  122819. * @param pivot2 defines the pivot to use on the other mesh
  122820. * @param options defines additional options (can be plugin dependent)
  122821. * @returns the current mesh
  122822. * @see https://www.babylonjs-playground.com/#0BS5U0#0
  122823. */
  122824. setPhysicsLinkWith(otherMesh: Mesh, pivot1: Vector3, pivot2: Vector3, options?: any): AbstractMesh;
  122825. /** @hidden */
  122826. _disposePhysicsObserver: Nullable<Observer<Node>>;
  122827. }
  122828. /**
  122829. * Defines the physics engine scene component responsible to manage a physics engine
  122830. */
  122831. export class PhysicsEngineSceneComponent implements ISceneComponent {
  122832. /**
  122833. * The component name helpful to identify the component in the list of scene components.
  122834. */
  122835. readonly name: string;
  122836. /**
  122837. * The scene the component belongs to.
  122838. */
  122839. scene: Scene;
  122840. /**
  122841. * Creates a new instance of the component for the given scene
  122842. * @param scene Defines the scene to register the component in
  122843. */
  122844. constructor(scene: Scene);
  122845. /**
  122846. * Registers the component in a given scene
  122847. */
  122848. register(): void;
  122849. /**
  122850. * Rebuilds the elements related to this component in case of
  122851. * context lost for instance.
  122852. */
  122853. rebuild(): void;
  122854. /**
  122855. * Disposes the component and the associated ressources
  122856. */
  122857. dispose(): void;
  122858. }
  122859. }
  122860. declare module BABYLON {
  122861. /**
  122862. * A helper for physics simulations
  122863. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  122864. */
  122865. export class PhysicsHelper {
  122866. private _scene;
  122867. private _physicsEngine;
  122868. /**
  122869. * Initializes the Physics helper
  122870. * @param scene Babylon.js scene
  122871. */
  122872. constructor(scene: Scene);
  122873. /**
  122874. * Applies a radial explosion impulse
  122875. * @param origin the origin of the explosion
  122876. * @param radiusOrEventOptions the radius or the options of radial explosion
  122877. * @param strength the explosion strength
  122878. * @param falloff possible options: Constant & Linear. Defaults to Constant
  122879. * @returns A physics radial explosion event, or null
  122880. */
  122881. applyRadialExplosionImpulse(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsRadialExplosionEvent>;
  122882. /**
  122883. * Applies a radial explosion force
  122884. * @param origin the origin of the explosion
  122885. * @param radiusOrEventOptions the radius or the options of radial explosion
  122886. * @param strength the explosion strength
  122887. * @param falloff possible options: Constant & Linear. Defaults to Constant
  122888. * @returns A physics radial explosion event, or null
  122889. */
  122890. applyRadialExplosionForce(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsRadialExplosionEvent>;
  122891. /**
  122892. * Creates a gravitational field
  122893. * @param origin the origin of the explosion
  122894. * @param radiusOrEventOptions the radius or the options of radial explosion
  122895. * @param strength the explosion strength
  122896. * @param falloff possible options: Constant & Linear. Defaults to Constant
  122897. * @returns A physics gravitational field event, or null
  122898. */
  122899. gravitationalField(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsGravitationalFieldEvent>;
  122900. /**
  122901. * Creates a physics updraft event
  122902. * @param origin the origin of the updraft
  122903. * @param radiusOrEventOptions the radius or the options of the updraft
  122904. * @param strength the strength of the updraft
  122905. * @param height the height of the updraft
  122906. * @param updraftMode possible options: Center & Perpendicular. Defaults to Center
  122907. * @returns A physics updraft event, or null
  122908. */
  122909. updraft(origin: Vector3, radiusOrEventOptions: number | PhysicsUpdraftEventOptions, strength?: number, height?: number, updraftMode?: PhysicsUpdraftMode): Nullable<PhysicsUpdraftEvent>;
  122910. /**
  122911. * Creates a physics vortex event
  122912. * @param origin the of the vortex
  122913. * @param radiusOrEventOptions the radius or the options of the vortex
  122914. * @param strength the strength of the vortex
  122915. * @param height the height of the vortex
  122916. * @returns a Physics vortex event, or null
  122917. * A physics vortex event or null
  122918. */
  122919. vortex(origin: Vector3, radiusOrEventOptions: number | PhysicsVortexEventOptions, strength?: number, height?: number): Nullable<PhysicsVortexEvent>;
  122920. }
  122921. /**
  122922. * Represents a physics radial explosion event
  122923. */
  122924. class PhysicsRadialExplosionEvent {
  122925. private _scene;
  122926. private _options;
  122927. private _sphere;
  122928. private _dataFetched;
  122929. /**
  122930. * Initializes a radial explosioin event
  122931. * @param _scene BabylonJS scene
  122932. * @param _options The options for the vortex event
  122933. */
  122934. constructor(_scene: Scene, _options: PhysicsRadialExplosionEventOptions);
  122935. /**
  122936. * Returns the data related to the radial explosion event (sphere).
  122937. * @returns The radial explosion event data
  122938. */
  122939. getData(): PhysicsRadialExplosionEventData;
  122940. /**
  122941. * Returns the force and contact point of the impostor or false, if the impostor is not affected by the force/impulse.
  122942. * @param impostor A physics imposter
  122943. * @param origin the origin of the explosion
  122944. * @returns {Nullable<PhysicsHitData>} A physics force and contact point, or null
  122945. */
  122946. getImpostorHitData(impostor: PhysicsImpostor, origin: Vector3): Nullable<PhysicsHitData>;
  122947. /**
  122948. * Triggers affecterd impostors callbacks
  122949. * @param affectedImpostorsWithData defines the list of affected impostors (including associated data)
  122950. */
  122951. triggerAffectedImpostorsCallback(affectedImpostorsWithData: Array<PhysicsAffectedImpostorWithData>): void;
  122952. /**
  122953. * Disposes the sphere.
  122954. * @param force Specifies if the sphere should be disposed by force
  122955. */
  122956. dispose(force?: boolean): void;
  122957. /*** Helpers ***/
  122958. private _prepareSphere;
  122959. private _intersectsWithSphere;
  122960. }
  122961. /**
  122962. * Represents a gravitational field event
  122963. */
  122964. class PhysicsGravitationalFieldEvent {
  122965. private _physicsHelper;
  122966. private _scene;
  122967. private _origin;
  122968. private _options;
  122969. private _tickCallback;
  122970. private _sphere;
  122971. private _dataFetched;
  122972. /**
  122973. * Initializes the physics gravitational field event
  122974. * @param _physicsHelper A physics helper
  122975. * @param _scene BabylonJS scene
  122976. * @param _origin The origin position of the gravitational field event
  122977. * @param _options The options for the vortex event
  122978. */
  122979. constructor(_physicsHelper: PhysicsHelper, _scene: Scene, _origin: Vector3, _options: PhysicsRadialExplosionEventOptions);
  122980. /**
  122981. * Returns the data related to the gravitational field event (sphere).
  122982. * @returns A gravitational field event
  122983. */
  122984. getData(): PhysicsGravitationalFieldEventData;
  122985. /**
  122986. * Enables the gravitational field.
  122987. */
  122988. enable(): void;
  122989. /**
  122990. * Disables the gravitational field.
  122991. */
  122992. disable(): void;
  122993. /**
  122994. * Disposes the sphere.
  122995. * @param force The force to dispose from the gravitational field event
  122996. */
  122997. dispose(force?: boolean): void;
  122998. private _tick;
  122999. }
  123000. /**
  123001. * Represents a physics updraft event
  123002. */
  123003. class PhysicsUpdraftEvent {
  123004. private _scene;
  123005. private _origin;
  123006. private _options;
  123007. private _physicsEngine;
  123008. private _originTop;
  123009. private _originDirection;
  123010. private _tickCallback;
  123011. private _cylinder;
  123012. private _cylinderPosition;
  123013. private _dataFetched;
  123014. /**
  123015. * Initializes the physics updraft event
  123016. * @param _scene BabylonJS scene
  123017. * @param _origin The origin position of the updraft
  123018. * @param _options The options for the updraft event
  123019. */
  123020. constructor(_scene: Scene, _origin: Vector3, _options: PhysicsUpdraftEventOptions);
  123021. /**
  123022. * Returns the data related to the updraft event (cylinder).
  123023. * @returns A physics updraft event
  123024. */
  123025. getData(): PhysicsUpdraftEventData;
  123026. /**
  123027. * Enables the updraft.
  123028. */
  123029. enable(): void;
  123030. /**
  123031. * Disables the updraft.
  123032. */
  123033. disable(): void;
  123034. /**
  123035. * Disposes the cylinder.
  123036. * @param force Specifies if the updraft should be disposed by force
  123037. */
  123038. dispose(force?: boolean): void;
  123039. private getImpostorHitData;
  123040. private _tick;
  123041. /*** Helpers ***/
  123042. private _prepareCylinder;
  123043. private _intersectsWithCylinder;
  123044. }
  123045. /**
  123046. * Represents a physics vortex event
  123047. */
  123048. class PhysicsVortexEvent {
  123049. private _scene;
  123050. private _origin;
  123051. private _options;
  123052. private _physicsEngine;
  123053. private _originTop;
  123054. private _tickCallback;
  123055. private _cylinder;
  123056. private _cylinderPosition;
  123057. private _dataFetched;
  123058. /**
  123059. * Initializes the physics vortex event
  123060. * @param _scene The BabylonJS scene
  123061. * @param _origin The origin position of the vortex
  123062. * @param _options The options for the vortex event
  123063. */
  123064. constructor(_scene: Scene, _origin: Vector3, _options: PhysicsVortexEventOptions);
  123065. /**
  123066. * Returns the data related to the vortex event (cylinder).
  123067. * @returns The physics vortex event data
  123068. */
  123069. getData(): PhysicsVortexEventData;
  123070. /**
  123071. * Enables the vortex.
  123072. */
  123073. enable(): void;
  123074. /**
  123075. * Disables the cortex.
  123076. */
  123077. disable(): void;
  123078. /**
  123079. * Disposes the sphere.
  123080. * @param force
  123081. */
  123082. dispose(force?: boolean): void;
  123083. private getImpostorHitData;
  123084. private _tick;
  123085. /*** Helpers ***/
  123086. private _prepareCylinder;
  123087. private _intersectsWithCylinder;
  123088. }
  123089. /**
  123090. * Options fot the radial explosion event
  123091. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  123092. */
  123093. export class PhysicsRadialExplosionEventOptions {
  123094. /**
  123095. * The radius of the sphere for the radial explosion.
  123096. */
  123097. radius: number;
  123098. /**
  123099. * The strenth of the explosion.
  123100. */
  123101. strength: number;
  123102. /**
  123103. * The strenght of the force in correspondence to the distance of the affected object
  123104. */
  123105. falloff: PhysicsRadialImpulseFalloff;
  123106. /**
  123107. * Sphere options for the radial explosion.
  123108. */
  123109. sphere: {
  123110. segments: number;
  123111. diameter: number;
  123112. };
  123113. /**
  123114. * Sphere options for the radial explosion.
  123115. */
  123116. affectedImpostorsCallback: (affectedImpostorsWithData: Array<PhysicsAffectedImpostorWithData>) => void;
  123117. }
  123118. /**
  123119. * Options fot the updraft event
  123120. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  123121. */
  123122. export class PhysicsUpdraftEventOptions {
  123123. /**
  123124. * The radius of the cylinder for the vortex
  123125. */
  123126. radius: number;
  123127. /**
  123128. * The strenth of the updraft.
  123129. */
  123130. strength: number;
  123131. /**
  123132. * The height of the cylinder for the updraft.
  123133. */
  123134. height: number;
  123135. /**
  123136. * The mode for the the updraft.
  123137. */
  123138. updraftMode: PhysicsUpdraftMode;
  123139. }
  123140. /**
  123141. * Options fot the vortex event
  123142. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  123143. */
  123144. export class PhysicsVortexEventOptions {
  123145. /**
  123146. * The radius of the cylinder for the vortex
  123147. */
  123148. radius: number;
  123149. /**
  123150. * The strenth of the vortex.
  123151. */
  123152. strength: number;
  123153. /**
  123154. * The height of the cylinder for the vortex.
  123155. */
  123156. height: number;
  123157. /**
  123158. * At which distance, relative to the radius the centripetal forces should kick in? Range: 0-1
  123159. */
  123160. centripetalForceThreshold: number;
  123161. /**
  123162. * This multiplier determines with how much force the objects will be pushed sideways/around the vortex, when below the treshold.
  123163. */
  123164. centripetalForceMultiplier: number;
  123165. /**
  123166. * This multiplier determines with how much force the objects will be pushed sideways/around the vortex, when above the treshold.
  123167. */
  123168. centrifugalForceMultiplier: number;
  123169. /**
  123170. * This multiplier determines with how much force the objects will be pushed upwards, when in the vortex.
  123171. */
  123172. updraftForceMultiplier: number;
  123173. }
  123174. /**
  123175. * The strenght of the force in correspondence to the distance of the affected object
  123176. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  123177. */
  123178. export enum PhysicsRadialImpulseFalloff {
  123179. /** Defines that impulse is constant in strength across it's whole radius */
  123180. Constant = 0,
  123181. /** Defines that impulse gets weaker if it's further from the origin */
  123182. Linear = 1
  123183. }
  123184. /**
  123185. * The strength of the force in correspondence to the distance of the affected object
  123186. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  123187. */
  123188. export enum PhysicsUpdraftMode {
  123189. /** Defines that the upstream forces will pull towards the top center of the cylinder */
  123190. Center = 0,
  123191. /** Defines that once a impostor is inside the cylinder, it will shoot out perpendicular from the ground of the cylinder */
  123192. Perpendicular = 1
  123193. }
  123194. /**
  123195. * Interface for a physics hit data
  123196. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  123197. */
  123198. export interface PhysicsHitData {
  123199. /**
  123200. * The force applied at the contact point
  123201. */
  123202. force: Vector3;
  123203. /**
  123204. * The contact point
  123205. */
  123206. contactPoint: Vector3;
  123207. /**
  123208. * The distance from the origin to the contact point
  123209. */
  123210. distanceFromOrigin: number;
  123211. }
  123212. /**
  123213. * Interface for radial explosion event data
  123214. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  123215. */
  123216. export interface PhysicsRadialExplosionEventData {
  123217. /**
  123218. * A sphere used for the radial explosion event
  123219. */
  123220. sphere: Mesh;
  123221. }
  123222. /**
  123223. * Interface for gravitational field event data
  123224. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  123225. */
  123226. export interface PhysicsGravitationalFieldEventData {
  123227. /**
  123228. * A sphere mesh used for the gravitational field event
  123229. */
  123230. sphere: Mesh;
  123231. }
  123232. /**
  123233. * Interface for updraft event data
  123234. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  123235. */
  123236. export interface PhysicsUpdraftEventData {
  123237. /**
  123238. * A cylinder used for the updraft event
  123239. */
  123240. cylinder: Mesh;
  123241. }
  123242. /**
  123243. * Interface for vortex event data
  123244. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  123245. */
  123246. export interface PhysicsVortexEventData {
  123247. /**
  123248. * A cylinder used for the vortex event
  123249. */
  123250. cylinder: Mesh;
  123251. }
  123252. /**
  123253. * Interface for an affected physics impostor
  123254. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  123255. */
  123256. export interface PhysicsAffectedImpostorWithData {
  123257. /**
  123258. * The impostor affected by the effect
  123259. */
  123260. impostor: PhysicsImpostor;
  123261. /**
  123262. * The data about the hit/horce from the explosion
  123263. */
  123264. hitData: PhysicsHitData;
  123265. }
  123266. }
  123267. declare module BABYLON {
  123268. /** @hidden */
  123269. export var blackAndWhitePixelShader: {
  123270. name: string;
  123271. shader: string;
  123272. };
  123273. }
  123274. declare module BABYLON {
  123275. /**
  123276. * Post process used to render in black and white
  123277. */
  123278. export class BlackAndWhitePostProcess extends PostProcess {
  123279. /**
  123280. * Linear about to convert he result to black and white (default: 1)
  123281. */
  123282. degree: number;
  123283. /**
  123284. * Creates a black and white post process
  123285. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#black-and-white
  123286. * @param name The name of the effect.
  123287. * @param options The required width/height ratio to downsize to before computing the render pass.
  123288. * @param camera The camera to apply the render pass to.
  123289. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  123290. * @param engine The engine which the post process will be applied. (default: current engine)
  123291. * @param reusable If the post process can be reused on the same frame. (default: false)
  123292. */
  123293. constructor(name: string, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  123294. }
  123295. }
  123296. declare module BABYLON {
  123297. /**
  123298. * This represents a set of one or more post processes in Babylon.
  123299. * A post process can be used to apply a shader to a texture after it is rendered.
  123300. * @example https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  123301. */
  123302. export class PostProcessRenderEffect {
  123303. private _postProcesses;
  123304. private _getPostProcesses;
  123305. private _singleInstance;
  123306. private _cameras;
  123307. private _indicesForCamera;
  123308. /**
  123309. * Name of the effect
  123310. * @hidden
  123311. */
  123312. _name: string;
  123313. /**
  123314. * Instantiates a post process render effect.
  123315. * A post process can be used to apply a shader to a texture after it is rendered.
  123316. * @param engine The engine the effect is tied to
  123317. * @param name The name of the effect
  123318. * @param getPostProcesses A function that returns a set of post processes which the effect will run in order to be run.
  123319. * @param singleInstance False if this post process can be run on multiple cameras. (default: true)
  123320. */
  123321. constructor(engine: Engine, name: string, getPostProcesses: () => Nullable<PostProcess | Array<PostProcess>>, singleInstance?: boolean);
  123322. /**
  123323. * Checks if all the post processes in the effect are supported.
  123324. */
  123325. readonly isSupported: boolean;
  123326. /**
  123327. * Updates the current state of the effect
  123328. * @hidden
  123329. */
  123330. _update(): void;
  123331. /**
  123332. * Attaches the effect on cameras
  123333. * @param cameras The camera to attach to.
  123334. * @hidden
  123335. */
  123336. _attachCameras(cameras: Camera): void;
  123337. /**
  123338. * Attaches the effect on cameras
  123339. * @param cameras The camera to attach to.
  123340. * @hidden
  123341. */
  123342. _attachCameras(cameras: Camera[]): void;
  123343. /**
  123344. * Detaches the effect on cameras
  123345. * @param cameras The camera to detatch from.
  123346. * @hidden
  123347. */
  123348. _detachCameras(cameras: Camera): void;
  123349. /**
  123350. * Detatches the effect on cameras
  123351. * @param cameras The camera to detatch from.
  123352. * @hidden
  123353. */
  123354. _detachCameras(cameras: Camera[]): void;
  123355. /**
  123356. * Enables the effect on given cameras
  123357. * @param cameras The camera to enable.
  123358. * @hidden
  123359. */
  123360. _enable(cameras: Camera): void;
  123361. /**
  123362. * Enables the effect on given cameras
  123363. * @param cameras The camera to enable.
  123364. * @hidden
  123365. */
  123366. _enable(cameras: Nullable<Camera[]>): void;
  123367. /**
  123368. * Disables the effect on the given cameras
  123369. * @param cameras The camera to disable.
  123370. * @hidden
  123371. */
  123372. _disable(cameras: Camera): void;
  123373. /**
  123374. * Disables the effect on the given cameras
  123375. * @param cameras The camera to disable.
  123376. * @hidden
  123377. */
  123378. _disable(cameras: Nullable<Camera[]>): void;
  123379. /**
  123380. * Gets a list of the post processes contained in the effect.
  123381. * @param camera The camera to get the post processes on.
  123382. * @returns The list of the post processes in the effect.
  123383. */
  123384. getPostProcesses(camera?: Camera): Nullable<Array<PostProcess>>;
  123385. }
  123386. }
  123387. declare module BABYLON {
  123388. /** @hidden */
  123389. export var extractHighlightsPixelShader: {
  123390. name: string;
  123391. shader: string;
  123392. };
  123393. }
  123394. declare module BABYLON {
  123395. /**
  123396. * 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.
  123397. */
  123398. export class ExtractHighlightsPostProcess extends PostProcess {
  123399. /**
  123400. * The luminance threshold, pixels below this value will be set to black.
  123401. */
  123402. threshold: number;
  123403. /** @hidden */
  123404. _exposure: number;
  123405. /**
  123406. * Post process which has the input texture to be used when performing highlight extraction
  123407. * @hidden
  123408. */
  123409. _inputPostProcess: Nullable<PostProcess>;
  123410. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  123411. }
  123412. }
  123413. declare module BABYLON {
  123414. /** @hidden */
  123415. export var bloomMergePixelShader: {
  123416. name: string;
  123417. shader: string;
  123418. };
  123419. }
  123420. declare module BABYLON {
  123421. /**
  123422. * The BloomMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  123423. */
  123424. export class BloomMergePostProcess extends PostProcess {
  123425. /** Weight of the bloom to be added to the original input. */
  123426. weight: number;
  123427. /**
  123428. * Creates a new instance of @see BloomMergePostProcess
  123429. * @param name The name of the effect.
  123430. * @param originalFromInput Post process which's input will be used for the merge.
  123431. * @param blurred Blurred highlights post process which's output will be used.
  123432. * @param weight Weight of the bloom to be added to the original input.
  123433. * @param options The required width/height ratio to downsize to before computing the render pass.
  123434. * @param camera The camera to apply the render pass to.
  123435. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  123436. * @param engine The engine which the post process will be applied. (default: current engine)
  123437. * @param reusable If the post process can be reused on the same frame. (default: false)
  123438. * @param textureType Type of textures used when performing the post process. (default: 0)
  123439. * @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)
  123440. */
  123441. constructor(name: string, originalFromInput: PostProcess, blurred: PostProcess,
  123442. /** Weight of the bloom to be added to the original input. */
  123443. weight: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  123444. }
  123445. }
  123446. declare module BABYLON {
  123447. /**
  123448. * The bloom effect spreads bright areas of an image to simulate artifacts seen in cameras
  123449. */
  123450. export class BloomEffect extends PostProcessRenderEffect {
  123451. private bloomScale;
  123452. /**
  123453. * @hidden Internal
  123454. */
  123455. _effects: Array<PostProcess>;
  123456. /**
  123457. * @hidden Internal
  123458. */
  123459. _downscale: ExtractHighlightsPostProcess;
  123460. private _blurX;
  123461. private _blurY;
  123462. private _merge;
  123463. /**
  123464. * The luminance threshold to find bright areas of the image to bloom.
  123465. */
  123466. threshold: number;
  123467. /**
  123468. * The strength of the bloom.
  123469. */
  123470. weight: number;
  123471. /**
  123472. * Specifies the size of the bloom blur kernel, relative to the final output size
  123473. */
  123474. kernel: number;
  123475. /**
  123476. * Creates a new instance of @see BloomEffect
  123477. * @param scene The scene the effect belongs to.
  123478. * @param bloomScale The ratio of the blur texture to the input texture that should be used to compute the bloom.
  123479. * @param bloomKernel The size of the kernel to be used when applying the blur.
  123480. * @param bloomWeight The the strength of bloom.
  123481. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  123482. * @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)
  123483. */
  123484. constructor(scene: Scene, bloomScale: number, bloomWeight: number, bloomKernel: number, pipelineTextureType?: number, blockCompilation?: boolean);
  123485. /**
  123486. * Disposes each of the internal effects for a given camera.
  123487. * @param camera The camera to dispose the effect on.
  123488. */
  123489. disposeEffects(camera: Camera): void;
  123490. /**
  123491. * @hidden Internal
  123492. */
  123493. _updateEffects(): void;
  123494. /**
  123495. * Internal
  123496. * @returns if all the contained post processes are ready.
  123497. * @hidden
  123498. */
  123499. _isReady(): boolean;
  123500. }
  123501. }
  123502. declare module BABYLON {
  123503. /** @hidden */
  123504. export var chromaticAberrationPixelShader: {
  123505. name: string;
  123506. shader: string;
  123507. };
  123508. }
  123509. declare module BABYLON {
  123510. /**
  123511. * The ChromaticAberrationPostProcess separates the rgb channels in an image to produce chromatic distortion around the edges of the screen
  123512. */
  123513. export class ChromaticAberrationPostProcess extends PostProcess {
  123514. /**
  123515. * The amount of seperation of rgb channels (default: 30)
  123516. */
  123517. aberrationAmount: number;
  123518. /**
  123519. * The amount the effect will increase for pixels closer to the edge of the screen. (default: 0)
  123520. */
  123521. radialIntensity: number;
  123522. /**
  123523. * 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))
  123524. */
  123525. direction: Vector2;
  123526. /**
  123527. * 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))
  123528. */
  123529. centerPosition: Vector2;
  123530. /**
  123531. * Creates a new instance ChromaticAberrationPostProcess
  123532. * @param name The name of the effect.
  123533. * @param screenWidth The width of the screen to apply the effect on.
  123534. * @param screenHeight The height of the screen to apply the effect on.
  123535. * @param options The required width/height ratio to downsize to before computing the render pass.
  123536. * @param camera The camera to apply the render pass to.
  123537. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  123538. * @param engine The engine which the post process will be applied. (default: current engine)
  123539. * @param reusable If the post process can be reused on the same frame. (default: false)
  123540. * @param textureType Type of textures used when performing the post process. (default: 0)
  123541. * @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)
  123542. */
  123543. constructor(name: string, screenWidth: number, screenHeight: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  123544. }
  123545. }
  123546. declare module BABYLON {
  123547. /** @hidden */
  123548. export var circleOfConfusionPixelShader: {
  123549. name: string;
  123550. shader: string;
  123551. };
  123552. }
  123553. declare module BABYLON {
  123554. /**
  123555. * The CircleOfConfusionPostProcess computes the circle of confusion value for each pixel given required lens parameters. See https://en.wikipedia.org/wiki/Circle_of_confusion
  123556. */
  123557. export class CircleOfConfusionPostProcess extends PostProcess {
  123558. /**
  123559. * 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.
  123560. */
  123561. lensSize: number;
  123562. /**
  123563. * F-Stop of the effect's camera. The diamater of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  123564. */
  123565. fStop: number;
  123566. /**
  123567. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  123568. */
  123569. focusDistance: number;
  123570. /**
  123571. * Focal length of the effect's camera in scene units/1000 (eg. millimeter). (default: 50)
  123572. */
  123573. focalLength: number;
  123574. private _depthTexture;
  123575. /**
  123576. * Creates a new instance CircleOfConfusionPostProcess
  123577. * @param name The name of the effect.
  123578. * @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.
  123579. * @param options The required width/height ratio to downsize to before computing the render pass.
  123580. * @param camera The camera to apply the render pass to.
  123581. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  123582. * @param engine The engine which the post process will be applied. (default: current engine)
  123583. * @param reusable If the post process can be reused on the same frame. (default: false)
  123584. * @param textureType Type of textures used when performing the post process. (default: 0)
  123585. * @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)
  123586. */
  123587. constructor(name: string, depthTexture: Nullable<RenderTargetTexture>, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  123588. /**
  123589. * 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.
  123590. */
  123591. depthTexture: RenderTargetTexture;
  123592. }
  123593. }
  123594. declare module BABYLON {
  123595. /** @hidden */
  123596. export var colorCorrectionPixelShader: {
  123597. name: string;
  123598. shader: string;
  123599. };
  123600. }
  123601. declare module BABYLON {
  123602. /**
  123603. *
  123604. * This post-process allows the modification of rendered colors by using
  123605. * a 'look-up table' (LUT). This effect is also called Color Grading.
  123606. *
  123607. * The object needs to be provided an url to a texture containing the color
  123608. * look-up table: the texture must be 256 pixels wide and 16 pixels high.
  123609. * Use an image editing software to tweak the LUT to match your needs.
  123610. *
  123611. * For an example of a color LUT, see here:
  123612. * @see http://udn.epicgames.com/Three/rsrc/Three/ColorGrading/RGBTable16x1.png
  123613. * For explanations on color grading, see here:
  123614. * @see http://udn.epicgames.com/Three/ColorGrading.html
  123615. *
  123616. */
  123617. export class ColorCorrectionPostProcess extends PostProcess {
  123618. private _colorTableTexture;
  123619. constructor(name: string, colorTableUrl: string, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  123620. }
  123621. }
  123622. declare module BABYLON {
  123623. /** @hidden */
  123624. export var convolutionPixelShader: {
  123625. name: string;
  123626. shader: string;
  123627. };
  123628. }
  123629. declare module BABYLON {
  123630. /**
  123631. * The ConvolutionPostProcess applies a 3x3 kernel to every pixel of the
  123632. * input texture to perform effects such as edge detection or sharpening
  123633. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  123634. */
  123635. export class ConvolutionPostProcess extends PostProcess {
  123636. /** Array of 9 values corresponding to the 3x3 kernel to be applied */
  123637. kernel: number[];
  123638. /**
  123639. * Creates a new instance ConvolutionPostProcess
  123640. * @param name The name of the effect.
  123641. * @param kernel Array of 9 values corresponding to the 3x3 kernel to be applied
  123642. * @param options The required width/height ratio to downsize to before computing the render pass.
  123643. * @param camera The camera to apply the render pass to.
  123644. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  123645. * @param engine The engine which the post process will be applied. (default: current engine)
  123646. * @param reusable If the post process can be reused on the same frame. (default: false)
  123647. * @param textureType Type of textures used when performing the post process. (default: 0)
  123648. */
  123649. constructor(name: string,
  123650. /** Array of 9 values corresponding to the 3x3 kernel to be applied */
  123651. kernel: number[], options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  123652. /**
  123653. * Edge detection 0 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  123654. */
  123655. static EdgeDetect0Kernel: number[];
  123656. /**
  123657. * Edge detection 1 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  123658. */
  123659. static EdgeDetect1Kernel: number[];
  123660. /**
  123661. * Edge detection 2 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  123662. */
  123663. static EdgeDetect2Kernel: number[];
  123664. /**
  123665. * Kernel to sharpen an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  123666. */
  123667. static SharpenKernel: number[];
  123668. /**
  123669. * Kernel to emboss an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  123670. */
  123671. static EmbossKernel: number[];
  123672. /**
  123673. * Kernel to blur an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  123674. */
  123675. static GaussianKernel: number[];
  123676. }
  123677. }
  123678. declare module BABYLON {
  123679. /**
  123680. * The DepthOfFieldBlurPostProcess applied a blur in a give direction.
  123681. * This blur differs from the standard BlurPostProcess as it attempts to avoid blurring pixels
  123682. * based on samples that have a large difference in distance than the center pixel.
  123683. * See section 2.6.2 http://fileadmin.cs.lth.se/cs/education/edan35/lectures/12dof.pdf
  123684. */
  123685. export class DepthOfFieldBlurPostProcess extends BlurPostProcess {
  123686. direction: Vector2;
  123687. /**
  123688. * Creates a new instance CircleOfConfusionPostProcess
  123689. * @param name The name of the effect.
  123690. * @param scene The scene the effect belongs to.
  123691. * @param direction The direction the blur should be applied.
  123692. * @param kernel The size of the kernel used to blur.
  123693. * @param options The required width/height ratio to downsize to before computing the render pass.
  123694. * @param camera The camera to apply the render pass to.
  123695. * @param circleOfConfusion The circle of confusion + depth map to be used to avoid blurring accross edges
  123696. * @param imageToBlur The image to apply the blur to (default: Current rendered frame)
  123697. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  123698. * @param engine The engine which the post process will be applied. (default: current engine)
  123699. * @param reusable If the post process can be reused on the same frame. (default: false)
  123700. * @param textureType Type of textures used when performing the post process. (default: 0)
  123701. * @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)
  123702. */
  123703. 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);
  123704. }
  123705. }
  123706. declare module BABYLON {
  123707. /** @hidden */
  123708. export var depthOfFieldMergePixelShader: {
  123709. name: string;
  123710. shader: string;
  123711. };
  123712. }
  123713. declare module BABYLON {
  123714. /**
  123715. * Options to be set when merging outputs from the default pipeline.
  123716. */
  123717. export class DepthOfFieldMergePostProcessOptions {
  123718. /**
  123719. * The original image to merge on top of
  123720. */
  123721. originalFromInput: PostProcess;
  123722. /**
  123723. * Parameters to perform the merge of the depth of field effect
  123724. */
  123725. depthOfField?: {
  123726. circleOfConfusion: PostProcess;
  123727. blurSteps: Array<PostProcess>;
  123728. };
  123729. /**
  123730. * Parameters to perform the merge of bloom effect
  123731. */
  123732. bloom?: {
  123733. blurred: PostProcess;
  123734. weight: number;
  123735. };
  123736. }
  123737. /**
  123738. * The DepthOfFieldMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  123739. */
  123740. export class DepthOfFieldMergePostProcess extends PostProcess {
  123741. private blurSteps;
  123742. /**
  123743. * Creates a new instance of DepthOfFieldMergePostProcess
  123744. * @param name The name of the effect.
  123745. * @param originalFromInput Post process which's input will be used for the merge.
  123746. * @param circleOfConfusion Circle of confusion post process which's output will be used to blur each pixel.
  123747. * @param blurSteps Blur post processes from low to high which will be mixed with the original image.
  123748. * @param options The required width/height ratio to downsize to before computing the render pass.
  123749. * @param camera The camera to apply the render pass to.
  123750. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  123751. * @param engine The engine which the post process will be applied. (default: current engine)
  123752. * @param reusable If the post process can be reused on the same frame. (default: false)
  123753. * @param textureType Type of textures used when performing the post process. (default: 0)
  123754. * @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)
  123755. */
  123756. 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);
  123757. /**
  123758. * Updates the effect with the current post process compile time values and recompiles the shader.
  123759. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  123760. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  123761. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  123762. * @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
  123763. * @param onCompiled Called when the shader has been compiled.
  123764. * @param onError Called if there is an error when compiling a shader.
  123765. */
  123766. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  123767. }
  123768. }
  123769. declare module BABYLON {
  123770. /**
  123771. * Specifies the level of max blur that should be applied when using the depth of field effect
  123772. */
  123773. export enum DepthOfFieldEffectBlurLevel {
  123774. /**
  123775. * Subtle blur
  123776. */
  123777. Low = 0,
  123778. /**
  123779. * Medium blur
  123780. */
  123781. Medium = 1,
  123782. /**
  123783. * Large blur
  123784. */
  123785. High = 2
  123786. }
  123787. /**
  123788. * The depth of field effect applies a blur to objects that are closer or further from where the camera is focusing.
  123789. */
  123790. export class DepthOfFieldEffect extends PostProcessRenderEffect {
  123791. private _circleOfConfusion;
  123792. /**
  123793. * @hidden Internal, blurs from high to low
  123794. */
  123795. _depthOfFieldBlurX: Array<DepthOfFieldBlurPostProcess>;
  123796. private _depthOfFieldBlurY;
  123797. private _dofMerge;
  123798. /**
  123799. * @hidden Internal post processes in depth of field effect
  123800. */
  123801. _effects: Array<PostProcess>;
  123802. /**
  123803. * The focal the length of the camera used in the effect in scene units/1000 (eg. millimeter)
  123804. */
  123805. focalLength: number;
  123806. /**
  123807. * F-Stop of the effect's camera. The diameter of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  123808. */
  123809. fStop: number;
  123810. /**
  123811. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  123812. */
  123813. focusDistance: number;
  123814. /**
  123815. * 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.
  123816. */
  123817. lensSize: number;
  123818. /**
  123819. * Creates a new instance DepthOfFieldEffect
  123820. * @param scene The scene the effect belongs to.
  123821. * @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.
  123822. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  123823. * @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)
  123824. */
  123825. constructor(scene: Scene, depthTexture: Nullable<RenderTargetTexture>, blurLevel?: DepthOfFieldEffectBlurLevel, pipelineTextureType?: number, blockCompilation?: boolean);
  123826. /**
  123827. * Get the current class name of the current effet
  123828. * @returns "DepthOfFieldEffect"
  123829. */
  123830. getClassName(): string;
  123831. /**
  123832. * 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.
  123833. */
  123834. depthTexture: RenderTargetTexture;
  123835. /**
  123836. * Disposes each of the internal effects for a given camera.
  123837. * @param camera The camera to dispose the effect on.
  123838. */
  123839. disposeEffects(camera: Camera): void;
  123840. /**
  123841. * @hidden Internal
  123842. */
  123843. _updateEffects(): void;
  123844. /**
  123845. * Internal
  123846. * @returns if all the contained post processes are ready.
  123847. * @hidden
  123848. */
  123849. _isReady(): boolean;
  123850. }
  123851. }
  123852. declare module BABYLON {
  123853. /** @hidden */
  123854. export var displayPassPixelShader: {
  123855. name: string;
  123856. shader: string;
  123857. };
  123858. }
  123859. declare module BABYLON {
  123860. /**
  123861. * DisplayPassPostProcess which produces an output the same as it's input
  123862. */
  123863. export class DisplayPassPostProcess extends PostProcess {
  123864. /**
  123865. * Creates the DisplayPassPostProcess
  123866. * @param name The name of the effect.
  123867. * @param options The required width/height ratio to downsize to before computing the render pass.
  123868. * @param camera The camera to apply the render pass to.
  123869. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  123870. * @param engine The engine which the post process will be applied. (default: current engine)
  123871. * @param reusable If the post process can be reused on the same frame. (default: false)
  123872. */
  123873. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean);
  123874. }
  123875. }
  123876. declare module BABYLON {
  123877. /** @hidden */
  123878. export var filterPixelShader: {
  123879. name: string;
  123880. shader: string;
  123881. };
  123882. }
  123883. declare module BABYLON {
  123884. /**
  123885. * Applies a kernel filter to the image
  123886. */
  123887. export class FilterPostProcess extends PostProcess {
  123888. /** The matrix to be applied to the image */
  123889. kernelMatrix: Matrix;
  123890. /**
  123891. *
  123892. * @param name The name of the effect.
  123893. * @param kernelMatrix The matrix to be applied to the image
  123894. * @param options The required width/height ratio to downsize to before computing the render pass.
  123895. * @param camera The camera to apply the render pass to.
  123896. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  123897. * @param engine The engine which the post process will be applied. (default: current engine)
  123898. * @param reusable If the post process can be reused on the same frame. (default: false)
  123899. */
  123900. constructor(name: string,
  123901. /** The matrix to be applied to the image */
  123902. kernelMatrix: Matrix, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean);
  123903. }
  123904. }
  123905. declare module BABYLON {
  123906. /** @hidden */
  123907. export var fxaaPixelShader: {
  123908. name: string;
  123909. shader: string;
  123910. };
  123911. }
  123912. declare module BABYLON {
  123913. /** @hidden */
  123914. export var fxaaVertexShader: {
  123915. name: string;
  123916. shader: string;
  123917. };
  123918. }
  123919. declare module BABYLON {
  123920. /**
  123921. * Fxaa post process
  123922. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#fxaa
  123923. */
  123924. export class FxaaPostProcess extends PostProcess {
  123925. /** @hidden */
  123926. texelWidth: number;
  123927. /** @hidden */
  123928. texelHeight: number;
  123929. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  123930. private _getDefines;
  123931. }
  123932. }
  123933. declare module BABYLON {
  123934. /** @hidden */
  123935. export var grainPixelShader: {
  123936. name: string;
  123937. shader: string;
  123938. };
  123939. }
  123940. declare module BABYLON {
  123941. /**
  123942. * The GrainPostProcess adds noise to the image at mid luminance levels
  123943. */
  123944. export class GrainPostProcess extends PostProcess {
  123945. /**
  123946. * The intensity of the grain added (default: 30)
  123947. */
  123948. intensity: number;
  123949. /**
  123950. * If the grain should be randomized on every frame
  123951. */
  123952. animated: boolean;
  123953. /**
  123954. * Creates a new instance of @see GrainPostProcess
  123955. * @param name The name of the effect.
  123956. * @param options The required width/height ratio to downsize to before computing the render pass.
  123957. * @param camera The camera to apply the render pass to.
  123958. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  123959. * @param engine The engine which the post process will be applied. (default: current engine)
  123960. * @param reusable If the post process can be reused on the same frame. (default: false)
  123961. * @param textureType Type of textures used when performing the post process. (default: 0)
  123962. * @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)
  123963. */
  123964. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  123965. }
  123966. }
  123967. declare module BABYLON {
  123968. /** @hidden */
  123969. export var highlightsPixelShader: {
  123970. name: string;
  123971. shader: string;
  123972. };
  123973. }
  123974. declare module BABYLON {
  123975. /**
  123976. * Extracts highlights from the image
  123977. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  123978. */
  123979. export class HighlightsPostProcess extends PostProcess {
  123980. /**
  123981. * Extracts highlights from the image
  123982. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  123983. * @param name The name of the effect.
  123984. * @param options The required width/height ratio to downsize to before computing the render pass.
  123985. * @param camera The camera to apply the render pass to.
  123986. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  123987. * @param engine The engine which the post process will be applied. (default: current engine)
  123988. * @param reusable If the post process can be reused on the same frame. (default: false)
  123989. * @param textureType Type of texture for the post process (default: Engine.TEXTURETYPE_UNSIGNED_INT)
  123990. */
  123991. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  123992. }
  123993. }
  123994. declare module BABYLON {
  123995. /** @hidden */
  123996. export var mrtFragmentDeclaration: {
  123997. name: string;
  123998. shader: string;
  123999. };
  124000. }
  124001. declare module BABYLON {
  124002. /** @hidden */
  124003. export var geometryPixelShader: {
  124004. name: string;
  124005. shader: string;
  124006. };
  124007. }
  124008. declare module BABYLON {
  124009. /** @hidden */
  124010. export var geometryVertexShader: {
  124011. name: string;
  124012. shader: string;
  124013. };
  124014. }
  124015. declare module BABYLON {
  124016. /** @hidden */
  124017. interface ISavedTransformationMatrix {
  124018. world: Matrix;
  124019. viewProjection: Matrix;
  124020. }
  124021. /**
  124022. * This renderer is helpfull to fill one of the render target with a geometry buffer.
  124023. */
  124024. export class GeometryBufferRenderer {
  124025. /**
  124026. * Constant used to retrieve the position texture index in the G-Buffer textures array
  124027. * using getIndex(GeometryBufferRenderer.POSITION_TEXTURE_INDEX)
  124028. */
  124029. static readonly POSITION_TEXTURE_TYPE: number;
  124030. /**
  124031. * Constant used to retrieve the velocity texture index in the G-Buffer textures array
  124032. * using getIndex(GeometryBufferRenderer.VELOCITY_TEXTURE_INDEX)
  124033. */
  124034. static readonly VELOCITY_TEXTURE_TYPE: number;
  124035. /**
  124036. * Dictionary used to store the previous transformation matrices of each rendered mesh
  124037. * in order to compute objects velocities when enableVelocity is set to "true"
  124038. * @hidden
  124039. */
  124040. _previousTransformationMatrices: {
  124041. [index: number]: ISavedTransformationMatrix;
  124042. };
  124043. /**
  124044. * Dictionary used to store the previous bones transformation matrices of each rendered mesh
  124045. * in order to compute objects velocities when enableVelocity is set to "true"
  124046. * @hidden
  124047. */
  124048. _previousBonesTransformationMatrices: {
  124049. [index: number]: Float32Array;
  124050. };
  124051. /**
  124052. * Array used to store the ignored skinned meshes while computing velocity map (typically used by the motion blur post-process).
  124053. * Avoids computing bones velocities and computes only mesh's velocity itself (position, rotation, scaling).
  124054. */
  124055. excludedSkinnedMeshesFromVelocity: AbstractMesh[];
  124056. private _scene;
  124057. private _multiRenderTarget;
  124058. private _ratio;
  124059. private _enablePosition;
  124060. private _enableVelocity;
  124061. private _positionIndex;
  124062. private _velocityIndex;
  124063. protected _effect: Effect;
  124064. protected _cachedDefines: string;
  124065. /**
  124066. * Set the render list (meshes to be rendered) used in the G buffer.
  124067. */
  124068. renderList: Mesh[];
  124069. /**
  124070. * Gets wether or not G buffer are supported by the running hardware.
  124071. * This requires draw buffer supports
  124072. */
  124073. readonly isSupported: boolean;
  124074. /**
  124075. * Returns the index of the given texture type in the G-Buffer textures array
  124076. * @param textureType The texture type constant. For example GeometryBufferRenderer.POSITION_TEXTURE_INDEX
  124077. * @returns the index of the given texture type in the G-Buffer textures array
  124078. */
  124079. getTextureIndex(textureType: number): number;
  124080. /**
  124081. * Gets a boolean indicating if objects positions are enabled for the G buffer.
  124082. */
  124083. /**
  124084. * Sets whether or not objects positions are enabled for the G buffer.
  124085. */
  124086. enablePosition: boolean;
  124087. /**
  124088. * Gets a boolean indicating if objects velocities are enabled for the G buffer.
  124089. */
  124090. /**
  124091. * Sets wether or not objects velocities are enabled for the G buffer.
  124092. */
  124093. enableVelocity: boolean;
  124094. /**
  124095. * Gets the scene associated with the buffer.
  124096. */
  124097. readonly scene: Scene;
  124098. /**
  124099. * Gets the ratio used by the buffer during its creation.
  124100. * How big is the buffer related to the main canvas.
  124101. */
  124102. readonly ratio: number;
  124103. /** @hidden */
  124104. static _SceneComponentInitialization: (scene: Scene) => void;
  124105. /**
  124106. * Creates a new G Buffer for the scene
  124107. * @param scene The scene the buffer belongs to
  124108. * @param ratio How big is the buffer related to the main canvas.
  124109. */
  124110. constructor(scene: Scene, ratio?: number);
  124111. /**
  124112. * Checks wether everything is ready to render a submesh to the G buffer.
  124113. * @param subMesh the submesh to check readiness for
  124114. * @param useInstances is the mesh drawn using instance or not
  124115. * @returns true if ready otherwise false
  124116. */
  124117. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  124118. /**
  124119. * Gets the current underlying G Buffer.
  124120. * @returns the buffer
  124121. */
  124122. getGBuffer(): MultiRenderTarget;
  124123. /**
  124124. * Gets the number of samples used to render the buffer (anti aliasing).
  124125. */
  124126. /**
  124127. * Sets the number of samples used to render the buffer (anti aliasing).
  124128. */
  124129. samples: number;
  124130. /**
  124131. * Disposes the renderer and frees up associated resources.
  124132. */
  124133. dispose(): void;
  124134. protected _createRenderTargets(): void;
  124135. private _copyBonesTransformationMatrices;
  124136. }
  124137. }
  124138. declare module BABYLON {
  124139. interface Scene {
  124140. /** @hidden (Backing field) */
  124141. _geometryBufferRenderer: Nullable<GeometryBufferRenderer>;
  124142. /**
  124143. * Gets or Sets the current geometry buffer associated to the scene.
  124144. */
  124145. geometryBufferRenderer: Nullable<GeometryBufferRenderer>;
  124146. /**
  124147. * Enables a GeometryBufferRender and associates it with the scene
  124148. * @param ratio defines the scaling ratio to apply to the renderer (1 by default which means same resolution)
  124149. * @returns the GeometryBufferRenderer
  124150. */
  124151. enableGeometryBufferRenderer(ratio?: number): Nullable<GeometryBufferRenderer>;
  124152. /**
  124153. * Disables the GeometryBufferRender associated with the scene
  124154. */
  124155. disableGeometryBufferRenderer(): void;
  124156. }
  124157. /**
  124158. * Defines the Geometry Buffer scene component responsible to manage a G-Buffer useful
  124159. * in several rendering techniques.
  124160. */
  124161. export class GeometryBufferRendererSceneComponent implements ISceneComponent {
  124162. /**
  124163. * The component name helpful to identify the component in the list of scene components.
  124164. */
  124165. readonly name: string;
  124166. /**
  124167. * The scene the component belongs to.
  124168. */
  124169. scene: Scene;
  124170. /**
  124171. * Creates a new instance of the component for the given scene
  124172. * @param scene Defines the scene to register the component in
  124173. */
  124174. constructor(scene: Scene);
  124175. /**
  124176. * Registers the component in a given scene
  124177. */
  124178. register(): void;
  124179. /**
  124180. * Rebuilds the elements related to this component in case of
  124181. * context lost for instance.
  124182. */
  124183. rebuild(): void;
  124184. /**
  124185. * Disposes the component and the associated ressources
  124186. */
  124187. dispose(): void;
  124188. private _gatherRenderTargets;
  124189. }
  124190. }
  124191. declare module BABYLON {
  124192. /** @hidden */
  124193. export var motionBlurPixelShader: {
  124194. name: string;
  124195. shader: string;
  124196. };
  124197. }
  124198. declare module BABYLON {
  124199. /**
  124200. * The Motion Blur Post Process which blurs an image based on the objects velocity in scene.
  124201. * Velocity can be affected by each object's rotation, position and scale depending on the transformation speed.
  124202. * As an example, all you have to do is to create the post-process:
  124203. * var mb = new BABYLON.MotionBlurPostProcess(
  124204. * 'mb', // The name of the effect.
  124205. * scene, // The scene containing the objects to blur according to their velocity.
  124206. * 1.0, // The required width/height ratio to downsize to before computing the render pass.
  124207. * camera // The camera to apply the render pass to.
  124208. * );
  124209. * Then, all objects moving, rotating and/or scaling will be blurred depending on the transformation speed.
  124210. */
  124211. export class MotionBlurPostProcess extends PostProcess {
  124212. /**
  124213. * Defines how much the image is blurred by the movement. Default value is equal to 1
  124214. */
  124215. motionStrength: number;
  124216. /**
  124217. * Gets the number of iterations are used for motion blur quality. Default value is equal to 32
  124218. */
  124219. /**
  124220. * Sets the number of iterations to be used for motion blur quality
  124221. */
  124222. motionBlurSamples: number;
  124223. private _motionBlurSamples;
  124224. private _geometryBufferRenderer;
  124225. /**
  124226. * Creates a new instance MotionBlurPostProcess
  124227. * @param name The name of the effect.
  124228. * @param scene The scene containing the objects to blur according to their velocity.
  124229. * @param options The required width/height ratio to downsize to before computing the render pass.
  124230. * @param camera The camera to apply the render pass to.
  124231. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  124232. * @param engine The engine which the post process will be applied. (default: current engine)
  124233. * @param reusable If the post process can be reused on the same frame. (default: false)
  124234. * @param textureType Type of textures used when performing the post process. (default: 0)
  124235. * @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)
  124236. */
  124237. constructor(name: string, scene: Scene, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  124238. /**
  124239. * Excludes the given skinned mesh from computing bones velocities.
  124240. * 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.
  124241. * @param skinnedMesh The mesh containing the skeleton to ignore when computing the velocity map.
  124242. */
  124243. excludeSkinnedMesh(skinnedMesh: AbstractMesh): void;
  124244. /**
  124245. * Removes the given skinned mesh from the excluded meshes to integrate bones velocities while rendering the velocity map.
  124246. * @param skinnedMesh The mesh containing the skeleton that has been ignored previously.
  124247. * @see excludeSkinnedMesh to exclude a skinned mesh from bones velocity computation.
  124248. */
  124249. removeExcludedSkinnedMesh(skinnedMesh: AbstractMesh): void;
  124250. /**
  124251. * Disposes the post process.
  124252. * @param camera The camera to dispose the post process on.
  124253. */
  124254. dispose(camera?: Camera): void;
  124255. }
  124256. }
  124257. declare module BABYLON {
  124258. /** @hidden */
  124259. export var refractionPixelShader: {
  124260. name: string;
  124261. shader: string;
  124262. };
  124263. }
  124264. declare module BABYLON {
  124265. /**
  124266. * Post process which applies a refractin texture
  124267. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  124268. */
  124269. export class RefractionPostProcess extends PostProcess {
  124270. /** the base color of the refraction (used to taint the rendering) */
  124271. color: Color3;
  124272. /** simulated refraction depth */
  124273. depth: number;
  124274. /** the coefficient of the base color (0 to remove base color tainting) */
  124275. colorLevel: number;
  124276. private _refTexture;
  124277. private _ownRefractionTexture;
  124278. /**
  124279. * Gets or sets the refraction texture
  124280. * Please note that you are responsible for disposing the texture if you set it manually
  124281. */
  124282. refractionTexture: Texture;
  124283. /**
  124284. * Initializes the RefractionPostProcess
  124285. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  124286. * @param name The name of the effect.
  124287. * @param refractionTextureUrl Url of the refraction texture to use
  124288. * @param color the base color of the refraction (used to taint the rendering)
  124289. * @param depth simulated refraction depth
  124290. * @param colorLevel the coefficient of the base color (0 to remove base color tainting)
  124291. * @param camera The camera to apply the render pass to.
  124292. * @param options The required width/height ratio to downsize to before computing the render pass.
  124293. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  124294. * @param engine The engine which the post process will be applied. (default: current engine)
  124295. * @param reusable If the post process can be reused on the same frame. (default: false)
  124296. */
  124297. constructor(name: string, refractionTextureUrl: string,
  124298. /** the base color of the refraction (used to taint the rendering) */
  124299. color: Color3,
  124300. /** simulated refraction depth */
  124301. depth: number,
  124302. /** the coefficient of the base color (0 to remove base color tainting) */
  124303. colorLevel: number, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  124304. /**
  124305. * Disposes of the post process
  124306. * @param camera Camera to dispose post process on
  124307. */
  124308. dispose(camera: Camera): void;
  124309. }
  124310. }
  124311. declare module BABYLON {
  124312. /** @hidden */
  124313. export var sharpenPixelShader: {
  124314. name: string;
  124315. shader: string;
  124316. };
  124317. }
  124318. declare module BABYLON {
  124319. /**
  124320. * The SharpenPostProcess applies a sharpen kernel to every pixel
  124321. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  124322. */
  124323. export class SharpenPostProcess extends PostProcess {
  124324. /**
  124325. * How much of the original color should be applied. Setting this to 0 will display edge detection. (default: 1)
  124326. */
  124327. colorAmount: number;
  124328. /**
  124329. * How much sharpness should be applied (default: 0.3)
  124330. */
  124331. edgeAmount: number;
  124332. /**
  124333. * Creates a new instance ConvolutionPostProcess
  124334. * @param name The name of the effect.
  124335. * @param options The required width/height ratio to downsize to before computing the render pass.
  124336. * @param camera The camera to apply the render pass to.
  124337. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  124338. * @param engine The engine which the post process will be applied. (default: current engine)
  124339. * @param reusable If the post process can be reused on the same frame. (default: false)
  124340. * @param textureType Type of textures used when performing the post process. (default: 0)
  124341. * @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)
  124342. */
  124343. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  124344. }
  124345. }
  124346. declare module BABYLON {
  124347. /**
  124348. * PostProcessRenderPipeline
  124349. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  124350. */
  124351. export class PostProcessRenderPipeline {
  124352. private engine;
  124353. private _renderEffects;
  124354. private _renderEffectsForIsolatedPass;
  124355. /**
  124356. * List of inspectable custom properties (used by the Inspector)
  124357. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  124358. */
  124359. inspectableCustomProperties: IInspectable[];
  124360. /**
  124361. * @hidden
  124362. */
  124363. protected _cameras: Camera[];
  124364. /** @hidden */
  124365. _name: string;
  124366. /**
  124367. * Gets pipeline name
  124368. */
  124369. readonly name: string;
  124370. /**
  124371. * Initializes a PostProcessRenderPipeline
  124372. * @param engine engine to add the pipeline to
  124373. * @param name name of the pipeline
  124374. */
  124375. constructor(engine: Engine, name: string);
  124376. /**
  124377. * Gets the class name
  124378. * @returns "PostProcessRenderPipeline"
  124379. */
  124380. getClassName(): string;
  124381. /**
  124382. * If all the render effects in the pipeline are supported
  124383. */
  124384. readonly isSupported: boolean;
  124385. /**
  124386. * Adds an effect to the pipeline
  124387. * @param renderEffect the effect to add
  124388. */
  124389. addEffect(renderEffect: PostProcessRenderEffect): void;
  124390. /** @hidden */
  124391. _rebuild(): void;
  124392. /** @hidden */
  124393. _enableEffect(renderEffectName: string, cameras: Camera): void;
  124394. /** @hidden */
  124395. _enableEffect(renderEffectName: string, cameras: Camera[]): void;
  124396. /** @hidden */
  124397. _disableEffect(renderEffectName: string, cameras: Nullable<Camera[]>): void;
  124398. /** @hidden */
  124399. _disableEffect(renderEffectName: string, cameras: Nullable<Camera[]>): void;
  124400. /** @hidden */
  124401. _attachCameras(cameras: Camera, unique: boolean): void;
  124402. /** @hidden */
  124403. _attachCameras(cameras: Camera[], unique: boolean): void;
  124404. /** @hidden */
  124405. _detachCameras(cameras: Camera): void;
  124406. /** @hidden */
  124407. _detachCameras(cameras: Nullable<Camera[]>): void;
  124408. /** @hidden */
  124409. _update(): void;
  124410. /** @hidden */
  124411. _reset(): void;
  124412. protected _enableMSAAOnFirstPostProcess(sampleCount: number): boolean;
  124413. /**
  124414. * Disposes of the pipeline
  124415. */
  124416. dispose(): void;
  124417. }
  124418. }
  124419. declare module BABYLON {
  124420. /**
  124421. * PostProcessRenderPipelineManager class
  124422. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  124423. */
  124424. export class PostProcessRenderPipelineManager {
  124425. private _renderPipelines;
  124426. /**
  124427. * Initializes a PostProcessRenderPipelineManager
  124428. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  124429. */
  124430. constructor();
  124431. /**
  124432. * Gets the list of supported render pipelines
  124433. */
  124434. readonly supportedPipelines: PostProcessRenderPipeline[];
  124435. /**
  124436. * Adds a pipeline to the manager
  124437. * @param renderPipeline The pipeline to add
  124438. */
  124439. addPipeline(renderPipeline: PostProcessRenderPipeline): void;
  124440. /**
  124441. * Attaches a camera to the pipeline
  124442. * @param renderPipelineName The name of the pipeline to attach to
  124443. * @param cameras the camera to attach
  124444. * @param unique if the camera can be attached multiple times to the pipeline
  124445. */
  124446. attachCamerasToRenderPipeline(renderPipelineName: string, cameras: any | Camera[] | Camera, unique?: boolean): void;
  124447. /**
  124448. * Detaches a camera from the pipeline
  124449. * @param renderPipelineName The name of the pipeline to detach from
  124450. * @param cameras the camera to detach
  124451. */
  124452. detachCamerasFromRenderPipeline(renderPipelineName: string, cameras: any | Camera[] | Camera): void;
  124453. /**
  124454. * Enables an effect by name on a pipeline
  124455. * @param renderPipelineName the name of the pipeline to enable the effect in
  124456. * @param renderEffectName the name of the effect to enable
  124457. * @param cameras the cameras that the effect should be enabled on
  124458. */
  124459. enableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: any | Camera[] | Camera): void;
  124460. /**
  124461. * Disables an effect by name on a pipeline
  124462. * @param renderPipelineName the name of the pipeline to disable the effect in
  124463. * @param renderEffectName the name of the effect to disable
  124464. * @param cameras the cameras that the effect should be disabled on
  124465. */
  124466. disableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: any | Camera[] | Camera): void;
  124467. /**
  124468. * Updates the state of all contained render pipelines and disposes of any non supported pipelines
  124469. */
  124470. update(): void;
  124471. /** @hidden */
  124472. _rebuild(): void;
  124473. /**
  124474. * Disposes of the manager and pipelines
  124475. */
  124476. dispose(): void;
  124477. }
  124478. }
  124479. declare module BABYLON {
  124480. interface Scene {
  124481. /** @hidden (Backing field) */
  124482. _postProcessRenderPipelineManager: PostProcessRenderPipelineManager;
  124483. /**
  124484. * Gets the postprocess render pipeline manager
  124485. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  124486. * @see http://doc.babylonjs.com/how_to/using_default_rendering_pipeline
  124487. */
  124488. readonly postProcessRenderPipelineManager: PostProcessRenderPipelineManager;
  124489. }
  124490. /**
  124491. * Defines the Render Pipeline scene component responsible to rendering pipelines
  124492. */
  124493. export class PostProcessRenderPipelineManagerSceneComponent implements ISceneComponent {
  124494. /**
  124495. * The component name helpfull to identify the component in the list of scene components.
  124496. */
  124497. readonly name: string;
  124498. /**
  124499. * The scene the component belongs to.
  124500. */
  124501. scene: Scene;
  124502. /**
  124503. * Creates a new instance of the component for the given scene
  124504. * @param scene Defines the scene to register the component in
  124505. */
  124506. constructor(scene: Scene);
  124507. /**
  124508. * Registers the component in a given scene
  124509. */
  124510. register(): void;
  124511. /**
  124512. * Rebuilds the elements related to this component in case of
  124513. * context lost for instance.
  124514. */
  124515. rebuild(): void;
  124516. /**
  124517. * Disposes the component and the associated ressources
  124518. */
  124519. dispose(): void;
  124520. private _gatherRenderTargets;
  124521. }
  124522. }
  124523. declare module BABYLON {
  124524. /**
  124525. * The default rendering pipeline can be added to a scene to apply common post processing effects such as anti-aliasing or depth of field.
  124526. * See https://doc.babylonjs.com/how_to/using_default_rendering_pipeline
  124527. */
  124528. export class DefaultRenderingPipeline extends PostProcessRenderPipeline implements IDisposable, IAnimatable {
  124529. private _scene;
  124530. private _camerasToBeAttached;
  124531. /**
  124532. * ID of the sharpen post process,
  124533. */
  124534. private readonly SharpenPostProcessId;
  124535. /**
  124536. * @ignore
  124537. * ID of the image processing post process;
  124538. */
  124539. readonly ImageProcessingPostProcessId: string;
  124540. /**
  124541. * @ignore
  124542. * ID of the Fast Approximate Anti-Aliasing post process;
  124543. */
  124544. readonly FxaaPostProcessId: string;
  124545. /**
  124546. * ID of the chromatic aberration post process,
  124547. */
  124548. private readonly ChromaticAberrationPostProcessId;
  124549. /**
  124550. * ID of the grain post process
  124551. */
  124552. private readonly GrainPostProcessId;
  124553. /**
  124554. * Sharpen post process which will apply a sharpen convolution to enhance edges
  124555. */
  124556. sharpen: SharpenPostProcess;
  124557. private _sharpenEffect;
  124558. private bloom;
  124559. /**
  124560. * Depth of field effect, applies a blur based on how far away objects are from the focus distance.
  124561. */
  124562. depthOfField: DepthOfFieldEffect;
  124563. /**
  124564. * The Fast Approximate Anti-Aliasing post process which attemps to remove aliasing from an image.
  124565. */
  124566. fxaa: FxaaPostProcess;
  124567. /**
  124568. * Image post processing pass used to perform operations such as tone mapping or color grading.
  124569. */
  124570. imageProcessing: ImageProcessingPostProcess;
  124571. /**
  124572. * Chromatic aberration post process which will shift rgb colors in the image
  124573. */
  124574. chromaticAberration: ChromaticAberrationPostProcess;
  124575. private _chromaticAberrationEffect;
  124576. /**
  124577. * Grain post process which add noise to the image
  124578. */
  124579. grain: GrainPostProcess;
  124580. private _grainEffect;
  124581. /**
  124582. * Glow post process which adds a glow to emissive areas of the image
  124583. */
  124584. private _glowLayer;
  124585. /**
  124586. * Animations which can be used to tweak settings over a period of time
  124587. */
  124588. animations: Animation[];
  124589. private _imageProcessingConfigurationObserver;
  124590. private _sharpenEnabled;
  124591. private _bloomEnabled;
  124592. private _depthOfFieldEnabled;
  124593. private _depthOfFieldBlurLevel;
  124594. private _fxaaEnabled;
  124595. private _imageProcessingEnabled;
  124596. private _defaultPipelineTextureType;
  124597. private _bloomScale;
  124598. private _chromaticAberrationEnabled;
  124599. private _grainEnabled;
  124600. private _buildAllowed;
  124601. /**
  124602. * Gets active scene
  124603. */
  124604. readonly scene: Scene;
  124605. /**
  124606. * Enable or disable the sharpen process from the pipeline
  124607. */
  124608. sharpenEnabled: boolean;
  124609. private _resizeObserver;
  124610. private _hardwareScaleLevel;
  124611. private _bloomKernel;
  124612. /**
  124613. * Specifies the size of the bloom blur kernel, relative to the final output size
  124614. */
  124615. bloomKernel: number;
  124616. /**
  124617. * Specifies the weight of the bloom in the final rendering
  124618. */
  124619. private _bloomWeight;
  124620. /**
  124621. * Specifies the luma threshold for the area that will be blurred by the bloom
  124622. */
  124623. private _bloomThreshold;
  124624. private _hdr;
  124625. /**
  124626. * The strength of the bloom.
  124627. */
  124628. bloomWeight: number;
  124629. /**
  124630. * The strength of the bloom.
  124631. */
  124632. bloomThreshold: number;
  124633. /**
  124634. * The scale of the bloom, lower value will provide better performance.
  124635. */
  124636. bloomScale: number;
  124637. /**
  124638. * Enable or disable the bloom from the pipeline
  124639. */
  124640. bloomEnabled: boolean;
  124641. private _rebuildBloom;
  124642. /**
  124643. * If the depth of field is enabled.
  124644. */
  124645. depthOfFieldEnabled: boolean;
  124646. /**
  124647. * Blur level of the depth of field effect. (Higher blur will effect performance)
  124648. */
  124649. depthOfFieldBlurLevel: DepthOfFieldEffectBlurLevel;
  124650. /**
  124651. * If the anti aliasing is enabled.
  124652. */
  124653. fxaaEnabled: boolean;
  124654. private _samples;
  124655. /**
  124656. * MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  124657. */
  124658. samples: number;
  124659. /**
  124660. * If image processing is enabled.
  124661. */
  124662. imageProcessingEnabled: boolean;
  124663. /**
  124664. * If glow layer is enabled. (Adds a glow effect to emmissive materials)
  124665. */
  124666. glowLayerEnabled: boolean;
  124667. /**
  124668. * Gets the glow layer (or null if not defined)
  124669. */
  124670. readonly glowLayer: Nullable<GlowLayer>;
  124671. /**
  124672. * Enable or disable the chromaticAberration process from the pipeline
  124673. */
  124674. chromaticAberrationEnabled: boolean;
  124675. /**
  124676. * Enable or disable the grain process from the pipeline
  124677. */
  124678. grainEnabled: boolean;
  124679. /**
  124680. * @constructor
  124681. * @param name - The rendering pipeline name (default: "")
  124682. * @param hdr - If high dynamic range textures should be used (default: true)
  124683. * @param scene - The scene linked to this pipeline (default: the last created scene)
  124684. * @param cameras - The array of cameras that the rendering pipeline will be attached to (default: scene.cameras)
  124685. * @param automaticBuild - if false, you will have to manually call prepare() to update the pipeline (default: true)
  124686. */
  124687. constructor(name?: string, hdr?: boolean, scene?: Scene, cameras?: Camera[], automaticBuild?: boolean);
  124688. /**
  124689. * Get the class name
  124690. * @returns "DefaultRenderingPipeline"
  124691. */
  124692. getClassName(): string;
  124693. /**
  124694. * Force the compilation of the entire pipeline.
  124695. */
  124696. prepare(): void;
  124697. private _hasCleared;
  124698. private _prevPostProcess;
  124699. private _prevPrevPostProcess;
  124700. private _setAutoClearAndTextureSharing;
  124701. private _depthOfFieldSceneObserver;
  124702. private _buildPipeline;
  124703. private _disposePostProcesses;
  124704. /**
  124705. * Adds a camera to the pipeline
  124706. * @param camera the camera to be added
  124707. */
  124708. addCamera(camera: Camera): void;
  124709. /**
  124710. * Removes a camera from the pipeline
  124711. * @param camera the camera to remove
  124712. */
  124713. removeCamera(camera: Camera): void;
  124714. /**
  124715. * Dispose of the pipeline and stop all post processes
  124716. */
  124717. dispose(): void;
  124718. /**
  124719. * Serialize the rendering pipeline (Used when exporting)
  124720. * @returns the serialized object
  124721. */
  124722. serialize(): any;
  124723. /**
  124724. * Parse the serialized pipeline
  124725. * @param source Source pipeline.
  124726. * @param scene The scene to load the pipeline to.
  124727. * @param rootUrl The URL of the serialized pipeline.
  124728. * @returns An instantiated pipeline from the serialized object.
  124729. */
  124730. static Parse(source: any, scene: Scene, rootUrl: string): DefaultRenderingPipeline;
  124731. }
  124732. }
  124733. declare module BABYLON {
  124734. /** @hidden */
  124735. export var lensHighlightsPixelShader: {
  124736. name: string;
  124737. shader: string;
  124738. };
  124739. }
  124740. declare module BABYLON {
  124741. /** @hidden */
  124742. export var depthOfFieldPixelShader: {
  124743. name: string;
  124744. shader: string;
  124745. };
  124746. }
  124747. declare module BABYLON {
  124748. /**
  124749. * BABYLON.JS Chromatic Aberration GLSL Shader
  124750. * Author: Olivier Guyot
  124751. * Separates very slightly R, G and B colors on the edges of the screen
  124752. * Inspired by Francois Tarlier & Martins Upitis
  124753. */
  124754. export class LensRenderingPipeline extends PostProcessRenderPipeline {
  124755. /**
  124756. * @ignore
  124757. * The chromatic aberration PostProcess id in the pipeline
  124758. */
  124759. LensChromaticAberrationEffect: string;
  124760. /**
  124761. * @ignore
  124762. * The highlights enhancing PostProcess id in the pipeline
  124763. */
  124764. HighlightsEnhancingEffect: string;
  124765. /**
  124766. * @ignore
  124767. * The depth-of-field PostProcess id in the pipeline
  124768. */
  124769. LensDepthOfFieldEffect: string;
  124770. private _scene;
  124771. private _depthTexture;
  124772. private _grainTexture;
  124773. private _chromaticAberrationPostProcess;
  124774. private _highlightsPostProcess;
  124775. private _depthOfFieldPostProcess;
  124776. private _edgeBlur;
  124777. private _grainAmount;
  124778. private _chromaticAberration;
  124779. private _distortion;
  124780. private _highlightsGain;
  124781. private _highlightsThreshold;
  124782. private _dofDistance;
  124783. private _dofAperture;
  124784. private _dofDarken;
  124785. private _dofPentagon;
  124786. private _blurNoise;
  124787. /**
  124788. * @constructor
  124789. *
  124790. * Effect parameters are as follow:
  124791. * {
  124792. * chromatic_aberration: number; // from 0 to x (1 for realism)
  124793. * edge_blur: number; // from 0 to x (1 for realism)
  124794. * distortion: number; // from 0 to x (1 for realism)
  124795. * grain_amount: number; // from 0 to 1
  124796. * grain_texture: BABYLON.Texture; // texture to use for grain effect; if unset, use random B&W noise
  124797. * dof_focus_distance: number; // depth-of-field: focus distance; unset to disable (disabled by default)
  124798. * dof_aperture: number; // depth-of-field: focus blur bias (default: 1)
  124799. * dof_darken: number; // depth-of-field: darken that which is out of focus (from 0 to 1, disabled by default)
  124800. * dof_pentagon: boolean; // depth-of-field: makes a pentagon-like "bokeh" effect
  124801. * dof_gain: number; // depth-of-field: highlights gain; unset to disable (disabled by default)
  124802. * dof_threshold: number; // depth-of-field: highlights threshold (default: 1)
  124803. * blur_noise: boolean; // add a little bit of noise to the blur (default: true)
  124804. * }
  124805. * Note: if an effect parameter is unset, effect is disabled
  124806. *
  124807. * @param name The rendering pipeline name
  124808. * @param parameters - An object containing all parameters (see above)
  124809. * @param scene The scene linked to this pipeline
  124810. * @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)
  124811. * @param cameras The array of cameras that the rendering pipeline will be attached to
  124812. */
  124813. constructor(name: string, parameters: any, scene: Scene, ratio?: number, cameras?: Camera[]);
  124814. /**
  124815. * Get the class name
  124816. * @returns "LensRenderingPipeline"
  124817. */
  124818. getClassName(): string;
  124819. /**
  124820. * Gets associated scene
  124821. */
  124822. readonly scene: Scene;
  124823. /**
  124824. * Gets or sets the edge blur
  124825. */
  124826. edgeBlur: number;
  124827. /**
  124828. * Gets or sets the grain amount
  124829. */
  124830. grainAmount: number;
  124831. /**
  124832. * Gets or sets the chromatic aberration amount
  124833. */
  124834. chromaticAberration: number;
  124835. /**
  124836. * Gets or sets the depth of field aperture
  124837. */
  124838. dofAperture: number;
  124839. /**
  124840. * Gets or sets the edge distortion
  124841. */
  124842. edgeDistortion: number;
  124843. /**
  124844. * Gets or sets the depth of field distortion
  124845. */
  124846. dofDistortion: number;
  124847. /**
  124848. * Gets or sets the darken out of focus amount
  124849. */
  124850. darkenOutOfFocus: number;
  124851. /**
  124852. * Gets or sets a boolean indicating if blur noise is enabled
  124853. */
  124854. blurNoise: boolean;
  124855. /**
  124856. * Gets or sets a boolean indicating if pentagon bokeh is enabled
  124857. */
  124858. pentagonBokeh: boolean;
  124859. /**
  124860. * Gets or sets the highlight grain amount
  124861. */
  124862. highlightsGain: number;
  124863. /**
  124864. * Gets or sets the highlight threshold
  124865. */
  124866. highlightsThreshold: number;
  124867. /**
  124868. * Sets the amount of blur at the edges
  124869. * @param amount blur amount
  124870. */
  124871. setEdgeBlur(amount: number): void;
  124872. /**
  124873. * Sets edge blur to 0
  124874. */
  124875. disableEdgeBlur(): void;
  124876. /**
  124877. * Sets the amout of grain
  124878. * @param amount Amount of grain
  124879. */
  124880. setGrainAmount(amount: number): void;
  124881. /**
  124882. * Set grain amount to 0
  124883. */
  124884. disableGrain(): void;
  124885. /**
  124886. * Sets the chromatic aberration amount
  124887. * @param amount amount of chromatic aberration
  124888. */
  124889. setChromaticAberration(amount: number): void;
  124890. /**
  124891. * Sets chromatic aberration amount to 0
  124892. */
  124893. disableChromaticAberration(): void;
  124894. /**
  124895. * Sets the EdgeDistortion amount
  124896. * @param amount amount of EdgeDistortion
  124897. */
  124898. setEdgeDistortion(amount: number): void;
  124899. /**
  124900. * Sets edge distortion to 0
  124901. */
  124902. disableEdgeDistortion(): void;
  124903. /**
  124904. * Sets the FocusDistance amount
  124905. * @param amount amount of FocusDistance
  124906. */
  124907. setFocusDistance(amount: number): void;
  124908. /**
  124909. * Disables depth of field
  124910. */
  124911. disableDepthOfField(): void;
  124912. /**
  124913. * Sets the Aperture amount
  124914. * @param amount amount of Aperture
  124915. */
  124916. setAperture(amount: number): void;
  124917. /**
  124918. * Sets the DarkenOutOfFocus amount
  124919. * @param amount amount of DarkenOutOfFocus
  124920. */
  124921. setDarkenOutOfFocus(amount: number): void;
  124922. private _pentagonBokehIsEnabled;
  124923. /**
  124924. * Creates a pentagon bokeh effect
  124925. */
  124926. enablePentagonBokeh(): void;
  124927. /**
  124928. * Disables the pentagon bokeh effect
  124929. */
  124930. disablePentagonBokeh(): void;
  124931. /**
  124932. * Enables noise blur
  124933. */
  124934. enableNoiseBlur(): void;
  124935. /**
  124936. * Disables noise blur
  124937. */
  124938. disableNoiseBlur(): void;
  124939. /**
  124940. * Sets the HighlightsGain amount
  124941. * @param amount amount of HighlightsGain
  124942. */
  124943. setHighlightsGain(amount: number): void;
  124944. /**
  124945. * Sets the HighlightsThreshold amount
  124946. * @param amount amount of HighlightsThreshold
  124947. */
  124948. setHighlightsThreshold(amount: number): void;
  124949. /**
  124950. * Disables highlights
  124951. */
  124952. disableHighlights(): void;
  124953. /**
  124954. * Removes the internal pipeline assets and detaches the pipeline from the scene cameras
  124955. * @param disableDepthRender If the scens depth rendering should be disabled (default: false)
  124956. */
  124957. dispose(disableDepthRender?: boolean): void;
  124958. private _createChromaticAberrationPostProcess;
  124959. private _createHighlightsPostProcess;
  124960. private _createDepthOfFieldPostProcess;
  124961. private _createGrainTexture;
  124962. }
  124963. }
  124964. declare module BABYLON {
  124965. /** @hidden */
  124966. export var ssao2PixelShader: {
  124967. name: string;
  124968. shader: string;
  124969. };
  124970. }
  124971. declare module BABYLON {
  124972. /** @hidden */
  124973. export var ssaoCombinePixelShader: {
  124974. name: string;
  124975. shader: string;
  124976. };
  124977. }
  124978. declare module BABYLON {
  124979. /**
  124980. * Render pipeline to produce ssao effect
  124981. */
  124982. export class SSAO2RenderingPipeline extends PostProcessRenderPipeline {
  124983. /**
  124984. * @ignore
  124985. * The PassPostProcess id in the pipeline that contains the original scene color
  124986. */
  124987. SSAOOriginalSceneColorEffect: string;
  124988. /**
  124989. * @ignore
  124990. * The SSAO PostProcess id in the pipeline
  124991. */
  124992. SSAORenderEffect: string;
  124993. /**
  124994. * @ignore
  124995. * The horizontal blur PostProcess id in the pipeline
  124996. */
  124997. SSAOBlurHRenderEffect: string;
  124998. /**
  124999. * @ignore
  125000. * The vertical blur PostProcess id in the pipeline
  125001. */
  125002. SSAOBlurVRenderEffect: string;
  125003. /**
  125004. * @ignore
  125005. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  125006. */
  125007. SSAOCombineRenderEffect: string;
  125008. /**
  125009. * The output strength of the SSAO post-process. Default value is 1.0.
  125010. */
  125011. totalStrength: number;
  125012. /**
  125013. * Maximum depth value to still render AO. A smooth falloff makes the dimming more natural, so there will be no abrupt shading change.
  125014. */
  125015. maxZ: number;
  125016. /**
  125017. * In order to save performances, SSAO radius is clamped on close geometry. This ratio changes by how much
  125018. */
  125019. minZAspect: number;
  125020. private _samples;
  125021. /**
  125022. * Number of samples used for the SSAO calculations. Default value is 8
  125023. */
  125024. samples: number;
  125025. private _textureSamples;
  125026. /**
  125027. * Number of samples to use for antialiasing
  125028. */
  125029. textureSamples: number;
  125030. /**
  125031. * Ratio object used for SSAO ratio and blur ratio
  125032. */
  125033. private _ratio;
  125034. /**
  125035. * Dynamically generated sphere sampler.
  125036. */
  125037. private _sampleSphere;
  125038. /**
  125039. * Blur filter offsets
  125040. */
  125041. private _samplerOffsets;
  125042. private _expensiveBlur;
  125043. /**
  125044. * If bilateral blur should be used
  125045. */
  125046. expensiveBlur: boolean;
  125047. /**
  125048. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 2.0
  125049. */
  125050. radius: number;
  125051. /**
  125052. * The base color of the SSAO post-process
  125053. * The final result is "base + ssao" between [0, 1]
  125054. */
  125055. base: number;
  125056. /**
  125057. * Support test.
  125058. */
  125059. static readonly IsSupported: boolean;
  125060. private _scene;
  125061. private _depthTexture;
  125062. private _normalTexture;
  125063. private _randomTexture;
  125064. private _originalColorPostProcess;
  125065. private _ssaoPostProcess;
  125066. private _blurHPostProcess;
  125067. private _blurVPostProcess;
  125068. private _ssaoCombinePostProcess;
  125069. private _firstUpdate;
  125070. /**
  125071. * Gets active scene
  125072. */
  125073. readonly scene: Scene;
  125074. /**
  125075. * @constructor
  125076. * @param name The rendering pipeline name
  125077. * @param scene The scene linked to this pipeline
  125078. * @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 }
  125079. * @param cameras The array of cameras that the rendering pipeline will be attached to
  125080. */
  125081. constructor(name: string, scene: Scene, ratio: any, cameras?: Camera[]);
  125082. /**
  125083. * Get the class name
  125084. * @returns "SSAO2RenderingPipeline"
  125085. */
  125086. getClassName(): string;
  125087. /**
  125088. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  125089. */
  125090. dispose(disableGeometryBufferRenderer?: boolean): void;
  125091. private _createBlurPostProcess;
  125092. /** @hidden */
  125093. _rebuild(): void;
  125094. private _bits;
  125095. private _radicalInverse_VdC;
  125096. private _hammersley;
  125097. private _hemisphereSample_uniform;
  125098. private _generateHemisphere;
  125099. private _createSSAOPostProcess;
  125100. private _createSSAOCombinePostProcess;
  125101. private _createRandomTexture;
  125102. /**
  125103. * Serialize the rendering pipeline (Used when exporting)
  125104. * @returns the serialized object
  125105. */
  125106. serialize(): any;
  125107. /**
  125108. * Parse the serialized pipeline
  125109. * @param source Source pipeline.
  125110. * @param scene The scene to load the pipeline to.
  125111. * @param rootUrl The URL of the serialized pipeline.
  125112. * @returns An instantiated pipeline from the serialized object.
  125113. */
  125114. static Parse(source: any, scene: Scene, rootUrl: string): SSAO2RenderingPipeline;
  125115. }
  125116. }
  125117. declare module BABYLON {
  125118. /** @hidden */
  125119. export var ssaoPixelShader: {
  125120. name: string;
  125121. shader: string;
  125122. };
  125123. }
  125124. declare module BABYLON {
  125125. /**
  125126. * Render pipeline to produce ssao effect
  125127. */
  125128. export class SSAORenderingPipeline extends PostProcessRenderPipeline {
  125129. /**
  125130. * @ignore
  125131. * The PassPostProcess id in the pipeline that contains the original scene color
  125132. */
  125133. SSAOOriginalSceneColorEffect: string;
  125134. /**
  125135. * @ignore
  125136. * The SSAO PostProcess id in the pipeline
  125137. */
  125138. SSAORenderEffect: string;
  125139. /**
  125140. * @ignore
  125141. * The horizontal blur PostProcess id in the pipeline
  125142. */
  125143. SSAOBlurHRenderEffect: string;
  125144. /**
  125145. * @ignore
  125146. * The vertical blur PostProcess id in the pipeline
  125147. */
  125148. SSAOBlurVRenderEffect: string;
  125149. /**
  125150. * @ignore
  125151. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  125152. */
  125153. SSAOCombineRenderEffect: string;
  125154. /**
  125155. * The output strength of the SSAO post-process. Default value is 1.0.
  125156. */
  125157. totalStrength: number;
  125158. /**
  125159. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 0.0006
  125160. */
  125161. radius: number;
  125162. /**
  125163. * Related to fallOff, used to interpolate SSAO samples (first interpolate function input) based on the occlusion difference of each pixel
  125164. * Must not be equal to fallOff and superior to fallOff.
  125165. * Default value is 0.0075
  125166. */
  125167. area: number;
  125168. /**
  125169. * Related to area, used to interpolate SSAO samples (second interpolate function input) based on the occlusion difference of each pixel
  125170. * Must not be equal to area and inferior to area.
  125171. * Default value is 0.000001
  125172. */
  125173. fallOff: number;
  125174. /**
  125175. * The base color of the SSAO post-process
  125176. * The final result is "base + ssao" between [0, 1]
  125177. */
  125178. base: number;
  125179. private _scene;
  125180. private _depthTexture;
  125181. private _randomTexture;
  125182. private _originalColorPostProcess;
  125183. private _ssaoPostProcess;
  125184. private _blurHPostProcess;
  125185. private _blurVPostProcess;
  125186. private _ssaoCombinePostProcess;
  125187. private _firstUpdate;
  125188. /**
  125189. * Gets active scene
  125190. */
  125191. readonly scene: Scene;
  125192. /**
  125193. * @constructor
  125194. * @param name - The rendering pipeline name
  125195. * @param scene - The scene linked to this pipeline
  125196. * @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 }
  125197. * @param cameras - The array of cameras that the rendering pipeline will be attached to
  125198. */
  125199. constructor(name: string, scene: Scene, ratio: any, cameras?: Camera[]);
  125200. /**
  125201. * Get the class name
  125202. * @returns "SSAORenderingPipeline"
  125203. */
  125204. getClassName(): string;
  125205. /**
  125206. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  125207. */
  125208. dispose(disableDepthRender?: boolean): void;
  125209. private _createBlurPostProcess;
  125210. /** @hidden */
  125211. _rebuild(): void;
  125212. private _createSSAOPostProcess;
  125213. private _createSSAOCombinePostProcess;
  125214. private _createRandomTexture;
  125215. }
  125216. }
  125217. declare module BABYLON {
  125218. /** @hidden */
  125219. export var standardPixelShader: {
  125220. name: string;
  125221. shader: string;
  125222. };
  125223. }
  125224. declare module BABYLON {
  125225. /**
  125226. * Standard rendering pipeline
  125227. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  125228. * @see https://doc.babylonjs.com/how_to/using_standard_rendering_pipeline
  125229. */
  125230. export class StandardRenderingPipeline extends PostProcessRenderPipeline implements IDisposable, IAnimatable {
  125231. /**
  125232. * Public members
  125233. */
  125234. /**
  125235. * Post-process which contains the original scene color before the pipeline applies all the effects
  125236. */
  125237. originalPostProcess: Nullable<PostProcess>;
  125238. /**
  125239. * Post-process used to down scale an image x4
  125240. */
  125241. downSampleX4PostProcess: Nullable<PostProcess>;
  125242. /**
  125243. * Post-process used to calculate the illuminated surfaces controlled by a threshold
  125244. */
  125245. brightPassPostProcess: Nullable<PostProcess>;
  125246. /**
  125247. * Post-process array storing all the horizontal blur post-processes used by the pipeline
  125248. */
  125249. blurHPostProcesses: PostProcess[];
  125250. /**
  125251. * Post-process array storing all the vertical blur post-processes used by the pipeline
  125252. */
  125253. blurVPostProcesses: PostProcess[];
  125254. /**
  125255. * Post-process used to add colors of 2 textures (typically brightness + real scene color)
  125256. */
  125257. textureAdderPostProcess: Nullable<PostProcess>;
  125258. /**
  125259. * Post-process used to create volumetric lighting effect
  125260. */
  125261. volumetricLightPostProcess: Nullable<PostProcess>;
  125262. /**
  125263. * Post-process used to smooth the previous volumetric light post-process on the X axis
  125264. */
  125265. volumetricLightSmoothXPostProcess: Nullable<BlurPostProcess>;
  125266. /**
  125267. * Post-process used to smooth the previous volumetric light post-process on the Y axis
  125268. */
  125269. volumetricLightSmoothYPostProcess: Nullable<BlurPostProcess>;
  125270. /**
  125271. * Post-process used to merge the volumetric light effect and the real scene color
  125272. */
  125273. volumetricLightMergePostProces: Nullable<PostProcess>;
  125274. /**
  125275. * Post-process used to store the final volumetric light post-process (attach/detach for debug purpose)
  125276. */
  125277. volumetricLightFinalPostProcess: Nullable<PostProcess>;
  125278. /**
  125279. * Base post-process used to calculate the average luminance of the final image for HDR
  125280. */
  125281. luminancePostProcess: Nullable<PostProcess>;
  125282. /**
  125283. * Post-processes used to create down sample post-processes in order to get
  125284. * the average luminance of the final image for HDR
  125285. * Array of length "StandardRenderingPipeline.LuminanceSteps"
  125286. */
  125287. luminanceDownSamplePostProcesses: PostProcess[];
  125288. /**
  125289. * Post-process used to create a HDR effect (light adaptation)
  125290. */
  125291. hdrPostProcess: Nullable<PostProcess>;
  125292. /**
  125293. * Post-process used to store the final texture adder post-process (attach/detach for debug purpose)
  125294. */
  125295. textureAdderFinalPostProcess: Nullable<PostProcess>;
  125296. /**
  125297. * Post-process used to store the final lens flare post-process (attach/detach for debug purpose)
  125298. */
  125299. lensFlareFinalPostProcess: Nullable<PostProcess>;
  125300. /**
  125301. * Post-process used to merge the final HDR post-process and the real scene color
  125302. */
  125303. hdrFinalPostProcess: Nullable<PostProcess>;
  125304. /**
  125305. * Post-process used to create a lens flare effect
  125306. */
  125307. lensFlarePostProcess: Nullable<PostProcess>;
  125308. /**
  125309. * Post-process that merges the result of the lens flare post-process and the real scene color
  125310. */
  125311. lensFlareComposePostProcess: Nullable<PostProcess>;
  125312. /**
  125313. * Post-process used to create a motion blur effect
  125314. */
  125315. motionBlurPostProcess: Nullable<PostProcess>;
  125316. /**
  125317. * Post-process used to create a depth of field effect
  125318. */
  125319. depthOfFieldPostProcess: Nullable<PostProcess>;
  125320. /**
  125321. * The Fast Approximate Anti-Aliasing post process which attemps to remove aliasing from an image.
  125322. */
  125323. fxaaPostProcess: Nullable<FxaaPostProcess>;
  125324. /**
  125325. * Represents the brightness threshold in order to configure the illuminated surfaces
  125326. */
  125327. brightThreshold: number;
  125328. /**
  125329. * Configures the blur intensity used for surexposed surfaces are highlighted surfaces (light halo)
  125330. */
  125331. blurWidth: number;
  125332. /**
  125333. * Sets if the blur for highlighted surfaces must be only horizontal
  125334. */
  125335. horizontalBlur: boolean;
  125336. /**
  125337. * Gets the overall exposure used by the pipeline
  125338. */
  125339. /**
  125340. * Sets the overall exposure used by the pipeline
  125341. */
  125342. exposure: number;
  125343. /**
  125344. * Texture used typically to simulate "dirty" on camera lens
  125345. */
  125346. lensTexture: Nullable<Texture>;
  125347. /**
  125348. * Represents the offset coefficient based on Rayleigh principle. Typically in interval [-0.2, 0.2]
  125349. */
  125350. volumetricLightCoefficient: number;
  125351. /**
  125352. * The overall power of volumetric lights, typically in interval [0, 10] maximum
  125353. */
  125354. volumetricLightPower: number;
  125355. /**
  125356. * Used the set the blur intensity to smooth the volumetric lights
  125357. */
  125358. volumetricLightBlurScale: number;
  125359. /**
  125360. * Light (spot or directional) used to generate the volumetric lights rays
  125361. * The source light must have a shadow generate so the pipeline can get its
  125362. * depth map
  125363. */
  125364. sourceLight: Nullable<SpotLight | DirectionalLight>;
  125365. /**
  125366. * For eye adaptation, represents the minimum luminance the eye can see
  125367. */
  125368. hdrMinimumLuminance: number;
  125369. /**
  125370. * For eye adaptation, represents the decrease luminance speed
  125371. */
  125372. hdrDecreaseRate: number;
  125373. /**
  125374. * For eye adaptation, represents the increase luminance speed
  125375. */
  125376. hdrIncreaseRate: number;
  125377. /**
  125378. * Gets wether or not the exposure of the overall pipeline should be automatically adjusted by the HDR post-process
  125379. */
  125380. /**
  125381. * Sets wether or not the exposure of the overall pipeline should be automatically adjusted by the HDR post-process
  125382. */
  125383. hdrAutoExposure: boolean;
  125384. /**
  125385. * Lens color texture used by the lens flare effect. Mandatory if lens flare effect enabled
  125386. */
  125387. lensColorTexture: Nullable<Texture>;
  125388. /**
  125389. * The overall strengh for the lens flare effect
  125390. */
  125391. lensFlareStrength: number;
  125392. /**
  125393. * Dispersion coefficient for lens flare ghosts
  125394. */
  125395. lensFlareGhostDispersal: number;
  125396. /**
  125397. * Main lens flare halo width
  125398. */
  125399. lensFlareHaloWidth: number;
  125400. /**
  125401. * Based on the lens distortion effect, defines how much the lens flare result
  125402. * is distorted
  125403. */
  125404. lensFlareDistortionStrength: number;
  125405. /**
  125406. * Configures the blur intensity used for for lens flare (halo)
  125407. */
  125408. lensFlareBlurWidth: number;
  125409. /**
  125410. * Lens star texture must be used to simulate rays on the flares and is available
  125411. * in the documentation
  125412. */
  125413. lensStarTexture: Nullable<Texture>;
  125414. /**
  125415. * As the "lensTexture" (can be the same texture or different), it is used to apply the lens
  125416. * flare effect by taking account of the dirt texture
  125417. */
  125418. lensFlareDirtTexture: Nullable<Texture>;
  125419. /**
  125420. * Represents the focal length for the depth of field effect
  125421. */
  125422. depthOfFieldDistance: number;
  125423. /**
  125424. * Represents the blur intensity for the blurred part of the depth of field effect
  125425. */
  125426. depthOfFieldBlurWidth: number;
  125427. /**
  125428. * Gets how much the image is blurred by the movement while using the motion blur post-process
  125429. */
  125430. /**
  125431. * Sets how much the image is blurred by the movement while using the motion blur post-process
  125432. */
  125433. motionStrength: number;
  125434. /**
  125435. * Gets wether or not the motion blur post-process is object based or screen based.
  125436. */
  125437. /**
  125438. * Sets wether or not the motion blur post-process should be object based or screen based
  125439. */
  125440. objectBasedMotionBlur: boolean;
  125441. /**
  125442. * List of animations for the pipeline (IAnimatable implementation)
  125443. */
  125444. animations: Animation[];
  125445. /**
  125446. * Private members
  125447. */
  125448. private _scene;
  125449. private _currentDepthOfFieldSource;
  125450. private _basePostProcess;
  125451. private _fixedExposure;
  125452. private _currentExposure;
  125453. private _hdrAutoExposure;
  125454. private _hdrCurrentLuminance;
  125455. private _motionStrength;
  125456. private _isObjectBasedMotionBlur;
  125457. private _floatTextureType;
  125458. private _camerasToBeAttached;
  125459. private _ratio;
  125460. private _bloomEnabled;
  125461. private _depthOfFieldEnabled;
  125462. private _vlsEnabled;
  125463. private _lensFlareEnabled;
  125464. private _hdrEnabled;
  125465. private _motionBlurEnabled;
  125466. private _fxaaEnabled;
  125467. private _motionBlurSamples;
  125468. private _volumetricLightStepsCount;
  125469. private _samples;
  125470. /**
  125471. * @ignore
  125472. * Specifies if the bloom pipeline is enabled
  125473. */
  125474. BloomEnabled: boolean;
  125475. /**
  125476. * @ignore
  125477. * Specifies if the depth of field pipeline is enabed
  125478. */
  125479. DepthOfFieldEnabled: boolean;
  125480. /**
  125481. * @ignore
  125482. * Specifies if the lens flare pipeline is enabed
  125483. */
  125484. LensFlareEnabled: boolean;
  125485. /**
  125486. * @ignore
  125487. * Specifies if the HDR pipeline is enabled
  125488. */
  125489. HDREnabled: boolean;
  125490. /**
  125491. * @ignore
  125492. * Specifies if the volumetric lights scattering effect is enabled
  125493. */
  125494. VLSEnabled: boolean;
  125495. /**
  125496. * @ignore
  125497. * Specifies if the motion blur effect is enabled
  125498. */
  125499. MotionBlurEnabled: boolean;
  125500. /**
  125501. * Specifies if anti-aliasing is enabled
  125502. */
  125503. fxaaEnabled: boolean;
  125504. /**
  125505. * Specifies the number of steps used to calculate the volumetric lights
  125506. * Typically in interval [50, 200]
  125507. */
  125508. volumetricLightStepsCount: number;
  125509. /**
  125510. * Specifies the number of samples used for the motion blur effect
  125511. * Typically in interval [16, 64]
  125512. */
  125513. motionBlurSamples: number;
  125514. /**
  125515. * Specifies MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  125516. */
  125517. samples: number;
  125518. /**
  125519. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  125520. * @constructor
  125521. * @param name The rendering pipeline name
  125522. * @param scene The scene linked to this pipeline
  125523. * @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)
  125524. * @param originalPostProcess the custom original color post-process. Must be "reusable". Can be null.
  125525. * @param cameras The array of cameras that the rendering pipeline will be attached to
  125526. */
  125527. constructor(name: string, scene: Scene, ratio: number, originalPostProcess?: Nullable<PostProcess>, cameras?: Camera[]);
  125528. private _buildPipeline;
  125529. private _createDownSampleX4PostProcess;
  125530. private _createBrightPassPostProcess;
  125531. private _createBlurPostProcesses;
  125532. private _createTextureAdderPostProcess;
  125533. private _createVolumetricLightPostProcess;
  125534. private _createLuminancePostProcesses;
  125535. private _createHdrPostProcess;
  125536. private _createLensFlarePostProcess;
  125537. private _createDepthOfFieldPostProcess;
  125538. private _createMotionBlurPostProcess;
  125539. private _getDepthTexture;
  125540. private _disposePostProcesses;
  125541. /**
  125542. * Dispose of the pipeline and stop all post processes
  125543. */
  125544. dispose(): void;
  125545. /**
  125546. * Serialize the rendering pipeline (Used when exporting)
  125547. * @returns the serialized object
  125548. */
  125549. serialize(): any;
  125550. /**
  125551. * Parse the serialized pipeline
  125552. * @param source Source pipeline.
  125553. * @param scene The scene to load the pipeline to.
  125554. * @param rootUrl The URL of the serialized pipeline.
  125555. * @returns An instantiated pipeline from the serialized object.
  125556. */
  125557. static Parse(source: any, scene: Scene, rootUrl: string): StandardRenderingPipeline;
  125558. /**
  125559. * Luminance steps
  125560. */
  125561. static LuminanceSteps: number;
  125562. }
  125563. }
  125564. declare module BABYLON {
  125565. /** @hidden */
  125566. export var tonemapPixelShader: {
  125567. name: string;
  125568. shader: string;
  125569. };
  125570. }
  125571. declare module BABYLON {
  125572. /** Defines operator used for tonemapping */
  125573. export enum TonemappingOperator {
  125574. /** Hable */
  125575. Hable = 0,
  125576. /** Reinhard */
  125577. Reinhard = 1,
  125578. /** HejiDawson */
  125579. HejiDawson = 2,
  125580. /** Photographic */
  125581. Photographic = 3
  125582. }
  125583. /**
  125584. * Defines a post process to apply tone mapping
  125585. */
  125586. export class TonemapPostProcess extends PostProcess {
  125587. private _operator;
  125588. /** Defines the required exposure adjustement */
  125589. exposureAdjustment: number;
  125590. /**
  125591. * Creates a new TonemapPostProcess
  125592. * @param name defines the name of the postprocess
  125593. * @param _operator defines the operator to use
  125594. * @param exposureAdjustment defines the required exposure adjustement
  125595. * @param camera defines the camera to use (can be null)
  125596. * @param samplingMode defines the required sampling mode (BABYLON.Texture.BILINEAR_SAMPLINGMODE by default)
  125597. * @param engine defines the hosting engine (can be ignore if camera is set)
  125598. * @param textureFormat defines the texture format to use (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  125599. */
  125600. constructor(name: string, _operator: TonemappingOperator,
  125601. /** Defines the required exposure adjustement */
  125602. exposureAdjustment: number, camera: Camera, samplingMode?: number, engine?: Engine, textureFormat?: number);
  125603. }
  125604. }
  125605. declare module BABYLON {
  125606. /** @hidden */
  125607. export var depthVertexShader: {
  125608. name: string;
  125609. shader: string;
  125610. };
  125611. }
  125612. declare module BABYLON {
  125613. /** @hidden */
  125614. export var volumetricLightScatteringPixelShader: {
  125615. name: string;
  125616. shader: string;
  125617. };
  125618. }
  125619. declare module BABYLON {
  125620. /** @hidden */
  125621. export var volumetricLightScatteringPassVertexShader: {
  125622. name: string;
  125623. shader: string;
  125624. };
  125625. }
  125626. declare module BABYLON {
  125627. /** @hidden */
  125628. export var volumetricLightScatteringPassPixelShader: {
  125629. name: string;
  125630. shader: string;
  125631. };
  125632. }
  125633. declare module BABYLON {
  125634. /**
  125635. * Inspired by http://http.developer.nvidia.com/GPUGems3/gpugems3_ch13.html
  125636. */
  125637. export class VolumetricLightScatteringPostProcess extends PostProcess {
  125638. private _volumetricLightScatteringPass;
  125639. private _volumetricLightScatteringRTT;
  125640. private _viewPort;
  125641. private _screenCoordinates;
  125642. private _cachedDefines;
  125643. /**
  125644. * If not undefined, the mesh position is computed from the attached node position
  125645. */
  125646. attachedNode: {
  125647. position: Vector3;
  125648. };
  125649. /**
  125650. * Custom position of the mesh. Used if "useCustomMeshPosition" is set to "true"
  125651. */
  125652. customMeshPosition: Vector3;
  125653. /**
  125654. * Set if the post-process should use a custom position for the light source (true) or the internal mesh position (false)
  125655. */
  125656. useCustomMeshPosition: boolean;
  125657. /**
  125658. * If the post-process should inverse the light scattering direction
  125659. */
  125660. invert: boolean;
  125661. /**
  125662. * The internal mesh used by the post-process
  125663. */
  125664. mesh: Mesh;
  125665. /**
  125666. * @hidden
  125667. * VolumetricLightScatteringPostProcess.useDiffuseColor is no longer used, use the mesh material directly instead
  125668. */
  125669. useDiffuseColor: boolean;
  125670. /**
  125671. * Array containing the excluded meshes not rendered in the internal pass
  125672. */
  125673. excludedMeshes: AbstractMesh[];
  125674. /**
  125675. * Controls the overall intensity of the post-process
  125676. */
  125677. exposure: number;
  125678. /**
  125679. * Dissipates each sample's contribution in range [0, 1]
  125680. */
  125681. decay: number;
  125682. /**
  125683. * Controls the overall intensity of each sample
  125684. */
  125685. weight: number;
  125686. /**
  125687. * Controls the density of each sample
  125688. */
  125689. density: number;
  125690. /**
  125691. * @constructor
  125692. * @param name The post-process name
  125693. * @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)
  125694. * @param camera The camera that the post-process will be attached to
  125695. * @param mesh The mesh used to create the light scattering
  125696. * @param samples The post-process quality, default 100
  125697. * @param samplingModeThe post-process filtering mode
  125698. * @param engine The babylon engine
  125699. * @param reusable If the post-process is reusable
  125700. * @param scene The constructor needs a scene reference to initialize internal components. If "camera" is null a "scene" must be provided
  125701. */
  125702. constructor(name: string, ratio: any, camera: Camera, mesh?: Mesh, samples?: number, samplingMode?: number, engine?: Engine, reusable?: boolean, scene?: Scene);
  125703. /**
  125704. * Returns the string "VolumetricLightScatteringPostProcess"
  125705. * @returns "VolumetricLightScatteringPostProcess"
  125706. */
  125707. getClassName(): string;
  125708. private _isReady;
  125709. /**
  125710. * Sets the new light position for light scattering effect
  125711. * @param position The new custom light position
  125712. */
  125713. setCustomMeshPosition(position: Vector3): void;
  125714. /**
  125715. * Returns the light position for light scattering effect
  125716. * @return Vector3 The custom light position
  125717. */
  125718. getCustomMeshPosition(): Vector3;
  125719. /**
  125720. * Disposes the internal assets and detaches the post-process from the camera
  125721. */
  125722. dispose(camera: Camera): void;
  125723. /**
  125724. * Returns the render target texture used by the post-process
  125725. * @return the render target texture used by the post-process
  125726. */
  125727. getPass(): RenderTargetTexture;
  125728. private _meshExcluded;
  125729. private _createPass;
  125730. private _updateMeshScreenCoordinates;
  125731. /**
  125732. * Creates a default mesh for the Volumeric Light Scattering post-process
  125733. * @param name The mesh name
  125734. * @param scene The scene where to create the mesh
  125735. * @return the default mesh
  125736. */
  125737. static CreateDefaultMesh(name: string, scene: Scene): Mesh;
  125738. }
  125739. }
  125740. declare module BABYLON {
  125741. interface Scene {
  125742. /** @hidden (Backing field) */
  125743. _boundingBoxRenderer: BoundingBoxRenderer;
  125744. /** @hidden (Backing field) */
  125745. _forceShowBoundingBoxes: boolean;
  125746. /**
  125747. * Gets or sets a boolean indicating if all bounding boxes must be rendered
  125748. */
  125749. forceShowBoundingBoxes: boolean;
  125750. /**
  125751. * Gets the bounding box renderer associated with the scene
  125752. * @returns a BoundingBoxRenderer
  125753. */
  125754. getBoundingBoxRenderer(): BoundingBoxRenderer;
  125755. }
  125756. interface AbstractMesh {
  125757. /** @hidden (Backing field) */
  125758. _showBoundingBox: boolean;
  125759. /**
  125760. * Gets or sets a boolean indicating if the bounding box must be rendered as well (false by default)
  125761. */
  125762. showBoundingBox: boolean;
  125763. }
  125764. /**
  125765. * Component responsible of rendering the bounding box of the meshes in a scene.
  125766. * This is usually used through the mesh.showBoundingBox or the scene.forceShowBoundingBoxes properties
  125767. */
  125768. export class BoundingBoxRenderer implements ISceneComponent {
  125769. /**
  125770. * The component name helpfull to identify the component in the list of scene components.
  125771. */
  125772. readonly name: string;
  125773. /**
  125774. * The scene the component belongs to.
  125775. */
  125776. scene: Scene;
  125777. /**
  125778. * Color of the bounding box lines placed in front of an object
  125779. */
  125780. frontColor: Color3;
  125781. /**
  125782. * Color of the bounding box lines placed behind an object
  125783. */
  125784. backColor: Color3;
  125785. /**
  125786. * Defines if the renderer should show the back lines or not
  125787. */
  125788. showBackLines: boolean;
  125789. /**
  125790. * @hidden
  125791. */
  125792. renderList: SmartArray<BoundingBox>;
  125793. private _colorShader;
  125794. private _vertexBuffers;
  125795. private _indexBuffer;
  125796. private _fillIndexBuffer;
  125797. private _fillIndexData;
  125798. /**
  125799. * Instantiates a new bounding box renderer in a scene.
  125800. * @param scene the scene the renderer renders in
  125801. */
  125802. constructor(scene: Scene);
  125803. /**
  125804. * Registers the component in a given scene
  125805. */
  125806. register(): void;
  125807. private _evaluateSubMesh;
  125808. private _activeMesh;
  125809. private _prepareRessources;
  125810. private _createIndexBuffer;
  125811. /**
  125812. * Rebuilds the elements related to this component in case of
  125813. * context lost for instance.
  125814. */
  125815. rebuild(): void;
  125816. /**
  125817. * @hidden
  125818. */
  125819. reset(): void;
  125820. /**
  125821. * Render the bounding boxes of a specific rendering group
  125822. * @param renderingGroupId defines the rendering group to render
  125823. */
  125824. render(renderingGroupId: number): void;
  125825. /**
  125826. * In case of occlusion queries, we can render the occlusion bounding box through this method
  125827. * @param mesh Define the mesh to render the occlusion bounding box for
  125828. */
  125829. renderOcclusionBoundingBox(mesh: AbstractMesh): void;
  125830. /**
  125831. * Dispose and release the resources attached to this renderer.
  125832. */
  125833. dispose(): void;
  125834. }
  125835. }
  125836. declare module BABYLON {
  125837. /** @hidden */
  125838. export var depthPixelShader: {
  125839. name: string;
  125840. shader: string;
  125841. };
  125842. }
  125843. declare module BABYLON {
  125844. /**
  125845. * This represents a depth renderer in Babylon.
  125846. * A depth renderer will render to it's depth map every frame which can be displayed or used in post processing
  125847. */
  125848. export class DepthRenderer {
  125849. private _scene;
  125850. private _depthMap;
  125851. private _effect;
  125852. private readonly _storeNonLinearDepth;
  125853. private readonly _clearColor;
  125854. /** Get if the depth renderer is using packed depth or not */
  125855. readonly isPacked: boolean;
  125856. private _cachedDefines;
  125857. private _camera;
  125858. /**
  125859. * Specifiess that the depth renderer will only be used within
  125860. * the camera it is created for.
  125861. * This can help forcing its rendering during the camera processing.
  125862. */
  125863. useOnlyInActiveCamera: boolean;
  125864. /** @hidden */
  125865. static _SceneComponentInitialization: (scene: Scene) => void;
  125866. /**
  125867. * Instantiates a depth renderer
  125868. * @param scene The scene the renderer belongs to
  125869. * @param type The texture type of the depth map (default: Engine.TEXTURETYPE_FLOAT)
  125870. * @param camera The camera to be used to render the depth map (default: scene's active camera)
  125871. * @param storeNonLinearDepth Defines whether the depth is stored linearly like in Babylon Shadows or directly like glFragCoord.z
  125872. */
  125873. constructor(scene: Scene, type?: number, camera?: Nullable<Camera>, storeNonLinearDepth?: boolean);
  125874. /**
  125875. * Creates the depth rendering effect and checks if the effect is ready.
  125876. * @param subMesh The submesh to be used to render the depth map of
  125877. * @param useInstances If multiple world instances should be used
  125878. * @returns if the depth renderer is ready to render the depth map
  125879. */
  125880. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  125881. /**
  125882. * Gets the texture which the depth map will be written to.
  125883. * @returns The depth map texture
  125884. */
  125885. getDepthMap(): RenderTargetTexture;
  125886. /**
  125887. * Disposes of the depth renderer.
  125888. */
  125889. dispose(): void;
  125890. }
  125891. }
  125892. declare module BABYLON {
  125893. interface Scene {
  125894. /** @hidden (Backing field) */
  125895. _depthRenderer: {
  125896. [id: string]: DepthRenderer;
  125897. };
  125898. /**
  125899. * Creates a depth renderer a given camera which contains a depth map which can be used for post processing.
  125900. * @param camera The camera to create the depth renderer on (default: scene's active camera)
  125901. * @param storeNonLinearDepth Defines whether the depth is stored linearly like in Babylon Shadows or directly like glFragCoord.z
  125902. * @returns the created depth renderer
  125903. */
  125904. enableDepthRenderer(camera?: Nullable<Camera>, storeNonLinearDepth?: boolean): DepthRenderer;
  125905. /**
  125906. * Disables a depth renderer for a given camera
  125907. * @param camera The camera to disable the depth renderer on (default: scene's active camera)
  125908. */
  125909. disableDepthRenderer(camera?: Nullable<Camera>): void;
  125910. }
  125911. /**
  125912. * Defines the Depth Renderer scene component responsible to manage a depth buffer useful
  125913. * in several rendering techniques.
  125914. */
  125915. export class DepthRendererSceneComponent implements ISceneComponent {
  125916. /**
  125917. * The component name helpfull to identify the component in the list of scene components.
  125918. */
  125919. readonly name: string;
  125920. /**
  125921. * The scene the component belongs to.
  125922. */
  125923. scene: Scene;
  125924. /**
  125925. * Creates a new instance of the component for the given scene
  125926. * @param scene Defines the scene to register the component in
  125927. */
  125928. constructor(scene: Scene);
  125929. /**
  125930. * Registers the component in a given scene
  125931. */
  125932. register(): void;
  125933. /**
  125934. * Rebuilds the elements related to this component in case of
  125935. * context lost for instance.
  125936. */
  125937. rebuild(): void;
  125938. /**
  125939. * Disposes the component and the associated ressources
  125940. */
  125941. dispose(): void;
  125942. private _gatherRenderTargets;
  125943. private _gatherActiveCameraRenderTargets;
  125944. }
  125945. }
  125946. declare module BABYLON {
  125947. /** @hidden */
  125948. export var outlinePixelShader: {
  125949. name: string;
  125950. shader: string;
  125951. };
  125952. }
  125953. declare module BABYLON {
  125954. /** @hidden */
  125955. export var outlineVertexShader: {
  125956. name: string;
  125957. shader: string;
  125958. };
  125959. }
  125960. declare module BABYLON {
  125961. interface Scene {
  125962. /** @hidden */
  125963. _outlineRenderer: OutlineRenderer;
  125964. /**
  125965. * Gets the outline renderer associated with the scene
  125966. * @returns a OutlineRenderer
  125967. */
  125968. getOutlineRenderer(): OutlineRenderer;
  125969. }
  125970. interface AbstractMesh {
  125971. /** @hidden (Backing field) */
  125972. _renderOutline: boolean;
  125973. /**
  125974. * Gets or sets a boolean indicating if the outline must be rendered as well
  125975. * @see https://www.babylonjs-playground.com/#10WJ5S#3
  125976. */
  125977. renderOutline: boolean;
  125978. /** @hidden (Backing field) */
  125979. _renderOverlay: boolean;
  125980. /**
  125981. * Gets or sets a boolean indicating if the overlay must be rendered as well
  125982. * @see https://www.babylonjs-playground.com/#10WJ5S#2
  125983. */
  125984. renderOverlay: boolean;
  125985. }
  125986. /**
  125987. * This class is responsible to draw bothe outline/overlay of meshes.
  125988. * It should not be used directly but through the available method on mesh.
  125989. */
  125990. export class OutlineRenderer implements ISceneComponent {
  125991. /**
  125992. * Stencil value used to avoid outline being seen within the mesh when the mesh is transparent
  125993. */
  125994. private static _StencilReference;
  125995. /**
  125996. * The name of the component. Each component must have a unique name.
  125997. */
  125998. name: string;
  125999. /**
  126000. * The scene the component belongs to.
  126001. */
  126002. scene: Scene;
  126003. /**
  126004. * Defines a zOffset to prevent zFighting between the overlay and the mesh.
  126005. */
  126006. zOffset: number;
  126007. private _engine;
  126008. private _effect;
  126009. private _cachedDefines;
  126010. private _savedDepthWrite;
  126011. /**
  126012. * Instantiates a new outline renderer. (There could be only one per scene).
  126013. * @param scene Defines the scene it belongs to
  126014. */
  126015. constructor(scene: Scene);
  126016. /**
  126017. * Register the component to one instance of a scene.
  126018. */
  126019. register(): void;
  126020. /**
  126021. * Rebuilds the elements related to this component in case of
  126022. * context lost for instance.
  126023. */
  126024. rebuild(): void;
  126025. /**
  126026. * Disposes the component and the associated ressources.
  126027. */
  126028. dispose(): void;
  126029. /**
  126030. * Renders the outline in the canvas.
  126031. * @param subMesh Defines the sumesh to render
  126032. * @param batch Defines the batch of meshes in case of instances
  126033. * @param useOverlay Defines if the rendering is for the overlay or the outline
  126034. */
  126035. render(subMesh: SubMesh, batch: _InstancesBatch, useOverlay?: boolean): void;
  126036. /**
  126037. * Returns whether or not the outline renderer is ready for a given submesh.
  126038. * All the dependencies e.g. submeshes, texture, effect... mus be ready
  126039. * @param subMesh Defines the submesh to check readyness for
  126040. * @param useInstances Defines wheter wee are trying to render instances or not
  126041. * @returns true if ready otherwise false
  126042. */
  126043. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  126044. private _beforeRenderingMesh;
  126045. private _afterRenderingMesh;
  126046. }
  126047. }
  126048. declare module BABYLON {
  126049. /**
  126050. * Class used to manage multiple sprites of different sizes on the same spritesheet
  126051. * @see http://doc.babylonjs.com/babylon101/sprites
  126052. */
  126053. export class SpritePackedManager extends SpriteManager {
  126054. /** defines the packed manager's name */
  126055. name: string;
  126056. /**
  126057. * Creates a new sprite manager from a packed sprite sheet
  126058. * @param name defines the manager's name
  126059. * @param imgUrl defines the sprite sheet url
  126060. * @param capacity defines the maximum allowed number of sprites
  126061. * @param scene defines the hosting scene
  126062. * @param spriteJSON null otherwise a JSON object defining sprite sheet data
  126063. * @param epsilon defines the epsilon value to align texture (0.01 by default)
  126064. * @param samplingMode defines the smapling mode to use with spritesheet
  126065. * @param fromPacked set to true; do not alter
  126066. */
  126067. constructor(
  126068. /** defines the packed manager's name */
  126069. name: string, imgUrl: string, capacity: number, scene: Scene, spriteJSON?: string | null, epsilon?: number, samplingMode?: number);
  126070. }
  126071. }
  126072. declare module BABYLON {
  126073. /**
  126074. * Defines the list of states available for a task inside a AssetsManager
  126075. */
  126076. export enum AssetTaskState {
  126077. /**
  126078. * Initialization
  126079. */
  126080. INIT = 0,
  126081. /**
  126082. * Running
  126083. */
  126084. RUNNING = 1,
  126085. /**
  126086. * Done
  126087. */
  126088. DONE = 2,
  126089. /**
  126090. * Error
  126091. */
  126092. ERROR = 3
  126093. }
  126094. /**
  126095. * Define an abstract asset task used with a AssetsManager class to load assets into a scene
  126096. */
  126097. export abstract class AbstractAssetTask {
  126098. /**
  126099. * Task name
  126100. */ name: string;
  126101. /**
  126102. * Callback called when the task is successful
  126103. */
  126104. onSuccess: (task: any) => void;
  126105. /**
  126106. * Callback called when the task is not successful
  126107. */
  126108. onError: (task: any, message?: string, exception?: any) => void;
  126109. /**
  126110. * Creates a new AssetsManager
  126111. * @param name defines the name of the task
  126112. */
  126113. constructor(
  126114. /**
  126115. * Task name
  126116. */ name: string);
  126117. private _isCompleted;
  126118. private _taskState;
  126119. private _errorObject;
  126120. /**
  126121. * Get if the task is completed
  126122. */
  126123. readonly isCompleted: boolean;
  126124. /**
  126125. * Gets the current state of the task
  126126. */
  126127. readonly taskState: AssetTaskState;
  126128. /**
  126129. * Gets the current error object (if task is in error)
  126130. */
  126131. readonly errorObject: {
  126132. message?: string;
  126133. exception?: any;
  126134. };
  126135. /**
  126136. * Internal only
  126137. * @hidden
  126138. */
  126139. _setErrorObject(message?: string, exception?: any): void;
  126140. /**
  126141. * Execute the current task
  126142. * @param scene defines the scene where you want your assets to be loaded
  126143. * @param onSuccess is a callback called when the task is successfully executed
  126144. * @param onError is a callback called if an error occurs
  126145. */
  126146. run(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  126147. /**
  126148. * Execute the current task
  126149. * @param scene defines the scene where you want your assets to be loaded
  126150. * @param onSuccess is a callback called when the task is successfully executed
  126151. * @param onError is a callback called if an error occurs
  126152. */
  126153. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  126154. /**
  126155. * Reset will set the task state back to INIT, so the next load call of the assets manager will execute this task again.
  126156. * This can be used with failed tasks that have the reason for failure fixed.
  126157. */
  126158. reset(): void;
  126159. private onErrorCallback;
  126160. private onDoneCallback;
  126161. }
  126162. /**
  126163. * Define the interface used by progress events raised during assets loading
  126164. */
  126165. export interface IAssetsProgressEvent {
  126166. /**
  126167. * Defines the number of remaining tasks to process
  126168. */
  126169. remainingCount: number;
  126170. /**
  126171. * Defines the total number of tasks
  126172. */
  126173. totalCount: number;
  126174. /**
  126175. * Defines the task that was just processed
  126176. */
  126177. task: AbstractAssetTask;
  126178. }
  126179. /**
  126180. * Class used to share progress information about assets loading
  126181. */
  126182. export class AssetsProgressEvent implements IAssetsProgressEvent {
  126183. /**
  126184. * Defines the number of remaining tasks to process
  126185. */
  126186. remainingCount: number;
  126187. /**
  126188. * Defines the total number of tasks
  126189. */
  126190. totalCount: number;
  126191. /**
  126192. * Defines the task that was just processed
  126193. */
  126194. task: AbstractAssetTask;
  126195. /**
  126196. * Creates a AssetsProgressEvent
  126197. * @param remainingCount defines the number of remaining tasks to process
  126198. * @param totalCount defines the total number of tasks
  126199. * @param task defines the task that was just processed
  126200. */
  126201. constructor(remainingCount: number, totalCount: number, task: AbstractAssetTask);
  126202. }
  126203. /**
  126204. * Define a task used by AssetsManager to load meshes
  126205. */
  126206. export class MeshAssetTask extends AbstractAssetTask {
  126207. /**
  126208. * Defines the name of the task
  126209. */
  126210. name: string;
  126211. /**
  126212. * Defines the list of mesh's names you want to load
  126213. */
  126214. meshesNames: any;
  126215. /**
  126216. * Defines the root url to use as a base to load your meshes and associated resources
  126217. */
  126218. rootUrl: string;
  126219. /**
  126220. * Defines the filename of the scene to load from
  126221. */
  126222. sceneFilename: string;
  126223. /**
  126224. * Gets the list of loaded meshes
  126225. */
  126226. loadedMeshes: Array<AbstractMesh>;
  126227. /**
  126228. * Gets the list of loaded particle systems
  126229. */
  126230. loadedParticleSystems: Array<IParticleSystem>;
  126231. /**
  126232. * Gets the list of loaded skeletons
  126233. */
  126234. loadedSkeletons: Array<Skeleton>;
  126235. /**
  126236. * Gets the list of loaded animation groups
  126237. */
  126238. loadedAnimationGroups: Array<AnimationGroup>;
  126239. /**
  126240. * Callback called when the task is successful
  126241. */
  126242. onSuccess: (task: MeshAssetTask) => void;
  126243. /**
  126244. * Callback called when the task is successful
  126245. */
  126246. onError: (task: MeshAssetTask, message?: string, exception?: any) => void;
  126247. /**
  126248. * Creates a new MeshAssetTask
  126249. * @param name defines the name of the task
  126250. * @param meshesNames defines the list of mesh's names you want to load
  126251. * @param rootUrl defines the root url to use as a base to load your meshes and associated resources
  126252. * @param sceneFilename defines the filename of the scene to load from
  126253. */
  126254. constructor(
  126255. /**
  126256. * Defines the name of the task
  126257. */
  126258. name: string,
  126259. /**
  126260. * Defines the list of mesh's names you want to load
  126261. */
  126262. meshesNames: any,
  126263. /**
  126264. * Defines the root url to use as a base to load your meshes and associated resources
  126265. */
  126266. rootUrl: string,
  126267. /**
  126268. * Defines the filename of the scene to load from
  126269. */
  126270. sceneFilename: string);
  126271. /**
  126272. * Execute the current task
  126273. * @param scene defines the scene where you want your assets to be loaded
  126274. * @param onSuccess is a callback called when the task is successfully executed
  126275. * @param onError is a callback called if an error occurs
  126276. */
  126277. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  126278. }
  126279. /**
  126280. * Define a task used by AssetsManager to load text content
  126281. */
  126282. export class TextFileAssetTask extends AbstractAssetTask {
  126283. /**
  126284. * Defines the name of the task
  126285. */
  126286. name: string;
  126287. /**
  126288. * Defines the location of the file to load
  126289. */
  126290. url: string;
  126291. /**
  126292. * Gets the loaded text string
  126293. */
  126294. text: string;
  126295. /**
  126296. * Callback called when the task is successful
  126297. */
  126298. onSuccess: (task: TextFileAssetTask) => void;
  126299. /**
  126300. * Callback called when the task is successful
  126301. */
  126302. onError: (task: TextFileAssetTask, message?: string, exception?: any) => void;
  126303. /**
  126304. * Creates a new TextFileAssetTask object
  126305. * @param name defines the name of the task
  126306. * @param url defines the location of the file to load
  126307. */
  126308. constructor(
  126309. /**
  126310. * Defines the name of the task
  126311. */
  126312. name: string,
  126313. /**
  126314. * Defines the location of the file to load
  126315. */
  126316. url: string);
  126317. /**
  126318. * Execute the current task
  126319. * @param scene defines the scene where you want your assets to be loaded
  126320. * @param onSuccess is a callback called when the task is successfully executed
  126321. * @param onError is a callback called if an error occurs
  126322. */
  126323. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  126324. }
  126325. /**
  126326. * Define a task used by AssetsManager to load binary data
  126327. */
  126328. export class BinaryFileAssetTask extends AbstractAssetTask {
  126329. /**
  126330. * Defines the name of the task
  126331. */
  126332. name: string;
  126333. /**
  126334. * Defines the location of the file to load
  126335. */
  126336. url: string;
  126337. /**
  126338. * Gets the lodaded data (as an array buffer)
  126339. */
  126340. data: ArrayBuffer;
  126341. /**
  126342. * Callback called when the task is successful
  126343. */
  126344. onSuccess: (task: BinaryFileAssetTask) => void;
  126345. /**
  126346. * Callback called when the task is successful
  126347. */
  126348. onError: (task: BinaryFileAssetTask, message?: string, exception?: any) => void;
  126349. /**
  126350. * Creates a new BinaryFileAssetTask object
  126351. * @param name defines the name of the new task
  126352. * @param url defines the location of the file to load
  126353. */
  126354. constructor(
  126355. /**
  126356. * Defines the name of the task
  126357. */
  126358. name: string,
  126359. /**
  126360. * Defines the location of the file to load
  126361. */
  126362. url: string);
  126363. /**
  126364. * Execute the current task
  126365. * @param scene defines the scene where you want your assets to be loaded
  126366. * @param onSuccess is a callback called when the task is successfully executed
  126367. * @param onError is a callback called if an error occurs
  126368. */
  126369. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  126370. }
  126371. /**
  126372. * Define a task used by AssetsManager to load images
  126373. */
  126374. export class ImageAssetTask extends AbstractAssetTask {
  126375. /**
  126376. * Defines the name of the task
  126377. */
  126378. name: string;
  126379. /**
  126380. * Defines the location of the image to load
  126381. */
  126382. url: string;
  126383. /**
  126384. * Gets the loaded images
  126385. */
  126386. image: HTMLImageElement;
  126387. /**
  126388. * Callback called when the task is successful
  126389. */
  126390. onSuccess: (task: ImageAssetTask) => void;
  126391. /**
  126392. * Callback called when the task is successful
  126393. */
  126394. onError: (task: ImageAssetTask, message?: string, exception?: any) => void;
  126395. /**
  126396. * Creates a new ImageAssetTask
  126397. * @param name defines the name of the task
  126398. * @param url defines the location of the image to load
  126399. */
  126400. constructor(
  126401. /**
  126402. * Defines the name of the task
  126403. */
  126404. name: string,
  126405. /**
  126406. * Defines the location of the image to load
  126407. */
  126408. url: string);
  126409. /**
  126410. * Execute the current task
  126411. * @param scene defines the scene where you want your assets to be loaded
  126412. * @param onSuccess is a callback called when the task is successfully executed
  126413. * @param onError is a callback called if an error occurs
  126414. */
  126415. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  126416. }
  126417. /**
  126418. * Defines the interface used by texture loading tasks
  126419. */
  126420. export interface ITextureAssetTask<TEX extends BaseTexture> {
  126421. /**
  126422. * Gets the loaded texture
  126423. */
  126424. texture: TEX;
  126425. }
  126426. /**
  126427. * Define a task used by AssetsManager to load 2D textures
  126428. */
  126429. export class TextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<Texture> {
  126430. /**
  126431. * Defines the name of the task
  126432. */
  126433. name: string;
  126434. /**
  126435. * Defines the location of the file to load
  126436. */
  126437. url: string;
  126438. /**
  126439. * Defines if mipmap should not be generated (default is false)
  126440. */
  126441. noMipmap?: boolean | undefined;
  126442. /**
  126443. * Defines if texture must be inverted on Y axis (default is false)
  126444. */
  126445. invertY?: boolean | undefined;
  126446. /**
  126447. * Defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  126448. */
  126449. samplingMode: number;
  126450. /**
  126451. * Gets the loaded texture
  126452. */
  126453. texture: Texture;
  126454. /**
  126455. * Callback called when the task is successful
  126456. */
  126457. onSuccess: (task: TextureAssetTask) => void;
  126458. /**
  126459. * Callback called when the task is successful
  126460. */
  126461. onError: (task: TextureAssetTask, message?: string, exception?: any) => void;
  126462. /**
  126463. * Creates a new TextureAssetTask object
  126464. * @param name defines the name of the task
  126465. * @param url defines the location of the file to load
  126466. * @param noMipmap defines if mipmap should not be generated (default is false)
  126467. * @param invertY defines if texture must be inverted on Y axis (default is false)
  126468. * @param samplingMode defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  126469. */
  126470. constructor(
  126471. /**
  126472. * Defines the name of the task
  126473. */
  126474. name: string,
  126475. /**
  126476. * Defines the location of the file to load
  126477. */
  126478. url: string,
  126479. /**
  126480. * Defines if mipmap should not be generated (default is false)
  126481. */
  126482. noMipmap?: boolean | undefined,
  126483. /**
  126484. * Defines if texture must be inverted on Y axis (default is false)
  126485. */
  126486. invertY?: boolean | undefined,
  126487. /**
  126488. * Defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  126489. */
  126490. samplingMode?: number);
  126491. /**
  126492. * Execute the current task
  126493. * @param scene defines the scene where you want your assets to be loaded
  126494. * @param onSuccess is a callback called when the task is successfully executed
  126495. * @param onError is a callback called if an error occurs
  126496. */
  126497. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  126498. }
  126499. /**
  126500. * Define a task used by AssetsManager to load cube textures
  126501. */
  126502. export class CubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<CubeTexture> {
  126503. /**
  126504. * Defines the name of the task
  126505. */
  126506. name: string;
  126507. /**
  126508. * Defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  126509. */
  126510. url: string;
  126511. /**
  126512. * Defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  126513. */
  126514. extensions?: string[] | undefined;
  126515. /**
  126516. * Defines if mipmaps should not be generated (default is false)
  126517. */
  126518. noMipmap?: boolean | undefined;
  126519. /**
  126520. * Defines the explicit list of files (undefined by default)
  126521. */
  126522. files?: string[] | undefined;
  126523. /**
  126524. * Gets the loaded texture
  126525. */
  126526. texture: CubeTexture;
  126527. /**
  126528. * Callback called when the task is successful
  126529. */
  126530. onSuccess: (task: CubeTextureAssetTask) => void;
  126531. /**
  126532. * Callback called when the task is successful
  126533. */
  126534. onError: (task: CubeTextureAssetTask, message?: string, exception?: any) => void;
  126535. /**
  126536. * Creates a new CubeTextureAssetTask
  126537. * @param name defines the name of the task
  126538. * @param url defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  126539. * @param extensions defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  126540. * @param noMipmap defines if mipmaps should not be generated (default is false)
  126541. * @param files defines the explicit list of files (undefined by default)
  126542. */
  126543. constructor(
  126544. /**
  126545. * Defines the name of the task
  126546. */
  126547. name: string,
  126548. /**
  126549. * Defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  126550. */
  126551. url: string,
  126552. /**
  126553. * Defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  126554. */
  126555. extensions?: string[] | undefined,
  126556. /**
  126557. * Defines if mipmaps should not be generated (default is false)
  126558. */
  126559. noMipmap?: boolean | undefined,
  126560. /**
  126561. * Defines the explicit list of files (undefined by default)
  126562. */
  126563. files?: string[] | undefined);
  126564. /**
  126565. * Execute the current task
  126566. * @param scene defines the scene where you want your assets to be loaded
  126567. * @param onSuccess is a callback called when the task is successfully executed
  126568. * @param onError is a callback called if an error occurs
  126569. */
  126570. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  126571. }
  126572. /**
  126573. * Define a task used by AssetsManager to load HDR cube textures
  126574. */
  126575. export class HDRCubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<HDRCubeTexture> {
  126576. /**
  126577. * Defines the name of the task
  126578. */
  126579. name: string;
  126580. /**
  126581. * Defines the location of the file to load
  126582. */
  126583. url: string;
  126584. /**
  126585. * Defines the desired size (the more it increases the longer the generation will be)
  126586. */
  126587. size: number;
  126588. /**
  126589. * Defines if mipmaps should not be generated (default is false)
  126590. */
  126591. noMipmap: boolean;
  126592. /**
  126593. * Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  126594. */
  126595. generateHarmonics: boolean;
  126596. /**
  126597. * 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)
  126598. */
  126599. gammaSpace: boolean;
  126600. /**
  126601. * Internal Use Only
  126602. */
  126603. reserved: boolean;
  126604. /**
  126605. * Gets the loaded texture
  126606. */
  126607. texture: HDRCubeTexture;
  126608. /**
  126609. * Callback called when the task is successful
  126610. */
  126611. onSuccess: (task: HDRCubeTextureAssetTask) => void;
  126612. /**
  126613. * Callback called when the task is successful
  126614. */
  126615. onError: (task: HDRCubeTextureAssetTask, message?: string, exception?: any) => void;
  126616. /**
  126617. * Creates a new HDRCubeTextureAssetTask object
  126618. * @param name defines the name of the task
  126619. * @param url defines the location of the file to load
  126620. * @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.
  126621. * @param noMipmap defines if mipmaps should not be generated (default is false)
  126622. * @param generateHarmonics specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  126623. * @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)
  126624. * @param reserved Internal use only
  126625. */
  126626. constructor(
  126627. /**
  126628. * Defines the name of the task
  126629. */
  126630. name: string,
  126631. /**
  126632. * Defines the location of the file to load
  126633. */
  126634. url: string,
  126635. /**
  126636. * Defines the desired size (the more it increases the longer the generation will be)
  126637. */
  126638. size: number,
  126639. /**
  126640. * Defines if mipmaps should not be generated (default is false)
  126641. */
  126642. noMipmap?: boolean,
  126643. /**
  126644. * Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  126645. */
  126646. generateHarmonics?: boolean,
  126647. /**
  126648. * 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)
  126649. */
  126650. gammaSpace?: boolean,
  126651. /**
  126652. * Internal Use Only
  126653. */
  126654. reserved?: boolean);
  126655. /**
  126656. * Execute the current task
  126657. * @param scene defines the scene where you want your assets to be loaded
  126658. * @param onSuccess is a callback called when the task is successfully executed
  126659. * @param onError is a callback called if an error occurs
  126660. */
  126661. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  126662. }
  126663. /**
  126664. * Define a task used by AssetsManager to load Equirectangular cube textures
  126665. */
  126666. export class EquiRectangularCubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<EquiRectangularCubeTexture> {
  126667. /**
  126668. * Defines the name of the task
  126669. */
  126670. name: string;
  126671. /**
  126672. * Defines the location of the file to load
  126673. */
  126674. url: string;
  126675. /**
  126676. * Defines the desired size (the more it increases the longer the generation will be)
  126677. */
  126678. size: number;
  126679. /**
  126680. * Defines if mipmaps should not be generated (default is false)
  126681. */
  126682. noMipmap: boolean;
  126683. /**
  126684. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space,
  126685. * but the standard material would require them in Gamma space) (default is true)
  126686. */
  126687. gammaSpace: boolean;
  126688. /**
  126689. * Gets the loaded texture
  126690. */
  126691. texture: EquiRectangularCubeTexture;
  126692. /**
  126693. * Callback called when the task is successful
  126694. */
  126695. onSuccess: (task: EquiRectangularCubeTextureAssetTask) => void;
  126696. /**
  126697. * Callback called when the task is successful
  126698. */
  126699. onError: (task: EquiRectangularCubeTextureAssetTask, message?: string, exception?: any) => void;
  126700. /**
  126701. * Creates a new EquiRectangularCubeTextureAssetTask object
  126702. * @param name defines the name of the task
  126703. * @param url defines the location of the file to load
  126704. * @param size defines the desired size (the more it increases the longer the generation will be)
  126705. * If the size is omitted this implies you are using a preprocessed cubemap.
  126706. * @param noMipmap defines if mipmaps should not be generated (default is false)
  126707. * @param gammaSpace specifies if the texture will be used in gamma or linear space
  126708. * (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space)
  126709. * (default is true)
  126710. */
  126711. constructor(
  126712. /**
  126713. * Defines the name of the task
  126714. */
  126715. name: string,
  126716. /**
  126717. * Defines the location of the file to load
  126718. */
  126719. url: string,
  126720. /**
  126721. * Defines the desired size (the more it increases the longer the generation will be)
  126722. */
  126723. size: number,
  126724. /**
  126725. * Defines if mipmaps should not be generated (default is false)
  126726. */
  126727. noMipmap?: boolean,
  126728. /**
  126729. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space,
  126730. * but the standard material would require them in Gamma space) (default is true)
  126731. */
  126732. gammaSpace?: boolean);
  126733. /**
  126734. * Execute the current task
  126735. * @param scene defines the scene where you want your assets to be loaded
  126736. * @param onSuccess is a callback called when the task is successfully executed
  126737. * @param onError is a callback called if an error occurs
  126738. */
  126739. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  126740. }
  126741. /**
  126742. * This class can be used to easily import assets into a scene
  126743. * @see http://doc.babylonjs.com/how_to/how_to_use_assetsmanager
  126744. */
  126745. export class AssetsManager {
  126746. private _scene;
  126747. private _isLoading;
  126748. protected _tasks: AbstractAssetTask[];
  126749. protected _waitingTasksCount: number;
  126750. protected _totalTasksCount: number;
  126751. /**
  126752. * Callback called when all tasks are processed
  126753. */
  126754. onFinish: (tasks: AbstractAssetTask[]) => void;
  126755. /**
  126756. * Callback called when a task is successful
  126757. */
  126758. onTaskSuccess: (task: AbstractAssetTask) => void;
  126759. /**
  126760. * Callback called when a task had an error
  126761. */
  126762. onTaskError: (task: AbstractAssetTask) => void;
  126763. /**
  126764. * Callback called when a task is done (whatever the result is)
  126765. */
  126766. onProgress: (remainingCount: number, totalCount: number, task: AbstractAssetTask) => void;
  126767. /**
  126768. * Observable called when all tasks are processed
  126769. */
  126770. onTaskSuccessObservable: Observable<AbstractAssetTask>;
  126771. /**
  126772. * Observable called when a task had an error
  126773. */
  126774. onTaskErrorObservable: Observable<AbstractAssetTask>;
  126775. /**
  126776. * Observable called when all tasks were executed
  126777. */
  126778. onTasksDoneObservable: Observable<AbstractAssetTask[]>;
  126779. /**
  126780. * Observable called when a task is done (whatever the result is)
  126781. */
  126782. onProgressObservable: Observable<IAssetsProgressEvent>;
  126783. /**
  126784. * Gets or sets a boolean defining if the AssetsManager should use the default loading screen
  126785. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  126786. */
  126787. useDefaultLoadingScreen: boolean;
  126788. /**
  126789. * Gets or sets a boolean defining if the AssetsManager should automatically hide the loading screen
  126790. * when all assets have been downloaded.
  126791. * If set to false, you need to manually call in hideLoadingUI() once your scene is ready.
  126792. */
  126793. autoHideLoadingUI: boolean;
  126794. /**
  126795. * Creates a new AssetsManager
  126796. * @param scene defines the scene to work on
  126797. */
  126798. constructor(scene: Scene);
  126799. /**
  126800. * Add a MeshAssetTask to the list of active tasks
  126801. * @param taskName defines the name of the new task
  126802. * @param meshesNames defines the name of meshes to load
  126803. * @param rootUrl defines the root url to use to locate files
  126804. * @param sceneFilename defines the filename of the scene file
  126805. * @returns a new MeshAssetTask object
  126806. */
  126807. addMeshTask(taskName: string, meshesNames: any, rootUrl: string, sceneFilename: string): MeshAssetTask;
  126808. /**
  126809. * Add a TextFileAssetTask to the list of active tasks
  126810. * @param taskName defines the name of the new task
  126811. * @param url defines the url of the file to load
  126812. * @returns a new TextFileAssetTask object
  126813. */
  126814. addTextFileTask(taskName: string, url: string): TextFileAssetTask;
  126815. /**
  126816. * Add a BinaryFileAssetTask to the list of active tasks
  126817. * @param taskName defines the name of the new task
  126818. * @param url defines the url of the file to load
  126819. * @returns a new BinaryFileAssetTask object
  126820. */
  126821. addBinaryFileTask(taskName: string, url: string): BinaryFileAssetTask;
  126822. /**
  126823. * Add a ImageAssetTask to the list of active tasks
  126824. * @param taskName defines the name of the new task
  126825. * @param url defines the url of the file to load
  126826. * @returns a new ImageAssetTask object
  126827. */
  126828. addImageTask(taskName: string, url: string): ImageAssetTask;
  126829. /**
  126830. * Add a TextureAssetTask to the list of active tasks
  126831. * @param taskName defines the name of the new task
  126832. * @param url defines the url of the file to load
  126833. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  126834. * @param invertY defines if you want to invert Y axis of the loaded texture (false by default)
  126835. * @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)
  126836. * @returns a new TextureAssetTask object
  126837. */
  126838. addTextureTask(taskName: string, url: string, noMipmap?: boolean, invertY?: boolean, samplingMode?: number): TextureAssetTask;
  126839. /**
  126840. * Add a CubeTextureAssetTask to the list of active tasks
  126841. * @param taskName defines the name of the new task
  126842. * @param url defines the url of the file to load
  126843. * @param extensions defines the extension to use to load the cube map (can be null)
  126844. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  126845. * @param files defines the list of files to load (can be null)
  126846. * @returns a new CubeTextureAssetTask object
  126847. */
  126848. addCubeTextureTask(taskName: string, url: string, extensions?: string[], noMipmap?: boolean, files?: string[]): CubeTextureAssetTask;
  126849. /**
  126850. *
  126851. * Add a HDRCubeTextureAssetTask to the list of active tasks
  126852. * @param taskName defines the name of the new task
  126853. * @param url defines the url of the file to load
  126854. * @param size defines the size you want for the cubemap (can be null)
  126855. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  126856. * @param generateHarmonics defines if you want to automatically generate (true by default)
  126857. * @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)
  126858. * @param reserved Internal use only
  126859. * @returns a new HDRCubeTextureAssetTask object
  126860. */
  126861. addHDRCubeTextureTask(taskName: string, url: string, size: number, noMipmap?: boolean, generateHarmonics?: boolean, gammaSpace?: boolean, reserved?: boolean): HDRCubeTextureAssetTask;
  126862. /**
  126863. *
  126864. * Add a EquiRectangularCubeTextureAssetTask to the list of active tasks
  126865. * @param taskName defines the name of the new task
  126866. * @param url defines the url of the file to load
  126867. * @param size defines the size you want for the cubemap (can be null)
  126868. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  126869. * @param gammaSpace Specifies if the texture will be used in gamma or linear space
  126870. * (the PBR material requires those textures in linear space, but the standard material would require them in Gamma space)
  126871. * @returns a new EquiRectangularCubeTextureAssetTask object
  126872. */
  126873. addEquiRectangularCubeTextureAssetTask(taskName: string, url: string, size: number, noMipmap?: boolean, gammaSpace?: boolean): EquiRectangularCubeTextureAssetTask;
  126874. /**
  126875. * Remove a task from the assets manager.
  126876. * @param task the task to remove
  126877. */
  126878. removeTask(task: AbstractAssetTask): void;
  126879. private _decreaseWaitingTasksCount;
  126880. private _runTask;
  126881. /**
  126882. * Reset the AssetsManager and remove all tasks
  126883. * @return the current instance of the AssetsManager
  126884. */
  126885. reset(): AssetsManager;
  126886. /**
  126887. * Start the loading process
  126888. * @return the current instance of the AssetsManager
  126889. */
  126890. load(): AssetsManager;
  126891. /**
  126892. * Start the loading process as an async operation
  126893. * @return a promise returning the list of failed tasks
  126894. */
  126895. loadAsync(): Promise<void>;
  126896. }
  126897. }
  126898. declare module BABYLON {
  126899. /**
  126900. * Wrapper class for promise with external resolve and reject.
  126901. */
  126902. export class Deferred<T> {
  126903. /**
  126904. * The promise associated with this deferred object.
  126905. */
  126906. readonly promise: Promise<T>;
  126907. private _resolve;
  126908. private _reject;
  126909. /**
  126910. * The resolve method of the promise associated with this deferred object.
  126911. */
  126912. readonly resolve: (value?: T | PromiseLike<T> | undefined) => void;
  126913. /**
  126914. * The reject method of the promise associated with this deferred object.
  126915. */
  126916. readonly reject: (reason?: any) => void;
  126917. /**
  126918. * Constructor for this deferred object.
  126919. */
  126920. constructor();
  126921. }
  126922. }
  126923. declare module BABYLON {
  126924. /**
  126925. * Class used to explode meshes (ie. to have a center and move them away from that center to better see the overall organization)
  126926. */
  126927. export class MeshExploder {
  126928. private _centerMesh;
  126929. private _meshes;
  126930. private _meshesOrigins;
  126931. private _toCenterVectors;
  126932. private _scaledDirection;
  126933. private _newPosition;
  126934. private _centerPosition;
  126935. /**
  126936. * Explodes meshes from a center mesh.
  126937. * @param meshes The meshes to explode.
  126938. * @param centerMesh The mesh to be center of explosion.
  126939. */
  126940. constructor(meshes: Array<Mesh>, centerMesh?: Mesh);
  126941. private _setCenterMesh;
  126942. /**
  126943. * Get class name
  126944. * @returns "MeshExploder"
  126945. */
  126946. getClassName(): string;
  126947. /**
  126948. * "Exploded meshes"
  126949. * @returns Array of meshes with the centerMesh at index 0.
  126950. */
  126951. getMeshes(): Array<Mesh>;
  126952. /**
  126953. * Explodes meshes giving a specific direction
  126954. * @param direction Number to multiply distance of each mesh's origin from center. Use a negative number to implode, or zero to reset.
  126955. */
  126956. explode(direction?: number): void;
  126957. }
  126958. }
  126959. declare module BABYLON {
  126960. /**
  126961. * Class used to help managing file picking and drag'n'drop
  126962. */
  126963. export class FilesInput {
  126964. /**
  126965. * List of files ready to be loaded
  126966. */
  126967. static readonly FilesToLoad: {
  126968. [key: string]: File;
  126969. };
  126970. /**
  126971. * Callback called when a file is processed
  126972. */
  126973. onProcessFileCallback: (file: File, name: string, extension: string) => true;
  126974. private _engine;
  126975. private _currentScene;
  126976. private _sceneLoadedCallback;
  126977. private _progressCallback;
  126978. private _additionalRenderLoopLogicCallback;
  126979. private _textureLoadingCallback;
  126980. private _startingProcessingFilesCallback;
  126981. private _onReloadCallback;
  126982. private _errorCallback;
  126983. private _elementToMonitor;
  126984. private _sceneFileToLoad;
  126985. private _filesToLoad;
  126986. /**
  126987. * Creates a new FilesInput
  126988. * @param engine defines the rendering engine
  126989. * @param scene defines the hosting scene
  126990. * @param sceneLoadedCallback callback called when scene is loaded
  126991. * @param progressCallback callback called to track progress
  126992. * @param additionalRenderLoopLogicCallback callback called to add user logic to the rendering loop
  126993. * @param textureLoadingCallback callback called when a texture is loading
  126994. * @param startingProcessingFilesCallback callback called when the system is about to process all files
  126995. * @param onReloadCallback callback called when a reload is requested
  126996. * @param errorCallback callback call if an error occurs
  126997. */
  126998. 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);
  126999. private _dragEnterHandler;
  127000. private _dragOverHandler;
  127001. private _dropHandler;
  127002. /**
  127003. * Calls this function to listen to drag'n'drop events on a specific DOM element
  127004. * @param elementToMonitor defines the DOM element to track
  127005. */
  127006. monitorElementForDragNDrop(elementToMonitor: HTMLElement): void;
  127007. /**
  127008. * Release all associated resources
  127009. */
  127010. dispose(): void;
  127011. private renderFunction;
  127012. private drag;
  127013. private drop;
  127014. private _traverseFolder;
  127015. private _processFiles;
  127016. /**
  127017. * Load files from a drop event
  127018. * @param event defines the drop event to use as source
  127019. */
  127020. loadFiles(event: any): void;
  127021. private _processReload;
  127022. /**
  127023. * Reload the current scene from the loaded files
  127024. */
  127025. reload(): void;
  127026. }
  127027. }
  127028. declare module BABYLON {
  127029. /**
  127030. * Defines the root class used to create scene optimization to use with SceneOptimizer
  127031. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  127032. */
  127033. export class SceneOptimization {
  127034. /**
  127035. * Defines the priority of this optimization (0 by default which means first in the list)
  127036. */
  127037. priority: number;
  127038. /**
  127039. * Gets a string describing the action executed by the current optimization
  127040. * @returns description string
  127041. */
  127042. getDescription(): string;
  127043. /**
  127044. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  127045. * @param scene defines the current scene where to apply this optimization
  127046. * @param optimizer defines the current optimizer
  127047. * @returns true if everything that can be done was applied
  127048. */
  127049. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  127050. /**
  127051. * Creates the SceneOptimization object
  127052. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  127053. * @param desc defines the description associated with the optimization
  127054. */
  127055. constructor(
  127056. /**
  127057. * Defines the priority of this optimization (0 by default which means first in the list)
  127058. */
  127059. priority?: number);
  127060. }
  127061. /**
  127062. * Defines an optimization used to reduce the size of render target textures
  127063. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  127064. */
  127065. export class TextureOptimization extends SceneOptimization {
  127066. /**
  127067. * Defines the priority of this optimization (0 by default which means first in the list)
  127068. */
  127069. priority: number;
  127070. /**
  127071. * 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
  127072. */
  127073. maximumSize: number;
  127074. /**
  127075. * Defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  127076. */
  127077. step: number;
  127078. /**
  127079. * Gets a string describing the action executed by the current optimization
  127080. * @returns description string
  127081. */
  127082. getDescription(): string;
  127083. /**
  127084. * Creates the TextureOptimization object
  127085. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  127086. * @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
  127087. * @param step defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  127088. */
  127089. constructor(
  127090. /**
  127091. * Defines the priority of this optimization (0 by default which means first in the list)
  127092. */
  127093. priority?: number,
  127094. /**
  127095. * 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
  127096. */
  127097. maximumSize?: number,
  127098. /**
  127099. * Defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  127100. */
  127101. step?: number);
  127102. /**
  127103. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  127104. * @param scene defines the current scene where to apply this optimization
  127105. * @param optimizer defines the current optimizer
  127106. * @returns true if everything that can be done was applied
  127107. */
  127108. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  127109. }
  127110. /**
  127111. * Defines an optimization used to increase or decrease the rendering resolution
  127112. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  127113. */
  127114. export class HardwareScalingOptimization extends SceneOptimization {
  127115. /**
  127116. * Defines the priority of this optimization (0 by default which means first in the list)
  127117. */
  127118. priority: number;
  127119. /**
  127120. * Defines the maximum scale to use (2 by default)
  127121. */
  127122. maximumScale: number;
  127123. /**
  127124. * Defines the step to use between two passes (0.5 by default)
  127125. */
  127126. step: number;
  127127. private _currentScale;
  127128. private _directionOffset;
  127129. /**
  127130. * Gets a string describing the action executed by the current optimization
  127131. * @return description string
  127132. */
  127133. getDescription(): string;
  127134. /**
  127135. * Creates the HardwareScalingOptimization object
  127136. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  127137. * @param maximumScale defines the maximum scale to use (2 by default)
  127138. * @param step defines the step to use between two passes (0.5 by default)
  127139. */
  127140. constructor(
  127141. /**
  127142. * Defines the priority of this optimization (0 by default which means first in the list)
  127143. */
  127144. priority?: number,
  127145. /**
  127146. * Defines the maximum scale to use (2 by default)
  127147. */
  127148. maximumScale?: number,
  127149. /**
  127150. * Defines the step to use between two passes (0.5 by default)
  127151. */
  127152. step?: number);
  127153. /**
  127154. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  127155. * @param scene defines the current scene where to apply this optimization
  127156. * @param optimizer defines the current optimizer
  127157. * @returns true if everything that can be done was applied
  127158. */
  127159. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  127160. }
  127161. /**
  127162. * Defines an optimization used to remove shadows
  127163. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  127164. */
  127165. export class ShadowsOptimization extends SceneOptimization {
  127166. /**
  127167. * Gets a string describing the action executed by the current optimization
  127168. * @return description string
  127169. */
  127170. getDescription(): string;
  127171. /**
  127172. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  127173. * @param scene defines the current scene where to apply this optimization
  127174. * @param optimizer defines the current optimizer
  127175. * @returns true if everything that can be done was applied
  127176. */
  127177. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  127178. }
  127179. /**
  127180. * Defines an optimization used to turn post-processes off
  127181. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  127182. */
  127183. export class PostProcessesOptimization extends SceneOptimization {
  127184. /**
  127185. * Gets a string describing the action executed by the current optimization
  127186. * @return description string
  127187. */
  127188. getDescription(): string;
  127189. /**
  127190. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  127191. * @param scene defines the current scene where to apply this optimization
  127192. * @param optimizer defines the current optimizer
  127193. * @returns true if everything that can be done was applied
  127194. */
  127195. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  127196. }
  127197. /**
  127198. * Defines an optimization used to turn lens flares off
  127199. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  127200. */
  127201. export class LensFlaresOptimization extends SceneOptimization {
  127202. /**
  127203. * Gets a string describing the action executed by the current optimization
  127204. * @return description string
  127205. */
  127206. getDescription(): string;
  127207. /**
  127208. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  127209. * @param scene defines the current scene where to apply this optimization
  127210. * @param optimizer defines the current optimizer
  127211. * @returns true if everything that can be done was applied
  127212. */
  127213. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  127214. }
  127215. /**
  127216. * Defines an optimization based on user defined callback.
  127217. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  127218. */
  127219. export class CustomOptimization extends SceneOptimization {
  127220. /**
  127221. * Callback called to apply the custom optimization.
  127222. */
  127223. onApply: (scene: Scene, optimizer: SceneOptimizer) => boolean;
  127224. /**
  127225. * Callback called to get custom description
  127226. */
  127227. onGetDescription: () => string;
  127228. /**
  127229. * Gets a string describing the action executed by the current optimization
  127230. * @returns description string
  127231. */
  127232. getDescription(): string;
  127233. /**
  127234. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  127235. * @param scene defines the current scene where to apply this optimization
  127236. * @param optimizer defines the current optimizer
  127237. * @returns true if everything that can be done was applied
  127238. */
  127239. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  127240. }
  127241. /**
  127242. * Defines an optimization used to turn particles off
  127243. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  127244. */
  127245. export class ParticlesOptimization extends SceneOptimization {
  127246. /**
  127247. * Gets a string describing the action executed by the current optimization
  127248. * @return description string
  127249. */
  127250. getDescription(): string;
  127251. /**
  127252. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  127253. * @param scene defines the current scene where to apply this optimization
  127254. * @param optimizer defines the current optimizer
  127255. * @returns true if everything that can be done was applied
  127256. */
  127257. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  127258. }
  127259. /**
  127260. * Defines an optimization used to turn render targets off
  127261. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  127262. */
  127263. export class RenderTargetsOptimization extends SceneOptimization {
  127264. /**
  127265. * Gets a string describing the action executed by the current optimization
  127266. * @return description string
  127267. */
  127268. getDescription(): string;
  127269. /**
  127270. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  127271. * @param scene defines the current scene where to apply this optimization
  127272. * @param optimizer defines the current optimizer
  127273. * @returns true if everything that can be done was applied
  127274. */
  127275. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  127276. }
  127277. /**
  127278. * Defines an optimization used to merge meshes with compatible materials
  127279. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  127280. */
  127281. export class MergeMeshesOptimization extends SceneOptimization {
  127282. private static _UpdateSelectionTree;
  127283. /**
  127284. * Gets or sets a boolean which defines if optimization octree has to be updated
  127285. */
  127286. /**
  127287. * Gets or sets a boolean which defines if optimization octree has to be updated
  127288. */
  127289. static UpdateSelectionTree: boolean;
  127290. /**
  127291. * Gets a string describing the action executed by the current optimization
  127292. * @return description string
  127293. */
  127294. getDescription(): string;
  127295. private _canBeMerged;
  127296. /**
  127297. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  127298. * @param scene defines the current scene where to apply this optimization
  127299. * @param optimizer defines the current optimizer
  127300. * @param updateSelectionTree defines that the selection octree has to be updated (false by default)
  127301. * @returns true if everything that can be done was applied
  127302. */
  127303. apply(scene: Scene, optimizer: SceneOptimizer, updateSelectionTree?: boolean): boolean;
  127304. }
  127305. /**
  127306. * Defines a list of options used by SceneOptimizer
  127307. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  127308. */
  127309. export class SceneOptimizerOptions {
  127310. /**
  127311. * Defines the target frame rate to reach (60 by default)
  127312. */
  127313. targetFrameRate: number;
  127314. /**
  127315. * Defines the interval between two checkes (2000ms by default)
  127316. */
  127317. trackerDuration: number;
  127318. /**
  127319. * Gets the list of optimizations to apply
  127320. */
  127321. optimizations: SceneOptimization[];
  127322. /**
  127323. * Creates a new list of options used by SceneOptimizer
  127324. * @param targetFrameRate defines the target frame rate to reach (60 by default)
  127325. * @param trackerDuration defines the interval between two checkes (2000ms by default)
  127326. */
  127327. constructor(
  127328. /**
  127329. * Defines the target frame rate to reach (60 by default)
  127330. */
  127331. targetFrameRate?: number,
  127332. /**
  127333. * Defines the interval between two checkes (2000ms by default)
  127334. */
  127335. trackerDuration?: number);
  127336. /**
  127337. * Add a new optimization
  127338. * @param optimization defines the SceneOptimization to add to the list of active optimizations
  127339. * @returns the current SceneOptimizerOptions
  127340. */
  127341. addOptimization(optimization: SceneOptimization): SceneOptimizerOptions;
  127342. /**
  127343. * Add a new custom optimization
  127344. * @param onApply defines the callback called to apply the custom optimization (true if everything that can be done was applied)
  127345. * @param onGetDescription defines the callback called to get the description attached with the optimization.
  127346. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  127347. * @returns the current SceneOptimizerOptions
  127348. */
  127349. addCustomOptimization(onApply: (scene: Scene) => boolean, onGetDescription: () => string, priority?: number): SceneOptimizerOptions;
  127350. /**
  127351. * Creates a list of pre-defined optimizations aimed to reduce the visual impact on the scene
  127352. * @param targetFrameRate defines the target frame rate (60 by default)
  127353. * @returns a SceneOptimizerOptions object
  127354. */
  127355. static LowDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  127356. /**
  127357. * Creates a list of pre-defined optimizations aimed to have a moderate impact on the scene visual
  127358. * @param targetFrameRate defines the target frame rate (60 by default)
  127359. * @returns a SceneOptimizerOptions object
  127360. */
  127361. static ModerateDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  127362. /**
  127363. * Creates a list of pre-defined optimizations aimed to have a big impact on the scene visual
  127364. * @param targetFrameRate defines the target frame rate (60 by default)
  127365. * @returns a SceneOptimizerOptions object
  127366. */
  127367. static HighDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  127368. }
  127369. /**
  127370. * Class used to run optimizations in order to reach a target frame rate
  127371. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  127372. */
  127373. export class SceneOptimizer implements IDisposable {
  127374. private _isRunning;
  127375. private _options;
  127376. private _scene;
  127377. private _currentPriorityLevel;
  127378. private _targetFrameRate;
  127379. private _trackerDuration;
  127380. private _currentFrameRate;
  127381. private _sceneDisposeObserver;
  127382. private _improvementMode;
  127383. /**
  127384. * Defines an observable called when the optimizer reaches the target frame rate
  127385. */
  127386. onSuccessObservable: Observable<SceneOptimizer>;
  127387. /**
  127388. * Defines an observable called when the optimizer enables an optimization
  127389. */
  127390. onNewOptimizationAppliedObservable: Observable<SceneOptimization>;
  127391. /**
  127392. * Defines an observable called when the optimizer is not able to reach the target frame rate
  127393. */
  127394. onFailureObservable: Observable<SceneOptimizer>;
  127395. /**
  127396. * Gets a boolean indicating if the optimizer is in improvement mode
  127397. */
  127398. readonly isInImprovementMode: boolean;
  127399. /**
  127400. * Gets the current priority level (0 at start)
  127401. */
  127402. readonly currentPriorityLevel: number;
  127403. /**
  127404. * Gets the current frame rate checked by the SceneOptimizer
  127405. */
  127406. readonly currentFrameRate: number;
  127407. /**
  127408. * Gets or sets the current target frame rate (60 by default)
  127409. */
  127410. /**
  127411. * Gets or sets the current target frame rate (60 by default)
  127412. */
  127413. targetFrameRate: number;
  127414. /**
  127415. * Gets or sets the current interval between two checks (every 2000ms by default)
  127416. */
  127417. /**
  127418. * Gets or sets the current interval between two checks (every 2000ms by default)
  127419. */
  127420. trackerDuration: number;
  127421. /**
  127422. * Gets the list of active optimizations
  127423. */
  127424. readonly optimizations: SceneOptimization[];
  127425. /**
  127426. * Creates a new SceneOptimizer
  127427. * @param scene defines the scene to work on
  127428. * @param options defines the options to use with the SceneOptimizer
  127429. * @param autoGeneratePriorities defines if priorities must be generated and not read from SceneOptimization property (true by default)
  127430. * @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)
  127431. */
  127432. constructor(scene: Scene, options?: SceneOptimizerOptions, autoGeneratePriorities?: boolean, improvementMode?: boolean);
  127433. /**
  127434. * Stops the current optimizer
  127435. */
  127436. stop(): void;
  127437. /**
  127438. * Reset the optimizer to initial step (current priority level = 0)
  127439. */
  127440. reset(): void;
  127441. /**
  127442. * Start the optimizer. By default it will try to reach a specific framerate
  127443. * but if the optimizer is set with improvementMode === true then it will run all optimiatiation while frame rate is above the target frame rate
  127444. */
  127445. start(): void;
  127446. private _checkCurrentState;
  127447. /**
  127448. * Release all resources
  127449. */
  127450. dispose(): void;
  127451. /**
  127452. * Helper function to create a SceneOptimizer with one single line of code
  127453. * @param scene defines the scene to work on
  127454. * @param options defines the options to use with the SceneOptimizer
  127455. * @param onSuccess defines a callback to call on success
  127456. * @param onFailure defines a callback to call on failure
  127457. * @returns the new SceneOptimizer object
  127458. */
  127459. static OptimizeAsync(scene: Scene, options?: SceneOptimizerOptions, onSuccess?: () => void, onFailure?: () => void): SceneOptimizer;
  127460. }
  127461. }
  127462. declare module BABYLON {
  127463. /**
  127464. * Class used to serialize a scene into a string
  127465. */
  127466. export class SceneSerializer {
  127467. /**
  127468. * Clear cache used by a previous serialization
  127469. */
  127470. static ClearCache(): void;
  127471. /**
  127472. * Serialize a scene into a JSON compatible object
  127473. * @param scene defines the scene to serialize
  127474. * @returns a JSON compatible object
  127475. */
  127476. static Serialize(scene: Scene): any;
  127477. /**
  127478. * Serialize a mesh into a JSON compatible object
  127479. * @param toSerialize defines the mesh to serialize
  127480. * @param withParents defines if parents must be serialized as well
  127481. * @param withChildren defines if children must be serialized as well
  127482. * @returns a JSON compatible object
  127483. */
  127484. static SerializeMesh(toSerialize: any, withParents?: boolean, withChildren?: boolean): any;
  127485. }
  127486. }
  127487. declare module BABYLON {
  127488. /**
  127489. * Class used to host texture specific utilities
  127490. */
  127491. export class TextureTools {
  127492. /**
  127493. * Uses the GPU to create a copy texture rescaled at a given size
  127494. * @param texture Texture to copy from
  127495. * @param width defines the desired width
  127496. * @param height defines the desired height
  127497. * @param useBilinearMode defines if bilinear mode has to be used
  127498. * @return the generated texture
  127499. */
  127500. static CreateResizedCopy(texture: Texture, width: number, height: number, useBilinearMode?: boolean): Texture;
  127501. }
  127502. }
  127503. declare module BABYLON {
  127504. /**
  127505. * This represents the different options available for the video capture.
  127506. */
  127507. export interface VideoRecorderOptions {
  127508. /** Defines the mime type of the video. */
  127509. mimeType: string;
  127510. /** Defines the FPS the video should be recorded at. */
  127511. fps: number;
  127512. /** Defines the chunk size for the recording data. */
  127513. recordChunckSize: number;
  127514. /** The audio tracks to attach to the recording. */
  127515. audioTracks?: MediaStreamTrack[];
  127516. }
  127517. /**
  127518. * This can help with recording videos from BabylonJS.
  127519. * This is based on the available WebRTC functionalities of the browser.
  127520. *
  127521. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_video
  127522. */
  127523. export class VideoRecorder {
  127524. private static readonly _defaultOptions;
  127525. /**
  127526. * Returns whether or not the VideoRecorder is available in your browser.
  127527. * @param engine Defines the Babylon Engine.
  127528. * @returns true if supported otherwise false.
  127529. */
  127530. static IsSupported(engine: Engine): boolean;
  127531. private readonly _options;
  127532. private _canvas;
  127533. private _mediaRecorder;
  127534. private _recordedChunks;
  127535. private _fileName;
  127536. private _resolve;
  127537. private _reject;
  127538. /**
  127539. * True when a recording is already in progress.
  127540. */
  127541. readonly isRecording: boolean;
  127542. /**
  127543. * Create a new VideoCapture object which can help converting what you see in Babylon to a video file.
  127544. * @param engine Defines the BabylonJS Engine you wish to record.
  127545. * @param options Defines options that can be used to customize the capture.
  127546. */
  127547. constructor(engine: Engine, options?: Nullable<VideoRecorderOptions>);
  127548. /**
  127549. * Stops the current recording before the default capture timeout passed in the startRecording function.
  127550. */
  127551. stopRecording(): void;
  127552. /**
  127553. * Starts recording the canvas for a max duration specified in parameters.
  127554. * @param fileName Defines the name of the file to be downloaded when the recording stop.
  127555. * If null no automatic download will start and you can rely on the promise to get the data back.
  127556. * @param maxDuration Defines the maximum recording time in seconds.
  127557. * It defaults to 7 seconds. A value of zero will not stop automatically, you would need to call stopRecording manually.
  127558. * @return A promise callback at the end of the recording with the video data in Blob.
  127559. */
  127560. startRecording(fileName?: Nullable<string>, maxDuration?: number): Promise<Blob>;
  127561. /**
  127562. * Releases internal resources used during the recording.
  127563. */
  127564. dispose(): void;
  127565. private _handleDataAvailable;
  127566. private _handleError;
  127567. private _handleStop;
  127568. }
  127569. }
  127570. declare module BABYLON {
  127571. /**
  127572. * Class containing a set of static utilities functions for screenshots
  127573. */
  127574. export class ScreenshotTools {
  127575. /**
  127576. * Captures a screenshot of the current rendering
  127577. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  127578. * @param engine defines the rendering engine
  127579. * @param camera defines the source camera
  127580. * @param size This parameter can be set to a single number or to an object with the
  127581. * following (optional) properties: precision, width, height. If a single number is passed,
  127582. * it will be used for both width and height. If an object is passed, the screenshot size
  127583. * will be derived from the parameters. The precision property is a multiplier allowing
  127584. * rendering at a higher or lower resolution
  127585. * @param successCallback defines the callback receives a single parameter which contains the
  127586. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  127587. * src parameter of an <img> to display it
  127588. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  127589. * Check your browser for supported MIME types
  127590. */
  127591. static CreateScreenshot(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string): void;
  127592. /**
  127593. * Captures a screenshot of the current rendering
  127594. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  127595. * @param engine defines the rendering engine
  127596. * @param camera defines the source camera
  127597. * @param size This parameter can be set to a single number or to an object with the
  127598. * following (optional) properties: precision, width, height. If a single number is passed,
  127599. * it will be used for both width and height. If an object is passed, the screenshot size
  127600. * will be derived from the parameters. The precision property is a multiplier allowing
  127601. * rendering at a higher or lower resolution
  127602. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  127603. * Check your browser for supported MIME types
  127604. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  127605. * to the src parameter of an <img> to display it
  127606. */
  127607. static CreateScreenshotAsync(engine: Engine, camera: Camera, size: any, mimeType?: string): Promise<string>;
  127608. /**
  127609. * Generates an image screenshot from the specified camera.
  127610. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  127611. * @param engine The engine to use for rendering
  127612. * @param camera The camera to use for rendering
  127613. * @param size This parameter can be set to a single number or to an object with the
  127614. * following (optional) properties: precision, width, height. If a single number is passed,
  127615. * it will be used for both width and height. If an object is passed, the screenshot size
  127616. * will be derived from the parameters. The precision property is a multiplier allowing
  127617. * rendering at a higher or lower resolution
  127618. * @param successCallback The callback receives a single parameter which contains the
  127619. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  127620. * src parameter of an <img> to display it
  127621. * @param mimeType The MIME type of the screenshot image (default: image/png).
  127622. * Check your browser for supported MIME types
  127623. * @param samples Texture samples (default: 1)
  127624. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  127625. * @param fileName A name for for the downloaded file.
  127626. */
  127627. static CreateScreenshotUsingRenderTarget(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): void;
  127628. /**
  127629. * Generates an image screenshot from the specified camera.
  127630. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  127631. * @param engine The engine to use for rendering
  127632. * @param camera The camera to use for rendering
  127633. * @param size This parameter can be set to a single number or to an object with the
  127634. * following (optional) properties: precision, width, height. If a single number is passed,
  127635. * it will be used for both width and height. If an object is passed, the screenshot size
  127636. * will be derived from the parameters. The precision property is a multiplier allowing
  127637. * rendering at a higher or lower resolution
  127638. * @param mimeType The MIME type of the screenshot image (default: image/png).
  127639. * Check your browser for supported MIME types
  127640. * @param samples Texture samples (default: 1)
  127641. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  127642. * @param fileName A name for for the downloaded file.
  127643. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  127644. * to the src parameter of an <img> to display it
  127645. */
  127646. static CreateScreenshotUsingRenderTargetAsync(engine: Engine, camera: Camera, size: any, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): Promise<string>;
  127647. /**
  127648. * Gets height and width for screenshot size
  127649. * @private
  127650. */
  127651. private static _getScreenshotSize;
  127652. }
  127653. }
  127654. declare module BABYLON {
  127655. /**
  127656. * A cursor which tracks a point on a path
  127657. */
  127658. export class PathCursor {
  127659. private path;
  127660. /**
  127661. * Stores path cursor callbacks for when an onchange event is triggered
  127662. */
  127663. private _onchange;
  127664. /**
  127665. * The value of the path cursor
  127666. */
  127667. value: number;
  127668. /**
  127669. * The animation array of the path cursor
  127670. */
  127671. animations: Animation[];
  127672. /**
  127673. * Initializes the path cursor
  127674. * @param path The path to track
  127675. */
  127676. constructor(path: Path2);
  127677. /**
  127678. * Gets the cursor point on the path
  127679. * @returns A point on the path cursor at the cursor location
  127680. */
  127681. getPoint(): Vector3;
  127682. /**
  127683. * Moves the cursor ahead by the step amount
  127684. * @param step The amount to move the cursor forward
  127685. * @returns This path cursor
  127686. */
  127687. moveAhead(step?: number): PathCursor;
  127688. /**
  127689. * Moves the cursor behind by the step amount
  127690. * @param step The amount to move the cursor back
  127691. * @returns This path cursor
  127692. */
  127693. moveBack(step?: number): PathCursor;
  127694. /**
  127695. * Moves the cursor by the step amount
  127696. * If the step amount is greater than one, an exception is thrown
  127697. * @param step The amount to move the cursor
  127698. * @returns This path cursor
  127699. */
  127700. move(step: number): PathCursor;
  127701. /**
  127702. * Ensures that the value is limited between zero and one
  127703. * @returns This path cursor
  127704. */
  127705. private ensureLimits;
  127706. /**
  127707. * Runs onchange callbacks on change (used by the animation engine)
  127708. * @returns This path cursor
  127709. */
  127710. private raiseOnChange;
  127711. /**
  127712. * Executes a function on change
  127713. * @param f A path cursor onchange callback
  127714. * @returns This path cursor
  127715. */
  127716. onchange(f: (cursor: PathCursor) => void): PathCursor;
  127717. }
  127718. }
  127719. declare module BABYLON {
  127720. /** @hidden */
  127721. export var blurPixelShader: {
  127722. name: string;
  127723. shader: string;
  127724. };
  127725. }
  127726. declare module BABYLON {
  127727. /** @hidden */
  127728. export var pointCloudVertexDeclaration: {
  127729. name: string;
  127730. shader: string;
  127731. };
  127732. }
  127733. // Mixins
  127734. interface Window {
  127735. mozIndexedDB: IDBFactory;
  127736. webkitIndexedDB: IDBFactory;
  127737. msIndexedDB: IDBFactory;
  127738. webkitURL: typeof URL;
  127739. mozRequestAnimationFrame(callback: FrameRequestCallback): number;
  127740. oRequestAnimationFrame(callback: FrameRequestCallback): number;
  127741. WebGLRenderingContext: WebGLRenderingContext;
  127742. MSGesture: MSGesture;
  127743. CANNON: any;
  127744. AudioContext: AudioContext;
  127745. webkitAudioContext: AudioContext;
  127746. PointerEvent: any;
  127747. Math: Math;
  127748. Uint8Array: Uint8ArrayConstructor;
  127749. Float32Array: Float32ArrayConstructor;
  127750. mozURL: typeof URL;
  127751. msURL: typeof URL;
  127752. VRFrameData: any; // WebVR, from specs 1.1
  127753. DracoDecoderModule: any;
  127754. setImmediate(handler: (...args: any[]) => void): number;
  127755. }
  127756. interface HTMLCanvasElement {
  127757. requestPointerLock(): void;
  127758. msRequestPointerLock?(): void;
  127759. mozRequestPointerLock?(): void;
  127760. webkitRequestPointerLock?(): void;
  127761. /** Track wether a record is in progress */
  127762. isRecording: boolean;
  127763. /** Capture Stream method defined by some browsers */
  127764. captureStream(fps?: number): MediaStream;
  127765. }
  127766. interface CanvasRenderingContext2D {
  127767. msImageSmoothingEnabled: boolean;
  127768. }
  127769. interface MouseEvent {
  127770. mozMovementX: number;
  127771. mozMovementY: number;
  127772. webkitMovementX: number;
  127773. webkitMovementY: number;
  127774. msMovementX: number;
  127775. msMovementY: number;
  127776. }
  127777. interface Navigator {
  127778. mozGetVRDevices: (any: any) => any;
  127779. webkitGetUserMedia(constraints: MediaStreamConstraints, successCallback: NavigatorUserMediaSuccessCallback, errorCallback: NavigatorUserMediaErrorCallback): void;
  127780. mozGetUserMedia(constraints: MediaStreamConstraints, successCallback: NavigatorUserMediaSuccessCallback, errorCallback: NavigatorUserMediaErrorCallback): void;
  127781. msGetUserMedia(constraints: MediaStreamConstraints, successCallback: NavigatorUserMediaSuccessCallback, errorCallback: NavigatorUserMediaErrorCallback): void;
  127782. webkitGetGamepads(): Gamepad[];
  127783. msGetGamepads(): Gamepad[];
  127784. webkitGamepads(): Gamepad[];
  127785. }
  127786. interface HTMLVideoElement {
  127787. mozSrcObject: any;
  127788. }
  127789. interface Math {
  127790. fround(x: number): number;
  127791. imul(a: number, b: number): number;
  127792. }
  127793. interface WebGLRenderingContext {
  127794. drawArraysInstanced(mode: number, first: number, count: number, primcount: number): void;
  127795. drawElementsInstanced(mode: number, count: number, type: number, offset: number, primcount: number): void;
  127796. vertexAttribDivisor(index: number, divisor: number): void;
  127797. createVertexArray(): any;
  127798. bindVertexArray(vao?: WebGLVertexArrayObject | null): void;
  127799. deleteVertexArray(vao: WebGLVertexArrayObject): void;
  127800. blitFramebuffer(srcX0: number, srcY0: number, srcX1: number, srcY1: number, dstX0: number, dstY0: number, dstX1: number, dstY1: number, mask: number, filter: number): void;
  127801. renderbufferStorageMultisample(target: number, samples: number, internalformat: number, width: number, height: number): void;
  127802. bindBufferBase(target: number, index: number, buffer: WebGLBuffer | null): void;
  127803. getUniformBlockIndex(program: WebGLProgram, uniformBlockName: string): number;
  127804. uniformBlockBinding(program: WebGLProgram, uniformBlockIndex: number, uniformBlockBinding: number): void;
  127805. // Queries
  127806. createQuery(): WebGLQuery;
  127807. deleteQuery(query: WebGLQuery): void;
  127808. beginQuery(target: number, query: WebGLQuery): void;
  127809. endQuery(target: number): void;
  127810. getQueryParameter(query: WebGLQuery, pname: number): any;
  127811. getQuery(target: number, pname: number): any;
  127812. MAX_SAMPLES: number;
  127813. RGBA8: number;
  127814. READ_FRAMEBUFFER: number;
  127815. DRAW_FRAMEBUFFER: number;
  127816. UNIFORM_BUFFER: number;
  127817. HALF_FLOAT_OES: number;
  127818. RGBA16F: number;
  127819. RGBA32F: number;
  127820. R32F: number;
  127821. RG32F: number;
  127822. RGB32F: number;
  127823. R16F: number;
  127824. RG16F: number;
  127825. RGB16F: number;
  127826. RED: number;
  127827. RG: number;
  127828. R8: number;
  127829. RG8: number;
  127830. UNSIGNED_INT_24_8: number;
  127831. DEPTH24_STENCIL8: number;
  127832. /* Multiple Render Targets */
  127833. drawBuffers(buffers: number[]): void;
  127834. readBuffer(src: number): void;
  127835. readonly COLOR_ATTACHMENT0: number; // 0x8CE1
  127836. readonly COLOR_ATTACHMENT1: number; // 0x8CE2
  127837. readonly COLOR_ATTACHMENT2: number; // 0x8CE3
  127838. readonly COLOR_ATTACHMENT3: number; // 0x8CE4
  127839. // Occlusion Query
  127840. ANY_SAMPLES_PASSED_CONSERVATIVE: number;
  127841. ANY_SAMPLES_PASSED: number;
  127842. QUERY_RESULT_AVAILABLE: number;
  127843. QUERY_RESULT: number;
  127844. }
  127845. interface WebGLProgram {
  127846. __SPECTOR_rebuildProgram?: ((vertexSourceCode: string, fragmentSourceCode: string, onCompiled: (program: WebGLProgram) => void, onError: (message: string) => void) => void) | null;
  127847. }
  127848. interface EXT_disjoint_timer_query {
  127849. QUERY_COUNTER_BITS_EXT: number;
  127850. TIME_ELAPSED_EXT: number;
  127851. TIMESTAMP_EXT: number;
  127852. GPU_DISJOINT_EXT: number;
  127853. QUERY_RESULT_EXT: number;
  127854. QUERY_RESULT_AVAILABLE_EXT: number;
  127855. queryCounterEXT(query: WebGLQuery, target: number): void;
  127856. createQueryEXT(): WebGLQuery;
  127857. beginQueryEXT(target: number, query: WebGLQuery): void;
  127858. endQueryEXT(target: number): void;
  127859. getQueryObjectEXT(query: WebGLQuery, target: number): any;
  127860. deleteQueryEXT(query: WebGLQuery): void;
  127861. }
  127862. interface WebGLUniformLocation {
  127863. _currentState: any;
  127864. }
  127865. // Type definitions for WebGL 2, Editor's Draft Fri Feb 24 16:10:18 2017 -0800
  127866. // Project: https://www.khronos.org/registry/webgl/specs/latest/2.0/
  127867. // Definitions by: Nico Kemnitz <https://github.com/nkemnitz/>
  127868. // Definitions: https://github.com/DefinitelyTyped/DefinitelyTyped
  127869. interface WebGLRenderingContext {
  127870. readonly RASTERIZER_DISCARD: number;
  127871. readonly DEPTH_COMPONENT24: number;
  127872. readonly TEXTURE_3D: number;
  127873. readonly TEXTURE_2D_ARRAY: number;
  127874. readonly TEXTURE_COMPARE_FUNC: number;
  127875. readonly TEXTURE_COMPARE_MODE: number;
  127876. readonly COMPARE_REF_TO_TEXTURE: number;
  127877. readonly TEXTURE_WRAP_R: number;
  127878. readonly HALF_FLOAT: number;
  127879. readonly RGB8: number;
  127880. readonly RED_INTEGER: number;
  127881. readonly RG_INTEGER: number;
  127882. readonly RGB_INTEGER: number;
  127883. readonly RGBA_INTEGER: number;
  127884. readonly R8_SNORM: number;
  127885. readonly RG8_SNORM: number;
  127886. readonly RGB8_SNORM: number;
  127887. readonly RGBA8_SNORM: number;
  127888. readonly R8I: number;
  127889. readonly RG8I: number;
  127890. readonly RGB8I: number;
  127891. readonly RGBA8I: number;
  127892. readonly R8UI: number;
  127893. readonly RG8UI: number;
  127894. readonly RGB8UI: number;
  127895. readonly RGBA8UI: number;
  127896. readonly R16I: number;
  127897. readonly RG16I: number;
  127898. readonly RGB16I: number;
  127899. readonly RGBA16I: number;
  127900. readonly R16UI: number;
  127901. readonly RG16UI: number;
  127902. readonly RGB16UI: number;
  127903. readonly RGBA16UI: number;
  127904. readonly R32I: number;
  127905. readonly RG32I: number;
  127906. readonly RGB32I: number;
  127907. readonly RGBA32I: number;
  127908. readonly R32UI: number;
  127909. readonly RG32UI: number;
  127910. readonly RGB32UI: number;
  127911. readonly RGBA32UI: number;
  127912. readonly RGB10_A2UI: number;
  127913. readonly R11F_G11F_B10F: number;
  127914. readonly RGB9_E5: number;
  127915. readonly RGB10_A2: number;
  127916. readonly UNSIGNED_INT_2_10_10_10_REV: number;
  127917. readonly UNSIGNED_INT_10F_11F_11F_REV: number;
  127918. readonly UNSIGNED_INT_5_9_9_9_REV: number;
  127919. readonly FLOAT_32_UNSIGNED_INT_24_8_REV: number;
  127920. texImage3D(target: number, level: number, internalformat: number, width: number, height: number, depth: number, border: number, format: number, type: number, pixels: ArrayBufferView | null): void;
  127921. texImage3D(target: number, level: number, internalformat: number, width: number, height: number, depth: number, border: number, format: number, type: number, pixels: ArrayBufferView, offset: number): void;
  127922. 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;
  127923. compressedTexImage3D(target: number, level: number, internalformat: number, width: number, height: number, depth: number, border: number, data: ArrayBufferView, offset?: number, length?: number): void;
  127924. readonly TRANSFORM_FEEDBACK: number;
  127925. readonly INTERLEAVED_ATTRIBS: number;
  127926. readonly TRANSFORM_FEEDBACK_BUFFER: number;
  127927. createTransformFeedback(): WebGLTransformFeedback;
  127928. deleteTransformFeedback(transformFeedbac: WebGLTransformFeedback): void;
  127929. bindTransformFeedback(target: number, transformFeedback: WebGLTransformFeedback | null): void;
  127930. beginTransformFeedback(primitiveMode: number): void;
  127931. endTransformFeedback(): void;
  127932. transformFeedbackVaryings(program: WebGLProgram, varyings: string[], bufferMode: number): void;
  127933. clearBufferfv(buffer: number, drawbuffer: number, values: ArrayBufferView, srcOffset: number | null): void;
  127934. clearBufferiv(buffer: number, drawbuffer: number, values: ArrayBufferView, srcOffset: number | null): void;
  127935. clearBufferuiv(buffer: number, drawbuffer: number, values: ArrayBufferView, srcOffset: number | null): void;
  127936. clearBufferfi(buffer: number, drawbuffer: number, depth: number, stencil: number): void;
  127937. }
  127938. interface ImageBitmap {
  127939. readonly width: number;
  127940. readonly height: number;
  127941. close(): void;
  127942. }
  127943. interface WebGLQuery extends WebGLObject {
  127944. }
  127945. declare var WebGLQuery: {
  127946. prototype: WebGLQuery;
  127947. new(): WebGLQuery;
  127948. };
  127949. interface WebGLSampler extends WebGLObject {
  127950. }
  127951. declare var WebGLSampler: {
  127952. prototype: WebGLSampler;
  127953. new(): WebGLSampler;
  127954. };
  127955. interface WebGLSync extends WebGLObject {
  127956. }
  127957. declare var WebGLSync: {
  127958. prototype: WebGLSync;
  127959. new(): WebGLSync;
  127960. };
  127961. interface WebGLTransformFeedback extends WebGLObject {
  127962. }
  127963. declare var WebGLTransformFeedback: {
  127964. prototype: WebGLTransformFeedback;
  127965. new(): WebGLTransformFeedback;
  127966. };
  127967. interface WebGLVertexArrayObject extends WebGLObject {
  127968. }
  127969. declare var WebGLVertexArrayObject: {
  127970. prototype: WebGLVertexArrayObject;
  127971. new(): WebGLVertexArrayObject;
  127972. };
  127973. // Type definitions for WebVR API
  127974. // Project: https://w3c.github.io/webvr/
  127975. // Definitions by: six a <https://github.com/lostfictions>
  127976. // Definitions: https://github.com/DefinitelyTyped/DefinitelyTyped
  127977. interface VRDisplay extends EventTarget {
  127978. /**
  127979. * Dictionary of capabilities describing the VRDisplay.
  127980. */
  127981. readonly capabilities: VRDisplayCapabilities;
  127982. /**
  127983. * z-depth defining the far plane of the eye view frustum
  127984. * enables mapping of values in the render target depth
  127985. * attachment to scene coordinates. Initially set to 10000.0.
  127986. */
  127987. depthFar: number;
  127988. /**
  127989. * z-depth defining the near plane of the eye view frustum
  127990. * enables mapping of values in the render target depth
  127991. * attachment to scene coordinates. Initially set to 0.01.
  127992. */
  127993. depthNear: number;
  127994. /**
  127995. * An identifier for this distinct VRDisplay. Used as an
  127996. * association point in the Gamepad API.
  127997. */
  127998. readonly displayId: number;
  127999. /**
  128000. * A display name, a user-readable name identifying it.
  128001. */
  128002. readonly displayName: string;
  128003. readonly isConnected: boolean;
  128004. readonly isPresenting: boolean;
  128005. /**
  128006. * If this VRDisplay supports room-scale experiences, the optional
  128007. * stage attribute contains details on the room-scale parameters.
  128008. */
  128009. readonly stageParameters: VRStageParameters | null;
  128010. /**
  128011. * Passing the value returned by `requestAnimationFrame` to
  128012. * `cancelAnimationFrame` will unregister the callback.
  128013. * @param handle Define the hanle of the request to cancel
  128014. */
  128015. cancelAnimationFrame(handle: number): void;
  128016. /**
  128017. * Stops presenting to the VRDisplay.
  128018. * @returns a promise to know when it stopped
  128019. */
  128020. exitPresent(): Promise<void>;
  128021. /**
  128022. * Return the current VREyeParameters for the given eye.
  128023. * @param whichEye Define the eye we want the parameter for
  128024. * @returns the eye parameters
  128025. */
  128026. getEyeParameters(whichEye: string): VREyeParameters;
  128027. /**
  128028. * Populates the passed VRFrameData with the information required to render
  128029. * the current frame.
  128030. * @param frameData Define the data structure to populate
  128031. * @returns true if ok otherwise false
  128032. */
  128033. getFrameData(frameData: VRFrameData): boolean;
  128034. /**
  128035. * Get the layers currently being presented.
  128036. * @returns the list of VR layers
  128037. */
  128038. getLayers(): VRLayer[];
  128039. /**
  128040. * Return a VRPose containing the future predicted pose of the VRDisplay
  128041. * when the current frame will be presented. The value returned will not
  128042. * change until JavaScript has returned control to the browser.
  128043. *
  128044. * The VRPose will contain the position, orientation, velocity,
  128045. * and acceleration of each of these properties.
  128046. * @returns the pose object
  128047. */
  128048. getPose(): VRPose;
  128049. /**
  128050. * Return the current instantaneous pose of the VRDisplay, with no
  128051. * prediction applied.
  128052. * @returns the current instantaneous pose
  128053. */
  128054. getImmediatePose(): VRPose;
  128055. /**
  128056. * The callback passed to `requestAnimationFrame` will be called
  128057. * any time a new frame should be rendered. When the VRDisplay is
  128058. * presenting the callback will be called at the native refresh
  128059. * rate of the HMD. When not presenting this function acts
  128060. * identically to how window.requestAnimationFrame acts. Content should
  128061. * make no assumptions of frame rate or vsync behavior as the HMD runs
  128062. * asynchronously from other displays and at differing refresh rates.
  128063. * @param callback Define the eaction to run next frame
  128064. * @returns the request handle it
  128065. */
  128066. requestAnimationFrame(callback: FrameRequestCallback): number;
  128067. /**
  128068. * Begin presenting to the VRDisplay. Must be called in response to a user gesture.
  128069. * Repeat calls while already presenting will update the VRLayers being displayed.
  128070. * @param layers Define the list of layer to present
  128071. * @returns a promise to know when the request has been fulfilled
  128072. */
  128073. requestPresent(layers: VRLayer[]): Promise<void>;
  128074. /**
  128075. * Reset the pose for this display, treating its current position and
  128076. * orientation as the "origin/zero" values. VRPose.position,
  128077. * VRPose.orientation, and VRStageParameters.sittingToStandingTransform may be
  128078. * updated when calling resetPose(). This should be called in only
  128079. * sitting-space experiences.
  128080. */
  128081. resetPose(): void;
  128082. /**
  128083. * The VRLayer provided to the VRDisplay will be captured and presented
  128084. * in the HMD. Calling this function has the same effect on the source
  128085. * canvas as any other operation that uses its source image, and canvases
  128086. * created without preserveDrawingBuffer set to true will be cleared.
  128087. * @param pose Define the pose to submit
  128088. */
  128089. submitFrame(pose?: VRPose): void;
  128090. }
  128091. declare var VRDisplay: {
  128092. prototype: VRDisplay;
  128093. new(): VRDisplay;
  128094. };
  128095. interface VRLayer {
  128096. leftBounds?: number[] | Float32Array | null;
  128097. rightBounds?: number[] | Float32Array | null;
  128098. source?: HTMLCanvasElement | null;
  128099. }
  128100. interface VRDisplayCapabilities {
  128101. readonly canPresent: boolean;
  128102. readonly hasExternalDisplay: boolean;
  128103. readonly hasOrientation: boolean;
  128104. readonly hasPosition: boolean;
  128105. readonly maxLayers: number;
  128106. }
  128107. interface VREyeParameters {
  128108. /** @deprecated */
  128109. readonly fieldOfView: VRFieldOfView;
  128110. readonly offset: Float32Array;
  128111. readonly renderHeight: number;
  128112. readonly renderWidth: number;
  128113. }
  128114. interface VRFieldOfView {
  128115. readonly downDegrees: number;
  128116. readonly leftDegrees: number;
  128117. readonly rightDegrees: number;
  128118. readonly upDegrees: number;
  128119. }
  128120. interface VRFrameData {
  128121. readonly leftProjectionMatrix: Float32Array;
  128122. readonly leftViewMatrix: Float32Array;
  128123. readonly pose: VRPose;
  128124. readonly rightProjectionMatrix: Float32Array;
  128125. readonly rightViewMatrix: Float32Array;
  128126. readonly timestamp: number;
  128127. }
  128128. interface VRPose {
  128129. readonly angularAcceleration: Float32Array | null;
  128130. readonly angularVelocity: Float32Array | null;
  128131. readonly linearAcceleration: Float32Array | null;
  128132. readonly linearVelocity: Float32Array | null;
  128133. readonly orientation: Float32Array | null;
  128134. readonly position: Float32Array | null;
  128135. readonly timestamp: number;
  128136. }
  128137. interface VRStageParameters {
  128138. sittingToStandingTransform?: Float32Array;
  128139. sizeX?: number;
  128140. sizeY?: number;
  128141. }
  128142. interface Navigator {
  128143. getVRDisplays(): Promise<VRDisplay[]>;
  128144. readonly activeVRDisplays: ReadonlyArray<VRDisplay>;
  128145. }
  128146. interface Window {
  128147. onvrdisplayconnected: ((this: Window, ev: Event) => any) | null;
  128148. onvrdisplaydisconnected: ((this: Window, ev: Event) => any) | null;
  128149. onvrdisplaypresentchange: ((this: Window, ev: Event) => any) | null;
  128150. addEventListener(type: "vrdisplayconnected", listener: (ev: Event) => any, useCapture?: boolean): void;
  128151. addEventListener(type: "vrdisplaydisconnected", listener: (ev: Event) => any, useCapture?: boolean): void;
  128152. addEventListener(type: "vrdisplaypresentchange", listener: (ev: Event) => any, useCapture?: boolean): void;
  128153. }
  128154. interface Gamepad {
  128155. readonly displayId: number;
  128156. }
  128157. type XRSessionMode =
  128158. | "inline"
  128159. | "immersive-vr"
  128160. | "immersive-ar";
  128161. type XRReferenceSpaceType =
  128162. | "viewer"
  128163. | "local"
  128164. | "local-floor"
  128165. | "bounded-floor"
  128166. | "unbounded";
  128167. type XREnvironmentBlendMode =
  128168. | "opaque"
  128169. | "additive"
  128170. | "alpha-blend";
  128171. type XRVisibilityState =
  128172. | "visible"
  128173. | "visible-blurred"
  128174. | "hidden";
  128175. type XRHandedness =
  128176. | "none"
  128177. | "left"
  128178. | "right";
  128179. type XRTargetRayMode =
  128180. | "gaze"
  128181. | "tracked-pointer"
  128182. | "screen";
  128183. type XREye =
  128184. | "none"
  128185. | "left"
  128186. | "right";
  128187. interface XRSpace extends EventTarget {
  128188. }
  128189. interface XRRenderState {
  128190. depthNear?: number;
  128191. depthFar?: number;
  128192. inlineVerticalFieldOfView?: number;
  128193. baseLayer?: XRWebGLLayer;
  128194. }
  128195. interface XRInputSource {
  128196. handedness: XRHandedness;
  128197. targetRayMode: XRTargetRayMode;
  128198. targetRaySpace: XRSpace;
  128199. gripSpace: XRSpace | undefined;
  128200. gamepad: Gamepad | undefined;
  128201. profiles: Array<string>;
  128202. }
  128203. interface XRSession {
  128204. addEventListener: Function;
  128205. requestReferenceSpace(type: XRReferenceSpaceType): Promise<XRReferenceSpace>;
  128206. updateRenderState(XRRenderStateInit: XRRenderState): Promise<void>;
  128207. requestAnimationFrame: Function;
  128208. end(): Promise<void>;
  128209. renderState: XRRenderState;
  128210. inputSources: Array<XRInputSource>;
  128211. }
  128212. interface XRReferenceSpace extends XRSpace {
  128213. getOffsetReferenceSpace(originOffset: XRRigidTransform): XRReferenceSpace;
  128214. onreset: any;
  128215. }
  128216. interface XRFrame {
  128217. session: XRSession;
  128218. getViewerPose(referenceSpace: XRReferenceSpace): XRViewerPose | undefined;
  128219. getPose(space: XRSpace, baseSpace: XRSpace): XRPose | undefined;
  128220. }
  128221. interface XRViewerPose extends XRPose {
  128222. views: Array<XRView>;
  128223. }
  128224. interface XRPose {
  128225. transform: XRRigidTransform;
  128226. emulatedPosition: boolean;
  128227. }
  128228. declare var XRWebGLLayer: {
  128229. prototype: XRWebGLLayer;
  128230. new(session: XRSession, context: WebGLRenderingContext | undefined): XRWebGLLayer;
  128231. };
  128232. interface XRWebGLLayer {
  128233. framebuffer: WebGLFramebuffer;
  128234. framebufferWidth: number;
  128235. framebufferHeight: number;
  128236. getViewport: Function;
  128237. }
  128238. interface XRRigidTransform {
  128239. position: DOMPointReadOnly;
  128240. orientation: DOMPointReadOnly;
  128241. matrix: Float32Array;
  128242. inverse: XRRigidTransform;
  128243. }
  128244. interface XRView {
  128245. eye: XREye;
  128246. projectionMatrix: Float32Array;
  128247. transform: XRRigidTransform;
  128248. }
  128249. interface XRInputSourceChangeEvent {
  128250. session: XRSession;
  128251. removed: Array<XRInputSource>;
  128252. added: Array<XRInputSource>;
  128253. }